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Comparing deliantra/server/common/object.C (file contents):
Revision 1.255 by root, Sun Aug 31 02:01:41 2008 UTC vs.
Revision 1.298 by root, Sun Nov 8 00:01:33 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{
181bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
182{ 187{
183 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
184 if (ob1 == ob2 189 if (ob1 == ob2
185 || ob1->type != ob2->type 190 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_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, assume nrof 196 /* Do not merge objects if nrof would overflow, assume nrof
225 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
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)
323 { 328 {
324 // see if we are in a container of sorts 329 // see if we are in a container of sorts
325 if (env) 330 if (env)
326 { 331 {
327 // the player inventory itself is always visible 332 // the player inventory itself is always visible
328 if (env->type == PLAYER) 333 if (env->is_player ())
329 return env; 334 return env;
330 335
331 // else a player could have our env open 336 // else a player could have our env open
332 object *envest = env->outer_env (); 337 object *envest = env->outer_env_or_self ();
333 338
334 // 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
335 // even if our inv is in a player. 340 // even if our inv is in a player.
336 if (envest->is_on_map ()) 341 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 342 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 343 if (pl->container_ () == env)
339 return pl; 344 return pl;
340 } 345 }
341 else 346 else
342 { 347 {
343 // maybe there is a player standing on the same mapspace 348 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 349 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 350 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 352 || pl->container_ () == this)
348 return pl; 353 return pl;
349 } 354 }
350 } 355 }
351 356
352 return 0; 357 return 0;
430 object_freezer freezer; 435 object_freezer freezer;
431 op->write (freezer); 436 op->write (freezer);
432 return freezer.as_string (); 437 return freezer.as_string ();
433} 438}
434 439
435/* 440char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
437 * multi-object 1 which is closest to the second object.
438 * If it's not a multi-object, it is returned.
439 */
440object *
441get_nearest_part (object *op, const object *pl)
442{ 442{
443 object *tmp, *closest; 443 return dump_object (this);
444 int last_dist, i;
445
446 if (!op->more)
447 return op;
448
449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
452 if ((i = distance (tmp, pl)) < last_dist)
453 closest = tmp, last_dist = i;
454
455 return closest;
456} 444}
457 445
458/* 446/*
459 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 448 * VERRRY slow.
554 update_stats (); 542 update_stats ();
555 543
556 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
560 return false; 549 return false;
561 } 550 }
562 551
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 } 553 }
636 } 625 }
637 626
638 if (speed < 0) 627 if (speed < 0)
639 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
640 629
641 dst->set_speed (dst->speed); 630 dst->activate ();
642} 631}
643 632
644void 633void
645object::instantiate () 634object::instantiate ()
646{ 635{
690 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
691 */ 680 */
692void 681void
693object::set_speed (float speed) 682object::set_speed (float speed)
694{ 683{
695 if (flag [FLAG_FREED] && speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698 speed = 0;
699 }
700
701 this->speed = speed; 684 this->speed = speed;
702 685
703 if (has_active_speed ()) 686 if (has_active_speed ())
704 activate (); 687 activate ();
705 else 688 else
755 738
756 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 740 /* nop */;
758 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
759 { 742 {
743#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 755 * have move_allow right now.
772 */ 756 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 761 m.invalidate ();
762#endif
776 } 763 }
777 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 766 * that is being removed.
