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Comparing deliantra/server/common/object.C (file contents):
Revision 1.254 by root, Sun Aug 31 01:17:11 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{
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 238 return 0;
234 239
235 if ((ob1->flag ^ ob2->flag) 240 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED) 241 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_CLIENT_SENT)
238 .reset (FLAG_REMOVED) 242 .reset (FLAG_REMOVED)
239 .any ()) 243 .any ())
240 return 0; 244 return 0;
241 245
242 /* This is really a spellbook check - we should in general 246 /* This is really a spellbook check - we should in general
324 { 328 {
325 // see if we are in a container of sorts 329 // see if we are in a container of sorts
326 if (env) 330 if (env)
327 { 331 {
328 // the player inventory itself is always visible 332 // the player inventory itself is always visible
329 if (env->type == PLAYER) 333 if (env->is_player ())
330 return env; 334 return env;
331 335
332 // else a player could have our env open 336 // else a player could have our env open
333 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
334 338
335 // 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
336 // even if our inv is in a player. 340 // even if our inv is in a player.
337 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 343 if (pl->container_ () == env)
340 return pl; 344 return pl;
341 } 345 }
342 else 346 else
343 { 347 {
344 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 352 || pl->container_ () == this)
349 return pl; 353 return pl;
350 } 354 }
351 } 355 }
352 356
353 return 0; 357 return 0;
431 object_freezer freezer; 435 object_freezer freezer;
432 op->write (freezer); 436 op->write (freezer);
433 return freezer.as_string (); 437 return freezer.as_string ();
434} 438}
435 439
440char *
441object::as_string ()
442{
443 return dump_object (this);
444}
445
436/* 446/*
437 * 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
438 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
440 */ 450 */
441object * 451static object *
442get_nearest_part (object *op, const object *pl) 452get_nearest_part (object *op, const object *pl)
443{ 453{
444 object *tmp, *closest; 454 object *tmp, *closest;
445 int last_dist, i; 455 int last_dist, i;
446 456
555 update_stats (); 565 update_stats ();
556 566
557 new_draw_info_format (NDI_UNIQUE, 0, this, 567 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 568 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 569 "but the %s is just too much for your body. "
560 "[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);
561 return false; 572 return false;
562 } 573 }
563 574
564 //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);
565 } 576 }
637 } 648 }
638 649
639 if (speed < 0) 650 if (speed < 0)
640 dst->speed_left -= rndm (); 651 dst->speed_left -= rndm ();
641 652
642 dst->set_speed (dst->speed); 653 dst->activate ();
643} 654}
644 655
645void 656void
646object::instantiate () 657object::instantiate ()
647{ 658{
759 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
760 { 771 {
761 // this is likely overkill, TODO: revisit (schmorp) 772 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 779 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 780 || (m.move_off | op->move_off ) != m.move_off
771 /* 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
772 * have move_allow right now. 783 * have move_allow right now.
773 */ 784 */
774 || ((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
775 || 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)
776 m.flags_ = 0; 787 m.invalidate ();
777 } 788 }
778 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 791 * that is being removed.
781 */ 792 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.flags_ = 0; 794 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 795 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 796 /* Nothing to do for that case */ ;
786 else 797 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 799
792 803
793object::object () 804object::object ()
794{ 805{
795 SET_FLAG (this, FLAG_REMOVED); 806 SET_FLAG (this, FLAG_REMOVED);
796 807
797 expmul = 1.0; 808 //expmul = 1.0; declared const for the time being
798 face = blank_face; 809 face = blank_face;
799} 810}
800 811
801object::~object () 812object::~object ()
802{ 813{
