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Comparing deliantra/server/common/object.C (file contents):
Revision 1.228 by root, Sat May 3 11:14:50 2008 UTC vs.
Revision 1.276 by root, Wed Dec 31 18:07:41 2008 UTC

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] = {
186 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 188 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
189 return 0; 190 return 0;
190 191
191 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 195 return 0;
198 196
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 198 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 199 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 205
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 208
211 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 210 || ob1->name != ob2->name
213 || ob1->title != ob2->title 211 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 218 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 219 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 234 return 0;
236 235
237 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
241 .any ()) 239 .any ())
242 return 0; 240 return 0;
243 241
244 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
326 { 324 {
327 // see if we are in a container of sorts 325 // see if we are in a container of sorts
328 if (env) 326 if (env)
329 { 327 {
330 // the player inventory itself is always visible 328 // the player inventory itself is always visible
331 if (env->type == PLAYER) 329 if (env->is_player ())
332 return env; 330 return env;
333 331
334 // else a player could have our env open 332 // else a player could have our env open
335 object *envest = env->outer_env (); 333 object *envest = env->outer_env ();
336 334
344 else 342 else
345 { 343 {
346 // maybe there is a player standing on the same mapspace 344 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 345 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 348 || this == pl->container)
350 return pl; 349 return pl;
351 } 350 }
352 } 351 }
353 352
354 return 0; 353 return 0;
355} 354}
356 355
357// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
358static sint32 357static sint32
359weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
360{ 359{
361 return op->type == CONTAINER 360 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
363 : weight; 362 : weight;
364} 363}
370static void 369static void
371adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
372{ 371{
373 while (op) 372 while (op)
374 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
376 378
377 if (!weight) 379 if (!weight)
378 return; 380 return;
379 381
380 op->carrying += weight; 382 op->carrying += weight;
403 op->update_weight (); 405 op->update_weight ();
404 406
405 sum += op->total_weight (); 407 sum += op->total_weight ();
406 } 408 }
407 409
408 sum = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
409 411
410 if (sum != carrying) 412 if (sum != carrying)
411 { 413 {
412 carrying = sum; 414 carrying = sum;
413 415
475 */ 477 */
476object * 478object *
477find_object_name (const char *str) 479find_object_name (const char *str)
478{ 480{
479 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
480 object *op;
481 482
483 if (str_)
482 for_all_objects (op) 484 for_all_objects (op)
483 if (op->name == str_) 485 if (op->name == str_)
484 break; 486 return op;
485 487
486 return op; 488 return 0;
487} 489}
488 490
489/* 491/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 493 * skill and experience objects.
635 } 637 }
636 638
637 if (speed < 0) 639 if (speed < 0)
638 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
639 641
640 dst->set_speed (dst->speed); 642 dst->activate ();
641} 643}
642 644
643void 645void
644object::instantiate () 646object::instantiate ()
645{ 647{
757 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
758 { 760 {
759 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
769 /* 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
770 * to have move_allow right now. 772 * have move_allow right now.
771 */ 773 */
772 || ((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
773 || 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)
774 m.flags_ = 0; 776 m.invalidate ();
775 } 777 }
776 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 780 * that is being removed.
779 */ 781 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 783 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
784 else 786 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 788
828object::activate () 830object::activate ()
829{ 831{
830 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
831 if (active) 833 if (active)
832 return; 834 return;
835
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
833 838
834 if (has_active_speed ()) 839 if (has_active_speed ())
835 actives.insert (this); 840 actives.insert (this);
836} 841}
837 842
901 * drop on that space. 906 * drop on that space.