780 */ 767 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 769 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
785 else 772 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 774
791 778
792object::object () 779object::object ()
793{ 780{
794 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
795 782
796 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
797 face = blank_face; 784 face = blank_face;
798} 785}
799 786
800object::~object () 787object::~object ()
801{ 788{
831 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
832 if (active) 819 if (active)
833 return; 820 return;
834 821
835 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
836 actives.insert (this); 827 actives.insert (this);
828 }
837} 829}
838 830
839void 831void
840object::activate_recursive () 832object::activate_recursive ()
841{ 833{
906 || map->in_memory != MAP_ACTIVE 898 || map->in_memory != MAP_ACTIVE
907 || map->no_drop 899 || map->no_drop
908 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
909 { 901 {
910 while (inv) 902 while (inv)
911 inv->destroy (true); 903 inv->destroy ();
912 } 904 }
913 else 905 else
914 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
915 while (inv) 907 while (inv)
916 { 908 {
920 || op->flag [FLAG_NO_DROP] 912 || op->flag [FLAG_NO_DROP]
921 || op->type == RUNE 913 || op->type == RUNE
922 || op->type == TRAP 914 || op->type == TRAP
923 || op->flag [FLAG_IS_A_TEMPLATE] 915 || op->flag [FLAG_IS_A_TEMPLATE]
924 || op->flag [FLAG_DESTROY_ON_DEATH]) 916 || op->flag [FLAG_DESTROY_ON_DEATH])
925 op->destroy (true); 917 op->destroy ();
926 else 918 else
927 map->insert (op, x, y); 919 map->insert (op, x, y);
928 } 920 }
929 } 921 }
930} 922}
959 951
960void 952void
961object::do_destroy () 953object::do_destroy ()
962{ 954{
963 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
964 remove_button_link (this); 956 remove_link ();
965 957
966 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
967 remove_friendly_object (this); 959 remove_friendly_object (this);
968 960
969 remove (); 961 remove ();
994 attacked_by = 0; 986 attacked_by = 0;
995 current_weapon = 0; 987 current_weapon = 0;
996} 988}
997 989
998void 990void
999object::destroy (bool destroy_inventory) 991object::destroy ()
1000{ 992{
1001 if (destroyed ()) 993 if (destroyed ())
1002 return; 994 return;
1003 995
1004 if (!is_head () && !head->destroyed ()) 996 if (!is_head () && !head->destroyed ())
1005 { 997 {
1006 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1007 head->destroy (destroy_inventory); 999 head->destroy ();
1008 return; 1000 return;
1009 } 1001 }
1010 1002
1011 destroy_inv (!destroy_inventory); 1003 destroy_inv (false);
1012 1004
1013 if (is_head ()) 1005 if (is_head ())
1014 if (sound_destroy) 1006 if (sound_destroy)
1015 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
1016 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
1027 * the previous environment. 1019 * the previous environment.
1028 */ 1020 */
1029void 1021void
1030object::do_remove () 1022object::do_remove ()
1031{ 1023{
1032 object *tmp, *last = 0;
1033 object *otmp;
1034
1035 if (flag [FLAG_REMOVED]) 1024 if (flag [FLAG_REMOVED])
1036 return; 1025 return;
1037 1026
1038 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1039 1028
1052 if (object *pl = visible_to ()) 1041 if (object *pl = visible_to ())
1053 esrv_del_item (pl->contr, count); 1042 esrv_del_item (pl->contr, count);
1054 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1055 1044
1056 adjust_weight (env, -total_weight ()); 1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1057 1048
1058 /* we set up values so that it could be inserted into 1049 /* we set up values so that it could be inserted into
1059 * the map, but we don't actually do that - it is up 1050 * the map, but we don't actually do that - it is up
1060 * to the caller to decide what we want to do. 1051 * to the caller to decide what we want to do.
1061 */ 1052 */
1073 1064
1074 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1075 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1076 * to save cpu time. 1067 * to save cpu time.
1077 */ 1068 */
1078 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1079 otmp->update_stats (); 1072 pl->update_stats ();
1073
1074 if (glow_radius && pl->is_on_map ())
1075 update_all_los (pl->map, pl->x, pl->y);
1076 }
1080 } 1077 }
1081 else if (map) 1078 else if (map)
1082 { 1079 {
1083 map->dirty = true; 1080 map->dirty = true;
1084 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1085 1082
1086 if (object *pl = ms.player ()) 1083 if (object *pl = ms.player ())
1087 { 1084 {
1088 if (type == PLAYER) // this == pl(!) 1085 if (is_player ())
1089 { 1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground 1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env) 1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures 1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent. 1093 // that the CLOSE event is being sent.