832 /* If already on active list, don't do anything */ 843 /* If already on active list, don't do anything */
833 if (active) 844 if (active)
834 return; 845 return;
835 846
836 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
837 actives.insert (this); 852 actives.insert (this);
853 }
838} 854}
839 855
840void 856void
841object::activate_recursive () 857object::activate_recursive ()
842{ 858{
907 || map->in_memory != MAP_ACTIVE 923 || map->in_memory != MAP_ACTIVE
908 || map->no_drop 924 || map->no_drop
909 || ms ().move_block == MOVE_ALL) 925 || ms ().move_block == MOVE_ALL)
910 { 926 {
911 while (inv) 927 while (inv)
912 inv->destroy (true); 928 inv->destroy ();
913 } 929 }
914 else 930 else
915 { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
916 while (inv) 932 while (inv)
917 { 933 {
921 || op->flag [FLAG_NO_DROP] 937 || op->flag [FLAG_NO_DROP]
922 || op->type == RUNE 938 || op->type == RUNE
923 || op->type == TRAP 939 || op->type == TRAP
924 || op->flag [FLAG_IS_A_TEMPLATE] 940 || op->flag [FLAG_IS_A_TEMPLATE]
925 || op->flag [FLAG_DESTROY_ON_DEATH]) 941 || op->flag [FLAG_DESTROY_ON_DEATH])
926 op->destroy (true); 942 op->destroy ();
927 else 943 else
928 map->insert (op, x, y); 944 map->insert (op, x, y);
929 } 945 }
930 } 946 }
931} 947}
960 976
961void 977void
962object::do_destroy () 978object::do_destroy ()
963{ 979{
964 if (flag [FLAG_IS_LINKED]) 980 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 981 remove_link ();
966 982
967 if (flag [FLAG_FRIENDLY]) 983 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 984 remove_friendly_object (this);
969 985
970 remove (); 986 remove ();
995 attacked_by = 0; 1011 attacked_by = 0;
996 current_weapon = 0; 1012 current_weapon = 0;
997} 1013}
998 1014
999void 1015void
1000object::destroy (bool destroy_inventory) 1016object::destroy ()
1001{ 1017{
1002 if (destroyed ()) 1018 if (destroyed ())
1003 return; 1019 return;
1004 1020
1005 if (!is_head () && !head->destroyed ()) 1021 if (!is_head () && !head->destroyed ())
1006 { 1022 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1024 head->destroy ();
1009 return; 1025 return;
1010 } 1026 }
1011 1027
1012 destroy_inv (!destroy_inventory); 1028 destroy_inv (false);
1013 1029
1014 if (is_head ()) 1030 if (is_head ())
1015 if (sound_destroy) 1031 if (sound_destroy)
1016 play_sound (sound_destroy); 1032 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1033 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1044 * the previous environment.
1029 */ 1045 */
1030void 1046void
1031object::do_remove () 1047object::do_remove ()
1032{ 1048{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1049 if (flag [FLAG_REMOVED])
1037 return; 1050 return;
1038 1051
1039 INVOKE_OBJECT (REMOVE, this); 1052 INVOKE_OBJECT (REMOVE, this);
1040 1053
1053 if (object *pl = visible_to ()) 1066 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1067 esrv_del_item (pl->contr, count);
1055 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
1056 1069
1057 adjust_weight (env, -total_weight ()); 1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1058 1073
1059 /* we set up values so that it could be inserted into 1074 /* we set up values so that it could be inserted into
1060 * 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
1061 * to the caller to decide what we want to do. 1076 * to the caller to decide what we want to do.
1062 */ 1077 */
1074 1089
1075 /* 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
1076 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1077 * to save cpu time. 1092 * to save cpu time.
1078 */ 1093 */
1079 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 {
1080 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 }
1081 } 1102 }
1082 else if (map) 1103 else if (map)
1083 { 1104 {
1084 map->dirty = true; 1105 map->dirty = true;
1085 mapspace &ms = this->ms (); 1106 mapspace &ms = this->ms ();
1086 1107
1087 if (object *pl = ms.player ()) 1108 if (object *pl = ms.player ())
1088 { 1109 {
1089 if (type == PLAYER) // this == pl(!) 1110 if (is_player ())
1090 { 1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1091 // leaving a spot always closes any open container on the ground 1115 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1116 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1117 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1118 // that the CLOSE event is being sent.
