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Comparing deliantra/server/common/object.C (file contents):
Revision 1.251 by root, Sun Jul 20 16:56:34 2008 UTC vs.
Revision 1.323 by root, Sun Apr 11 23:56:09 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow. First part checks 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 261 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 263 return 0;
198 264
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 265 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 269 * flags lose any meaning.
204 */ 270 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
207 273
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
210 276
211 if (ob1->arch->archname != ob2->arch->archname 277 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 278 || ob1->name != ob2->name
213 || ob1->title != ob2->title 279 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
217 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 286 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
223 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
225 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 302 return 0;
237 303
238 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 305 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 306 .reset (FLAG_REMOVED)
242 .any ()) 307 .any ())
243 return 0; 308 return 0;
244 309
245 /* This is really a spellbook check - we should in general 310 /* This is really a spellbook check - we should in general
264 329
265 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
268 */ 333 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
270 return 0; 335 return 0;
271 336
272 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
273 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
274 * check? 339 * check?
275 */ 340 */
276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
277 return 0; 342 return 0;
278 343
279 switch (ob1->type) 344 switch (ob1->type)
280 { 345 {
281 case SCROLL: 346 case SCROLL:
327 { 392 {
328 // see if we are in a container of sorts 393 // see if we are in a container of sorts
329 if (env) 394 if (env)
330 { 395 {
331 // the player inventory itself is always visible 396 // the player inventory itself is always visible
332 if (env->type == PLAYER) 397 if (env->is_player ())
333 return env; 398 return env;
334 399
335 // else a player could have our env open 400 // else a player could have our env open
336 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
337 402
338 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 404 // even if our inv is in a player.
340 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 407 if (pl->container_ () == env)
343 return pl; 408 return pl;
344 } 409 }
345 else 410 else
346 { 411 {
347 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 416 || pl->container_ () == this)
352 return pl; 417 return pl;
353 } 418 }
354 } 419 }
355 420
356 return 0; 421 return 0;
434 object_freezer freezer; 499 object_freezer freezer;
435 op->write (freezer); 500 op->write (freezer);
436 return freezer.as_string (); 501 return freezer.as_string ();
437} 502}
438 503
439/* 504char *
440 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
441 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned.
443 */
444object *
445get_nearest_part (object *op, const object *pl)
446{ 506{
447 object *tmp, *closest; 507 return dump_object (this);
448 int last_dist, i;
449
450 if (!op->more)
451 return op;
452
453 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
454 tmp;
455 tmp = tmp->more)
456 if ((i = distance (tmp, pl)) < last_dist)
457 closest = tmp, last_dist = i;
458
459 return closest;
460} 508}
461 509
462/* 510/*
463 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
464 * VERRRY slow. 512 * VERRRY slow.
466object * 514object *
467find_object (tag_t i) 515find_object (tag_t i)
468{ 516{
469 for_all_objects (op) 517 for_all_objects (op)
470 if (op->count == i) 518 if (op->count == i)
519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
471 return op; 534 return op;
472 535
473 return 0; 536 return 0;
474} 537}
475 538
509 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
510 return; 573 return;
511 } 574 }
512 575
513 this->owner = owner; 576 this->owner = owner;
514}
515
516int
517object::slottype () const
518{
519 if (type == SKILL)
520 {
521 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
522 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
523 }
524 else
525 {
526 if (slot [body_combat].info) return slot_combat;
527 if (slot [body_range ].info) return slot_ranged;
528 }
529
530 return slot_none;
531}
532
533bool
534object::change_weapon (object *ob)
535{
536 if (current_weapon == ob)
537 return true;
538
539 if (chosen_skill)
540 chosen_skill->flag [FLAG_APPLIED] = false;
541
542 current_weapon = ob;
543 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544
545 if (chosen_skill)
546 chosen_skill->flag [FLAG_APPLIED] = true;
547
548 update_stats ();
549
550 if (ob)
551 {
552 // now check wether any body locations became invalid, in which case
553 // we cannot apply the weapon at the moment.
554 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
555 if (slot[i].used < 0)
556 {
557 current_weapon = chosen_skill = 0;
558 update_stats ();
559
560 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name);
564 return false;
565 }
566
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 }
569 else
570 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
571
572 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
573 {
574 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
575 &name, ob->debug_desc ());
576 return false;
577 }
578
579 return true;
580} 577}
581 578
582/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
583 * refcounts and freeing the links. 580 * refcounts and freeing the links.