902 */ 907 */
903 if (!drop_to_ground 908 if (!drop_to_ground
904 || !map 909 || !map
905 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 911 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
908 { 913 {
909 while (inv) 914 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 915 inv->destroy ();
913 }
914 } 916 }
915 else 917 else
916 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
917 while (inv) 919 while (inv)
918 { 920 {
922 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 925 || op->type == RUNE
924 || op->type == TRAP 926 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 929 op->destroy ();
928 else 930 else
929 map->insert (op, x, y); 931 map->insert (op, x, y);
930 } 932 }
931 } 933 }
932} 934}
940 942
941static struct freed_map : maptile 943static struct freed_map : maptile
942{ 944{
943 freed_map () 945 freed_map ()
944 { 946 {
945 path = "<freed objects map>"; 947 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 948 name = "/internal/freed_objects_map";
947 width = 3; 949 width = 3;
948 height = 3; 950 height = 3;
949 nodrop = 1; 951 no_drop = 1;
952 no_reset = 1;
950 953
951 alloc (); 954 alloc ();
952 in_memory = MAP_ACTIVE; 955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
953 } 961 }
954} freed_map; // freed objects are moved here to avoid crashes 962} freed_map; // freed objects are moved here to avoid crashes
955 963
956void 964void
957object::do_destroy () 965object::do_destroy ()
990 attacked_by = 0; 998 attacked_by = 0;
991 current_weapon = 0; 999 current_weapon = 0;
992} 1000}
993 1001
994void 1002void
995object::destroy (bool destroy_inventory) 1003object::destroy ()
996{ 1004{
997 if (destroyed ()) 1005 if (destroyed ())
998 return; 1006 return;
999 1007
1000 if (!is_head () && !head->destroyed ()) 1008 if (!is_head () && !head->destroyed ())
1001 { 1009 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory); 1011 head->destroy ();
1004 return; 1012 return;
1005 } 1013 }
1006 1014
1007 destroy_inv (!destroy_inventory); 1015 destroy_inv (false);
1008 1016
1009 if (is_head ()) 1017 if (is_head ())
1010 if (sound_destroy) 1018 if (sound_destroy)
1011 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1012 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1049 esrv_del_item (pl->contr, count); 1057 esrv_del_item (pl->contr, count);
1050 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
1051 1059
1052 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1053 1061
1054 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1055
1056 if (below)
1057 below->above = above;
1058 1063
1059 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1060 * 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
1061 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1062 */ 1067 */
1063 map = env->map; 1068 map = env->map;
1064 x = env->x; 1069 x = env->x;
1065 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1066 above = 0; 1076 above = 0;
1067 below = 0; 1077 below = 0;
1068 env = 0; 1078 env = 0;
1069 1079
1070 /* 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
1071 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1072 * to save cpu time. 1082 * to save cpu time.
1073 */ 1083 */
1074 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 {
1075 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 }
1076 } 1092 }
1077 else if (map) 1093 else if (map)
1078 { 1094 {
1079 map->dirty = true; 1095 map->dirty = true;
1080 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1081 1097
1082 if (object *pl = ms.player ()) 1098 if (object *pl = ms.player ())
1083 { 1099 {
1084 if (type == PLAYER) // this == pl(!) 1100 if (is_player ())
1085 { 1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1086 // leaving a spot always closes any open container on the ground 1105 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env) 1106 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures 1107 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent. 1108 // that the CLOSE event is being sent.
1090 close_container (); 1109 close_container ();
1100 1119
1101 esrv_del_item (pl->contr, count); 1120 esrv_del_item (pl->contr, count);
1102 } 1121 }
1103 1122
1104 /* link the object above us */ 1123 /* link the object above us */
1105 if (above) 1124 // re-link, make sure compiler can easily use cmove
1106 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1107 else 1126 *(below ? &below->above : &ms.bot) = above;
1108 ms.top = below; /* we were top, set new top */
1109
1110 /* Relink the object below us, if there is one */
1111 if (below)
1112 below->above = above;
1113 else
1114 {
1115 /* Nothing below, which means we need to relink map object for this space
1116 * use translated coordinates in case some oddness with map tiling is
1117 * evident
1118 */
1119 if (GET_MAP_OB (map, x, y) != this)
1120 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 ());
1121
1122 ms.bot = above; /* goes on above it. */
1123 }
1124 1127
1125 above = 0; 1128 above = 0;
1126 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1127 1132
1128 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1129 return; 1134 return;
1130 1135
1131 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1164 } 1169 }
1165 1170
1166 last = tmp; 1171 last = tmp;
1167 } 1172 }
1168 1173
1169 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1170 //TODO: this makes little sense, why only update the topmost object?
