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Comparing deliantra/server/common/object.C (file contents):
Revision 1.226 by root, Sat May 3 08:50:30 2008 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 194 return 0;
212 195
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 204
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 207
225 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 209 || ob1->name != ob2->name
227 || ob1->title != ob2->title 210 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 217 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 233 return 0;
250 234
251 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
255 .any ()) 238 .any ())
256 return 0; 239 return 0;
257 240
258 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
358 else 341 else
359 { 342 {
360 // maybe there is a player standing on the same mapspace 343 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 344 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 347 || this == pl->container)
364 return pl; 348 return pl;
365 } 349 }
366 } 350 }
367 351
368 return 0; 352 return 0;
369} 353}
370 354
371// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
372static sint32 356static sint32
373weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
374{ 358{
375 return op->type == CONTAINER 359 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 361 : weight;
378} 362}
384static void 368static void
385adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
386{ 370{
387 while (op) 371 while (op)
388 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
390 377
391 if (!weight) 378 if (!weight)
392 return; 379 return;
393 380
394 op->carrying += weight; 381 op->carrying += weight;
417 op->update_weight (); 404 op->update_weight ();
418 405
419 sum += op->total_weight (); 406 sum += op->total_weight ();
420 } 407 }
421 408
422 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
423 410
424 if (sum != carrying) 411 if (sum != carrying)
425 { 412 {
426 carrying = sum; 413 carrying = sum;
427 414
489 */ 476 */
490object * 477object *
491find_object_name (const char *str) 478find_object_name (const char *str)
492{ 479{
493 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
494 object *op;
495 481
482 if (str_)
496 for_all_objects (op) 483 for_all_objects (op)
497 if (op->name == str_) 484 if (op->name == str_)
498 break; 485 return op;
499 486
500 return op; 487 return 0;
501} 488}
502 489
503/* 490/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 492 * skill and experience objects.
603 } 590 }
604 591
605 op->key_values = 0; 592 op->key_values = 0;
606} 593}
607 594
608object & 595/*
609object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
610{ 605{
611 remove (); 606 dst->remove ();
612
613 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 608 dst->flag [FLAG_REMOVED] = true;
616 609
617 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
618 if (src.key_values) 611 if (key_values)
619 { 612 {
620 key_value *tail = 0; 613 key_value *tail = 0;
621 key_values = 0; 614 dst->key_values = 0;
622 615
623 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
624 { 617 {
625 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
626 619
627 new_link->next = 0; 620 new_link->next = 0;
628 new_link->key = i->key; 621 new_link->key = i->key;
629 new_link->value = i->value; 622 new_link->value = i->value;
630 623
631 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
632 if (!key_values) 625 if (!dst->key_values)
633 { 626 {
634 key_values = new_link; 627 dst->key_values = new_link;
635 tail = new_link; 628 tail = new_link;
636 } 629 }
637 else 630 else
638 { 631 {
639 tail->next = new_link; 632 tail->next = new_link;
640 tail = new_link; 633 tail = new_link;
641 } 634 }
642 } 635 }
643 } 636 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 637
659 if (speed < 0) 638 if (speed < 0)
660 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
661 640
662 dst->set_speed (dst->speed); 641 dst->activate ();
663} 642}
664 643
665void 644void
666object::instantiate () 645object::instantiate ()
667{ 646{
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
791 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
792 * to have move_allow right now. 771 * have move_allow right now.
793 */ 772 */
794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
796 m.flags_ = 0; 775 m.invalidate ();
797 } 776 }
798 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
800 * that is being removed. 779 * that is being removed.
801 */ 780 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0; 782 m.invalidate ();
804 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
806 else 785 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 787
850object::activate () 829object::activate ()
851{ 830{
852 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
853 if (active) 832 if (active)
854 return; 833 return;
834
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
855 837
856 if (has_active_speed ()) 838 if (has_active_speed ())
857 actives.insert (this); 839 actives.insert (this);
858} 840}
859 841
923 * drop on that space. 905 * drop on that space.