584 */ 581 */
637 tail = new_link; 634 tail = new_link;
638 } 635 }
639 } 636 }
640 } 637 }
641 638
642 if (speed < 0) 639 dst->activate ();
643 dst->speed_left -= rndm ();
644
645 dst->set_speed (dst->speed);
646} 640}
647 641
648void 642void
649object::instantiate () 643object::instantiate ()
650{ 644{
651 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
652 uuid = UUID::gen (); 646 uuid = UUID::gen ();
653 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
654 speed_left = -0.1f; 652 speed_left = -1.;
653
655 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
656 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
657 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
658 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
659 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
667object * 666object *
668object::clone () 667object::clone ()
669{ 668{
670 object *neu = create (); 669 object *neu = create ();
671 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
672 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
673 return neu; 677 return neu;
674} 678}
675 679
676/* 680/*
679 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
680 */ 684 */
681void 685void
682update_turn_face (object *op) 686update_turn_face (object *op)
683{ 687{
684 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
685 return; 689 return;
686 690
687 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
688 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
689} 693}
694 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
695 */ 699 */
696void 700void
697object::set_speed (float speed) 701object::set_speed (float speed)
698{ 702{
699 if (flag [FLAG_FREED] && speed)
700 {
701 LOG (llevError, "Object %s is freed but has speed.\n", &name);
702 speed = 0;
703 }
704
705 this->speed = speed; 703 this->speed = speed;
706 704
707 if (has_active_speed ()) 705 if (has_active_speed ())
708 activate (); 706 activate ();
709 else 707 else
759 757
760 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
761 /* nop */; 759 /* nop */;
762 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
763 { 761 {
762#if 0
764 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
767 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
768 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
769 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
771 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
772 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
773 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
774 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
775 * to have move_allow right now. 774 * have move_allow right now.
776 */ 775 */
777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
779 m.flags_ = 0; 780 m.invalidate ();
781#endif
780 } 782 }
781 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
782 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
783 * that is being removed. 785 * that is being removed.
784 */ 786 */
785 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
786 m.flags_ = 0; 788 m.invalidate ();
787 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
788 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
789 else 791 else
790 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
791 793
793 update_object (op->more, action); 795 update_object (op->more, action);
794} 796}
795 797
796object::object () 798object::object ()
797{ 799{
798 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
799 801
800 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
801 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
802} 805}
803 806
804object::~object () 807object::~object ()
805{ 808{
806 unlink (); 809 unlink ();
835 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
836 if (active) 839 if (active)
837 return; 840 return;
838 841
839 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
840 actives.insert (this); 847 actives.insert (this);
848 }
841} 849}
842 850
843void 851void
844object::activate_recursive () 852object::activate_recursive ()
845{ 853{
910 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
911 || map->no_drop 919 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
913 { 921 {
914 while (inv) 922 while (inv)
915 inv->destroy (true); 923 inv->destroy ();
916 } 924 }
917 else 925 else
918 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
919 while (inv) 927 while (inv)
920 { 928 {
924 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
925 || op->type == RUNE 933 || op->type == RUNE
926 || op->type == TRAP 934 || op->type == TRAP
927 || op->flag [FLAG_IS_A_TEMPLATE] 935 || op->flag [FLAG_IS_A_TEMPLATE]
928 || op->flag [FLAG_DESTROY_ON_DEATH]) 936 || op->flag [FLAG_DESTROY_ON_DEATH])
929 op->destroy (true); 937 op->destroy ();
930 else 938 else
931 map->insert (op, x, y); 939 map->insert (op, x, y);
932 } 940 }
941 }
942}
943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
933 } 962 }
934} 963}
935 964
936object *object::create () 965object *object::create ()
937{ 966{
963 992
964void 993void
965object::do_destroy () 994object::do_destroy ()
966{ 995{
967 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 997 remove_link ();
969 998
970 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1000 remove_friendly_object (this);
972 1001
973 remove (); 1002 remove ();
998 attacked_by = 0; 1027 attacked_by = 0;
999 current_weapon = 0; 1028 current_weapon = 0;
1000} 1029}
1001 1030
1002void 1031void
1003object::destroy (bool destroy_inventory) 1032object::destroy ()
1004{ 1033{
1005 if (destroyed ()) 1034 if (destroyed ())
1006 return; 1035 return;
1007 1036
1008 if (!is_head () && !head->destroyed ()) 1037 if (!is_head () && !head->destroyed ())
1009 { 1038 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1040 head->destroy ();
1012 return; 1041 return;
1013 } 1042 }
1014 1043
1015 destroy_inv (!destroy_inventory); 1044 destroy_inv_fast ();
1016 1045
1017 if (is_head ()) 1046 if (is_head ())
1018 if (sound_destroy) 1047 if (sound_destroy)
1019 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1060 * the previous environment.
