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Comparing deliantra/server/common/object.C (file contents):
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 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, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -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, 54 -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 55 -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}; 56};
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] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 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, 60 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 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
64}; 69};
65 70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
186 || ob1->speed != ob2->speed 191 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 192 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
189 return 0; 194 return 0;
190 195
191 /* Do not merge objects if nrof would overflow. First part checks 196 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 197 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 198 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; 199 return 0;
198 200
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* 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 202 * 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 203 * just can't ignore the been applied or identified flags, as they
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0; 238 return 0;
237 239
238 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
242 .any ()) 243 .any ())
243 return 0; 244 return 0;
244 245
245 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
327 { 328 {
328 // see if we are in a container of sorts 329 // see if we are in a container of sorts
329 if (env) 330 if (env)
330 { 331 {
331 // the player inventory itself is always visible 332 // the player inventory itself is always visible
332 if (env->type == PLAYER) 333 if (env->is_player ())
333 return env; 334 return env;
334 335
335 // else a player could have our env open 336 // else a player could have our env open
336 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
337 338
338 // the player itself is always on a map, so we will find him here 339 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player. 340 // even if our inv is in a player.
340 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
342 if (pl->container == env) 343 if (pl->container_ () == env)
343 return pl; 344 return pl;
344 } 345 }
345 else 346 else
346 { 347 {
347 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || this == pl->container) 352 || pl->container_ () == this)
352 return pl; 353 return pl;
353 } 354 }
354 } 355 }
355 356
356 return 0; 357 return 0;
434 object_freezer freezer; 435 object_freezer freezer;
435 op->write (freezer); 436 op->write (freezer);
436 return freezer.as_string (); 437 return freezer.as_string ();
437} 438}
438 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
439/* 446/*
440 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
441 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
442 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
443 */ 450 */
444object * 451static object *
445get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
446{ 453{
447 object *tmp, *closest; 454 object *tmp, *closest;
448 int last_dist, i; 455 int last_dist, i;
449 456
558 update_stats (); 565 update_stats ();
559 566
560 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
561 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
562 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
563 "[You need to unapply some items first.]", &ob->name); 570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
564 return false; 572 return false;
565 } 573 }
566 574
567 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
568 } 576 }
640 } 648 }
641 649
642 if (speed < 0) 650 if (speed < 0)
643 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
644 652
645 dst->set_speed (dst->speed); 653 dst->activate ();
646} 654}
647 655
648void 656void
649object::instantiate () 657object::instantiate ()
650{ 658{
762 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
763 { 771 {
764 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
775 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
771 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
773 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
774 * have move_allow right now. 783 * have move_allow right now.
775 */ 784 */
776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
778 m.flags_ = 0; 787 m.invalidate ();
779 } 788 }
780 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
781 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
782 * that is being removed. 791 * that is being removed.
783 */ 792 */
784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
785 m.flags_ = 0; 794 m.invalidate ();
786 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
787 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
788 else 797 else
789 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
790 799
794 803
795object::object () 804object::object ()
796{ 805{
797 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
798 807
799 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
800 face = blank_face; 809 face = blank_face;
801} 810}
802 811
803object::~object () 812object::~object ()
804{ 813{
834 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
835 if (active) 844 if (active)
836 return; 845 return;
837 846
838 if (has_active_speed ()) 847 if (has_active_speed ())
848 {
849 if (flag [FLAG_FREED])
850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
851
839 actives.insert (this); 852 actives.insert (this);
853 }
840} 854}
841 855
842void 856void
843object::activate_recursive () 857object::activate_recursive ()
844{ 858{
909 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 924 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
912 { 926 {
913 while (inv) 927 while (inv)
914 inv->destroy (true); 928 inv->destroy ();
915 } 929 }
916 else 930 else
917 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
918 while (inv) 932 while (inv)
919 { 933 {
923 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 938 || op->type == RUNE
925 || op->type == TRAP 939 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 942 op->destroy ();
929 else 943 else
930 map->insert (op, x, y); 944 map->insert (op, x, y);
931 } 945 }
932 } 946 }
933} 947}
962 976
963void 977void
964object::do_destroy () 978object::do_destroy ()
965{ 979{
966 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 981 remove_link ();
968 982
969 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 984 remove_friendly_object (this);
971 985
972 remove (); 986 remove ();
997 attacked_by = 0; 1011 attacked_by = 0;
998 current_weapon = 0; 1012 current_weapon = 0;
999} 1013}
1000 1014
1001void 1015void
1002object::destroy (bool destroy_inventory) 1016object::destroy ()
1003{ 1017{
1004 if (destroyed ()) 1018 if (destroyed ())
1005 return; 1019 return;
1006 1020
1007 if (!is_head () && !head->destroyed ()) 1021 if (!is_head () && !head->destroyed ())
1008 { 1022 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1024 head->destroy ();
1011 return; 1025 return;
1012 } 1026 }
1013 1027
1014 destroy_inv (!destroy_inventory); 1028 destroy_inv (false);
1015 1029
1016 if (is_head ()) 1030 if (is_head ())
1017 if (sound_destroy) 1031 if (sound_destroy)
1018 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1044 * the previous environment.
