ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.258 by root, Mon Sep 29 09:04:50 2008 UTC vs.
Revision 1.322 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42//+GPL
40 43
41short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
42 0, 45 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 46 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 51 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 55};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
60 0, 57 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 61};
65 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
66static void 70static void
67write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
68{ 72{
69 CALL_BEGIN (2); 73 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 77 CALL_END;
74} 78}
75 79
76static void 80static void
77read_uuid (void) 81read_uuid ()
78{ 82{
79 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
80 84
81 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
82 86
96 100
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 102 _exit (1);
99 } 103 }
100 104
101 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 106 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
104 108
105 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
106 { 110 {
133 137
134void 138void
135UUID::init () 139UUID::init ()
136{ 140{
137 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
138} 207}
139 208
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 210static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
179 * check weight 248 * check weight
180 */ 249 */
181bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
182{ 251{
183 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
184 if (ob1 == ob2 253 if (ob1 == ob2
185 || ob1->type != ob2->type 254 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 255 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 258 return 0;
190 259
191 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
197 * This is to the comparison of the flags below will be OK. We 266 * This is to the comparison of the flags below will be OK. We
198 * just can't ignore the been applied or identified flags, as they 267 * just can't ignore the been applied or identified flags, as they
199 * are not equal - just if it has been identified, the been_applied 268 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning. 269 * flags lose any meaning.
201 */ 270 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 271 if (ob1->flag [FLAG_IDENTIFIED])
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 272 ob1->set_flag (FLAG_BEEN_APPLIED);
204 273
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 274 if (ob2->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 275 ob2->set_flag (FLAG_BEEN_APPLIED);
207 276
208 if (ob1->arch->archname != ob2->arch->archname 277 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name 278 || ob1->name != ob2->name
210 || ob1->title != ob2->title 279 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg 280 || ob1->msg != ob2->msg
214 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value 286 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
220 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
222 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0; 302 return 0;
234 303
235 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
260 329
261 /* Don't merge objects that are applied. With the new 'body' code, 330 /* Don't merge objects that are applied. With the new 'body' code,
262 * it is possible for most any character to have more than one of 331 * it is possible for most any character to have more than one of
263 * some items equipped, and we don't want those to merge. 332 * some items equipped, and we don't want those to merge.
264 */ 333 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 334 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
266 return 0; 335 return 0;
267 336
268 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
269 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
270 * check? 339 * check?
271 */ 340 */
272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 341 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
273 return 0; 342 return 0;
274 343
275 switch (ob1->type) 344 switch (ob1->type)
276 { 345 {
277 case SCROLL: 346 case SCROLL:
323 { 392 {
324 // see if we are in a container of sorts 393 // see if we are in a container of sorts
325 if (env) 394 if (env)
326 { 395 {
327 // the player inventory itself is always visible 396 // the player inventory itself is always visible
328 if (env->type == PLAYER) 397 if (env->is_player ())
329 return env; 398 return env;
330 399
331 // else a player could have our env open 400 // else a player could have our env open
332 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
333 402
334 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 404 // even if our inv is in a player.
336 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
338 if (pl->container == env) 407 if (pl->container_ () == env)
339 return pl; 408 return pl;
340 } 409 }
341 else 410 else
342 { 411 {
343 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
347 || this == pl->container) 416 || pl->container_ () == this)
348 return pl; 417 return pl;
349 } 418 }
350 } 419 }
351 420
352 return 0; 421 return 0;
430 object_freezer freezer; 499 object_freezer freezer;
431 op->write (freezer); 500 op->write (freezer);
432 return freezer.as_string (); 501 return freezer.as_string ();
433} 502}
434 503
435/* 504char *
436 * get_nearest_part(multi-object, object 2) returns the part of the 505object::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{ 506{
443 object *tmp, *closest; 507 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} 508}
457 509
458/* 510/*
459 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow. 512 * VERRRY slow.
462object * 514object *
463find_object (tag_t i) 515find_object (tag_t i)
464{ 516{
465 for_all_objects (op) 517 for_all_objects (op)
466 if (op->count == i) 518 if (op->count == i)
519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
467 return op; 534 return op;
468 535
469 return 0; 536 return 0;
470} 537}
471 538
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506 return; 573 return;
507 } 574 }
508 575
509 this->owner = owner; 576 this->owner = owner;
510}
511
512int
513object::slottype () const
514{
515 if (type == SKILL)
516 {
517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
552 {
553 current_weapon = chosen_skill = 0;
554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569 {
570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
574
575 return true;
576} 577}
577 578
578/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
579 * refcounts and freeing the links. 580 * refcounts and freeing the links.