1032 */ 1061 */
1033void 1062void
1034object::do_remove () 1063object::do_remove ()
1035{ 1064{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1065 if (flag [FLAG_REMOVED])
1040 return; 1066 return;
1041 1067
1042 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1043 1069
1056 if (object *pl = visible_to ()) 1082 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1083 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1085
1060 adjust_weight (env, -total_weight ()); 1086 adjust_weight (env, -total_weight ());
1087
1088 object *pl = in_player ();
1061 1089
1062 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1063 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1064 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1065 */ 1093 */
1073 1101
1074 above = 0; 1102 above = 0;
1075 below = 0; 1103 below = 0;
1076 env = 0; 1104 env = 0;
1077 1105
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1107 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1108 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1084 } 1127 }
1085 else if (map) 1128 else if (map)
1086 { 1129 {
1087 map->dirty = true; 1130 map->dirty = true;
1088 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1089 1132
1090 if (object *pl = ms.player ()) 1133 if (object *pl = ms.player ())
1091 { 1134 {
1092 if (type == PLAYER) // this == pl(!) 1135 if (is_player ())
1093 { 1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1094 // leaving a spot always closes any open container on the ground 1140 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1141 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1142 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1143 // that the CLOSE event is being sent.
1098 close_container (); 1144 close_container ();
1099 1145
1100 --map->players; 1146 --map->players;
1101 map->touch (); 1147 map->touch ();
1102 } 1148 }
1103 else if (pl->container == this) 1149 else if (pl->container_ () == this)
1104 { 1150 {
1105 // removing a container should close it 1151 // removing a container should close it
1106 close_container (); 1152 close_container ();
1107 } 1153 }
1108 1154 else
1109 esrv_del_item (pl->contr, count); 1155 esrv_del_item (pl->contr, count);
1110 } 1156 }
1111 1157
1112 /* link the object above us */ 1158 /* link the object above us */
1113 // re-link, make sure compiler can easily use cmove 1159 // re-link, make sure compiler can easily use cmove
1114 *(above ? &above->below : &ms.top) = below; 1160 *(above ? &above->below : &ms.top) = below;
1115 *(below ? &below->above : &ms.bot) = above; 1161 *(below ? &below->above : &ms.bot) = above;
1116 1162
1117 above = 0; 1163 above = 0;
1118 below = 0; 1164 below = 0;
1119 1165
1166 ms.invalidate ();
1167
1120 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1121 return; 1169 return;
1122 1170
1123 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1124 1172
1125 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1126 { 1174 {
1127 if (pl->container == this) 1175 if (pl->container_ () == this)
1128 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1129 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1130 * appropriately. 1178 * appropriately.
1131 */ 1179 */
1132 pl->close_container (); 1180 pl->close_container ();
1136 //TODO: update floorbox to preserve ordering 1184 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns) 1185 if (pl->contr->ns)
1138 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1139 } 1187 }
1140 1188
1189 if (check_walk_off)
1141 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1142 { 1191 {
1192 above = tmp->above;
1193
1143 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1144 * being removed. 1195 * being removed.
1145 */ 1196 */
1146 1197
1147 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1148 if (check_walk_off
1149 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1151 {
1152 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1153
1154 if (destroyed ())
1155 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1156 } 1202 }
1157 1203
1158 last = tmp; 1204 if (affects_los ())
1159 }
1160
1161 /* last == NULL if there are no objects on this space */
1162 //TODO: this makes little sense, why only update the topmost object?