924 */ 906 */
925 if (!drop_to_ground 907 if (!drop_to_ground
926 || !map 908 || !map
927 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
928 || map->nodrop 910 || map->no_drop
929 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
930 { 912 {
931 while (inv) 913 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy (); 914 inv->destroy ();
935 }
936 } 915 }
937 else 916 else
938 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
939 while (inv) 918 while (inv)
940 { 919 {
944 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE 924 || op->type == RUNE
946 || op->type == TRAP 925 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true); 928 op->destroy ();
950 else 929 else
951 map->insert (op, x, y); 930 map->insert (op, x, y);
952 } 931 }
953 } 932 }
954} 933}
962 941
963static struct freed_map : maptile 942static struct freed_map : maptile
964{ 943{
965 freed_map () 944 freed_map ()
966 { 945 {
967 path = "<freed objects map>"; 946 path = "<freed objects map>";
968 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
969 width = 3; 948 width = 3;
970 height = 3; 949 height = 3;
971 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
972 952
973 alloc (); 953 alloc ();
974 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
975 } 960 }
976} freed_map; // freed objects are moved here to avoid crashes 961} freed_map; // freed objects are moved here to avoid crashes
977 962
978void 963void
979object::do_destroy () 964object::do_destroy ()
1012 attacked_by = 0; 997 attacked_by = 0;
1013 current_weapon = 0; 998 current_weapon = 0;
1014} 999}
1015 1000
1016void 1001void
1017object::destroy (bool destroy_inventory) 1002object::destroy ()
1018{ 1003{
1019 if (destroyed ()) 1004 if (destroyed ())
1020 return; 1005 return;
1021 1006
1022 if (!is_head () && !head->destroyed ()) 1007 if (!is_head () && !head->destroyed ())
1023 { 1008 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory); 1010 head->destroy ();
1026 return; 1011 return;
1027 } 1012 }
1028 1013
1029 destroy_inv (!destroy_inventory); 1014 destroy_inv (false);
1030 1015
1031 if (is_head ()) 1016 if (is_head ())
1032 if (sound_destroy) 1017 if (sound_destroy)
1033 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1071 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073 1058
1074 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1075 1060
1076 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1062
1081 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1084 */ 1066 */
1085 map = env->map; 1067 map = env->map;
1086 x = env->x; 1068 x = env->x;
1087 y = env->y; 1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1088 above = 0; 1075 above = 0;
1089 below = 0; 1076 below = 0;
1090 env = 0; 1077 env = 0;
1091 1078
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1081 * to save cpu time.
1095 */ 1082 */
1083 if (pl)
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1097 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1098 } 1091 }
1099 else if (map) 1092 else if (map)
1100 { 1093 {
1101 map->dirty = true; 1094 map->dirty = true;
1102 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1122 1115
1123 esrv_del_item (pl->contr, count); 1116 esrv_del_item (pl->contr, count);
1124 } 1117 }
1125 1118
1126 /* link the object above us */ 1119 /* link the object above us */
1127 if (above) 1120 // re-link, make sure compiler can easily use cmove
1128 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1129 else 1122 *(below ? &below->above : &ms.bot) = above;
1130 ms.top = below; /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (below)
1134 below->above = above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (map, x, y) != this)
1142 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1143
1144 ms.bot = above; /* goes on above it. */
1145 }
1146 1123
1147 above = 0; 1124 above = 0;
1148 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1149 1128
1150 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1151 return; 1130 return;
1152 1131
1153 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1186 } 1165 }
1187 1166
1188 last = tmp; 1167 last = tmp;
1189 } 1168 }
1190 1169
1191 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1192 //TODO: this makes little sense, why only update the topmost object?