580 */ 581 */
633 tail = new_link; 634 tail = new_link;
634 } 635 }
635 } 636 }
636 } 637 }
637 638
638 if (speed < 0)
639 dst->speed_left -= rndm ();
640
641 dst->activate (); 639 dst->activate ();
642} 640}
643 641
644void 642void
645object::instantiate () 643object::instantiate ()
646{ 644{
647 if (!uuid.seq) // HACK 645 if (!uuid.seq) // HACK
648 uuid = UUID::gen (); 646 uuid = UUID::gen ();
649 647
648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649 if (flag [FLAG_RANDOM_SPEED] && speed)
650 speed_left = - speed - rndm (); // TODO animation
651 else
650 speed_left = -0.1f; 652 speed_left = -1.;
653
651 /* copy the body_info to the body_used - this is only really 654 /* copy the body_info to the body_used - this is only really
652 * need for monsters, but doesn't hurt to do it for everything. 655 * need for monsters, but doesn't hurt to do it for everything.
653 * by doing so, when a monster is created, it has good starting 656 * by doing so, when a monster is created, it has good starting
654 * values for the body_used info, so when items are created 657 * values for the body_used info, so when items are created
655 * for it, they can be properly equipped. 658 * for it, they can be properly equipped.
663object * 666object *
664object::clone () 667object::clone ()
665{ 668{
666 object *neu = create (); 669 object *neu = create ();
667 copy_to (neu); 670 copy_to (neu);
671
672 // TODO: unclean state changes, should not be done in clone AND instantiate
673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 neu->speed_left = - neu->speed - rndm (); // TODO animation
675
668 neu->map = map; // not copied by copy_to 676 neu->map = map; // not copied by copy_to
669 return neu; 677 return neu;
670} 678}
671 679
672/* 680/*
675 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
676 */ 684 */
677void 685void
678update_turn_face (object *op) 686update_turn_face (object *op)
679{ 687{
680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 688 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
681 return; 689 return;
682 690
683 SET_ANIMATION (op, op->direction); 691 SET_ANIMATION (op, op->direction);
684 update_object (op, UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
685} 693}
690 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
691 */ 699 */
692void 700void
693object::set_speed (float speed) 701object::set_speed (float speed)
694{ 702{
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; 703 this->speed = speed;
702 704
703 if (has_active_speed ()) 705 if (has_active_speed ())
704 activate (); 706 activate ();
705 else 707 else
755 757
756 if (!(m.flags_ & P_UPTODATE)) 758 if (!(m.flags_ & P_UPTODATE))
757 /* nop */; 759 /* nop */;
758 else if (action == UP_OBJ_INSERT) 760 else if (action == UP_OBJ_INSERT)
759 { 761 {
762#if 0
760 // this is likely overkill, TODO: revisit (schmorp) 763 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 764 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 765 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
770 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 774 * have move_allow right now.
772 */ 775 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 m.invalidate ();
778#else
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
775 m.flags_ = 0; 780 m.invalidate ();
781#endif
776 } 782 }
777 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 785 * that is being removed.
780 */ 786 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 788 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 789 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 790 /* Nothing to do for that case */ ;
785 else 791 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 793
789 update_object (op->more, action); 795 update_object (op->more, action);
790} 796}
791 797
792object::object () 798object::object ()
793{ 799{
794 SET_FLAG (this, FLAG_REMOVED); 800 this->set_flag (FLAG_REMOVED);
795 801
796 expmul = 1.0; 802 //expmul = 1.0; declared const for the time being
797 face = blank_face; 803 face = blank_face;
804 material = MATERIAL_NULL;
798} 805}
799 806
800object::~object () 807object::~object ()
801{ 808{
802 unlink (); 809 unlink ();
830{ 837{
831 /* If already on active list, don't do anything */ 838 /* If already on active list, don't do anything */
832 if (active) 839 if (active)
833 return; 840 return;
834 841
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 842 if (has_active_speed ())
843 {
844 if (flag [FLAG_FREED])
845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846
839 actives.insert (this); 847 actives.insert (this);
848 }
840} 849}
841 850
842void 851void
843object::activate_recursive () 852object::activate_recursive ()
844{ 853{
909 || map->in_memory != MAP_ACTIVE 918 || map->in_memory != MAP_ACTIVE
910 || map->no_drop 919 || map->no_drop
911 || ms ().move_block == MOVE_ALL) 920 || ms ().move_block == MOVE_ALL)
912 { 921 {
913 while (inv) 922 while (inv)
914 inv->destroy (true); 923 inv->destroy ();
915 } 924 }
916 else 925 else
917 { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
918 while (inv) 927 while (inv)
919 { 928 {
923 || op->flag [FLAG_NO_DROP] 932 || op->flag [FLAG_NO_DROP]
924 || op->type == RUNE 933 || op->type == RUNE
925 || op->type == TRAP 934 || op->type == TRAP
926 || op->flag [FLAG_IS_A_TEMPLATE] 935 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH]) 936 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy (true); 937 op->destroy ();
929 else 938 else
930 map->insert (op, x, y); 939 map->insert (op, x, y);
931 } 940 }
941 }
942}
943
944/*
945 * Remove and free all objects in the inventory of the given object.