1094 close_container (); 1094 close_container ();
1095 1095
1096 --map->players; 1096 --map->players;
1097 map->touch (); 1097 map->touch ();
1098 } 1098 }
1099 else if (pl->container == this) 1099 else if (pl->container_ () == this)
1100 { 1100 {
1101 // removing a container should close it 1101 // removing a container should close it
1102 close_container (); 1102 close_container ();
1103 } 1103 }
1104 1104
1111 *(below ? &below->above : &ms.bot) = above; 1111 *(below ? &below->above : &ms.bot) = above;
1112 1112
1113 above = 0; 1113 above = 0;
1114 below = 0; 1114 below = 0;
1115 1115
1116 ms.flags_ = 0; 1116 ms.invalidate ();
1117 1117
1118 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1119 return; 1119 return;
1120 1120
1121 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1122
1123 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1124 { 1124 {
1125 if (pl->container == this) 1125 if (pl->container_ () == this)
1126 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1127 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1128 * appropriately. 1128 * appropriately.
1129 */ 1129 */
1130 pl->close_container (); 1130 pl->close_container ();
1134 //TODO: update floorbox to preserve ordering 1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns) 1135 if (pl->contr->ns)
1136 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1137 } 1137 }
1138 1138
1139 if (check_walk_off)
1139 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1140 { 1141 {
1142 above = tmp->above;
1143
1141 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1142 * being removed. 1145 * being removed.
1143 */ 1146 */
1144 1147
1145 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1146 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1149 {
1150 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1151
1152 if (destroyed ())
1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1154 } 1152 }
1155 1153
1156 last = tmp; 1154 if (affects_los ())
1157 }
1158
1159 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1160 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1161 } 1156 }
1162} 1157}
1163 1158
1164/* 1159/*
1188 esrv_update_item (UPD_NROF, pl, top); 1183 esrv_update_item (UPD_NROF, pl, top);
1189 1184
1190 op->weight = 0; // cancel the addition above 1185 op->weight = 0; // cancel the addition above
1191 op->carrying = 0; // must be 0 already 1186 op->carrying = 0; // must be 0 already
1192 1187
1193 op->destroy (1); 1188 op->destroy ();
1194 1189
1195 return top; 1190 return top;
1196 } 1191 }
1197 1192
1198 return 0; 1193 return 0;
1260 * just 'op' otherwise 1255 * just 'op' otherwise
1261 */ 1256 */
1262object * 1257object *
1263insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1264{ 1259{
1265 if (op->is_on_map ())
1266 {
1267 LOG (llevError, "insert_ob_in_map called for object already on map");
1268 abort ();
1269 }
1270
1271 if (op->env)
1272 {
1273 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1274 op->remove (); 1260 op->remove ();
1275 }
1276 1261
1277 if (op->face && !face_info (op->face))//D TODO: remove soon 1262 if (m == &freed_map)//D TODO: remove soon
1278 {//D 1263 {//D
1279 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D 1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1280 op->face = 1;//D
1281 }//D 1265 }//D
1282 1266
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1269 * need extra work
1286 */ 1270 */
1271 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1273 {
1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1275 return 0;
1291 } 1276 }
1292 1277
1293 if (object *more = op->more) 1278 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1280 return 0;
1296 1281
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1298 1283 op->env = 0;
1299 op->map = m; 1284 op->map = newmap;
1285
1300 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1301 1287
1302 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1303 */ 1289 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1307 { 1293 {
1308 // TODO: we actually want to update tmp, not op, 1294 // TODO: we actually want to update tmp, not op,
1309 // but some caller surely breaks when we return tmp 1295 // but some caller surely breaks when we return tmp
1310 // from here :/ 1296 // from here :/
1311 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1312 tmp->destroy (1); 1298 tmp->destroy ();
1313 } 1299 }
1314 1300
1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 1303
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1312 abort ();
1327 } 1313 }
1328 1314
1329 if (!originator->is_on_map ()) 1315 if (!originator->is_on_map ())
1316 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1332 1321
1333 op->above = originator; 1322 op->above = originator;
1334 op->below = originator->below; 1323 op->below = originator->below;
1335 originator->below = op; 1324 originator->below = op;
1336 1325
1422 op->below = top; 1411 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1413 }
1425 } 1414 }
1426 1415
1427 if (op->type == PLAYER) 1416 if (op->is_player ())
1428 { 1417 {
1429 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1430 ++op->map->players; 1419 ++op->map->players;
1431 op->map->touch (); 1420 op->map->touch ();
1432 } 1421 }
1447 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1439 * of effect may be sufficient.