1171 if (!last)
1172 map->at (x, y).flags_ = 0;
1173 else
1174 update_object (last, UP_OBJ_REMOVE);
1175
1176 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1177 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1178 } 1176 }
1179} 1177}
1180 1178
1181/* 1179/*
1205 esrv_update_item (UPD_NROF, pl, top); 1203 esrv_update_item (UPD_NROF, pl, top);
1206 1204
1207 op->weight = 0; // cancel the addition above 1205 op->weight = 0; // cancel the addition above
1208 op->carrying = 0; // must be 0 already 1206 op->carrying = 0; // must be 0 already
1209 1207
1210 op->destroy (1); 1208 op->destroy ();
1211 1209
1212 return top; 1210 return top;
1213 } 1211 }
1214 1212
1215 return 0; 1213 return 0;
1243 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1244 */ 1242 */
1245object * 1243object *
1246insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1247{ 1245{
1246 op->remove ();
1247
1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 { 1249 {
1250 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1251 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1252 } 1252 }
1275 * just 'op' otherwise 1275 * just 'op' otherwise
1276 */ 1276 */
1277object * 1277object *
1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279{ 1279{
1280 assert (!op->flag [FLAG_FREED]);
1281
1282 op->remove (); 1280 op->remove ();
1281
1282 if (m == &freed_map)//D TODO: remove soon
1283 {//D
1284 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 }//D
1283 1286
1284 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1285 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1286 * need extra work 1289 * need extra work
1287 */ 1290 */
1291 maptile *newmap = m;
1288 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1289 { 1293 {
1290 op->destroy (1); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1291 return 0; 1295 return 0;
1292 } 1296 }
1293 1297
1294 if (object *more = op->more) 1298 if (object *more = op->more)
1295 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1296 return 0; 1300 return 0;
1297 1301
1298 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1299 1303
1300 op->map = m; 1304 op->map = newmap;
1301 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1302 1306
1303 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1304 */ 1308 */
1305 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1307 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1308 { 1312 {
1309 // TODO: we atcually want to update tmp, not op, 1313 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp 1314 // but some caller surely breaks when we return tmp
1311 // from here :/ 1315 // from here :/
1312 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1313 tmp->destroy (1); 1317 tmp->destroy ();
1314 } 1318 }
1315 1319
1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1320 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1317 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1318 1322
1325 { 1329 {
1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1330 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1327 abort (); 1331 abort ();
1328 } 1332 }
1329 1333
1334 if (!originator->is_on_map ())
1335 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1336 op->debug_desc (), originator->debug_desc ());
1337
1330 op->above = originator; 1338 op->above = originator;
1331 op->below = originator->below; 1339 op->below = originator->below;
1332
1333 if (op->below)
1334 op->below->above = op;
1335 else
1336 ms.bot = op;
1337
1338 /* since *below* originator, no need to update top */
1339 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1340 } 1343 }
1341 else 1344 else
1342 { 1345 {
1343 object *top, *floor = NULL; 1346 object *floor = 0;
1344 1347 object *top = ms.top;
1345 top = ms.bot;
1346 1348
1347 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1348 if (top) 1350 if (top)
1349 { 1351 {
1350 object *last = 0;
1351
1352 /* 1352 /*
1353 * If there are multiple objects on this space, we do some trickier handling. 1353 * If there are multiple objects on this space, we do some trickier handling.