946 * Unlike destroy_inv, this assumes the *this is destroyed as well
947 * well, so we can (and have to!) take shortcuts.
948 */
949void
950object::destroy_inv_fast ()
951{
952 while (object *op = inv)
953 {
954 // remove from object the fast way
955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
959
960 // then destroy
961 op->destroy ();
932 } 962 }
933} 963}
934 964
935object *object::create () 965object *object::create ()
936{ 966{
962 992
963void 993void
964object::do_destroy () 994object::do_destroy ()
965{ 995{
966 if (flag [FLAG_IS_LINKED]) 996 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 997 remove_link ();
968 998
969 if (flag [FLAG_FRIENDLY]) 999 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 1000 remove_friendly_object (this);
971 1001
972 remove (); 1002 remove ();
983 x = 1; 1013 x = 1;
984 y = 1; 1014 y = 1;
985 1015
986 if (more) 1016 if (more)
987 { 1017 {
988 more->destroy (true); 1018 more->destroy ();
989 more = 0; 1019 more = 0;
990 } 1020 }
991 1021
992 head = 0; 1022 head = 0;
993 1023
997 attacked_by = 0; 1027 attacked_by = 0;
998 current_weapon = 0; 1028 current_weapon = 0;
999} 1029}
1000 1030
1001void 1031void
1002object::destroy (bool destroy_inventory) 1032object::destroy ()
1003{ 1033{
1004 if (destroyed ()) 1034 if (destroyed ())
1005 return; 1035 return;
1006 1036
1007 if (!is_head () && !head->destroyed ()) 1037 if (!is_head () && !head->destroyed ())
1008 { 1038 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory); 1040 head->destroy ();
1011 return; 1041 return;
1012 } 1042 }
1013 1043
1014 destroy_inv (!destroy_inventory); 1044 destroy_inv_fast ();
1015 1045
1016 if (is_head ()) 1046 if (is_head ())
1017 if (sound_destroy) 1047 if (sound_destroy)
1018 play_sound (sound_destroy); 1048 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER]) 1049 else if (flag [FLAG_MONSTER])
1030 * the previous environment. 1060 * the previous environment.
1031 */ 1061 */
1032void 1062void
1033object::do_remove () 1063object::do_remove ()
1034{ 1064{
1035 object *tmp, *last = 0;
1036 object *otmp;
1037
1038 if (flag [FLAG_REMOVED]) 1065 if (flag [FLAG_REMOVED])
1039 return; 1066 return;
1040 1067
1041 INVOKE_OBJECT (REMOVE, this); 1068 INVOKE_OBJECT (REMOVE, this);
1042 1069
1055 if (object *pl = visible_to ()) 1082 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1083 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1085
1059 adjust_weight (env, -total_weight ()); 1086 adjust_weight (env, -total_weight ());
1087
1088 object *pl = in_player ();
1060 1089
1061 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1064 */ 1093 */
1072 1101
1073 above = 0; 1102 above = 0;
1074 below = 0; 1103 below = 0;
1075 env = 0; 1104 env = 0;
1076 1105
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1106 if (pl && pl->is_player ())
1078 * made to players inventory. If set, avoiding the call
1079 * to save cpu time.
1080 */ 1107 {
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1108 if (expect_false (pl->contr->combat_ob == this))
1082 otmp->update_stats (); 1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1083 } 1127 }
1084 else if (map) 1128 else if (map)
1085 { 1129 {
1086 map->dirty = true; 1130 map->dirty = true;
1087 mapspace &ms = this->ms (); 1131 mapspace &ms = this->ms ();
1088 1132
1089 if (object *pl = ms.player ()) 1133 if (object *pl = ms.player ())
1090 { 1134 {
1091 if (type == PLAYER) // this == pl(!) 1135 if (is_player ())
1092 { 1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1093 // leaving a spot always closes any open container on the ground 1140 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1141 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1142 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1143 // that the CLOSE event is being sent.
1097 close_container (); 1144 close_container ();
1098 1145
1099 --map->players; 1146 --map->players;
1100 map->touch (); 1147 map->touch ();
1101 } 1148 }
1102 else if (pl->container == this) 1149 else if (pl->container_ () == this)
1103 { 1150 {
1104 // removing a container should close it 1151 // removing a container should close it
1105 close_container (); 1152 close_container ();
1106 } 1153 }
1107 1154
1114 *(below ? &below->above : &ms.bot) = above; 1161 *(below ? &below->above : &ms.bot) = above;
1115 1162
1116 above = 0; 1163 above = 0;
1117 below = 0; 1164 below = 0;
1118 1165
1119 ms.flags_ = 0; 1166 ms.invalidate ();
1120 1167
1121 if (map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1122 return; 1169 return;
1123 1170
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1172
1126 if (object *pl = ms.player ()) 1173 if (object *pl = ms.player ())
1127 { 1174 {
1128 if (pl->container == this) 1175 if (pl->container_ () == this)
1129 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1130 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1131 * appropriately. 1178 * appropriately.