1031 */ 1045 */
1032void 1046void
1033object::do_remove () 1047object::do_remove ()
1034{ 1048{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1039 return; 1050 return;
1040 1051
1041 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1042 1053
1055 if (object *pl = visible_to ()) 1066 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1069
1059 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1060 1073
1061 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1075 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1064 */ 1077 */
1076 1089
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1092 * to save cpu time.
1080 */ 1093 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1082 otmp->update_stats (); 1097 pl->update_stats ();
1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1083 } 1102 }
1084 else if (map) 1103 else if (map)
1085 { 1104 {
1086 map->dirty = true; 1105 map->dirty = true;
1087 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1088 1107
1089 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1090 { 1109 {
1091 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1092 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1093 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1116 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1097 close_container (); 1119 close_container ();
1098 1120
1099 --map->players; 1121 --map->players;
1100 map->touch (); 1122 map->touch ();
1101 } 1123 }
1102 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1103 { 1125 {
1104 // removing a container should close it 1126 // removing a container should close it
1105 close_container (); 1127 close_container ();
1106 } 1128 }
1107 1129
1114 *(below ? &below->above : &ms.bot) = above; 1136 *(below ? &below->above : &ms.bot) = above;
1115 1137
1116 above = 0; 1138 above = 0;
1117 below = 0; 1139 below = 0;
1118 1140
1141 ms.invalidate ();
1142
1119 if (map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1120 return; 1144 return;
1121 1145
1122 int check_walk_off = !flag [FLAG_NO_APPLY]; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1147
1124 if (object *pl = ms.player ()) 1148 if (object *pl = ms.player ())
1125 { 1149 {
1126 if (pl->container == this) 1150 if (pl->container_ () == this)
1127 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1128 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1129 * appropriately. 1153 * appropriately.
1130 */ 1154 */
1131 pl->close_container (); 1155 pl->close_container ();
1135 //TODO: update floorbox to preserve ordering 1159 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns) 1160 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update (); 1161 pl->contr->ns->floorbox_update ();
1138 } 1162 }
1139 1163
1164 if (check_walk_off)
1140 for (tmp = ms.bot; tmp; tmp = tmp->above) 1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1141 { 1166 {
1167 above = tmp->above;
1168
1142 /* No point updating the players look faces if he is the object 1169 /* No point updating the players look faces if he is the object
1143 * being removed. 1170 * being removed.
1144 */ 1171 */
1145 1172
1146 /* See if object moving off should effect something */ 1173 /* See if object moving off should effect something */
1147 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1174 if ((move_type & tmp->move_off)
1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1150 {
1151 move_apply (tmp, this, 0); 1176 move_apply (tmp, this, 0);
1152
1153 if (destroyed ())
1154 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1155 } 1177 }
1156 1178
1157 last = tmp; 1179 if (affects_los ())
1158 }
1159
1160 /* last == NULL if there are no objects on this space */
1161 //TODO: this makes little sense, why only update the topmost object?