1354 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1355 * Generally, we want to put the new object on top. But if 1355 * Generally, we want to put the new object on top. But if
1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1359 * once we get to them. This reduces the need to traverse over all of 1359 * once we get to them. This reduces the need to traverse over all of
1360 * them when adding another one - this saves quite a bit of cpu time 1360 * them when adding another one - this saves quite a bit of cpu time
1361 * when lots of spells are cast in one area. Currently, it is presumed 1361 * when lots of spells are cast in one area. Currently, it is presumed
1362 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1363 */ 1363 */
1364 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1365 { 1365 {
1366 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1366 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1367 floor = top; 1367 floor = tmp;
1368 1368
1369 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1370 { 1370 {
1371 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1372 top = top->below; 1372 top = tmp->below;
1373 break; 1373 break;
1374 } 1374 }
1375 1375
1376 last = top; 1376 top = tmp;
1377 } 1377 }
1378
1379 /* Don't want top to be NULL, so set it to the last valid object */
1380 top = last;
1381 1378
1382 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1383 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1384 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1385 */ 1382 */
1392 */ 1389 */
1393 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1394 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1395 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1396 { 1393 {
1394 object *last;
1395
1397 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1398 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1399 break; 1398 break;
1400 1399
1401 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1409 } /* If objects on this space */ 1408 } /* If objects on this space */
1410 1409
1411 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1412 top = floor; 1411 top = floor;
1413 1412
1414 /* Top is the object that our object (op) is going to get inserted above. 1413 // insert object above top, or bottom-most if top = 0
1415 */
1416
1417 /* First object on this space */
1418 if (!top) 1414 if (!top)
1419 { 1415 {
1416 op->below = 0;
1420 op->above = ms.bot; 1417 op->above = ms.bot;
1421
1422 if (op->above)
1423 op->above->below = op;
1424
1425 op->below = 0;
1426 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1427 } 1421 }
1428 else 1422 else
1429 { /* get inserted into the stack above top */ 1423 {
1430 op->above = top->above; 1424 op->above = top->above;
1431
1432 if (op->above)
1433 op->above->below = op; 1425 top->above = op;
1434 1426
1435 op->below = top; 1427 op->below = top;
1436 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1437 } 1429 }
1430 }
1438 1431
1439 if (!op->above) 1432 if (op->is_player ())
1440 ms.top = op;
1441 } /* else not INS_BELOW_ORIGINATOR */
1442
1443 if (op->type == PLAYER)
1444 { 1433 {
1445 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1446 ++op->map->players; 1435 ++op->map->players;
1447 op->map->touch (); 1436 op->map->touch ();
1448 } 1437 }
1463 * be far away from this change and not affected in any way - 1452 * be far away from this change and not affected in any way -
1464 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1465 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1466 * of effect may be sufficient. 1455 * of effect may be sufficient.
1467 */ 1456 */
1468 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1469 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1470 1462
1471 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1472 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1473 1465
1474 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1508{ 1500{
1509 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1510 1502
1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1512 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1513 tmp->destroy (1); 1505 tmp->destroy ();
1514 1506
1515 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (arch_string));
1516 1508
1517 tmp->x = op->x; 1509 tmp->x = op->x;
1518 tmp->y = op->y; 1510 tmp->y = op->y;
1542 if (!nr) 1534 if (!nr)
1543 return true; 1535 return true;
1544 1536
1545 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1546 1538
1539 if (nrof > nr)
1540 {
1547 nrof -= nr; 1541 nrof -= nr;
1548
1549 if (nrof)
1550 {
1551 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552 1543
1553 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1555 1546
1556 return true; 1547 return true;
1557 } 1548 }
1558 else 1549 else
1559 { 1550 {
1560 destroy (1); 1551 destroy ();
1561 return false; 1552 return false;
1562 } 1553 }
1563} 1554}
1564 1555
1565/* 1556/*
1582 } 1573 }
1583 else 1574 else