1193 if (!last)
1194 map->at (x, y).flags_ = 0;
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1199 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1200 } 1172 }
1201} 1173}
1202 1174
1203/* 1175/*
1227 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1228 1200
1229 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1231 1203
1232 op->destroy (1); 1204 op->destroy ();
1233 1205
1234 return top; 1206 return top;
1235 } 1207 }
1236 1208
1237 return 0; 1209 return 0;
1265 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1266 */ 1238 */
1267object * 1239object *
1268insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1269{ 1241{
1242 op->remove ();
1243
1270 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1271 { 1245 {
1272 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1273 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1274 } 1248 }
1297 * just 'op' otherwise 1271 * just 'op' otherwise
1298 */ 1272 */
1299object * 1273object *
1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1301{ 1275{
1302 assert (!op->flag [FLAG_FREED]);
1303
1304 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1305 1282
1306 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1307 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1308 * need extra work 1285 * need extra work
1309 */ 1286 */
1310 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1311 { 1288 {
1312 op->destroy (1); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1313 return 0; 1290 return 0;
1314 } 1291 }
1315 1292
1316 if (object *more = op->more) 1293 if (object *more = op->more)
1317 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1326 */ 1303 */
1327 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1329 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1330 { 1307 {
1331 // TODO: we atcually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1333 // from here :/ 1310 // from here :/
1334 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1335 tmp->destroy (1); 1312 tmp->destroy ();
1336 } 1313 }
1337 1314
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340 1317
1347 { 1324 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort (); 1326 abort ();
1350 } 1327 }
1351 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1352 op->above = originator; 1333 op->above = originator;
1353 op->below = originator->below; 1334 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 ms.bot = op;
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1362 } 1338 }
1363 else 1339 else
1364 { 1340 {
1365 object *top, *floor = NULL; 1341 object *floor = 0;
1366 1342 object *top = ms.top;
1367 top = ms.bot;
1368 1343
1369 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1370 if (top) 1345 if (top)
1371 { 1346 {
1372 object *last = 0;
1373
1374 /* 1347 /*
1375 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1376 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1377 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1378 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1381 * once we get to them. This reduces the need to traverse over all of 1354 * once we get to them. This reduces the need to traverse over all of
1382 * them when adding another one - this saves quite a bit of cpu time 1355 * them when adding another one - this saves quite a bit of cpu time
1383 * when lots of spells are cast in one area. Currently, it is presumed 1356 * when lots of spells are cast in one area. Currently, it is presumed
1384 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1385 */ 1358 */
1386 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1387 { 1360 {
1388 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1389 floor = top; 1362 floor = tmp;
1390 1363
1391 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1392 { 1365 {
1393 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1394 top = top->below; 1367 top = tmp->below;
1395 break; 1368 break;
1396 } 1369 }
1397 1370
1398 last = top; 1371 top = tmp;
1399 } 1372 }
1400
1401 /* Don't want top to be NULL, so set it to the last valid object */
1402 top = last;
1403 1373
1404 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1405 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1406 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1407 */ 1377 */
1414 */ 1384 */
1415 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1416 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1417 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1418 { 1388 {
1389 object *last;
1390
1419 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1420 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1421 break; 1393 break;
1422 1394
1423 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1431 } /* If objects on this space */ 1403 } /* If objects on this space */
1432 1404
1433 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1434 top = floor; 1406 top = floor;
1435 1407
1436 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1437 */
1438
1439 /* First object on this space */
1440 if (!top) 1409 if (!top)
1441 { 1410 {
1411 op->below = 0;
1442 op->above = ms.bot; 1412 op->above = ms.bot;
1443
1444 if (op->above)
1445 op->above->below = op;
1446
1447 op->below = 0;
1448 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1449 } 1416 }
1450 else 1417 else
1451 { /* get inserted into the stack above top */ 1418 {
1452 op->above = top->above; 1419 op->above = top->above;
1453
1454 if (op->above)
1455 op->above->below = op; 1420 top->above = op;
1456 1421
1457 op->below = top; 1422 op->below = top;
1458 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1459 } 1424 }
1460 1425 }
1461 if (!op->above)
1462 ms.top = op;
1463 } /* else not INS_BELOW_ORIGINATOR */
1464 1426
1465 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1466 { 1428 {
1467 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1468 ++op->map->players; 1430 ++op->map->players;
1485 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1486 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1487 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1488 * of effect may be sufficient. 1450 * of effect may be sufficient.
