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Comparing deliantra/server/common/object.C (file contents):
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.280 by root, Thu Jan 8 19:23:44 2009 UTC

24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 41
42short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
140 140
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 142static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 143compare_ob_value_lists_one (const object *wants, const object *has)
144{ 144{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 145 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 146 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 147 * different structure or at least keep the lists sorted...
150 */ 148 */
151 149
152 /* For each field in wants, */ 150 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 151 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 152 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 153 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 154
170 /* If we get here, every field in wants has a matching field in has. */ 155 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 156 return true;
172} 157}
173 158
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 159/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 160static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 161compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 162{
178 /* However, there may be fields in has which aren't partnered in wants, 163 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 164 * so we need to run the comparison *twice*. :(
180 */ 165 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 166 return compare_ob_value_lists_one (ob1, ob2)
167 && compare_ob_value_lists_one (ob2, ob1);
182} 168}
183 169
184/* Function examines the 2 objects given to it, and returns true if 170/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 171 * they can be merged together.
186 * 172 *
201 || ob1->speed != ob2->speed 187 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 188 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 189 || ob1->name != ob2->name)
204 return 0; 190 return 0;
205 191
206 /* Do not merge objects if nrof would overflow. First part checks 192 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 193 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 194 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 195 return 0;
213 196
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 197 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * 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
216 * 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
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 204 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 205
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 208
226 if (ob1->arch->name != ob2->arch->name 209 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 210 || ob1->name != ob2->name
228 || ob1->title != ob2->title 211 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 212 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 213 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 214 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 215 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 216 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 217 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 218 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 221 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 222 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 223 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 224 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 225 || ob1->move_type != ob2->move_type
249 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
250 return 0; 234 return 0;
251 235
252 if ((ob1->flag ^ ob2->flag) 236 if ((ob1->flag ^ ob2->flag)
253 .reset (FLAG_INV_LOCKED) 237 .reset (FLAG_INV_LOCKED)
254 .reset (FLAG_CLIENT_SENT)
255 .reset (FLAG_REMOVED) 238 .reset (FLAG_REMOVED)
256 .any ()) 239 .any ())
257 return 0; 240 return 0;
258 241
259 /* This is really a spellbook check - we should in general 242 /* This is really a spellbook check - we should in general
331 314
332 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
333 return 1; 316 return 1;
334} 317}
335 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->is_player ())
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
336// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
337static sint32 357static sint32
338weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
339{ 359{
340 return op->type == CONTAINER 360 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 362 : weight;
343} 363}
349static void 369static void
350adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
351{ 371{
352 while (op) 372 while (op)
353 { 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
354 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
355 381
356 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
357 op = op->env; 388 op = op->env;
358 } 389 }
359} 390}
360 391
361/* 392/*
374 op->update_weight (); 405 op->update_weight ();
375 406
376 sum += op->total_weight (); 407 sum += op->total_weight ();
377 } 408 }
378 409
379 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
380} 420}
381 421
382/* 422/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 424 */
437 */ 477 */
438object * 478object *
439find_object_name (const char *str) 479find_object_name (const char *str)
440{ 480{
441 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
442 object *op;
443 482
483 if (str_)
444 for_all_objects (op) 484 for_all_objects (op)
445 if (op->name == str_) 485 if (op->name == str_)
446 break; 486 return op;
447 487
448 return op; 488 return 0;
449} 489}
450 490
451/* 491/*
452 * 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
453 * skill and experience objects. 493 * skill and experience objects.
551 } 591 }
552 592
553 op->key_values = 0; 593 op->key_values = 0;
554} 594}
555 595
556object & 596/*
557object::operator =(const object &src) 597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
558{ 606{
559 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
566 610
567 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
568 if (src.key_values) 612 if (key_values)
569 { 613 {
570 key_value *tail = 0; 614 key_value *tail = 0;
571 key_values = 0; 615 dst->key_values = 0;
572 616
573 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!key_values) 626 if (!dst->key_values)
583 { 627 {
584 key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 638
609 if (speed < 0) 639 if (speed < 0)
610 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
611 641
612 dst->set_speed (dst->speed); 642 dst->activate ();
613} 643}
614 644
615void 645void
616object::instantiate () 646object::instantiate ()
617{ 647{
634object * 664object *
635object::clone () 665object::clone ()
636{ 666{
637 object *neu = create (); 667 object *neu = create ();
638 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
639 return neu; 670 return neu;
640} 671}
641 672
642/* 673/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
695 */ 726 */
696void 727void
697update_object (object *op, int action) 728update_object (object *op, int action)
698{ 729{
699 if (op == NULL) 730 if (!op)
700 { 731 {
701 /* this should never happen */ 732 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 734 return;
704 } 735 }
705 736
706 if (op->env) 737 if (!op->is_on_map ())
707 { 738 {
708 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
709 * to do in this case. 740 * to do in this case.