1132 */ 1179 */
1133 pl->close_container (); 1180 pl->close_container ();
1137 //TODO: update floorbox to preserve ordering 1184 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns) 1185 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update (); 1186 pl->contr->ns->floorbox_update ();
1140 } 1187 }
1141 1188
1189 if (check_walk_off)
1142 for (tmp = ms.bot; tmp; tmp = tmp->above) 1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1143 { 1191 {
1192 above = tmp->above;
1193
1144 /* No point updating the players look faces if he is the object 1194 /* No point updating the players look faces if he is the object
1145 * being removed. 1195 * being removed.
1146 */ 1196 */
1147 1197
1148 /* See if object moving off should effect something */ 1198 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1199 if ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1152 {
1153 move_apply (tmp, this, 0); 1201 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1157 } 1202 }
1158 1203
1159 last = tmp; 1204 if (affects_los ())
1160 }
1161
1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1163 update_all_los (map, x, y); 1205 update_all_los (map, x, y);
1164 } 1206 }
1165} 1207}
1166 1208
1167/* 1209/*
1191 esrv_update_item (UPD_NROF, pl, top); 1233 esrv_update_item (UPD_NROF, pl, top);
1192 1234
1193 op->weight = 0; // cancel the addition above 1235 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already 1236 op->carrying = 0; // must be 0 already
1195 1237
1196 op->destroy (true); 1238 op->destroy ();
1197 1239
1198 return top; 1240 return top;
1199 } 1241 }
1200 1242
1201 return 0; 1243 return 0;
1209 1251
1210 object *prev = this; 1252 object *prev = this;
1211 1253
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 { 1255 {
1214 object *op = arch_to_object (at); 1256 object *op = at->instance ();
1215 1257
1216 op->name = name; 1258 op->name = name;
1217 op->name_pl = name_pl; 1259 op->name_pl = name_pl;
1218 op->title = title; 1260 op->title = title;
1219 1261
1257 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1258 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1259 * 1301 *
1260 * Return value: 1302 * Return value:
1261 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1262 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1263 * just 'op' otherwise 1305 * just 'op' otherwise
1264 */ 1306 */
1265object * 1307object *
1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1267{ 1309{
1268 if (op->is_on_map ())
1269 {
1270 LOG (llevError, "insert_ob_in_map called for object already on map");
1271 abort ();
1272 }
1273
1274 if (op->env)
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1277 op->remove (); 1310 op->remove ();
1278 }
1279 1311
1280 if (m == &freed_map)//D TODO: remove soon 1312 if (m == &freed_map)//D TODO: remove soon
1281 {//D 1313 {//D
1282 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1283 }//D 1315 }//D
1284 1316
1285 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1286 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1287 * need extra work 1319 * need extra work
1288 */ 1320 */
1321 maptile *newmap = m;
1289 if (!xy_normalise (m, op->x, op->y)) 1322 if (!xy_normalise (newmap, op->x, op->y))
1290 { 1323 {
1291 op->head_ ()->destroy (true);// remove head_ once all tail object destroyers found 1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1292 return 0; 1325 return 0;
1293 } 1326 }
1294 1327
1295 if (object *more = op->more) 1328 if (object *more = op->more)
1296 if (!insert_ob_in_map (more, m, originator, flag)) 1329 if (!insert_ob_in_map (more, m, originator, flag))
1297 return 0; 1330 return 0;
1298 1331
1299 CLEAR_FLAG (op, FLAG_REMOVED); 1332 op->flag [FLAG_REMOVED] = false;
1300 1333 op->env = 0;
1301 op->map = m; 1334 op->map = newmap;
1335
1302 mapspace &ms = op->ms (); 1336 mapspace &ms = op->ms ();
1303 1337
1304 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1305 */ 1339 */
1306 if (op->nrof && !(flag & INS_NO_MERGE)) 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1309 { 1343 {
1310 // TODO: we actually want to update tmp, not op, 1344 // TODO: we actually want to update tmp, not op,
1311 // but some caller surely breaks when we return tmp 1345 // but some caller surely breaks when we return tmp
1312 // from here :/ 1346 // from here :/
1313 op->nrof += tmp->nrof; 1347 op->nrof += tmp->nrof;
1314 tmp->destroy (true); 1348 tmp->destroy ();
1315 } 1349 }
1316 1350
1317 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1318 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1352 op->clr_flag (FLAG_INV_LOCKED);
1319 1353
1320 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1354 if (!op->flag [FLAG_ALIVE])
1321 CLEAR_FLAG (op, FLAG_NO_STEAL); 1355 op->clr_flag (FLAG_NO_STEAL);
1322 1356
1323 if (flag & INS_BELOW_ORIGINATOR) 1357 if (flag & INS_BELOW_ORIGINATOR)
1324 { 1358 {
1325 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1326 { 1360 {
1327 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1328 abort (); 1362 abort ();
1329 } 1363 }
1330 1364
1331 if (!originator->is_on_map ()) 1365 if (!originator->is_on_map ())
1366 {
1332 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1333 op->debug_desc (), originator->debug_desc ()); 1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1334 1371
1335 op->above = originator; 1372 op->above = originator;
1336 op->below = originator->below; 1373 op->below = originator->below;
1337 originator->below = op; 1374 originator->below = op;
1338 1375
1358 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1359 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1360 */ 1397 */
1361 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1362 { 1399 {