1584 { 1575 {
1585 decrease (nr); 1576 decrease (nr);
1586 1577
1587 object *op = object_create_clone (this); 1578 object *op = deep_clone ();
1588 op->nrof = nr; 1579 op->nrof = nr;
1589 return op; 1580 return op;
1590 } 1581 }
1591} 1582}
1592 1583
1642 if (object *pl = tmp->visible_to ()) 1633 if (object *pl = tmp->visible_to ())
1643 esrv_update_item (UPD_NROF, pl, tmp); 1634 esrv_update_item (UPD_NROF, pl, tmp);
1644 1635
1645 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1646 1637
1647 op->destroy (1); 1638 op->destroy ();
1648 op = tmp; 1639 op = tmp;
1649 goto inserted; 1640 goto inserted;
1650 } 1641 }
1651 1642
1652 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1670 1661
1671 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1672 1663
1673inserted: 1664inserted:
1674 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1675 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1676 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1677 1670 }
1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1678 // if this is a player's inventory, update stats 1672 // if this is a player's inventory, update stats
1679 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1680 update_stats (); 1673 update_stats ();
1681 1674
1682 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1683 1676
1684 return op; 1677 return op;
1768 { 1761 {
1769 1762
1770 float 1763 float
1771 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1765
1773 if (op->type == PLAYER) 1766 if (op->is_player ())
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1767 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1768 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1769 diff /= 4.0;
1777 1770
1778 op->speed_left -= diff; 1771 op->speed_left -= diff;
1813 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1814 return NULL; 1807 return NULL;
1815 } 1808 }
1816 1809
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1818 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1819 return tmp; 1812 return tmp;
1820 1813
1821 return NULL; 1814 return NULL;
1822} 1815}
1823 1816
1887 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1888 */ 1881 */
1889object * 1882object *
1890present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1891{ 1884{
1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1894 return tmp; 1887 return tmp;
1895 1888
1896 return NULL; 1889 return NULL;
1897} 1890}
1898 1891
1986 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1987 */ 1980 */
1988 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1989 continue; 1982 continue;
1990 1983
1991 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1992 continue; 1985 continue;
1993 1986
1994 altern [index++] = i; 1987 altern [index++] = i;
1995 } 1988 }
1996 1989
2064 * there is capable of. 2057 * there is capable of.
2065 */ 2058 */
2066int 2059int
2067find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2068{ 2061{
2069 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2070
2071 sint16 nx, ny;
2072 object *tmp;
2073 maptile *mp;
2074
2075 MoveType blocked, move_type; 2063 MoveType move_type;
2076 2064
2077 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2078 { 2066 {
2079 exclude = exclude->head; 2067 exclude = exclude->head;
2080 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2083 { 2071 {
2084 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2085 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2086 } 2074 }
2087 2075
2088 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2089 { 2077 {
2090 mp = m; 2078 mapxy pos (m, x, y);
2091 nx = x + freearr_x[i]; 2079 pos.move (i);
2092 ny = y + freearr_y[i];
2093 2080
2094 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2095
2096 if (mflags & P_OUT_OF_MAP)
2097 max = maxfree[i]; 2082 max = maxfree[i];
2098 else 2083 else
2099 { 2084 {
2100 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2101 2086
2102 blocked = ms.move_block;
2103
2104 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2105 max = maxfree[i]; 2088 max = maxfree [i];
2106 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2107 { 2090 {
2108 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2109 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2110 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2111 break;
2112
2113 if (tmp)
2114 return freedir[i]; 2094 return freedir [i];
2115 } 2095 }
2116 } 2096 }
2117 } 2097 }
2118 2098
2119 return 0; 2099 return 0;
2300int 2280int
2301can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2302{ 2282{
2303 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2304 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2305 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2306} 2286}
2307 2287
2308/* 2288/*
2309 * create clone from object to another 2289 * create clone from object to another
2310 */ 2290 */
2311object * 2291object *
2312object_create_clone (object *asrc) 2292object::deep_clone ()