710 */ 741 */
711 return; 742 return;
712 } 743 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 744
720 /* make sure the object is within map boundaries */ 745 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 747 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
734 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
735 { 760 {
736 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
746 /* 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
747 * to have move_allow right now. 772 * have move_allow right now.
748 */ 773 */
749 || ((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
750 || 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)
751 m.flags_ = 0; 776 m.invalidate ();
752 } 777 }
753 /* if the object is being removed, we can't make intelligent 778 /* if the object is being removed, we can't make intelligent
754 * decisions, because remove_ob can't really pass the object 779 * decisions, because remove_ob can't really pass the object
755 * that is being removed. 780 * that is being removed.
756 */ 781 */
757 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
758 m.flags_ = 0; 783 m.invalidate ();
759 else if (action == UP_OBJ_FACE) 784 else if (action == UP_OBJ_FACE)
760 /* Nothing to do for that case */ ; 785 /* Nothing to do for that case */ ;
761 else 786 else
762 LOG (llevError, "update_object called with invalid action: %d\n", action); 787 LOG (llevError, "update_object called with invalid action: %d\n", action);
763 788
805object::activate () 830object::activate ()
806{ 831{
807 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
808 if (active) 833 if (active)
809 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
810 838
811 if (has_active_speed ()) 839 if (has_active_speed ())
812 actives.insert (this); 840 actives.insert (this);
813} 841}
814 842
866object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
867{ 895{
868 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
873 if (!inv) 901 if (!inv)
874 return; 902 return;
875 903
876 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
878 * drop on that space. 906 * drop on that space.
879 */ 907 */
880 if (!drop_to_ground 908 if (!drop_to_ground
881 || !map 909 || !map
882 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 911 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
885 { 913 {
886 while (inv) 914 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 915 inv->destroy ();
890 }
891 } 916 }
892 else 917 else
893 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
894 while (inv) 919 while (inv)
895 { 920 {
913 object *op = new object; 938 object *op = new object;
914 op->link (); 939 op->link ();
915 return op; 940 return op;
916} 941}
917 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
918void 964void
919object::do_destroy () 965object::do_destroy ()
920{ 966{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 968 remove_link ();
925 969
926 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 971 remove_friendly_object (this);
928 972
929 if (!flag [FLAG_REMOVED])
930 remove (); 973 remove ();
931 974
932 destroy_inv (true); 975 attachable::do_destroy ();
933 976
934 deactivate (); 977 deactivate ();
935 unlink (); 978 unlink ();
936 979
937 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
938 981
939 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 983 map = &freed_map;
958 x = 1; 984 x = 1;
959 y = 1; 985 y = 1;
960 }
961 986
962 if (more) 987 if (more)
963 { 988 {
964 more->destroy (); 989 more->destroy ();
965 more = 0; 990 more = 0;
973 attacked_by = 0; 998 attacked_by = 0;
974 current_weapon = 0; 999 current_weapon = 0;
975} 1000}
976 1001
977void 1002void
978object::destroy (bool destroy_inventory) 1003object::destroy ()
979{ 1004{
980 if (destroyed ()) 1005 if (destroyed ())
981 return; 1006 return;
982 1007
983 if (destroy_inventory) 1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy ();
1012 return;
1013 }
1014
984 destroy_inv (false); 1015 destroy_inv (false);
985 1016
986 if (is_head ()) 1017 if (is_head ())
987 if (sound_destroy) 1018 if (sound_destroy)
988 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1034object::do_remove ()
1004{ 1035{
1005 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1006 object *otmp; 1037 object *otmp;
1007 1038
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1009 return; 1040 return;
1010 1041
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1013 1045
1014 if (more) 1046 if (more)
1015 more->remove (); 1047 more->remove ();
1016 1048
1017 /* 1049 /*
1018 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1019 * inventory. 1051 * inventory.