1363 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1400 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1364 floor = tmp; 1401 floor = tmp;
1365 1402
1366 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1403 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1367 { 1404 {
1368 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1369 top = tmp->below; 1406 top = tmp->below;
1370 break; 1407 break;
1371 } 1408 }
1389 && (op->face && !faces [op->face].visibility)) 1426 && (op->face && !faces [op->face].visibility))
1390 { 1427 {
1391 object *last; 1428 object *last;
1392 1429
1393 for (last = top; last != floor; last = last->below) 1430 for (last = top; last != floor; last = last->below)
1394 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1431 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1395 break; 1432 break;
1396 1433
1397 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1398 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1399 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1424 op->below = top; 1461 op->below = top;
1425 *(op->above ? &op->above->below : &ms.top) = op; 1462 *(op->above ? &op->above->below : &ms.top) = op;
1426 } 1463 }
1427 } 1464 }
1428 1465
1429 if (op->type == PLAYER) 1466 if (op->is_player ())
1430 { 1467 {
1431 op->contr->do_los = 1; 1468 op->contr->do_los = 1;
1432 ++op->map->players; 1469 ++op->map->players;
1433 op->map->touch (); 1470 op->map->touch ();
1434 } 1471 }
1449 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1450 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1451 * or just updating the P_UPTODATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1452 * of effect may be sufficient. 1489 * of effect may be sufficient.
1453 */ 1490 */
1454 if (op->map->darkness && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1456 1496
1457 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1458 update_object (op, UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1459 1499
1460 INVOKE_OBJECT (INSERT, op); 1500 INVOKE_OBJECT (INSERT, op);
1467 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1468 * update_object(). 1508 * update_object().
1469 */ 1509 */
1470 1510
1471 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1472 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1473 { 1513 {
1474 if (check_move_on (op, originator)) 1514 if (check_move_on (op, originator))
1475 return 0; 1515 return 0;
1476 1516
1477 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1488/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1489 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1490 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1491 */ 1531 */
1492void 1532void
1493replace_insert_ob_in_map (const char *arch_string, object *op) 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1494{ 1534{
1495 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1496 1536
1497 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1498 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1538 if (tmp->arch->archname == archname) /* same archetype */
1499 tmp->destroy (true); 1539 tmp->destroy ();
1500 1540
1501 object *tmp = arch_to_object (archetype::find (arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1502 1542
1503 tmp->x = op->x; 1543 tmp->x = op->x;
1504 tmp->y = op->y; 1544 tmp->y = op->y;
1505 1545
1506 insert_ob_in_map (tmp, op->map, op, 0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1511{ 1551{
1512 if (where->env) 1552 if (where->env)
1513 return where->env->insert (this); 1553 return where->env->insert (this);
1514 else 1554 else
1515 return where->map->insert (this, where->x, where->y, originator, flags); 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1557
1558// check whether we can put this into the map, respect max_volume, max_items
1559bool
1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1563
1564 int items = ms.items ();
1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1569 return true;
1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsgf (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 );
1576
1577 return false;
1516} 1578}
1517 1579
1518/* 1580/*
1519 * decrease(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1520 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1627 if (object *pl = tmp->visible_to ()) 1689 if (object *pl = tmp->visible_to ())
1628 esrv_update_item (UPD_NROF, pl, tmp); 1690 esrv_update_item (UPD_NROF, pl, tmp);
1629 1691
1630 adjust_weight (this, op->total_weight ()); 1692 adjust_weight (this, op->total_weight ());
1631 1693
1632 op->destroy (true); 1694 op->destroy ();
1633 op = tmp; 1695 op = tmp;
1634 goto inserted; 1696 goto inserted;
1635 } 1697 }
1636 1698
1637 op->owner = 0; // it's his/hers now. period. 1699 op->owner = 0; // it's his/hers now. period.
1655 1717
1656 adjust_weight (this, op->total_weight ()); 1718 adjust_weight (this, op->total_weight ());
1657 1719
1658inserted: 1720inserted:
1659 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1660 if (op->glow_radius && map && map->darkness) 1722 if (op->glow_radius && is_on_map ())
1723 {
1724 update_stats ();
1661 update_all_los (map, x, y); 1725 update_all_los (map, x, y);
1662 1726 }
1727 else if (is_player ())
1663 // if this is a player's inventory, update stats 1728 // if this is a player's inventory, update stats
1664 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1729 contr->queue_stats_update ();
1665 update_stats ();
1666 1730
1667 INVOKE_OBJECT (INSERT, this); 1731 INVOKE_OBJECT (INSERT, this);
1668 1732
1669 return op; 1733 return op;
1670} 1734}
1690 * on top. 1754 * on top.
