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Comparing deliantra/server/common/object.C (file contents):
Revision 1.264 by root, Sun Dec 21 23:29:27 2008 UTC vs.
Revision 1.283 by root, Sat Feb 21 06:25:46 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
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;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
333 334
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
770 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
771 * have move_allow right now. 772 * have move_allow right now.
772 */ 773 */
773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 m.flags_ = 0; 776 m.invalidate ();
776 } 777 }
777 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
778 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
779 * that is being removed. 780 * that is being removed.
780 */ 781 */
781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 m.flags_ = 0; 783 m.invalidate ();
783 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
784 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
785 else 786 else
786 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 788
962 963
963void 964void
964object::do_destroy () 965object::do_destroy ()
965{ 966{
966 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 968 remove_link ();
968 969
969 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 971 remove_friendly_object (this);
971 972
972 remove (); 973 remove ();
1055 if (object *pl = visible_to ()) 1056 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 1059
1059 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1061
1062 object *pl = in_player ();
1060 1063
1061 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1064 */ 1067 */
1076 1079
1077 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 1082 * to save cpu time.
1080 */ 1083 */
1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 {
1082 otmp->update_stats (); 1087 pl->update_stats ();
1088
1089 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y);
1091 }
1083 } 1092 }
1084 else if (map) 1093 else if (map)
1085 { 1094 {
1086 map->dirty = true; 1095 map->dirty = true;
1087 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1088 1097
1089 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1090 { 1099 {
1091 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1092 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1093 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env) 1106 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1097 close_container (); 1109 close_container ();
1114 *(below ? &below->above : &ms.bot) = above; 1126 *(below ? &below->above : &ms.bot) = above;
1115 1127
1116 above = 0; 1128 above = 0;
1117 below = 0; 1129 below = 0;
1118 1130
1119 ms.flags_ = 0; 1131 ms.invalidate ();
1120 1132
1121 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1122 return; 1134 return;
1123 1135
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1157 } 1169 }
1158 1170
1159 last = tmp; 1171 last = tmp;
1160 } 1172 }
1161 1173
1162 if (map->darkness && (glow_radius || flag [FLAG_BLOCKSVIEW])) 1174 if (affects_los ())
1163 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1164 } 1176 }
1165} 1177}
1166 1178
1167/* 1179/*
1274 1286
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1289 * need extra work
1278 */ 1290 */
1291 maptile *newmap = m;
1279 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1280 { 1293 {
1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1282 return 0; 1295 return 0;
1283 } 1296 }
1284 1297
1285 if (object *more = op->more) 1298 if (object *more = op->more)
1286 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1287 return 0; 1300 return 0;
1288 1301
1289 CLEAR_FLAG (op, FLAG_REMOVED); 1302 op->flag [FLAG_REMOVED] = false;
1290 1303 op->env = 0;
1291 op->map = m; 1304 op->map = newmap;
1305
1292 mapspace &ms = op->ms (); 1306 mapspace &ms = op->ms ();
1293 1307
1294 /* this has to be done after we translate the coordinates. 1308 /* this has to be done after we translate the coordinates.
1295 */ 1309 */
1296 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort (); 1332 abort ();
1319 } 1333 }
1320 1334
1321 if (!originator->is_on_map ()) 1335 if (!originator->is_on_map ())
1336 {
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1337 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ()); 1338 op->debug_desc (), originator->debug_desc ());
1339 abort ();
1340 }
1324 1341
1325 op->above = originator; 1342 op->above = originator;
1326 op->below = originator->below; 1343 op->below = originator->below;
1327 originator->below = op; 1344 originator->below = op;
1328 1345
1414 op->below = top; 1431 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1416 } 1433 }
1417 } 1434 }
1418 1435
1419 if (op->type == PLAYER) 1436 if (op->is_player ())
1420 { 1437 {
1421 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1422 ++op->map->players; 1439 ++op->map->players;
1423 op->map->touch (); 1440 op->map->touch ();
1424 } 1441 }
1439 * be far away from this change and not affected in any way - 1456 * be far away from this change and not affected in any way -
1440 * this should get redone to only look for players within range, 1457 * this should get redone to only look for players within range,
1441 * or just updating the P_UPTODATE for spaces within this area 1458 * or just updating the P_UPTODATE for spaces within this area
1442 * of effect may be sufficient. 1459 * of effect may be sufficient.