1020 */ 1052 */
1021 if (env) 1053 if (env)
1022 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1023 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1024 1061
1025 *(above ? &above->below : &env->inv) = below; 1062 object *pl = in_player ();
1026
1027 if (below)
1028 below->above = above;
1029 1063
1030 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1031 * 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
1032 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1033 */ 1067 */
1034 map = env->map; 1068 map = env->map;
1035 x = env->x; 1069 x = env->x;
1036 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
1037 above = 0; 1076 above = 0;
1038 below = 0; 1077 below = 0;
1039 env = 0; 1078 env = 0;
1040 1079
1041 /* 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
1042 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1043 * to save cpu time. 1082 * to save cpu time.
1044 */ 1083 */
1045 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 {
1046 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 }
1047 } 1092 }
1048 else if (map) 1093 else if (map)
1049 { 1094 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1095 map->dirty = true;
1063 mapspace &ms = this->ms (); 1096 mapspace &ms = this->ms ();
1064 1097
1098 if (object *pl = ms.player ())
1099 {
1100 if (is_player ())
1101 {
1102 if (!flag [FLAG_WIZPASS])
1103 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104
1105 // leaving a spot always closes any open container on the ground
1106 if (container && !container->env)
1107 // this causes spurious floorbox updates, but it ensures
1108 // that the CLOSE event is being sent.
1109 close_container ();
1110
1111 --map->players;
1112 map->touch ();
1113 }
1114 else if (pl->container == this)
1115 {
1116 // removing a container should close it
1117 close_container ();
1118 }
1119
1120 esrv_del_item (pl->contr, count);
1121 }
1122
1065 /* link the object above us */ 1123 /* link the object above us */
1066 if (above) 1124 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1125 *(above ? &above->below : &ms.top) = below;
1068 else 1126 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1127
1086 above = 0; 1128 above = 0;
1087 below = 0; 1129 below = 0;
1130
1131 ms.invalidate ();
1088 1132
1089 if (map->in_memory == MAP_SAVING) 1133 if (map->in_memory == MAP_SAVING)
1090 return; 1134 return;
1091 1135
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1136 int check_walk_off = !flag [FLAG_NO_APPLY];
1098 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1099 * appropriately. 1143 * appropriately.
1100 */ 1144 */
1101 pl->close_container (); 1145 pl->close_container ();
1102 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1104 } 1152 }
1105 1153
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1155 {
1108 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1121 } 1169 }
1122 1170
1123 last = tmp; 1171 last = tmp;
1124 } 1172 }
1125 1173
1126 /* last == NULL if there are no objects on this space */ 1174 if (affects_los ())
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1175 update_all_los (map, x, y);
1135 } 1176 }
1136} 1177}
1137 1178
1138/* 1179/*
1152 if (!top) 1193 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1154 ; 1195 ;
1155 1196
1156 for (; top; top = top->below) 1197 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1162 { 1199 {
1163 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1164 1201
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1167 op->destroy (); 1208 op->destroy ();
1209
1168 return top; 1210 return top;
1169 } 1211 }
1170 }
1171 1212
1172 return 0; 1213 return 0;
1173} 1214}
1174 1215
1175void 1216void
1200 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1201 */ 1242 */
1202object * 1243object *
1203insert_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)
1204{ 1245{
1246 op->remove ();
1247
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1249 {
1207 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1209 } 1252 }
1232 * just 'op' otherwise 1275 * just 'op' otherwise
1233 */ 1276 */
1234object * 1277object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1279{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 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
1242 1286
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * 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
1245 * need extra work 1289 * need extra work
1246 */ 1290 */
1291 maptile *newmap = m;
1247 if (!xy_normalise (m, op->x, op->y)) 1292 if (!xy_normalise (newmap, op->x, op->y))
1248 { 1293 {
1249 op->destroy (); 1294 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1250 return 0; 1295 return 0;
1251 } 1296 }
1252 1297
1253 if (object *more = op->more) 1298 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1299 if (!insert_ob_in_map (more, m, originator, flag))
1255 return 0; 1300 return 0;
1256 1301
1257 CLEAR_FLAG (op, FLAG_REMOVED); 1302 CLEAR_FLAG (op, FLAG_REMOVED);
1258 1303
1259 op->map = m; 1304 op->map = newmap;
1260 mapspace &ms = op->ms (); 1305 mapspace &ms = op->ms ();
1261 1306
1262 /* this has to be done after we translate the coordinates. 1307 /* this has to be done after we translate the coordinates.