1163 if (!last)
1164 map->at (x, y).flags_ = 0;
1165 else
1166 update_object (last, UP_OBJ_REMOVE);
1167
1168 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1169 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1170 } 1206 }
1171} 1207}
1172 1208
1173/* 1209/*
1197 esrv_update_item (UPD_NROF, pl, top); 1233 esrv_update_item (UPD_NROF, pl, top);
1198 1234
1199 op->weight = 0; // cancel the addition above 1235 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already 1236 op->carrying = 0; // must be 0 already
1201 1237
1202 op->destroy (1); 1238 op->destroy ();
1203 1239
1204 return top; 1240 return top;
1205 } 1241 }
1206 1242
1207 return 0; 1243 return 0;
1215 1251
1216 object *prev = this; 1252 object *prev = this;
1217 1253
1218 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1219 { 1255 {
1220 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1221 1257
1222 op->name = name; 1258 op->name = name;
1223 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1224 op->title = title; 1260 op->title = title;
1225 1261
1263 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1264 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1265 * 1301 *
1266 * Return value: 1302 * Return value:
1267 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1268 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1269 * just 'op' otherwise 1305 * just 'op' otherwise
1270 */ 1306 */
1271object * 1307object *
1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1273{ 1309{
1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1279
1280 if (op->env)
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1283 op->remove (); 1310 op->remove ();
1284 }
1285 1311
1286 if (op->face && !face_info (op->face))//D TODO: remove soon 1312 if (m == &freed_map)//D TODO: remove soon
1287 {//D 1313 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D 1315 }//D
1291 1316
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1319 * need extra work
1295 */ 1320 */
1321 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1323 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1325 return 0;
1300 } 1326 }
1301 1327
1302 if (object *more = op->more) 1328 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1330 return 0;
1305 1331
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1307 1333 op->env = 0;
1308 op->map = m; 1334 op->map = newmap;
1335
1309 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1310 1337
1311 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1312 */ 1339 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1316 { 1343 {
1317 // TODO: we actually want to update tmp, not op, 1344 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1345 // but some caller surely breaks when we return tmp
1319 // from here :/ 1346 // from here :/
1320 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1348 tmp->destroy ();
1322 } 1349 }
1323 1350
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1326 1353
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1329 1356
1330 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1358 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1360 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1362 abort ();
1336 } 1363 }
1337 1364
1338 if (!originator->is_on_map ()) 1365 if (!originator->is_on_map ())
1366 {
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ()); 1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1341 1371
1342 op->above = originator; 1372 op->above = originator;
1343 op->below = originator->below; 1373 op->below = originator->below;
1344 originator->below = op; 1374 originator->below = op;
1345 1375
1365 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1366 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1367 */ 1397 */
1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 { 1399 {
1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1371 floor = tmp; 1401 floor = tmp;
1372 1402
1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1374 { 1404 {
1375 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1376 top = tmp->below; 1406 top = tmp->below;
1377 break; 1407 break;
1378 } 1408 }
1396 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1397 { 1427 {
1398 object *last; 1428 object *last;
1399 1429
1400 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1402 break; 1432 break;
1403 1433
1404 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1405 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1406 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1431 op->below = top; 1461 op->below = top;
1432 *(op->above ? &op->above->below : &ms.top) = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1463 }
1434 } 1464 }
1435 1465
1436 if (op->type == PLAYER) 1466 if (op->is_player ())
1437 { 1467 {
1438 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1439 ++op->map->players; 1469 ++op->map->players;
1440 op->map->touch (); 1470 op->map->touch ();
1441 } 1471 }
1456 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1457 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1458 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1459 * of effect may be sufficient. 1489 * of effect may be sufficient.
1460 */ 1490 */
1461 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1462 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1463 1496
1464 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1465 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1466 1499
1467 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1474 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1475 * update_object(). 1508 * update_object().