1691 */ 1755 */
1692int 1756int
1693check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1694{ 1758{
1759 if (op->flag [FLAG_NO_APPLY])
1760 return 0;
1761
1695 object *tmp; 1762 object *tmp;
1696 maptile *m = op->map; 1763 maptile *m = op->map;
1697 int x = op->x, y = op->y; 1764 int x = op->x, y = op->y;
1698 1765
1699 MoveType move_on, move_slow, move_block; 1766 mapspace &ms = m->at (x, y);
1700 1767
1701 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1768 ms.update ();
1702 return 0;
1703 1769
1704 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1770 MoveType move_on = ms.move_on;
1705 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1771 MoveType move_slow = ms.move_slow;
1706 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1772 MoveType move_block = ms.move_block;
1707 1773
1708 /* if nothing on this space will slow op down or be applied, 1774 /* if nothing on this space will slow op down or be applied,
1709 * no need to do checking below. have to make sure move_type 1775 * no need to do checking below. have to make sure move_type
1710 * is set, as lots of objects don't have it set - we treat that 1776 * is set, as lots of objects don't have it set - we treat that
1711 * as walking. 1777 * as walking.
1722 return 0; 1788 return 0;
1723 1789
1724 /* The objects have to be checked from top to bottom. 1790 /* The objects have to be checked from top to bottom.
1725 * Hence, we first go to the top: 1791 * Hence, we first go to the top:
1726 */ 1792 */
1727 1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1729 {
1730 /* Trim the search when we find the first other spell effect
1731 * this helps performance so that if a space has 50 spell objects,
1732 * we don't need to check all of them.
1733 */
1734 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1735 break;
1736 } 1794 {
1795 next = tmp->below;
1737 1796
1738 for (; tmp; tmp = tmp->below)
1739 {
1740 if (tmp == op) 1797 if (tmp == op)
1741 continue; /* Can't apply yourself */ 1798 continue; /* Can't apply yourself */
1742 1799
1743 /* Check to see if one of the movement types should be slowed down. 1800 /* Check to see if one of the movement types should be slowed down.
1744 * Second check makes sure that the movement types not being slowed 1801 * Second check makes sure that the movement types not being slowed
1745 * (~slow_move) is not blocked on this space - just because the 1802 * (~slow_move) is not blocked on this space - just because the
1746 * space doesn't slow down swimming (for example), if you can't actually 1803 * space doesn't slow down swimming (for example), if you can't actually
1747 * swim on that space, can't use it to avoid the penalty. 1804 * swim on that space, can't use it to avoid the penalty.
1748 */ 1805 */
1749 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1806 if (!op->flag [FLAG_WIZPASS])
1750 { 1807 {
1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1753 { 1810 {
1754
1755 float
1756 diff = tmp->move_slow_penalty * fabs (op->speed); 1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1757 1812
1758 if (op->type == PLAYER) 1813 if (op->is_player ())
1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1761 diff /= 4.0; 1816 diff /= 4.0;
1762 1817
1763 op->speed_left -= diff; 1818 op->speed_left -= diff;
1764 } 1819 }
1765 } 1820 }
1887void 1942void
1888flag_inv (object *op, int flag) 1943flag_inv (object *op, int flag)
1889{ 1944{
1890 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1891 { 1946 {
1892 SET_FLAG (tmp, flag); 1947 tmp->set_flag (flag);
1893 flag_inv (tmp, flag); 1948 flag_inv (tmp, flag);
1894 } 1949 }
1895} 1950}
1896 1951
1897/* 1952/*
1900void 1955void
1901unflag_inv (object *op, int flag) 1956unflag_inv (object *op, int flag)
1902{ 1957{
1903 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1904 { 1959 {
1905 CLEAR_FLAG (tmp, flag); 1960 tmp->clr_flag (flag);
1906 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
1907 } 1962 }
1908} 1963}
1909 1964
1910/* 1965/*
1971 * head of the object should correspond for the entire object. 2026 * head of the object should correspond for the entire object.
1972 */ 2027 */
1973 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1974 continue; 2029 continue;
1975 2030
1976 if (ob->blocked (m, pos.x, pos.y)) 2031 if (ob->blocked (pos.m, pos.x, pos.y))
1977 continue; 2032 continue;
1978 2033
1979 altern [index++] = i; 2034 altern [index++] = i;
1980 } 2035 }
1981 2036
2049 * there is capable of. 2104 * there is capable of.