1443 */ 1460 */
1444 if (op->map->darkness && (op->glow_radius || op->flag [FLAG_BLOCKSVIEW])) 1461 if (op->affects_los ())
1462 {
1463 op->ms ().invalidate ();
1445 update_all_los (op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1465 }
1446 1466
1447 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1467 /* updates flags (blocked, alive, no magic, etc) for this map space */
1448 update_object (op, UP_OBJ_INSERT); 1468 update_object (op, UP_OBJ_INSERT);
1449 1469
1450 INVOKE_OBJECT (INSERT, op); 1470 INVOKE_OBJECT (INSERT, op);
1478/* this function inserts an object in the map, but if it 1498/* this function inserts an object in the map, but if it
1479 * finds an object of its own type, it'll remove that one first. 1499 * finds an object of its own type, it'll remove that one first.
1480 * op is the object to insert it under: supplies x and the map. 1500 * op is the object to insert it under: supplies x and the map.
1481 */ 1501 */
1482void 1502void
1483replace_insert_ob_in_map (const char *arch_string, object *op) 1503replace_insert_ob_in_map (shstr_tmp archname, object *op)
1484{ 1504{
1485 /* first search for itself and remove any old instances */ 1505 /* first search for itself and remove any old instances */
1486 1506
1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1507 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1508 if (tmp->arch->archname == archname) /* same archetype */
1489 tmp->destroy (); 1509 tmp->destroy ();
1490 1510
1491 object *tmp = arch_to_object (archetype::find (arch_string)); 1511 object *tmp = arch_to_object (archetype::find (archname));
1492 1512
1493 tmp->x = op->x; 1513 tmp->x = op->x;
1494 tmp->y = op->y; 1514 tmp->y = op->y;
1495 1515
1496 insert_ob_in_map (tmp, op->map, op, 0); 1516 insert_ob_in_map (tmp, op->map, op, 0);
1645 1665
1646 adjust_weight (this, op->total_weight ()); 1666 adjust_weight (this, op->total_weight ());
1647 1667
1648inserted: 1668inserted:
1649 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1650 if (op->glow_radius && map && map->darkness) 1670 if (op->glow_radius && is_on_map ())
1671 {
1672 update_stats ();
1651 update_all_los (map, x, y); 1673 update_all_los (map, x, y);
1652 1674 }
1675 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1653 // if this is a player's inventory, update stats 1676 // if this is a player's inventory, update stats
1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1655 update_stats (); 1677 update_stats ();
1656 1678
1657 INVOKE_OBJECT (INSERT, this); 1679 INVOKE_OBJECT (INSERT, this);
1658 1680
1659 return op; 1681 return op;
1743 { 1765 {
1744 1766
1745 float 1767 float
1746 diff = tmp->move_slow_penalty * fabs (op->speed); 1768 diff = tmp->move_slow_penalty * fabs (op->speed);
1747 1769
1748 if (op->type == PLAYER) 1770 if (op->is_player ())
1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1771 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1772 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1751 diff /= 4.0; 1773 diff /= 4.0;
1752 1774
1753 op->speed_left -= diff; 1775 op->speed_left -= diff;
2039 * there is capable of. 2061 * there is capable of.