1476 */ 1509 */
1477 1510
1478 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1479 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1480 { 1513 {
1481 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1482 return 0; 1515 return 0;
1483 1516
1484 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1495/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1496 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1497 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1498 */ 1531 */
1499void 1532void
1500replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1501{ 1534{
1502 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1503 1536
1504 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1505 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1506 tmp->destroy (1); 1539 tmp->destroy ();
1507 1540
1508 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1509 1542
1510 tmp->x = op->x; 1543 tmp->x = op->x;
1511 tmp->y = op->y; 1544 tmp->y = op->y;
1512 1545
1513 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1518{ 1551{
1519 if (where->env) 1552 if (where->env)
1520 return where->env->insert (this); 1553 return where->env->insert (this);
1521 else 1554 else
1522 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1577 return false;
1523} 1578}
1524 1579
1525/* 1580/*
1526 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1634 if (object *pl = tmp->visible_to ()) 1689 if (object *pl = tmp->visible_to ())
1635 esrv_update_item (UPD_NROF, pl, tmp); 1690 esrv_update_item (UPD_NROF, pl, tmp);
1636 1691
1637 adjust_weight (this, op->total_weight ()); 1692 adjust_weight (this, op->total_weight ());
1638 1693
1639 op->destroy (1); 1694 op->destroy ();
1640 op = tmp; 1695 op = tmp;
1641 goto inserted; 1696 goto inserted;
1642 } 1697 }
1643 1698
1644 op->owner = 0; // it's his/hers now. period. 1699 op->owner = 0; // it's his/hers now. period.
1662 1717
1663 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1664 1719
1665inserted: 1720inserted:
1666 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1668 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1669 1726 }
1727 else if (is_player ())
1670 // if this is a player's inventory, update stats 1728 // if this is a player's inventory, update stats
1671 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1729 contr->queue_stats_update ();
1672 update_stats ();
1673 1730
1674 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1675 1732
1676 return op; 1733 return op;
1677} 1734}
1697 * on top. 1754 * on top.
1698 */ 1755 */
1699int 1756int
1700check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1701{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1702 object *tmp; 1762 object *tmp;
1703 maptile *m = op->map; 1763 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1705 1765
1706 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1707 1767
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1709 return 0;
1710 1769
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1714 1773
1715 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1716 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1717 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1718 * as walking. 1777 * as walking.
1729 return 0; 1788 return 0;
1730 1789
1731 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1733 */ 1792 */
1734 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1794 {
1795 next = tmp->below;
1744 1796
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1797 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1749 1799
1750 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1751 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1752 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1753 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1754 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1755 */ 1805 */
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1757 { 1807 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760 { 1810 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1812
1765 if (op->type == PLAYER) 1813 if (op->is_player ())
1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1768 diff /= 4.0; 1816 diff /= 4.0;
1769 1817
1770 op->speed_left -= diff; 1818 op->speed_left -= diff;
1771 } 1819 }
1772 } 1820 }
1894void 1942void
1895flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1896{ 1944{
1897 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 { 1946 {
1899 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1900 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1901 } 1949 }
1902} 1950}
1903 1951
1904/* 1952/*
1907void 1955void
1908unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1909{ 1957{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 1959 {
1912 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1913 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1914 } 1962 }
1915} 1963}
1916 1964
1917/* 1965/*
1978 * head of the object should correspond for the entire object. 2026 * head of the object should correspond for the entire object.
1979 */ 2027 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 2029 continue;
1982 2030
1983 if (ob->blocked (m, pos.x, pos.y)) 2031 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 2032 continue;
1985 2033
1986 altern [index++] = i; 2034 altern [index++] = i;
1987 } 2035 }
1988 2036
2056 * there is capable of. 2104 * there is capable of.
2057 */ 2105 */
2058int 2106int
2059find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2108{
2061 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2110 MoveType move_type;
2068 2111
2069 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2070 { 2113 {
2071 exclude = exclude->head; 2114 exclude = exclude->head;
2072 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2075 { 2118 {
2076 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2077 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2078 } 2121 }
2079 2122
2080 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2081 { 2124 {
2082 mp = m; 2125 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2126 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2127
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2129 max = maxfree[i];
2090 else 2130 else
2091 { 2131 {
2092 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2093 2133
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2135 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2099 { 2137 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2141 return freedir [i];
2107 } 2142 }
2108 } 2143 }
2109 } 2144 }
2110 2145
2111 return 0; 2146 return 0;
2186 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2224 * functions.