1263 */ 1308 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1309 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1310 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1311 if (object::can_merge (op, tmp))
1267 { 1312 {
1313 // TODO: we actually want to update tmp, not op,
1314 // but some caller surely breaks when we return tmp
1315 // from here :/
1268 op->nrof += tmp->nrof; 1316 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1317 tmp->destroy ();
1270 } 1318 }
1271 1319
1272 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 */
1273 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1321 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1274 1322
1281 { 1329 {
1282 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");
1283 abort (); 1331 abort ();
1284 } 1332 }
1285 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
1286 op->above = originator; 1338 op->above = originator;
1287 op->below = originator->below; 1339 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1340 originator->below = op;
1341
1342 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1343 }
1297 else 1344 else
1298 { 1345 {
1299 top = ms.bot; 1346 object *floor = 0;
1347 object *top = ms.top;
1300 1348
1301 /* If there are other objects, then */ 1349 /* If there are other objects, then */
1302 if (top) 1350 if (top)
1303 { 1351 {
1304 object *last = 0;
1305
1306 /* 1352 /*
1307 * 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.
1308 * We've already dealt with merging if appropriate. 1354 * We've already dealt with merging if appropriate.
1309 * 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
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1356 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * 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
1314 * 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
1315 * 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
1316 * that flying non pickable objects are spell objects. 1362 * that flying non pickable objects are spell objects.
1317 */ 1363 */
1318 for (top = ms.bot; top; top = top->above) 1364 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1365 {
1320 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))
1321 floor = top; 1367 floor = tmp;
1322 1368
1323 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))
1324 { 1370 {
1325 /* We insert above top, so we want this object below this */ 1371 /* We insert above top, so we want this object below this */
1326 top = top->below; 1372 top = tmp->below;
1327 break; 1373 break;
1328 } 1374 }
1329 1375
1330 last = top; 1376 top = tmp;
1331 } 1377 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1378
1336 /* We let update_position deal with figuring out what the space 1379 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1380 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1381 * makes things faster, and effectively the same result.
1339 */ 1382 */
1346 */ 1389 */
1347 if (!(flag & INS_ON_TOP) 1390 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1391 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1392 && (op->face && !faces [op->face].visibility))
1350 { 1393 {
1394 object *last;
1395
1351 for (last = top; last != floor; last = last->below) 1396 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1397 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1398 break;
1354 1399
1355 /* Check to see if we found the object that blocks view, 1400 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1408 } /* If objects on this space */
1364 1409
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1410 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1411 top = floor;
1367 1412
1368 /* 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
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1414 if (!top)
1373 { 1415 {
1416 op->below = 0;
1374 op->above = ms.bot; 1417 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1418 ms.bot = op;
1419
1420 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1421 }
1382 else 1422 else
1383 { /* get inserted into the stack above top */ 1423 {
1384 op->above = top->above; 1424 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1425 top->above = op;
1388 1426
1389 op->below = top; 1427 op->below = top;
1390 top->above = op; 1428 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1429 }
1430 }
1392 1431
1393 if (!op->above) 1432 if (op->is_player ())
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396
1397 if (op->type == PLAYER)
1398 { 1433 {
1399 op->contr->do_los = 1; 1434 op->contr->do_los = 1;
1400 ++op->map->players; 1435 ++op->map->players;
1401 op->map->touch (); 1436 op->map->touch ();
1402 } 1437 }
1403 1438
1404 op->map->dirty = true; 1439 op->map->dirty = true;
1405 1440
1406 if (object *pl = ms.player ()) 1441 if (object *pl = ms.player ())
1442 //TODO: the floorbox prev/next might need updating
1443 //esrv_send_item (pl, op);
1444 //TODO: update floorbox to preserve ordering
1445 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1446 pl->contr->ns->floorbox_update ();
1408 1447
1409 /* If this object glows, it may affect lighting conditions that are 1448 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1449 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1450 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1451 * on the map will get recalculated. The players could very well
1413 * 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 -
1414 * this should get redone to only look for players within range, 1453 * this should get redone to only look for players within range,
1415 * or just updating the P_UPTODATE for spaces within this area 1454 * or just updating the P_UPTODATE for spaces within this area
1416 * of effect may be sufficient. 1455 * of effect may be sufficient.