1451 */ 1440 */
1452 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1453 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1454 1446
1455 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1456 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1457 1449
1458 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1465 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1466 * update_object(). 1458 * update_object().
1467 */ 1459 */
1468 1460
1469 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1470 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1471 { 1463 {
1472 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1473 return 0; 1465 return 0;
1474 1466
1475 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1486/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1487 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1488 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1489 */ 1481 */
1490void 1482void
1491replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1492{ 1484{
1493 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1494 1486
1495 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1496 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1497 tmp->destroy (1); 1489 tmp->destroy ();
1498 1490
1499 object *tmp = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1500 1492
1501 tmp->x = op->x; 1493 tmp->x = op->x;
1502 tmp->y = op->y; 1494 tmp->y = op->y;
1503 1495
1504 insert_ob_in_map (tmp, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1625 if (object *pl = tmp->visible_to ()) 1617 if (object *pl = tmp->visible_to ())
1626 esrv_update_item (UPD_NROF, pl, tmp); 1618 esrv_update_item (UPD_NROF, pl, tmp);
1627 1619
1628 adjust_weight (this, op->total_weight ()); 1620 adjust_weight (this, op->total_weight ());
1629 1621
1630 op->destroy (1); 1622 op->destroy ();
1631 op = tmp; 1623 op = tmp;
1632 goto inserted; 1624 goto inserted;
1633 } 1625 }
1634 1626
1635 op->owner = 0; // it's his/hers now. period. 1627 op->owner = 0; // it's his/hers now. period.
1653 1645
1654 adjust_weight (this, op->total_weight ()); 1646 adjust_weight (this, op->total_weight ());
1655 1647
1656inserted: 1648inserted:
1657 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1658 if (op->glow_radius && map && map->darkness) 1650 if (op->glow_radius && is_on_map ())
1651 {
1652 update_stats ();
1659 update_all_los (map, x, y); 1653 update_all_los (map, x, y);
1660 1654 }
1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1661 // if this is a player's inventory, update stats 1656 // if this is a player's inventory, update stats
1662 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1663 update_stats (); 1657 update_stats ();
1664 1658
1665 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1666 1660
1667 return op; 1661 return op;
1688 * on top. 1682 * on top.
1689 */ 1683 */
1690int 1684int
1691check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1692{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1693 object *tmp; 1690 object *tmp;
1694 maptile *m = op->map; 1691 maptile *m = op->map;
1695 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1696 1693
1697 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1698 1695
1699 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1700 return 0;
1701 1697
1702 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1703 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1704 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1705 1701
1706 /* if nothing on this space will slow op down or be applied, 1702 /* if nothing on this space will slow op down or be applied,
1707 * no need to do checking below. have to make sure move_type 1703 * no need to do checking below. have to make sure move_type
1708 * is set, as lots of objects don't have it set - we treat that 1704 * is set, as lots of objects don't have it set - we treat that
1709 * as walking. 1705 * as walking.
1720 return 0; 1716 return 0;
1721 1717
1722 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1723 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1724 */ 1720 */
1725 1721 for (object *next, *tmp = ms.top; tmp; tmp = next)
1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1727 {
1728 /* Trim the search when we find the first other spell effect
1729 * this helps performance so that if a space has 50 spell objects,
1730 * we don't need to check all of them.