1162 if (!last)
1163 map->at (x, y).flags_ = 0;
1164 else
1165 update_object (last, UP_OBJ_REMOVE);
1166
1167 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1168 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1169 } 1181 }
1170} 1182}
1171 1183
1172/* 1184/*
1196 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1197 1209
1198 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1200 1212
1201 op->destroy (1); 1213 op->destroy ();
1202 1214
1203 return top; 1215 return top;
1204 } 1216 }
1205 1217
1206 return 0; 1218 return 0;
1268 * just 'op' otherwise 1280 * just 'op' otherwise
1269 */ 1281 */
1270object * 1282object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1284{
1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1282 op->remove (); 1285 op->remove ();
1283 }
1284 1286
1285 if (op->face && !face_info (op->face))//D TODO: remove soon 1287 if (m == &freed_map)//D TODO: remove soon
1286 {//D 1288 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D 1290 }//D
1290 1291
1291 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1292 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1293 * need extra work 1294 * need extra work
1294 */ 1295 */
1296 maptile *newmap = m;
1295 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1296 { 1298 {
1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 return 0; 1300 return 0;
1299 } 1301 }
1300 1302
1301 if (object *more = op->more) 1303 if (object *more = op->more)
1302 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1303 return 0; 1305 return 0;
1304 1306
1305 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1306 1308 op->env = 0;
1307 op->map = m; 1309 op->map = newmap;
1310
1308 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1309 1312
1310 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1311 */ 1314 */
1312 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1315 { 1318 {
1316 // TODO: we actually want to update tmp, not op, 1319 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp 1320 // but some caller surely breaks when we return tmp
1318 // from here :/ 1321 // from here :/
1319 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1323 tmp->destroy ();
1321 } 1324 }
1322 1325
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 1328
1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334 abort (); 1337 abort ();
1335 } 1338 }
1336 1339
1337 if (!originator->is_on_map ()) 1340 if (!originator->is_on_map ())
1341 {
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ()); 1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1340 1346
1341 op->above = originator; 1347 op->above = originator;
1342 op->below = originator->below; 1348 op->below = originator->below;
1343 originator->below = op; 1349 originator->below = op;
1344 1350
1430 op->below = top; 1436 op->below = top;
1431 *(op->above ? &op->above->below : &ms.top) = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1438 }
1433 } 1439 }
1434 1440
1435 if (op->type == PLAYER) 1441 if (op->is_player ())
1436 { 1442 {
1437 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1438 ++op->map->players; 1444 ++op->map->players;
1439 op->map->touch (); 1445 op->map->touch ();
1440 } 1446 }
1455 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1456 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1457 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1458 * of effect may be sufficient. 1464 * of effect may be sufficient.
1459 */ 1465 */
1460 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1461 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1462 1471
1463 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1464 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1465 1474
1466 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1473 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1474 * update_object(). 1483 * update_object().
1475 */ 1484 */
1476 1485
1477 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1478 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1479 { 1488 {
1480 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1481 return 0; 1490 return 0;
1482 1491
1483 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1494/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1495 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1496 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1497 */ 1506 */
1498void 1507void
1499replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1500{ 1509{
1501 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1502 1511
1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1505 tmp->destroy (1); 1514 tmp->destroy ();
1506 1515
1507 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1508 1517
1509 tmp->x = op->x; 1518 tmp->x = op->x;
1510 tmp->y = op->y; 1519 tmp->y = op->y;
1511 1520
1512 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1633 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1635 1644
1636 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1637 1646
1638 op->destroy (1); 1647 op->destroy ();
1639 op = tmp; 1648 op = tmp;
1640 goto inserted; 1649 goto inserted;
1641 } 1650 }
1642 1651
1643 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1661 1670
1662 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1663 1672
1664inserted: 1673inserted:
1665 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1666 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1667 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1668 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1669 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1671 update_stats (); 1682 update_stats ();
1672 1683
1673 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1674 1685
1675 return op; 1686 return op;
1696 * on top. 1707 * on top.
1697 */ 1708 */
1698int 1709int
1699check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1700{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1701 object *tmp; 1715 object *tmp;
1702 maptile *m = op->map; 1716 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1704 1718
1705 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1706 1720
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1708 return 0;
1709 1722
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1713 1726
1714 /* if nothing on this space will slow op down or be applied, 1727 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1728 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1729 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1730 * as walking.