1095 close_container (); 1119 close_container ();
1096 1120
1097 --map->players; 1121 --map->players;
1098 map->touch (); 1122 map->touch ();
1099 } 1123 }
1100 else if (pl->container == this) 1124 else if (pl->container_ () == this)
1101 { 1125 {
1102 // removing a container should close it 1126 // removing a container should close it
1103 close_container (); 1127 close_container ();
1104 } 1128 }
1105 1129
1112 *(below ? &below->above : &ms.bot) = above; 1136 *(below ? &below->above : &ms.bot) = above;
1113 1137
1114 above = 0; 1138 above = 0;
1115 below = 0; 1139 below = 0;
1116 1140
1117 ms.flags_ = 0; 1141 ms.invalidate ();
1118 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 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1161 update_all_los (map, x, y); 1180 update_all_los (map, x, y);
1162 } 1181 }
1163} 1182}
1164 1183
1165/* 1184/*
1189 esrv_update_item (UPD_NROF, pl, top); 1208 esrv_update_item (UPD_NROF, pl, top);
1190 1209
1191 op->weight = 0; // cancel the addition above 1210 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already 1211 op->carrying = 0; // must be 0 already
1193 1212
1194 op->destroy (1); 1213 op->destroy ();
1195 1214
1196 return top; 1215 return top;
1197 } 1216 }
1198 1217
1199 return 0; 1218 return 0;
1261 * just 'op' otherwise 1280 * just 'op' otherwise
1262 */ 1281 */
1263object * 1282object *
1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1265{ 1284{
1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1271
1272 if (op->env)
1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1275 op->remove (); 1285 op->remove ();
1276 }
1277 1286
1278 if (op->face && !face_info (op->face))//D TODO: remove soon 1287 if (m == &freed_map)//D TODO: remove soon
1279 {//D 1288 {//D
1280 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
1281 op->face = 1;//D
1282 }//D 1290 }//D
1283 1291
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * 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
1286 * need extra work 1294 * need extra work
1287 */ 1295 */
1296 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1297 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1298 {
1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1300 return 0;
1292 } 1301 }
1293 1302
1294 if (object *more = op->more) 1303 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1304 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1305 return 0;
1297 1306
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1307 op->flag [FLAG_REMOVED] = false;
1299 1308 op->env = 0;
1300 op->map = m; 1309 op->map = newmap;
1310
1301 mapspace &ms = op->ms (); 1311 mapspace &ms = op->ms ();
1302 1312
1303 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1304 */ 1314 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1308 { 1318 {
1309 // TODO: we actually want to update tmp, not op, 1319 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1320 // but some caller surely breaks when we return tmp
1311 // from here :/ 1321 // from here :/
1312 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1323 tmp->destroy ();
1314 } 1324 }
1315 1325
1316 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 */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1328
1326 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");
1327 abort (); 1337 abort ();
1328 } 1338 }
1329 1339
1330 if (!originator->is_on_map ()) 1340 if (!originator->is_on_map ())
1341 {
1331 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",
1332 op->debug_desc (), originator->debug_desc ()); 1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1333 1346
1334 op->above = originator; 1347 op->above = originator;
1335 op->below = originator->below; 1348 op->below = originator->below;
1336 originator->below = op; 1349 originator->below = op;
1337 1350
1423 op->below = top; 1436 op->below = top;
1424 *(op->above ? &op->above->below : &ms.top) = op; 1437 *(op->above ? &op->above->below : &ms.top) = op;
1425 } 1438 }
1426 } 1439 }
1427 1440
1428 if (op->type == PLAYER) 1441 if (op->is_player ())
1429 { 1442 {
1430 op->contr->do_los = 1; 1443 op->contr->do_los = 1;
1431 ++op->map->players; 1444 ++op->map->players;
1432 op->map->touch (); 1445 op->map->touch ();
1433 } 1446 }
1448 * 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 -
1449 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1450 * or just updating the P_UPTODATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1451 * of effect may be sufficient. 1464 * of effect may be sufficient.
1452 */ 1465 */
1453 if (op->map->darkness && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1454 update_all_los (op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1455 1471
1456 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1457 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1458 1474
1459 INVOKE_OBJECT (INSERT, op); 1475 INVOKE_OBJECT (INSERT, op);
1466 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1483 * update_object().
1468 */ 1484 */
1469 1485
1470 /* 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 */
1471 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1472 { 1488 {
1473 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1474 return 0; 1490 return 0;
1475 1491
1476 /* 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
1487/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1488 * 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.
1489 * 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.
1490 */ 1506 */
1491void 1507void
1492replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1493{ 1509{
1494 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1495 1511
1496 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1497 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1513 if (tmp->arch->archname == archname) /* same archetype */
1498 tmp->destroy (1); 1514 tmp->destroy ();
1499 1515
1500 object *tmp = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1501 1517
1502 tmp->x = op->x; 1518 tmp->x = op->x;
1503 tmp->y = op->y; 1519 tmp->y = op->y;
1504 1520
1505 insert_ob_in_map (tmp, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1626 if (object *pl = tmp->visible_to ()) 1642 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp); 1643 esrv_update_item (UPD_NROF, pl, tmp);
1628 1644
1629 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1630 1646
1631 op->destroy (1); 1647 op->destroy ();
1632 op = tmp; 1648 op = tmp;
1633 goto inserted; 1649 goto inserted;
1634 } 1650 }
1635 1651
1636 op->owner = 0; // it's his/hers now. period. 1652 op->owner = 0; // it's his/hers now. period.