2040 */ 2062 */
2041int 2063int
2042find_dir (maptile *m, int x, int y, object *exclude) 2064find_dir (maptile *m, int x, int y, object *exclude)
2043{ 2065{
2044 int i, max = SIZEOFFREE, mflags; 2066 int max = SIZEOFFREE, mflags;
2045
2046 sint16 nx, ny;
2047 object *tmp;
2048 maptile *mp;
2049
2050 MoveType blocked, move_type; 2067 MoveType move_type;
2051 2068
2052 if (exclude && exclude->head_ () != exclude) 2069 if (exclude && exclude->head_ () != exclude)
2053 { 2070 {
2054 exclude = exclude->head; 2071 exclude = exclude->head;
2055 move_type = exclude->move_type; 2072 move_type = exclude->move_type;
2058 { 2075 {
2059 /* If we don't have anything, presume it can use all movement types. */ 2076 /* If we don't have anything, presume it can use all movement types. */
2060 move_type = MOVE_ALL; 2077 move_type = MOVE_ALL;
2061 } 2078 }
2062 2079
2063 for (i = 1; i < max; i++) 2080 for (int i = 1; i < max; i++)
2064 { 2081 {
2065 mp = m; 2082 mapxy pos (m, x, y);
2066 nx = x + freearr_x[i]; 2083 pos.move (i);
2067 ny = y + freearr_y[i];
2068 2084
2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2085 if (!pos.normalise ())
2070
2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i]; 2086 max = maxfree[i];
2073 else 2087 else
2074 { 2088 {
2075 mapspace &ms = mp->at (nx, ny); 2089 mapspace &ms = *pos;
2076 2090
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type) 2091 if ((move_type & ms.move_block) == move_type)
2080 max = maxfree[i]; 2092 max = maxfree [i];
2081 else if (mflags & P_IS_ALIVE) 2093 else if (ms.flags () & P_IS_ALIVE)
2082 { 2094 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above) 2095 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2096 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2097 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2086 break;
2087
2088 if (tmp)
2089 return freedir[i]; 2098 return freedir [i];
2090 } 2099 }
2091 } 2100 }
2092 } 2101 }
2093 2102
2094 return 0; 2103 return 0;
2169 * This basically means that if direction is 15, then it could either go 2178 * This basically means that if direction is 15, then it could either go
2170 * direction 4, 14, or 16 to get back to where we are. 2179 * direction 4, 14, or 16 to get back to where we are.
2171 * Moved from spell_util.c to object.c with the other related direction 2180 * Moved from spell_util.c to object.c with the other related direction
2172 * functions. 2181 * functions.
2173 */ 2182 */
2174int reduction_dir[SIZEOFFREE][3] = { 2183const int reduction_dir[SIZEOFFREE][3] = {
2175 {0, 0, 0}, /* 0 */ 2184 {0, 0, 0}, /* 0 */
2176 {0, 0, 0}, /* 1 */ 2185 {0, 0, 0}, /* 1 */
2177 {0, 0, 0}, /* 2 */ 2186 {0, 0, 0}, /* 2 */
2178 {0, 0, 0}, /* 3 */ 2187 {0, 0, 0}, /* 3 */
2179 {0, 0, 0}, /* 4 */ 2188 {0, 0, 0}, /* 4 */
2275int 2284int
2276can_pick (const object *who, const object *item) 2285can_pick (const object *who, const object *item)
2277{ 2286{
2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2281} 2290}
2282 2291
2283/* 2292/*
2284 * create clone from object to another 2293 * create clone from object to another
2285 */ 2294 */
2317 return tmp; 2326 return tmp;
2318 2327
2319 return 0; 2328 return 0;
2320} 2329}
2321 2330
2322const shstr & 2331shstr_tmp
2323object::kv_get (const shstr &key) const 2332object::kv_get (shstr_tmp key) const
2324{ 2333{
2325 for (key_value *kv = key_values; kv; kv = kv->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2326 if (kv->key == key) 2335 if (kv->key == key)
2327 return kv->value; 2336 return kv->value;
2328 2337
2329 return shstr_null; 2338 return shstr ();
2330} 2339}
2331 2340
2332void 2341void
2333object::kv_set (const shstr &key, const shstr &value) 2342object::kv_set (shstr_tmp key, shstr_tmp value)
2334{ 2343{
2335 for (key_value *kv = key_values; kv; kv = kv->next) 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key) 2345 if (kv->key == key)
2337 { 2346 {
2338 kv->value = value; 2347 kv->value = value;
2347 2356
2348 key_values = kv; 2357 key_values = kv;
2349} 2358}
2350 2359
2351void 2360void
2352object::kv_del (const shstr &key) 2361object::kv_del (shstr_tmp key)
2353{ 2362{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key) 2364 if ((*kvp)->key == key)