1417 */ 1456 */
1418 if (op->map->darkness && (op->glow_radius != 0)) 1457 if (op->affects_los ())
1458 {
1459 op->ms ().invalidate ();
1419 update_all_los (op->map, op->x, op->y); 1460 update_all_los (op->map, op->x, op->y);
1461 }
1420 1462
1421 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1463 /* updates flags (blocked, alive, no magic, etc) for this map space */
1422 update_object (op, UP_OBJ_INSERT); 1464 update_object (op, UP_OBJ_INSERT);
1423 1465
1424 INVOKE_OBJECT (INSERT, op); 1466 INVOKE_OBJECT (INSERT, op);
1452/* this function inserts an object in the map, but if it 1494/* this function inserts an object in the map, but if it
1453 * finds an object of its own type, it'll remove that one first. 1495 * finds an object of its own type, it'll remove that one first.
1454 * op is the object to insert it under: supplies x and the map. 1496 * op is the object to insert it under: supplies x and the map.
1455 */ 1497 */
1456void 1498void
1457replace_insert_ob_in_map (const char *arch_string, object *op) 1499replace_insert_ob_in_map (shstr_tmp archname, object *op)
1458{ 1500{
1459 /* first search for itself and remove any old instances */ 1501 /* first search for itself and remove any old instances */
1460 1502
1461 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1503 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1462 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1504 if (tmp->arch->archname == archname) /* same archetype */
1463 tmp->destroy (1); 1505 tmp->destroy ();
1464 1506
1465 object *tmp = arch_to_object (archetype::find (arch_string)); 1507 object *tmp = arch_to_object (archetype::find (archname));
1466 1508
1467 tmp->x = op->x; 1509 tmp->x = op->x;
1468 tmp->y = op->y; 1510 tmp->y = op->y;
1469 1511
1470 insert_ob_in_map (tmp, op->map, op, 0); 1512 insert_ob_in_map (tmp, op->map, op, 0);
1475{ 1517{
1476 if (where->env) 1518 if (where->env)
1477 return where->env->insert (this); 1519 return where->env->insert (this);
1478 else 1520 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1480}
1481
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514} 1522}
1515 1523
1516/* 1524/*
1517 * decrease(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1530 */
1523bool 1531bool
1524object::decrease (sint32 nr) 1532object::decrease (sint32 nr)
1525{ 1533{
1534 if (!nr)
1535 return true;
1536
1526 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1527 1538
1528 if (!nr) 1539 if (nrof > nr)
1529 return 1; 1540 {
1530
1531 nrof -= nr; 1541 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1543
1539 if (visible) 1544 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1541 1546
1542 return 1; 1547 return true;
1543 } 1548 }
1544 else 1549 else
1545 { 1550 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1551 destroy ();
1550 return 0; 1552 return false;
1551 } 1553 }
1552} 1554}
1553 1555
1554/* 1556/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1561 */
1561object * 1562object *
1562object::split (sint32 nr) 1563object::split (sint32 nr)
1563{ 1564{
1565 int have = number_of ();
1566
1564 if (nrof < nr) 1567 if (have < nr)
1565 return 0; 1568 return 0;
1566 else if (nrof == nr) 1569 else if (have == nr)
1567 { 1570 {
1568 remove (); 1571 remove ();
1569 return this; 1572 return this;
1570 } 1573 }
1571 else 1574 else
1572 { 1575 {
1573 decrease (nr); 1576 decrease (nr);
1574 1577
1575 object *op = object_create_clone (this); 1578 object *op = deep_clone ();
1576 op->nrof = nr; 1579 op->nrof = nr;
1577 return op; 1580 return op;
1578 } 1581 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1586 {
1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1589 }
1590
1591 return orig_ob->split (nr);
1592} 1582}
1593 1583
1594object * 1584object *
1595insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1596{ 1586{
1637 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1638 { 1628 {
1639 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1630 (client needs the original object) */
1641 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1632
1633 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1636 adjust_weight (this, op->total_weight ());
1637
1642 op->destroy (1); 1638 op->destroy ();
1643 op = tmp; 1639 op = tmp;
1644 goto inserted; 1640 goto inserted;
1645 } 1641 }
1646 1642
1647 op->owner = 0; // it's his/hers now. period. 1643 op->owner = 0; // it's his/hers now. period.