1731 */
1732 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1733 break;
1734 } 1722 {
1723 next = tmp->below;
1735 1724
1736 for (; tmp; tmp = tmp->below)
1737 {
1738 if (tmp == op) 1725 if (tmp == op)
1739 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1740 1727
1741 /* Check to see if one of the movement types should be slowed down. 1728 /* Check to see if one of the movement types should be slowed down.
1742 * Second check makes sure that the movement types not being slowed 1729 * Second check makes sure that the movement types not being slowed
1747 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1748 { 1735 {
1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1751 { 1738 {
1752
1753 float
1754 diff = tmp->move_slow_penalty * fabs (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1755 1740
1756 if (op->type == PLAYER) 1741 if (op->is_player ())
1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1759 diff /= 4.0; 1744 diff /= 4.0;
1760 1745
1761 op->speed_left -= diff; 1746 op->speed_left -= diff;
1762 } 1747 }
1763 } 1748 }
1969 * head of the object should correspond for the entire object. 1954 * head of the object should correspond for the entire object.
1970 */ 1955 */
1971 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1972 continue; 1957 continue;
1973 1958
1974 if (ob->blocked (m, pos.x, pos.y)) 1959 if (ob->blocked (pos.m, pos.x, pos.y))
1975 continue; 1960 continue;
1976 1961
1977 altern [index++] = i; 1962 altern [index++] = i;
1978 } 1963 }
1979 1964
2047 * there is capable of. 2032 * there is capable of.
2048 */ 2033 */
2049int 2034int
2050find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2051{ 2036{
2052 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2053
2054 sint16 nx, ny;
2055 object *tmp;
2056 maptile *mp;
2057
2058 MoveType blocked, move_type; 2038 MoveType move_type;
2059 2039
2060 if (exclude && exclude->head_ () != exclude) 2040 if (exclude && exclude->head_ () != exclude)
2061 { 2041 {
2062 exclude = exclude->head; 2042 exclude = exclude->head;
2063 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2066 { 2046 {
2067 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2068 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2069 } 2049 }
2070 2050
2071 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2072 { 2052 {
2073 mp = m; 2053 mapxy pos (m, x, y);
2074 nx = x + freearr_x[i]; 2054 pos.move (i);
2075 ny = y + freearr_y[i];
2076 2055
2077 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2078
2079 if (mflags & P_OUT_OF_MAP)
2080 max = maxfree[i]; 2057 max = maxfree[i];
2081 else 2058 else
2082 { 2059 {
2083 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2084 2061
2085 blocked = ms.move_block;
2086
2087 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree[i]; 2063 max = maxfree [i];
2089 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2090 { 2065 {
2091 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2092 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2094 break;
2095
2096 if (tmp)
2097 return freedir[i]; 2069 return freedir [i];
2098 } 2070 }
2099 } 2071 }
2100 } 2072 }
2101 2073
2102 return 0; 2074 return 0;
2177 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2178 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2179 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2180 * functions. 2152 * functions.