1654 1670
1655 adjust_weight (this, op->total_weight ()); 1671 adjust_weight (this, op->total_weight ());
1656 1672
1657inserted: 1673inserted:
1658 /* 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 */
1659 if (op->glow_radius && map && map->darkness) 1675 if (op->glow_radius && is_on_map ())
1676 {
1677 update_stats ();
1660 update_all_los (map, x, y); 1678 update_all_los (map, x, y);
1661 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1662 // if this is a player's inventory, update stats 1681 // if this is a player's inventory, update stats
1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1664 update_stats (); 1682 update_stats ();
1665 1683
1666 INVOKE_OBJECT (INSERT, this); 1684 INVOKE_OBJECT (INSERT, this);
1667 1685
1668 return op; 1686 return op;
1689 * on top. 1707 * on top.
1690 */ 1708 */
1691int 1709int
1692check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1693{ 1711{
1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1713 return 0;
1714
1694 object *tmp; 1715 object *tmp;
1695 maptile *m = op->map; 1716 maptile *m = op->map;
1696 int x = op->x, y = op->y; 1717 int x = op->x, y = op->y;
1697 1718
1698 MoveType move_on, move_slow, move_block; 1719 mapspace &ms = m->at (x, y);
1699 1720
1700 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1721 ms.update ();
1701 return 0;
1702 1722
1703 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1723 MoveType move_on = ms.move_on;
1704 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1724 MoveType move_slow = ms.move_slow;
1705 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1725 MoveType move_block = ms.move_block;
1706 1726
1707 /* 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,
1708 * 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
1709 * 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
1710 * as walking. 1730 * as walking.
1721 return 0; 1741 return 0;
1722 1742
1723 /* The objects have to be checked from top to bottom. 1743 /* The objects have to be checked from top to bottom.
1724 * Hence, we first go to the top: 1744 * Hence, we first go to the top:
1725 */ 1745 */
1726 1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1728 {
1729 /* Trim the search when we find the first other spell effect
1730 * this helps performance so that if a space has 50 spell objects,
1731 * we don't need to check all of them.
1732 */
1733 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1734 break;
1735 } 1747 {
1748 next = tmp->below;
1736 1749
1737 for (; tmp; tmp = tmp->below)
1738 {
1739 if (tmp == op) 1750 if (tmp == op)
1740 continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
1741 1752
1742 /* 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.
1743 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
1748 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1749 { 1760 {
1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1751 ((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))
1752 { 1763 {
1753
1754 float
1755 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1756 1765
1757 if (op->type == PLAYER) 1766 if (op->is_player ())
1758 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)) ||
1759 (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)))
1760 diff /= 4.0; 1769 diff /= 4.0;
1761 1770
1762 op->speed_left -= diff; 1771 op->speed_left -= diff;
1763 } 1772 }
1764 } 1773 }
1970 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1971 */ 1980 */
1972 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1973 continue; 1982 continue;
1974 1983
1975 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1976 continue; 1985 continue;
1977 1986
1978 altern [index++] = i; 1987 altern [index++] = i;
1979 } 1988 }
1980 1989
2048 * there is capable of. 2057 * there is capable of.
2049 */ 2058 */
2050int 2059int
2051find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2052{ 2061{
2053 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2054
2055 sint16 nx, ny;
2056 object *tmp;
2057 maptile *mp;
2058
2059 MoveType blocked, move_type; 2063 MoveType move_type;
2060 2064
2061 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2062 { 2066 {
2063 exclude = exclude->head; 2067 exclude = exclude->head;
2064 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2067 { 2071 {
2068 /* 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. */
2069 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2070 } 2074 }
2071 2075
2072 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2073 { 2077 {
2074 mp = m; 2078 mapxy pos (m, x, y);
2075 nx = x + freearr_x[i]; 2079 pos.move (i);
2076 ny = y + freearr_y[i];
2077 2080
2078 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2079
2080 if (mflags & P_OUT_OF_MAP)
2081 max = maxfree[i]; 2082 max = maxfree[i];
2082 else 2083 else
2083 { 2084 {
2084 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2085 2086
2086 blocked = ms.move_block;
2087
2088 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2089 max = maxfree[i]; 2088 max = maxfree [i];
2090 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2091 { 2090 {
2092 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2093 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2094 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2095 break;
2096
2097 if (tmp)
2098 return freedir[i]; 2094 return freedir [i];
2099 } 2095 }
2100 } 2096 }
2101 } 2097 }
2102 2098
2103 return 0; 2099 return 0;
2178 * 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
2179 * 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.