1658 1654
1659 inv = op; 1655 inv = op;
1660 1656
1661 op->flag [FLAG_REMOVED] = 0; 1657 op->flag [FLAG_REMOVED] = 0;
1662 1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1663 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1664 1663
1665inserted: 1664inserted:
1666 /* 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 */
1667 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && is_on_map ())
1667 {
1668 update_stats ();
1668 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1669 1670 }
1670 if (object *otmp = in_player ()) 1671 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1672 // if this is a player's inventory, update stats
1672 otmp->update_stats (); 1673 update_stats ();
1673 1674
1674 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1675 1676
1676 return op; 1677 return op;
1677} 1678}
1760 { 1761 {
1761 1762
1762 float 1763 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1764 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1765
1765 if (op->type == PLAYER) 1766 if (op->is_player ())
1766 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)) ||
1767 (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)))
1768 diff /= 4.0; 1769 diff /= 4.0;
1769 1770
1770 op->speed_left -= diff; 1771 op->speed_left -= diff;
1805 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1807 return NULL;
1807 } 1808 }
1808 1809
1809 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)
1810 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1811 return tmp; 1812 return tmp;
1812 1813
1813 return NULL; 1814 return NULL;
1814} 1815}
1815 1816
1879 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1880 */ 1881 */
1881object * 1882object *
1882present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1883{ 1884{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1886 return tmp; 1887 return tmp;
1887 1888
1888 return NULL; 1889 return NULL;
1889} 1890}
1890 1891
1978 * head of the object should correspond for the entire object. 1979 * head of the object should correspond for the entire object.
1979 */ 1980 */
1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981 continue; 1982 continue;
1982 1983
1983 if (ob->blocked (m, pos.x, pos.y)) 1984 if (ob->blocked (pos.m, pos.x, pos.y))
1984 continue; 1985 continue;
1985 1986
1986 altern [index++] = i; 1987 altern [index++] = i;
1987 } 1988 }
1988 1989
2056 * there is capable of. 2057 * there is capable of.
2057 */ 2058 */
2058int 2059int
2059find_dir (maptile *m, int x, int y, object *exclude) 2060find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2061{
2061 int i, max = SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2063 MoveType move_type;
2068 2064
2069 if (exclude && exclude->head_ () != exclude) 2065 if (exclude && exclude->head_ () != exclude)
2070 { 2066 {
2071 exclude = exclude->head; 2067 exclude = exclude->head;
2072 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2075 { 2071 {
2076 /* 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. */
2077 move_type = MOVE_ALL; 2073 move_type = MOVE_ALL;
2078 } 2074 }
2079 2075
2080 for (i = 1; i < max; i++) 2076 for (int i = 1; i < max; i++)
2081 { 2077 {
2082 mp = m; 2078 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2079 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2080
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2081 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2082 max = maxfree[i];
2090 else 2083 else
2091 { 2084 {
2092 mapspace &ms = mp->at (nx, ny); 2085 mapspace &ms = *pos;
2093 2086
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2087 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2088 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2089 else if (ms.flags () & P_IS_ALIVE)
2099 { 2090 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2094 return freedir [i];
2107 } 2095 }
2108 } 2096 }
2109 } 2097 }
2110 2098
2111 return 0; 2099 return 0;
2186 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2187 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2188 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2189 * functions. 2177 * functions.
2190 */ 2178 */
2191int reduction_dir[SIZEOFFREE][3] = { 2179const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2292int 2280int
2293can_pick (const object *who, const object *item) 2281can_pick (const object *who, const object *item)
2294{ 2282{
2295 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 !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));
2298} 2286}
2299 2287
2300/* 2288/*
2301 * create clone from object to another 2289 * create clone from object to another
2302 */ 2290 */
2303object * 2291object *
2304object_create_clone (object *asrc) 2292object::deep_clone ()
2305{ 2293{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2294 assert (("deep_clone called on non-head object", is_head ()));
2307 2295
2308 if (!asrc) 2296 object *dst = clone ();
2309 return 0;
2310 2297
2311 src = asrc->head_ (); 2298 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2299 for (object *part = this->more; part; part = part->more)
2315 { 2300 {
2316 tmp = part->clone (); 2301 object *tmp = part->clone ();
2317 tmp->x -= src->x;
2318 tmp->y -= src->y;
2319
2320 if (!part->head)
2321 {
2322 dst = tmp;
2323 tmp->head = 0;
2324 }
2325 else
2326 tmp->head = dst; 2302 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2303 prev->more = tmp;
2332
2333 prev = tmp; 2304 prev = tmp;
2334 } 2305 }
2335 2306
2336 for (item = src->inv; item; item = item->below) 2307 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2338 2309
2339 return dst; 2310 return dst;
2340} 2311}
2341 2312
2342/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2351 return tmp; 2322 return tmp;
2352 2323
2353 return 0; 2324 return 0;
2354} 2325}
2355 2326
2356/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2357 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2358 *
2359 * key must be a passed in shared string - otherwise, this won't
2360 * do the desired thing.