2181 */ 2153 */
2182int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2183 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2184 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2185 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2186 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2187 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2283int 2255int
2284can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2285{ 2257{
2286 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2287 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2288 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2289} 2261}
2290 2262
2291/* 2263/*
2292 * create clone from object to another 2264 * create clone from object to another
2293 */ 2265 */
2325 return tmp; 2297 return tmp;
2326 2298
2327 return 0; 2299 return 0;
2328} 2300}
2329 2301
2330const shstr & 2302shstr_tmp
2331object::kv_get (const shstr &key) const 2303object::kv_get (shstr_tmp key) const
2332{ 2304{
2333 for (key_value *kv = key_values; kv; kv = kv->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2334 if (kv->key == key) 2306 if (kv->key == key)
2335 return kv->value; 2307 return kv->value;
2336 2308
2337 return shstr_null; 2309 return shstr ();
2338} 2310}
2339 2311
2340void 2312void
2341object::kv_set (const shstr &key, const shstr &value) 2313object::kv_set (shstr_tmp key, shstr_tmp value)
2342{ 2314{
2343 for (key_value *kv = key_values; kv; kv = kv->next) 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2344 if (kv->key == key) 2316 if (kv->key == key)
2345 { 2317 {
2346 kv->value = value; 2318 kv->value = value;
2355 2327
2356 key_values = kv; 2328 key_values = kv;
2357} 2329}
2358 2330
2359void 2331void
2360object::kv_del (const shstr &key) 2332object::kv_del (shstr_tmp key)
2361{ 2333{
2362 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2363 if ((*kvp)->key == key) 2335 if ((*kvp)->key == key)
2364 { 2336 {
2365 key_value *kv = *kvp; 2337 key_value *kv = *kvp;
2496 container = 0; 2468 container = 0;
2497 2469
2498 // client needs item update to make it work, client bug requires this to be separate 2470 // client needs item update to make it work, client bug requires this to be separate
2499 esrv_update_item (UPD_FLAGS, this, old_container); 2471 esrv_update_item (UPD_FLAGS, this, old_container);
2500 2472
2501 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2502 play_sound (sound_find ("chest_close")); 2474 play_sound (sound_find ("chest_close"));
2503 } 2475 }
2504 2476
2505 if (new_container) 2477 if (new_container)
2506 { 2478 {
2516 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2517 new_container->insert (closer); 2489 new_container->insert (closer);
2518 } 2490 }
2519#endif 2491#endif
2520 2492
2521 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2522 2494
2523 // make sure the container is available, client bug requires this to be separate 2495 // make sure the container is available, client bug requires this to be separate
2524 esrv_send_item (this, new_container); 2496 esrv_send_item (this, new_container);
2525 2497
2526 new_container->flag [FLAG_APPLIED] = true; 2498 new_container->flag [FLAG_APPLIED] = true;
2534// else if (!old_container->env && contr && contr->ns) 2506// else if (!old_container->env && contr && contr->ns)
2535// contr->ns->floorbox_reset (); 2507// contr->ns->floorbox_reset ();
2536} 2508}
2537 2509
2538object * 2510object *
2539object::force_find (const shstr name) 2511object::force_find (shstr_tmp name)
2540{ 2512{
2541 /* cycle through his inventory to look for the MARK we want to 2513 /* cycle through his inventory to look for the MARK we want to
2542 * place 2514 * place
2543 */ 2515 */
2544 for (object *tmp = inv; tmp; tmp = tmp->below) 2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2546 return splay (tmp); 2518 return splay (tmp);
2547 2519
2548 return 0; 2520 return 0;
2549} 2521}
2550 2522
2523//-GPL
2524
2551void 2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2552object::force_add (const shstr name, int duration) 2535object::force_add (shstr_tmp name, int duration)
2553{ 2536{
2554 if (object *force = force_find (name)) 2537 if (object *force = force_find (name))
2555 force->destroy (); 2538 force->destroy ();
2556 2539
2557 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2558 2541
2559 force->slaying = name; 2542 force->slaying = name;
2560 force->stats.food = 1; 2543 force->force_set_timer (duration);
2561 force->speed_left = -1.f;
2562
2563 force->set_speed (duration ? 1.f / duration : 0.f);
2564 force->flag [FLAG_IS_USED_UP] = true;
2565 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2566 2545
2567 insert (force); 2546 return insert (force);
2568} 2547}
2569 2548
2570void 2549void
2571object::play_sound (faceidx sound) 2550object::play_sound (faceidx sound) const
2572{ 2551{
2573 if (!sound) 2552 if (!sound)
2574 return; 2553 return;
2575 2554
2576 if (flag [FLAG_REMOVED]) 2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2577 return; 2580 return;
2578 2581
2579 if (env) 2582 // find old force, or create new one
2580 { 2583 object *force = force_find (shstr_noise_force);
2581 if (object *pl = in_player ()) 2584
2582 pl->contr->play_sound (sound); 2585 if (force)
2583 } 2586 force->speed_left = -1.f; // patch old speed up
2584 else 2587 else
2585 map->play_sound (sound, x, y); 2588 {
2586} 2589 force = archetype::get (shstr_noise_force);
2587 2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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