2356 { 2365 {
2357 key_value *kv = *kvp; 2366 key_value *kv = *kvp;
2488 container = 0; 2497 container = 0;
2489 2498
2490 // client needs item update to make it work, client bug requires this to be separate 2499 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2492 2501
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2494 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2495 } 2504 }
2496 2505
2497 if (new_container) 2506 if (new_container)
2498 { 2507 {
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2517 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer); 2518 new_container->insert (closer);
2510 } 2519 }
2511#endif 2520#endif
2512 2521
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2514 2523
2515 // make sure the container is available, client bug requires this to be separate 2524 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container); 2525 esrv_send_item (this, new_container);
2517 2526
2518 new_container->flag [FLAG_APPLIED] = true; 2527 new_container->flag [FLAG_APPLIED] = true;
2526// else if (!old_container->env && contr && contr->ns) 2535// else if (!old_container->env && contr && contr->ns)
2527// contr->ns->floorbox_reset (); 2536// contr->ns->floorbox_reset ();
2528} 2537}
2529 2538
2530object * 2539object *
2531object::force_find (const shstr name) 2540object::force_find (shstr_tmp name)
2532{ 2541{
2533 /* cycle through his inventory to look for the MARK we want to 2542 /* cycle through his inventory to look for the MARK we want to
2534 * place 2543 * place
2535 */ 2544 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below) 2545 for (object *tmp = inv; tmp; tmp = tmp->below)
2538 return splay (tmp); 2547 return splay (tmp);
2539 2548
2540 return 0; 2549 return 0;
2541} 2550}
2542 2551
2543void 2552object *
2544object::force_add (const shstr name, int duration) 2553object::force_add (shstr_tmp name, int duration)
2545{ 2554{
2546 if (object *force = force_find (name)) 2555 if (object *force = force_find (name))
2547 force->destroy (); 2556 force->destroy ();
2548 2557
2549 object *force = get_archetype (FORCE_NAME); 2558 object *force = get_archetype (FORCE_NAME);
2554 2563
2555 force->set_speed (duration ? 1.f / duration : 0.f); 2564 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true; 2565 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true; 2566 force->flag [FLAG_APPLIED] = true;
2558 2567
2559 insert (force); 2568 return insert (force);
2560} 2569}
2561 2570
2562void 2571void
2563object::play_sound (faceidx sound) 2572object::play_sound (faceidx sound) const
2564{ 2573{
2565 if (!sound) 2574 if (!sound)
2566 return; 2575 return;
2567 2576
2568 if (flag [FLAG_REMOVED]) 2577 if (is_on_map ())
2578 map->play_sound (sound, x, y);
2579 else if (object *pl = in_player ())
2580 pl->contr->play_sound (sound);
2581}
2582
2583void
2584object::say_msg (const char *msg) const
2585{
2586 if (is_on_map ())
2587 map->say_msg (msg, x, y);
2588 else if (object *pl = in_player ())
2589 pl->contr->play_sound (sound);
2590}
2591
2592void
2593object::make_noise ()
2594{
2595 // we do not model noise in the map, so instead put
2596 // a temporary light into the noise source
2597 // could use the map instead, but that's less reliable for our
2598 // goal, which is to make invisibility a bit harder to exploit
2599
2600 // currently only works sensibly for players
2601 if (!is_player ())
2569 return; 2602 return;
2570 2603
2571 if (env) 2604 // find old force, or create new one
2572 { 2605 object *force = force_find (shstr_noise_force);
2573 if (object *pl = in_player ()) 2606
2574 pl->contr->play_sound (sound); 2607 if (force)
2575 } 2608 force->speed_left = -1.f; // patch old speed up
2576 else 2609 else
2577 map->play_sound (sound, x, y); 2610 {
2578} 2611 force = archetype::get (shstr_noise_force);
2579 2612
2613 force->slaying = shstr_noise_force;
2614 force->stats.food = 1;
2615 force->speed_left = -1.f;
2616
2617 force->set_speed (1.f / 4.f);
2618 force->flag [FLAG_IS_USED_UP] = true;
2619 force->flag [FLAG_APPLIED] = true;
2620
2621 insert (force);
2622 }
2623}
2624

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