2361 */
2362key_value *
2363get_ob_key_link (const object *ob, const char *key)
2364{ 2329{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (link->key == key) 2331 if (kv->key == key)
2367 return link;
2368
2369 return 0;
2370}
2371
2372/*
2373 * Returns the value of op has an extra_field for key, or NULL.
2374 *
2375 * The argument doesn't need to be a shared string.
2376 *
2377 * The returned string is shared.
2378 */
2379const char *
2380get_ob_key_value (const object *op, const char *const key)
2381{
2382 key_value *link;
2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2386 {
2387 /* 1. There being a field named key on any object
2388 * implies there'd be a shared string to find.
2389 * 2. Since there isn't, no object has this field.
2390 * 3. Therefore, *this* object doesn't have this field.
2391 */
2392 return 0;
2393 }
2394
2395 /* This is copied from get_ob_key_link() above -
2396 * only 4 lines, and saves the function call overhead.
2397 */
2398 for (link = op->key_values; link; link = link->next)
2399 if (link->key == canonical_key)
2400 return link->value; 2332 return kv->value;
2401 2333
2402 return 0; 2334 return shstr ();
2403} 2335}
2404 2336
2405/* 2337void
2406 * Updates the canonical_key in op to value. 2338object::kv_set (shstr_tmp key, shstr_tmp value)
2407 *
2408 * canonical_key is a shared string (value doesn't have to be).
2409 *
2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2411 * keys.
2412 *
2413 * Returns TRUE on success.
2414 */
2415int
2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{ 2339{
2418 key_value *field = NULL, *last = NULL; 2340 for (key_value *kv = key_values; kv; kv = kv->next)
2419 2341 if (kv->key == key)
2420 for (field = op->key_values; field != NULL; field = field->next)
2421 {
2422 if (field->key != canonical_key)
2423 { 2342 {
2424 last = field; 2343 kv->value = value;
2425 continue; 2344 return;
2426 } 2345 }
2427 2346
2428 if (value) 2347 key_value *kv = new key_value;
2429 field->value = value; 2348
2430 else 2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2431 { 2361 {
2432 /* Basically, if the archetype has this key set, 2362 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2363 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2364 delete kv;
2435 * we get this value back again. 2365 return;
2436 */
2437 if (get_ob_key_link (op->arch, canonical_key))
2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2443 else
2444 op->key_values = field->next;
2445
2446 delete field;
2447 }
2448 } 2366 }
2449 return TRUE;
2450 }
2451 /* IF we get here, key doesn't exist */
2452
2453 /* No field, we'll have to add it. */
2454
2455 if (!add_key)
2456 return FALSE;
2457
2458 /* There isn't any good reason to store a null
2459 * value in the key/value list. If the archetype has
2460 * this key, then we should also have it, so shouldn't
2461 * be here. If user wants to store empty strings,
2462 * should pass in ""
2463 */
2464 if (value == NULL)
2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2476}
2477
2478/*
2479 * Updates the key in op to value.
2480 *
2481 * If add_key is FALSE, this will only update existing keys,
2482 * and not add new ones.
2483 * In general, should be little reason FALSE is ever passed in for add_key
2484 *
2485 * Returns TRUE on success.