2190 */ 2225 */
2191int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2290 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2291 */ 2326 */
2292int 2327int
2293can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2294{ 2329{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2297 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298} 2333}
2299 2334
2300/* 2335/*
2301 * create clone from object to another 2336 * create clone from object to another
2302 */ 2337 */
2334 return tmp; 2369 return tmp;
2335 2370
2336 return 0; 2371 return 0;
2337} 2372}
2338 2373
2339const shstr & 2374shstr_tmp
2340object::kv_get (const shstr &key) const 2375object::kv_get (shstr_tmp key) const
2341{ 2376{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2378 if (kv->key == key)
2344 return kv->value; 2379 return kv->value;
2345 2380
2346 return shstr_null; 2381 return shstr ();
2347} 2382}
2348 2383
2349void 2384void
2350object::kv_set (const shstr &key, const shstr &value) 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2386{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2388 if (kv->key == key)
2354 { 2389 {
2355 kv->value = value; 2390 kv->value = value;
2364 2399
2365 key_values = kv; 2400 key_values = kv;
2366} 2401}
2367 2402
2368void 2403void
2369object::kv_del (const shstr &key) 2404object::kv_del (shstr_tmp key)
2370{ 2405{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2407 if ((*kvp)->key == key)
2373 { 2408 {
2374 key_value *kv = *kvp; 2409 key_value *kv = *kvp;
2467{ 2502{
2468 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2469 : region::default_region (); 2504 : region::default_region ();
2470} 2505}
2471 2506
2472const materialtype_t *
2473object::dominant_material () const
2474{
2475 if (materialtype_t *mt = name_to_material (materialname))
2476 return mt;
2477
2478 return name_to_material (shstr_unknown);
2479}
2480
2481void 2507void
2482object::open_container (object *new_container) 2508object::open_container (object *new_container)
2483{ 2509{
2484 if (container == new_container) 2510 if (container == new_container)
2485 return; 2511 return;
2505 container = 0; 2531 container = 0;
2506 2532
2507 // client needs item update to make it work, client bug requires this to be separate 2533 // client needs item update to make it work, client bug requires this to be separate
2508 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2509 2535
2510 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2511 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2512 } 2538 }
2513 2539
2514 if (new_container) 2540 if (new_container)
2515 { 2541 {
2519 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2520#if 0 2546#if 0
2521 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2522 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2523 { 2549 {
2524 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer); 2552 new_container->insert (closer);
2527 } 2553 }
2528#endif 2554#endif
2529 2555
2530 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2531 2557
2532 // make sure the container is available, client bug requires this to be separate 2558 // make sure the container is available, client bug requires this to be separate
2533 esrv_send_item (this, new_container); 2559 esrv_send_item (this, new_container);
2534 2560
2535 new_container->flag [FLAG_APPLIED] = true; 2561 new_container->flag [FLAG_APPLIED] = true;
2543// else if (!old_container->env && contr && contr->ns) 2569// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset (); 2570// contr->ns->floorbox_reset ();
2545} 2571}
2546 2572
2547object * 2573object *
2548object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2549{ 2575{
2550 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2551 * place 2577 * place
2552 */ 2578 */
2553 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2555 return splay (tmp); 2581 return splay (tmp);
2556 2582
2557 return 0; 2583 return 0;
2558} 2584}
2559 2585
2586//-GPL
2587
2560void 2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2561object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2562{ 2599{
2563 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2564 force->destroy (); 2601 force->destroy ();
2565 2602
2566 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2567 2604
2568 force->slaying = name; 2605 force->slaying = name;
2569 force->stats.food = 1; 2606 force->force_set_timer (duration);
2570 force->speed_left = -1.f;
2571
2572 force->set_speed (duration ? 1.f / duration : 0.f);
2573 force->flag [FLAG_IS_USED_UP] = true;
2574 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2575 2608
2576 insert (force); 2609 return insert (force);
2577} 2610}
2578 2611
2579void 2612void
2580object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2581{ 2614{
2582 if (!sound) 2615 if (!sound)
2583 return; 2616 return;
2584 2617
2585 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2586 return; 2643 return;
2587 2644
2588 if (env) 2645 // find old force, or create new one
2589 { 2646 object *force = force_find (shstr_noise_force);
2590 if (object *pl = in_player ()) 2647
2591 pl->contr->play_sound (sound); 2648 if (force)
2592 } 2649 force->speed_left = -1.f; // patch old speed up
2593 else 2650 else
2594 map->play_sound (sound, x, y); 2651 {
2595} 2652 force = archetype::get (shstr_noise_force);
2596 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

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