2313{ 2293{
2294 assert (("deep_clone called on non-head object", is_head ()));
2295
2314 object *dst = 0; 2296 object *dst = clone ();
2315 2297
2316 if (!asrc)
2317 return 0;
2318
2319 object *src = asrc->head_ ();
2320
2321 object *prev = 0; 2298 object *prev = dst;
2322 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2323 { 2300 {
2324 object *tmp = part->clone (); 2301 object *tmp = part->clone ();
2325
2326 tmp->x -= src->x;
2327 tmp->y -= src->y;
2328
2329 if (!part->head)
2330 {
2331 dst = tmp;
2332 tmp->head = 0;
2333 }
2334 else
2335 tmp->head = dst; 2302 tmp->head = dst;
2336
2337 tmp->more = 0;
2338
2339 if (prev)
2340 prev->more = tmp; 2303 prev->more = tmp;
2341
2342 prev = tmp; 2304 prev = tmp;
2343 } 2305 }
2344 2306
2345 for (object *item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2347 2309
2348 return dst; 2310 return dst;
2349} 2311}
2350 2312
2351/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2360 return tmp; 2322 return tmp;
2361 2323
2362 return 0; 2324 return 0;
2363} 2325}
2364 2326
2365const shstr & 2327shstr_tmp
2366object::kv_get (const shstr &key) const 2328object::kv_get (shstr_tmp key) const
2367{ 2329{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2331 if (kv->key == key)
2370 return kv->value; 2332 return kv->value;
2371 2333
2372 return shstr_null; 2334 return shstr ();
2373} 2335}
2374 2336
2375void 2337void
2376object::kv_set (const shstr &key, const shstr &value) 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2377{ 2339{
2378 for (key_value *kv = key_values; kv; kv = kv->next) 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2379 if (kv->key == key) 2341 if (kv->key == key)
2380 { 2342 {
2381 kv->value = value; 2343 kv->value = value;
2390 2352
2391 key_values = kv; 2353 key_values = kv;
2392} 2354}
2393 2355
2394void 2356void
2395object::kv_del (const shstr &key) 2357object::kv_del (shstr_tmp key)
2396{ 2358{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key) 2360 if ((*kvp)->key == key)
2399 { 2361 {
2400 key_value *kv = *kvp; 2362 key_value *kv = *kvp;
2459{ 2421{
2460 char flagdesc[512]; 2422 char flagdesc[512];
2461 char info2[256 * 4]; 2423 char info2[256 * 4];
2462 char *p = info; 2424 char *p = info;
2463 2425
2464 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2465 count, 2427 count,
2466 uuid.c_str (), 2428 uuid.c_str (),
2467 &name, 2429 &name,
2468 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2469 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2470 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2471 2434
2472 if (!flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2474 2437
2568// else if (!old_container->env && contr && contr->ns) 2531// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset (); 2532// contr->ns->floorbox_reset ();
2570} 2533}
2571 2534
2572object * 2535object *
2573object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2574{ 2537{
2575 /* cycle through his inventory to look for the MARK we want to 2538 /* cycle through his inventory to look for the MARK we want to
2576 * place 2539 * place
2577 */ 2540 */
2578 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 return splay (tmp); 2543 return splay (tmp);
2581 2544
2582 return 0; 2545 return 0;
2583} 2546}
2584 2547
2585void 2548object *
2586object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2587{ 2550{
2588 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2589 force->destroy (); 2552 force->destroy ();
2590 2553
2591 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2596 2559
2597 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2598 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2599 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2600 2563
2601 insert (force); 2564 return insert (force);
2602} 2565}
2603 2566
2604void 2567void
2605object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound)
2606{ 2569{
2617 } 2580 }
2618 else 2581 else
2619 map->play_sound (sound, x, y); 2582 map->play_sound (sound, x, y);
2620} 2583}
2621 2584
2585void
2586object::make_noise ()
2587{
2588 // we do not model noise in the map, so instead put
2589 // a temporary light into the noise source
2590 // could use the map instead, but that's less reliable for our
2591 // goal, which is to make invisibility a bit harder to exploit
2592
2593 // currently only works sensibly for players
2594 if (!is_player ())
2595 return;
2596
2597 // find old force, or create new one
2598 object *force = force_find (shstr_noise_force);
2599
2600 if (force)
2601 force->speed_left = -1.f; // patch old speed up
2602 else
2603 {
2604 force = archetype::get (shstr_noise_force);
2605
2606 force->slaying = shstr_noise_force;
2607 force->stats.food = 1;
2608 force->speed_left = -1.f;
2609
2610 force->set_speed (1.f / 4.f);
2611 force->flag [FLAG_IS_USED_UP] = true;
2612 force->flag [FLAG_APPLIED] = true;
2613
2614 insert (force);
2615 }
2616}
2617

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