2486 */
2487int
2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2489{
2490 shstr key_ (key);
2491
2492 return set_ob_key_value_s (op, key_, value, add_key);
2493} 2367}
2494 2368
2495object::depth_iterator::depth_iterator (object *container) 2369object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2370: iterator_base (container)
2497{ 2371{
2547{ 2421{
2548 char flagdesc[512]; 2422 char flagdesc[512];
2549 char info2[256 * 4]; 2423 char info2[256 * 4];
2550 char *p = info; 2424 char *p = info;
2551 2425
2552 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}",
2553 count, 2427 count,
2554 uuid.c_str (), 2428 uuid.c_str (),
2555 &name, 2429 &name,
2556 title ? "\",title:\"" : "", 2430 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2433 flag_desc (flagdesc, 512), type);
2559 2434
2560 if (!this->flag[FLAG_REMOVED] && env) 2435 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2437
2563 if (map) 2438 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2440
2595object::open_container (object *new_container) 2470object::open_container (object *new_container)
2596{ 2471{
2597 if (container == new_container) 2472 if (container == new_container)
2598 return; 2473 return;
2599 2474
2600 if (object *old_container = container) 2475 object *old_container = container;
2476
2477 if (old_container)
2601 { 2478 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2480 return;
2604 2481
2605#if 0 2482#if 0
2607 if (object *closer = old_container->inv) 2484 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2485 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2486 closer->destroy ();
2610#endif 2487#endif
2611 2488
2489 // make sure the container is available
2490 esrv_send_item (this, old_container);
2491
2612 old_container->flag [FLAG_APPLIED] = 0; 2492 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2493 container = 0;
2614 2494
2495 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2497
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2617 play_sound (sound_find ("chest_close")); 2499 play_sound (sound_find ("chest_close"));
2618 } 2500 }
2619 2501
2620 if (new_container) 2502 if (new_container)
2633 } 2515 }
2634#endif 2516#endif
2635 2517
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2637 2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2638 new_container->flag [FLAG_APPLIED] = 1; 2523 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2524 container = new_container;
2640 2525
2526 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2527 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2528 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2529 play_sound (sound_find ("chest_open"));
2644 } 2530 }
2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2645} 2533}
2646 2534
2647object * 2535object *
2648object::force_find (const shstr name) 2536object::force_find (shstr_tmp name)
2649{ 2537{
2650 /* 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
2651 * place 2539 * place
2652 */ 2540 */
2653 for (object *tmp = inv; tmp; tmp = tmp->below) 2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2655 return splay (tmp); 2543 return splay (tmp);
2656 2544
2657 return 0; 2545 return 0;
2658} 2546}
2659 2547
2660void 2548object *
2661object::force_add (const shstr name, int duration) 2549object::force_add (shstr_tmp name, int duration)
2662{ 2550{
2663 if (object *force = force_find (name)) 2551 if (object *force = force_find (name))
2664 force->destroy (); 2552 force->destroy ();
2665 2553
2666 object *force = get_archetype (FORCE_NAME); 2554 object *force = get_archetype (FORCE_NAME);
2671 2559
2672 force->set_speed (duration ? 1.f / duration : 0.f); 2560 force->set_speed (duration ? 1.f / duration : 0.f);
2673 force->flag [FLAG_IS_USED_UP] = true; 2561 force->flag [FLAG_IS_USED_UP] = true;
2674 force->flag [FLAG_APPLIED] = true; 2562 force->flag [FLAG_APPLIED] = true;
2675 2563
2676 insert (force); 2564 return insert (force);
2677} 2565}
2678 2566
2679void 2567void
2680object::play_sound (faceidx sound) 2568object::play_sound (faceidx sound) const
2681{ 2569{
2682 if (!sound) 2570 if (!sound)
2683 return; 2571 return;
2684 2572
2685 if (flag [FLAG_REMOVED]) 2573 if (is_on_map ())
2574 map->play_sound (sound, x, y);
2575 else if (object *pl = in_player ())
2576 pl->contr->play_sound (sound);
2577}
2578
2579void
2580object::say_msg (const char *msg) const
2581{
2582 if (is_on_map ())
2583 map->say_msg (msg, x, y);
2584 else if (object *pl = in_player ())
2585 pl->contr->play_sound (sound);
2586}
2587
2588void
2589object::make_noise ()
2590{
2591 // we do not model noise in the map, so instead put
2592 // a temporary light into the noise source
2593 // could use the map instead, but that's less reliable for our
2594 // goal, which is to make invisibility a bit harder to exploit
2595
2596 // currently only works sensibly for players
2597 if (!is_player ())
2686 return; 2598 return;
2687 2599
2688 if (env) 2600 // find old force, or create new one
2689 { 2601 object *force = force_find (shstr_noise_force);
2690 if (object *pl = in_player ()) 2602
2691 pl->contr->play_sound (sound); 2603 if (force)
2692 } 2604 force->speed_left = -1.f; // patch old speed up
2693 else 2605 else
2694 map->play_sound (sound, x, y); 2606 {
2695} 2607 force = archetype::get (shstr_noise_force);
2696 2608
2609 force->slaying = shstr_noise_force;
2610 force->stats.food = 1;
2611 force->speed_left = -1.f;
2612
2613 force->set_speed (1.f / 4.f);
2614 force->flag [FLAG_IS_USED_UP] = true;
2615 force->flag [FLAG_APPLIED] = true;
2616
2617 insert (force);
2618 }
2619}
2620

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