1728 return 0; 1741 return 0;
1729 1742
1730 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1732 */ 1745 */
1733 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1747 {
1748 next = tmp->below;
1743 1749
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1750 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1748 1752
1749 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1760 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1763 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1765
1764 if (op->type == PLAYER) 1766 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1769 diff /= 4.0;
1768 1770
1769 op->speed_left -= diff; 1771 op->speed_left -= diff;
1770 } 1772 }
1771 } 1773 }
1977 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1978 */ 1980 */
1979 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980 continue; 1982 continue;
1981 1983
1982 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1983 continue; 1985 continue;
1984 1986
1985 altern [index++] = i; 1987 altern [index++] = i;
1986 } 1988 }
1987 1989
2055 * there is capable of. 2057 * there is capable of.
2056 */ 2058 */
2057int 2059int
2058find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2061{
2060 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2063 MoveType move_type;
2067 2064
2068 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2069 { 2066 {
2070 exclude = exclude->head; 2067 exclude = exclude->head;
2071 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2074 { 2071 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2077 } 2074 }
2078 2075
2079 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2080 { 2077 {
2081 mp = m; 2078 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2079 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2080
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2082 max = maxfree[i];
2089 else 2083 else
2090 { 2084 {
2091 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2092 2086
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2088 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2098 { 2090 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2094 return freedir [i];
2106 } 2095 }
2107 } 2096 }
2108 } 2097 }
2109 2098
2110 return 0; 2099 return 0;
2185 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2177 * functions.
2189 */ 2178 */
2190int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2291int 2280int
2292can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2293{ 2282{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2286}
2298 2287
2299/* 2288/*
2300 * create clone from object to another 2289 * create clone from object to another
2301 */ 2290 */
2333 return tmp; 2322 return tmp;
2334 2323
2335 return 0; 2324 return 0;
2336} 2325}
2337 2326
2338const shstr & 2327shstr_tmp
2339object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2340{ 2329{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2331 if (kv->key == key)
2343 return kv->value; 2332 return kv->value;
2344 2333
2345 return shstr_null; 2334 return shstr ();
2346} 2335}
2347 2336
2348void 2337void
2349object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2339{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2341 if (kv->key == key)
2353 { 2342 {
2354 kv->value = value; 2343 kv->value = value;
2363 2352
2364 key_values = kv; 2353 key_values = kv;
2365} 2354}
2366 2355
2367void 2356void
2368object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2369{ 2358{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2372 { 2361 {
2373 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2504 container = 0; 2493 container = 0;
2505 2494
2506 // client needs item update to make it work, client bug requires this to be separate 2495 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2497
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2511 } 2500 }
2512 2501
2513 if (new_container) 2502 if (new_container)
2514 { 2503 {
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2514 new_container->insert (closer);
2526 } 2515 }
2527#endif 2516#endif
2528 2517
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2519
2531 // make sure the container is available, client bug requires this to be separate 2520 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2533 2522
2534 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2544} 2533}
2545 2534
2546object * 2535object *
2547object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2548{ 2537{
2549 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2550 * place 2539 * place
2551 */ 2540 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2543 return splay (tmp);
2555 2544
2556 return 0; 2545 return 0;
2557} 2546}
2558 2547
2548//-GPL
2549
2559void 2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2560object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2561{ 2561{
2562 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2563 force->destroy (); 2563 force->destroy ();
2564 2564
2565 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2566 2566
2567 force->slaying = name; 2567 force->slaying = name;
2568 force->stats.food = 1; 2568 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2574 2570
2575 insert (force); 2571 return insert (force);
2576} 2572}
2577 2573
2578void 2574void
2579object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2580{ 2576{
2581 if (!sound) 2577 if (!sound)
2582 return; 2578 return;
2583 2579
2584 if (flag [FLAG_REMOVED]) 2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2585 return; 2605 return;
2586 2606
2587 if (env) 2607 // find old force, or create new one
2588 { 2608 object *force = force_find (shstr_noise_force);
2589 if (object *pl = in_player ()) 2609
2590 pl->contr->play_sound (sound); 2610 if (force)
2591 } 2611 force->speed_left = -1.f; // patch old speed up
2592 else 2612 else
2593 map->play_sound (sound, x, y); 2613 {
2594} 2614 force = archetype::get (shstr_noise_force);
2595 2615
2616 force->slaying = shstr_noise_force;
2617 force->stats.food = 1;
2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2625 }
2626}
2627

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