1489 */ 1451 */
1490 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1491 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1492 1457
1493 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1494 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1495 1460
1496 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1530{ 1495{
1531 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1532 1497
1533 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1534 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1535 tmp->destroy (1); 1500 tmp->destroy ();
1536 1501
1537 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1538 1503
1539 tmp->x = op->x; 1504 tmp->x = op->x;
1540 tmp->y = op->y; 1505 tmp->y = op->y;
1564 if (!nr) 1529 if (!nr)
1565 return true; 1530 return true;
1566 1531
1567 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1568 1533
1534 if (nrof > nr)
1535 {
1569 nrof -= nr; 1536 nrof -= nr;
1570
1571 if (nrof)
1572 {
1573 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1574 1538
1575 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1576 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1577 1541
1578 return true; 1542 return true;
1579 } 1543 }
1580 else 1544 else
1581 { 1545 {
1582 destroy (1); 1546 destroy ();
1583 return false; 1547 return false;
1584 } 1548 }
1585} 1549}
1586 1550
1587/* 1551/*
1604 } 1568 }
1605 else 1569 else
1606 { 1570 {
1607 decrease (nr); 1571 decrease (nr);
1608 1572
1609 object *op = object_create_clone (this); 1573 object *op = deep_clone ();
1610 op->nrof = nr; 1574 op->nrof = nr;
1611 return op; 1575 return op;
1612 } 1576 }
1613} 1577}
1614 1578
1664 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1665 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1666 1630
1667 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1668 1632
1669 op->destroy (1); 1633 op->destroy ();
1670 op = tmp; 1634 op = tmp;
1671 goto inserted; 1635 goto inserted;
1672 } 1636 }
1673 1637
1674 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1692 1656
1693 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1694 1658
1695inserted: 1659inserted:
1696 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1697 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1698 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1699 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1700 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1701 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1702 update_stats (); 1668 update_stats ();
1703 1669
1704 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1705 1671
1706 return op; 1672 return op;
1835 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1836 return NULL; 1802 return NULL;
1837 } 1803 }
1838 1804
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1840 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1841 return tmp; 1807 return tmp;
1842 1808
1843 return NULL; 1809 return NULL;
1844} 1810}
1845 1811
1909 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1910 */ 1876 */
1911object * 1877object *
1912present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1913{ 1879{
1914 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1915 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1916 return tmp; 1882 return tmp;
1917 1883
1918 return NULL; 1884 return NULL;
1919} 1885}
1920 1886
2008 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
2009 */ 1975 */
2010 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2011 continue; 1977 continue;
2012 1978
2013 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
2014 continue; 1980 continue;
2015 1981
2016 altern [index++] = i; 1982 altern [index++] = i;
2017 } 1983 }
2018 1984
2329 2295
2330/* 2296/*
2331 * create clone from object to another 2297 * create clone from object to another
2332 */ 2298 */
2333object * 2299object *
2334object_create_clone (object *asrc) 2300object::deep_clone ()
2335{ 2301{
2302 assert (("deep_clone called on non-head object", is_head ()));
2303
2336 object *dst = 0; 2304 object *dst = clone ();
2337 2305
2338 if (!asrc)
2339 return 0;
2340
2341 object *src = asrc->head_ ();
2342
2343 object *prev = 0; 2306 object *prev = dst;
2344 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2345 { 2308 {
2346 object *tmp = part->clone (); 2309 object *tmp = part->clone ();
2347
2348 tmp->x -= src->x;
2349 tmp->y -= src->y;
2350
2351 if (!part->head)
2352 {
2353 dst = tmp;
2354 tmp->head = 0;
2355 }
2356 else
2357 tmp->head = dst; 2310 tmp->head = dst;
2358
2359 tmp->more = 0;
2360
2361 if (prev)
2362 prev->more = tmp; 2311 prev->more = tmp;
2363
2364 prev = tmp; 2312 prev = tmp;
2365 } 2313 }
2366 2314
2367 for (object *item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2368 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2369 2317
2370 return dst; 2318 return dst;
2371} 2319}
2372 2320
2373/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2382 return tmp; 2330 return tmp;
2383 2331
2384 return 0; 2332 return 0;
2385} 2333}
2386 2334
2387/* If ob has a field named key, return the link from the list, 2335const shstr &
2388 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2389 *
2390 * key must be a passed in shared string - otherwise, this won't
2391 * do the desired thing.
2392 */
2393key_value *
2394get_ob_key_link (const object *ob, const char *key)
2395{ 2337{
2396 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2397 if (link->key == key) 2339 if (kv->key == key)
2398 return link;
2399
2400 return 0;
2401}
2402
2403/*
2404 * Returns the value of op has an extra_field for key, or NULL.
2405 *
2406 * The argument doesn't need to be a shared string.
2407 *
2408 * The returned string is shared.