2050 */ 2105 */
2051int 2106int
2052find_dir (maptile *m, int x, int y, object *exclude) 2107find_dir (maptile *m, int x, int y, object *exclude)
2053{ 2108{
2054 int i, max = SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2055
2056 sint16 nx, ny;
2057 object *tmp;
2058 maptile *mp;
2059
2060 MoveType blocked, move_type; 2110 MoveType move_type;
2061 2111
2062 if (exclude && exclude->head_ () != exclude) 2112 if (exclude && exclude->head_ () != exclude)
2063 { 2113 {
2064 exclude = exclude->head; 2114 exclude = exclude->head;
2065 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2068 { 2118 {
2069 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2070 move_type = MOVE_ALL; 2120 move_type = MOVE_ALL;
2071 } 2121 }
2072 2122
2073 for (i = 1; i < max; i++) 2123 for (int i = 1; i < max; i++)
2074 { 2124 {
2075 mp = m; 2125 mapxy pos (m, x, y);
2076 nx = x + freearr_x[i]; 2126 pos.move (i);
2077 ny = y + freearr_y[i];
2078 2127
2079 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2128 if (!pos.normalise ())
2080
2081 if (mflags & P_OUT_OF_MAP)
2082 max = maxfree[i]; 2129 max = maxfree[i];
2083 else 2130 else
2084 { 2131 {
2085 mapspace &ms = mp->at (nx, ny); 2132 mapspace &ms = *pos;
2086 2133
2087 blocked = ms.move_block;
2088
2089 if ((move_type & blocked) == move_type) 2134 if ((move_type & ms.move_block) == move_type)
2090 max = maxfree[i]; 2135 max = maxfree [i];
2091 else if (mflags & P_IS_ALIVE) 2136 else if (ms.flags () & P_IS_ALIVE)
2092 { 2137 {
2093 for (tmp = ms.bot; tmp; tmp = tmp->above) 2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2094 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2095 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2096 break;
2097
2098 if (tmp)
2099 return freedir[i]; 2141 return freedir [i];
2100 } 2142 }
2101 } 2143 }
2102 } 2144 }
2103 2145
2104 return 0; 2146 return 0;
2179 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2180 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2181 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2182 * functions. 2224 * functions.
2183 */ 2225 */
2184int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2185 {0, 0, 0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2186 {0, 0, 0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2187 {0, 0, 0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2188 {0, 0, 0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2189 {0, 0, 0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2283 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2284 */ 2326 */
2285int 2327int
2286can_pick (const object *who, const object *item) 2328can_pick (const object *who, const object *item)
2287{ 2329{
2288 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*who->flag [FLAG_WIZ]|| */
2289 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2290 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2291} 2333}
2292 2334
2293/* 2335/*
2294 * create clone from object to another 2336 * create clone from object to another
2295 */ 2337 */
2327 return tmp; 2369 return tmp;
2328 2370
2329 return 0; 2371 return 0;
2330} 2372}
2331 2373
2332const shstr & 2374shstr_tmp
2333object::kv_get (const shstr &key) const 2375object::kv_get (shstr_tmp key) const
2334{ 2376{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2378 if (kv->key == key)
2337 return kv->value; 2379 return kv->value;
2338 2380
2339 return shstr_null; 2381 return shstr ();
2340} 2382}
2341 2383
2342void 2384void
2343object::kv_set (const shstr &key, const shstr &value) 2385object::kv_set (shstr_tmp key, shstr_tmp value)
2344{ 2386{
2345 for (key_value *kv = key_values; kv; kv = kv->next) 2387 for (key_value *kv = key_values; kv; kv = kv->next)
2346 if (kv->key == key) 2388 if (kv->key == key)
2347 { 2389 {
2348 kv->value = value; 2390 kv->value = value;
2357 2399
2358 key_values = kv; 2400 key_values = kv;
2359} 2401}
2360 2402
2361void 2403void
2362object::kv_del (const shstr &key) 2404object::kv_del (shstr_tmp key)
2363{ 2405{
2364 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2365 if ((*kvp)->key == key) 2407 if ((*kvp)->key == key)
2366 { 2408 {
2367 key_value *kv = *kvp; 2409 key_value *kv = *kvp;
2460{ 2502{
2461 return map ? map->region (x, y) 2503 return map ? map->region (x, y)
2462 : region::default_region (); 2504 : region::default_region ();
2463} 2505}
2464 2506
2465const materialtype_t *
2466object::dominant_material () const
2467{
2468 if (materialtype_t *mt = name_to_material (materialname))
2469 return mt;
2470
2471 return name_to_material (shstr_unknown);
2472}
2473
2474void 2507void
2475object::open_container (object *new_container) 2508object::open_container (object *new_container)
2476{ 2509{
2477 if (container == new_container) 2510 if (container == new_container)
2478 return; 2511 return;
2486 2519
2487#if 0 2520#if 0
2488 // remove the "Close old_container" object. 2521 // remove the "Close old_container" object.