2180 * 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
2181 * functions. 2177 * functions.
2182 */ 2178 */
2183int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2284int 2280int
2285can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2286{ 2282{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 !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));
2290} 2286}
2291 2287
2292/* 2288/*
2293 * create clone from object to another 2289 * create clone from object to another
2294 */ 2290 */
2326 return tmp; 2322 return tmp;
2327 2323
2328 return 0; 2324 return 0;
2329} 2325}
2330 2326
2331const shstr & 2327shstr_tmp
2332object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2333{ 2329{
2334 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2335 if (kv->key == key) 2331 if (kv->key == key)
2336 return kv->value; 2332 return kv->value;
2337 2333
2338 return shstr_null; 2334 return shstr ();
2339} 2335}
2340 2336
2341void 2337void
2342object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2343{ 2339{
2344 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2345 if (kv->key == key) 2341 if (kv->key == key)
2346 { 2342 {
2347 kv->value = value; 2343 kv->value = value;
2356 2352
2357 key_values = kv; 2353 key_values = kv;
2358} 2354}
2359 2355
2360void 2356void
2361object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2362{ 2358{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2365 { 2361 {
2366 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2497 container = 0; 2493 container = 0;
2498 2494
2499 // 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
2500 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2501 2497
2502 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 ());
2503 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2504 } 2500 }
2505 2501
2506 if (new_container) 2502 if (new_container)
2507 { 2503 {
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2514 new_container->insert (closer);
2519 } 2515 }
2520#endif 2516#endif
2521 2517
2522 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 ());
2523 2519
2524 // 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
2525 esrv_send_item (this, new_container); 2521 esrv_send_item (this, new_container);
2526 2522
2527 new_container->flag [FLAG_APPLIED] = true; 2523 new_container->flag [FLAG_APPLIED] = true;
2535// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2537} 2533}
2538 2534
2539object * 2535object *
2540object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2541{ 2537{
2542 /* 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
2543 * place 2539 * place
2544 */ 2540 */
2545 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2547 return splay (tmp); 2543 return splay (tmp);
2548 2544
2549 return 0; 2545 return 0;
2550} 2546}
2551 2547
2548//-GPL
2549
2552void 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 *
2553object::force_add (const shstr name, int duration) 2560object::force_add (shstr_tmp name, int duration)
2554{ 2561{
2555 if (object *force = force_find (name)) 2562 if (object *force = force_find (name))
2556 force->destroy (); 2563 force->destroy ();
2557 2564
2558 object *force = get_archetype (FORCE_NAME); 2565 object *force = get_archetype (FORCE_NAME);
2559 2566
2560 force->slaying = name; 2567 force->slaying = name;
2561 force->stats.food = 1; 2568 force->force_set_timer (duration);
2562 force->speed_left = -1.f;
2563
2564 force->set_speed (duration ? 1.f / duration : 0.f);
2565 force->flag [FLAG_IS_USED_UP] = true;
2566 force->flag [FLAG_APPLIED] = true; 2569 force->flag [FLAG_APPLIED] = true;
2567 2570
2568 insert (force); 2571 return insert (force);
2569} 2572}
2570 2573
2571void 2574void
2572object::play_sound (faceidx sound) 2575object::play_sound (faceidx sound) const
2573{ 2576{
2574 if (!sound) 2577 if (!sound)
2575 return; 2578 return;
2576 2579
2577 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 ())
2578 return; 2605 return;
2579 2606
2580 if (env) 2607 // find old force, or create new one
2581 { 2608 object *force = force_find (shstr_noise_force);
2582 if (object *pl = in_player ()) 2609
2583 pl->contr->play_sound (sound); 2610 if (force)
2584 } 2611 force->speed_left = -1.f; // patch old speed up
2585 else 2612 else
2586 map->play_sound (sound, x, y); 2613 {
2587} 2614 force = archetype::get (shstr_noise_force);
2588 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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