2409 */
2410const char *
2411get_ob_key_value (const object *op, const char *const key)
2412{
2413 key_value *link;
2414 shstr_cmp canonical_key (key);
2415
2416 if (!canonical_key)
2417 {
2418 /* 1. There being a field named key on any object
2419 * implies there'd be a shared string to find.
2420 * 2. Since there isn't, no object has this field.
2421 * 3. Therefore, *this* object doesn't have this field.
2422 */
2423 return 0;
2424 }
2425
2426 /* This is copied from get_ob_key_link() above -
2427 * only 4 lines, and saves the function call overhead.
2428 */
2429 for (link = op->key_values; link; link = link->next)
2430 if (link->key == canonical_key)
2431 return link->value; 2340 return kv->value;
2432 2341
2433 return 0; 2342 return shstr_null;
2434} 2343}
2435 2344
2436/* 2345void
2437 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2438 *
2439 * canonical_key is a shared string (value doesn't have to be).
2440 *
2441 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2442 * keys.
2443 *
2444 * Returns TRUE on success.
2445 */
2446int
2447set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2448{ 2347{
2449 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2450 2349 if (kv->key == key)
2451 for (field = op->key_values; field != NULL; field = field->next)
2452 {
2453 if (field->key != canonical_key)
2454 { 2350 {
2455 last = field; 2351 kv->value = value;
2456 continue; 2352 return;
2457 } 2353 }
2458 2354
2459 if (value) 2355 key_value *kv = new key_value;
2460 field->value = value; 2356
2461 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2462 { 2369 {
2463 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2464 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2465 * it, we save the empty value so that when we load, 2372 delete kv;
2466 * we get this value back again. 2373 return;
2467 */
2468 if (get_ob_key_link (op->arch, canonical_key))
2469 field->value = 0;
2470 else
2471 {
2472 if (last)
2473 last->next = field->next;
2474 else
2475 op->key_values = field->next;
2476
2477 delete field;
2478 }
2479 } 2374 }
2480 return TRUE;
2481 }
2482 /* IF we get here, key doesn't exist */
2483
2484 /* No field, we'll have to add it. */
2485
2486 if (!add_key)
2487 return FALSE;
2488
2489 /* There isn't any good reason to store a null
2490 * value in the key/value list. If the archetype has
2491 * this key, then we should also have it, so shouldn't
2492 * be here. If user wants to store empty strings,
2493 * should pass in ""
2494 */
2495 if (value == NULL)
2496 return TRUE;
2497
2498 field = new key_value;
2499
2500 field->key = canonical_key;
2501 field->value = value;
2502 /* Usual prepend-addition. */
2503 field->next = op->key_values;
2504 op->key_values = field;
2505
2506 return TRUE;
2507}
2508
2509/*
2510 * Updates the key in op to value.
2511 *
2512 * If add_key is FALSE, this will only update existing keys,
2513 * and not add new ones.
2514 * In general, should be little reason FALSE is ever passed in for add_key
2515 *
2516 * Returns TRUE on success.
2517 */
2518int
2519set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2520{
2521 shstr key_ (key);
2522
2523 return set_ob_key_value_s (op, key_, value, add_key);
2524} 2375}
2525 2376
2526object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2527: iterator_base (container) 2378: iterator_base (container)
2528{ 2379{
2578{ 2429{
2579 char flagdesc[512]; 2430 char flagdesc[512];
2580 char info2[256 * 4]; 2431 char info2[256 * 4];
2581 char *p = info; 2432 char *p = info;
2582 2433
2583 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2584 count, 2435 count,
2585 uuid.c_str (), 2436 uuid.c_str (),
2586 &name, 2437 &name,
2587 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2588 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2589 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2590 2442
2591 if (!flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2592 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2593 2445
2699 return splay (tmp); 2551 return splay (tmp);
2700 2552
2701 return 0; 2553 return 0;
2702} 2554}
2703 2555
2704void 2556object *
2705object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2706{ 2558{
2707 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2708 force->destroy (); 2560 force->destroy ();
2709 2561
2715 2567
2716 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2717 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2718 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2719 2571
2720 insert (force); 2572 return insert (force);
2721} 2573}
2722 2574
2723void 2575void
2724object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2725{ 2577{
2736 } 2588 }
2737 else 2589 else
2738 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2739} 2591}
2740 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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