2489 if (object *closer = old_container->inv) 2522 if (object *closer = old_container->inv)
2490 if (closer->type == CLOSE_CON) 2523 if (closer->type == CLOSE_CON)
2491 closer->destroy (true); 2524 closer->destroy ();
2492#endif 2525#endif
2493 2526
2494 // make sure the container is available 2527 // make sure the container is available
2495 esrv_send_item (this, old_container); 2528 esrv_send_item (this, old_container);
2496 2529
2498 container = 0; 2531 container = 0;
2499 2532
2500 // client needs item update to make it work, client bug requires this to be separate 2533 // client needs item update to make it work, client bug requires this to be separate
2501 esrv_update_item (UPD_FLAGS, this, old_container); 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2502 2535
2503 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2504 play_sound (sound_find ("chest_close")); 2537 play_sound (sound_find ("chest_close"));
2505 } 2538 }
2506 2539
2507 if (new_container) 2540 if (new_container)
2508 { 2541 {
2512 // TODO: this does not seem to serve any purpose anymore? 2545 // TODO: this does not seem to serve any purpose anymore?
2513#if 0 2546#if 0
2514 // insert the "Close Container" object. 2547 // insert the "Close Container" object.
2515 if (archetype *closer = new_container->other_arch) 2548 if (archetype *closer = new_container->other_arch)
2516 { 2549 {
2517 object *closer = arch_to_object (new_container->other_arch); 2550 object *closer = new_container->other_arch->instance ();
2518 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2519 new_container->insert (closer); 2552 new_container->insert (closer);
2520 } 2553 }
2521#endif 2554#endif
2522 2555
2523 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2524 2557
2525 // make sure the container is available, client bug requires this to be separate 2558 // make sure the container is available, client bug requires this to be separate
2526 esrv_send_item (this, new_container); 2559 esrv_send_item (this, new_container);
2527 2560
2528 new_container->flag [FLAG_APPLIED] = true; 2561 new_container->flag [FLAG_APPLIED] = true;
2536// else if (!old_container->env && contr && contr->ns) 2569// else if (!old_container->env && contr && contr->ns)
2537// contr->ns->floorbox_reset (); 2570// contr->ns->floorbox_reset ();
2538} 2571}
2539 2572
2540object * 2573object *
2541object::force_find (const shstr name) 2574object::force_find (shstr_tmp name)
2542{ 2575{
2543 /* cycle through his inventory to look for the MARK we want to 2576 /* cycle through his inventory to look for the MARK we want to
2544 * place 2577 * place
2545 */ 2578 */
2546 for (object *tmp = inv; tmp; tmp = tmp->below) 2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2548 return splay (tmp); 2581 return splay (tmp);
2549 2582
2550 return 0; 2583 return 0;
2551} 2584}
2552 2585
2586//-GPL
2587
2553void 2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2554object::force_add (const shstr name, int duration) 2598object::force_add (shstr_tmp name, int duration)
2555{ 2599{
2556 if (object *force = force_find (name)) 2600 if (object *force = force_find (name))
2557 force->destroy (true); 2601 force->destroy ();
2558 2602
2559 object *force = get_archetype (FORCE_NAME); 2603 object *force = get_archetype (FORCE_NAME);
2560 2604
2561 force->slaying = name; 2605 force->slaying = name;
2562 force->stats.food = 1; 2606 force->force_set_timer (duration);
2563 force->speed_left = -1.f;
2564
2565 force->set_speed (duration ? 1.f / duration : 0.f);
2566 force->flag [FLAG_IS_USED_UP] = true;
2567 force->flag [FLAG_APPLIED] = true; 2607 force->flag [FLAG_APPLIED] = true;
2568 2608
2569 insert (force); 2609 return insert (force);
2570} 2610}
2571 2611
2572void 2612void
2573object::play_sound (faceidx sound) 2613object::play_sound (faceidx sound) const
2574{ 2614{
2575 if (!sound) 2615 if (!sound)
2576 return; 2616 return;
2577 2617
2578 if (flag [FLAG_REMOVED]) 2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2579 return; 2643 return;
2580 2644
2581 if (env) 2645 // find old force, or create new one
2582 { 2646 object *force = force_find (shstr_noise_force);
2583 if (object *pl = in_player ()) 2647
2584 pl->contr->play_sound (sound); 2648 if (force)
2585 } 2649 force->speed_left = -1.f; // patch old speed up
2586 else 2650 else
2587 map->play_sound (sound, x, y); 2651 {
2588} 2652 force = archetype::get (shstr_noise_force);
2589 2653
2654 force->slaying = shstr_noise_force;
2655 force->stats.food = 1;
2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2669 return;
2670
2671 if (is_on_map ())
2672 {
2673 // we are on the map, so handle move_on/off effects
2674 remove ();
2675 move_type = mt;
2676 map->insert (this, x, y, this);
2677 }
2678 else
2679 move_type = mt;
2680}
2681

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines