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Comparing deliantra/server/common/object.C (file contents):
Revision 1.267 by root, Tue Dec 23 01:51:27 2008 UTC vs.
Revision 1.287 by root, Sat Oct 3 20:11:12 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 42short freearr_x[SIZEOFFREE] = {
323 { 324 {
324 // see if we are in a container of sorts 325 // see if we are in a container of sorts
325 if (env) 326 if (env)
326 { 327 {
327 // the player inventory itself is always visible 328 // the player inventory itself is always visible
328 if (env->type == PLAYER) 329 if (env->is_player ())
329 return env; 330 return env;
330 331
331 // else a player could have our env open 332 // else a player could have our env open
332 object *envest = env->outer_env (); 333 object *envest = env->outer_env_or_self ();
333 334
334 // the player itself is always on a map, so we will find him here 335 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player. 336 // even if our inv is in a player.
336 if (envest->is_on_map ()) 337 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ()) 338 if (object *pl = envest->ms ().player ())
758 else if (action == UP_OBJ_INSERT) 759 else if (action == UP_OBJ_INSERT)
759 { 760 {
760 // this is likely overkill, TODO: revisit (schmorp) 761 // this is likely overkill, TODO: revisit (schmorp)
761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 764 || (op->is_player () && !(m.flags_ & P_PLAYER))
764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
768 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
791 792
792object::object () 793object::object ()
793{ 794{
794 SET_FLAG (this, FLAG_REMOVED); 795 SET_FLAG (this, FLAG_REMOVED);
795 796
796 expmul = 1.0; 797 //expmul = 1.0; declared const for the time being
797 face = blank_face; 798 face = blank_face;
798} 799}
799 800
800object::~object () 801object::~object ()
801{ 802{
830{ 831{
831 /* If already on active list, don't do anything */ 832 /* If already on active list, don't do anything */
832 if (active) 833 if (active)
833 return; 834 return;
834 835
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ()) 836 if (has_active_speed ())
837 {
838 if (flag [FLAG_FREED])
839 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
840
839 actives.insert (this); 841 actives.insert (this);
842 }
840} 843}
841 844
842void 845void
843object::activate_recursive () 846object::activate_recursive ()
844{ 847{
962 965
963void 966void
964object::do_destroy () 967object::do_destroy ()
965{ 968{
966 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this); 970 remove_link ();
968 971
969 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this); 973 remove_friendly_object (this);
971 974
972 remove (); 975 remove ();
1083 if (pl) 1086 if (pl)
1084 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))) 1087 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 { 1088 {
1086 pl->update_stats (); 1089 pl->update_stats ();
1087 1090
1088 if (glow_radius && pl->is_on_map () && pl->map->darkness) 1091 if (glow_radius && pl->is_on_map ())
1089 update_all_los (pl->map, pl->x, pl->y); 1092 update_all_los (pl->map, pl->x, pl->y);
1090 } 1093 }
1091 } 1094 }
1092 else if (map) 1095 else if (map)
1093 { 1096 {
1094 map->dirty = true; 1097 map->dirty = true;
1095 mapspace &ms = this->ms (); 1098 mapspace &ms = this->ms ();
1096 1099
1097 if (object *pl = ms.player ()) 1100 if (object *pl = ms.player ())
1098 { 1101 {
1099 if (type == PLAYER) // this == pl(!) 1102 if (is_player ())
1100 { 1103 {
1104 if (!flag [FLAG_WIZPASS])
1105 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1106
1101 // leaving a spot always closes any open container on the ground 1107 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env) 1108 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures 1109 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent. 1110 // that the CLOSE event is being sent.
1105 close_container (); 1111 close_container ();
1165 } 1171 }
1166 1172
1167 last = tmp; 1173 last = tmp;
1168 } 1174 }
1169 1175
1170 if (map->darkness && affects_los ()) 1176 if (affects_los ())
1171 update_all_los (map, x, y); 1177 update_all_los (map, x, y);
1172 } 1178 }
1173} 1179}
1174 1180
1175/* 1181/*
1282 1288
1283 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1284 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1285 * need extra work 1291 * need extra work
1286 */ 1292 */
1293 maptile *newmap = m;
1287 if (!xy_normalise (m, op->x, op->y)) 1294 if (!xy_normalise (newmap, op->x, op->y))
1288 { 1295 {
1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1296 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 return 0; 1297 return 0;
1291 } 1298 }
1292 1299
1293 if (object *more = op->more) 1300 if (object *more = op->more)
1294 if (!insert_ob_in_map (more, m, originator, flag)) 1301 if (!insert_ob_in_map (more, m, originator, flag))
1295 return 0; 1302 return 0;
1296 1303
1297 CLEAR_FLAG (op, FLAG_REMOVED); 1304 op->flag [FLAG_REMOVED] = false;
1298 1305 op->env = 0;
1299 op->map = m; 1306 op->map = newmap;
1307
1300 mapspace &ms = op->ms (); 1308 mapspace &ms = op->ms ();
1301 1309
1302 /* this has to be done after we translate the coordinates. 1310 /* this has to be done after we translate the coordinates.
1303 */ 1311 */
1304 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326 abort (); 1334 abort ();
1327 } 1335 }
1328 1336
1329 if (!originator->is_on_map ()) 1337 if (!originator->is_on_map ())
1338 {
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1339 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ()); 1340 op->debug_desc (), originator->debug_desc ());
1341 abort ();
1342 }
1332 1343
1333 op->above = originator; 1344 op->above = originator;
1334 op->below = originator->below; 1345 op->below = originator->below;
1335 originator->below = op; 1346 originator->below = op;
1336 1347
1422 op->below = top; 1433 op->below = top;
1423 *(op->above ? &op->above->below : &ms.top) = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1424 } 1435 }
1425 } 1436 }
1426 1437
1427 if (op->type == PLAYER) 1438 if (op->is_player ())
1428 { 1439 {
1429 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1430 ++op->map->players; 1441 ++op->map->players;
1431 op->map->touch (); 1442 op->map->touch ();
1432 } 1443 }
1447 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1448 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1449 * or just updating the P_UPTODATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1450 * of effect may be sufficient. 1461 * of effect may be sufficient.
1451 */ 1462 */
1452 if (op->affects_los () && op->map->darkness) 1463 if (op->affects_los ())
1453 { 1464 {
1454 op->ms ().invalidate (); 1465 op->ms ().invalidate ();
1455 update_all_los (op->map, op->x, op->y); 1466 update_all_los (op->map, op->x, op->y);
1456 } 1467 }
1457 1468
1468 * blocked() and wall() work properly), and these flags are updated by 1479 * blocked() and wall() work properly), and these flags are updated by
1469 * update_object(). 1480 * update_object().
1470 */ 1481 */
1471 1482
1472 /* if this is not the head or flag has been passed, don't check walk on status */ 1483 /* if this is not the head or flag has been passed, don't check walk on status */
1473 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1484 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1474 { 1485 {
1475 if (check_move_on (op, originator)) 1486 if (check_move_on (op, originator))
1476 return 0; 1487 return 0;
1477 1488
1478 /* If we are a multi part object, lets work our way through the check 1489 /* If we are a multi part object, lets work our way through the check
1489/* this function inserts an object in the map, but if it 1500/* this function inserts an object in the map, but if it
1490 * finds an object of its own type, it'll remove that one first. 1501 * finds an object of its own type, it'll remove that one first.
1491 * op is the object to insert it under: supplies x and the map. 1502 * op is the object to insert it under: supplies x and the map.
1492 */ 1503 */
1493void 1504void
1494replace_insert_ob_in_map (const char *arch_string, object *op) 1505replace_insert_ob_in_map (shstr_tmp archname, object *op)
1495{ 1506{
1496 /* first search for itself and remove any old instances */ 1507 /* first search for itself and remove any old instances */
1497 1508
1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1509 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1510 if (tmp->arch->archname == archname) /* same archetype */
1500 tmp->destroy (); 1511 tmp->destroy ();
1501 1512
1502 object *tmp = arch_to_object (archetype::find (arch_string)); 1513 object *tmp = arch_to_object (archetype::find (archname));
1503 1514
1504 tmp->x = op->x; 1515 tmp->x = op->x;
1505 tmp->y = op->y; 1516 tmp->y = op->y;
1506 1517
1507 insert_ob_in_map (tmp, op->map, op, 0); 1518 insert_ob_in_map (tmp, op->map, op, 0);
1656 1667
1657 adjust_weight (this, op->total_weight ()); 1668 adjust_weight (this, op->total_weight ());
1658 1669
1659inserted: 1670inserted:
1660 /* reset the light list and los of the players on the map */ 1671 /* reset the light list and los of the players on the map */
1661 if (op->glow_radius && is_on_map () && map->darkness) 1672 if (op->glow_radius && is_on_map ())
1662 { 1673 {
1663 update_stats (); 1674 update_stats ();
1664 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1665 } 1676 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1677 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1667 // if this is a player's inventory, update stats 1678 // if this is a player's inventory, update stats
1668 update_stats (); 1679 update_stats ();
1669 1680
1670 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1671 1682
1693 * on top. 1704 * on top.
1694 */ 1705 */
1695int 1706int
1696check_move_on (object *op, object *originator) 1707check_move_on (object *op, object *originator)
1697{ 1708{
1709 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1710 return 0;
1711
1698 object *tmp; 1712 object *tmp;
1699 maptile *m = op->map; 1713 maptile *m = op->map;
1700 int x = op->x, y = op->y; 1714 int x = op->x, y = op->y;
1701 1715
1702 MoveType move_on, move_slow, move_block; 1716 mapspace &ms = m->at (x, y);
1703 1717
1704 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1718 ms.update ();
1705 return 0;
1706 1719
1707 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1720 MoveType move_on = ms.move_on;
1708 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1721 MoveType move_slow = ms.move_slow;
1709 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1722 MoveType move_block = ms.move_block;
1710 1723
1711 /* if nothing on this space will slow op down or be applied, 1724 /* if nothing on this space will slow op down or be applied,
1712 * no need to do checking below. have to make sure move_type 1725 * no need to do checking below. have to make sure move_type
1713 * is set, as lots of objects don't have it set - we treat that 1726 * is set, as lots of objects don't have it set - we treat that
1714 * as walking. 1727 * as walking.
1725 return 0; 1738 return 0;
1726 1739
1727 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1728 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1729 */ 1742 */
1730 1743 for (object *next, *tmp = ms.top; tmp; tmp = next)
1731 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 {
1733 /* Trim the search when we find the first other spell effect
1734 * this helps performance so that if a space has 50 spell objects,
1735 * we don't need to check all of them.
1736 */
1737 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738 break;
1739 } 1744 {
1745 next = tmp->below;
1740 1746
1741 for (; tmp; tmp = tmp->below)
1742 {
1743 if (tmp == op) 1747 if (tmp == op)
1744 continue; /* Can't apply yourself */ 1748 continue; /* Can't apply yourself */
1745 1749
1746 /* Check to see if one of the movement types should be slowed down. 1750 /* Check to see if one of the movement types should be slowed down.
1747 * Second check makes sure that the movement types not being slowed 1751 * Second check makes sure that the movement types not being slowed
1752 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1756 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1753 { 1757 {
1754 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756 { 1760 {
1757
1758 float
1759 diff = tmp->move_slow_penalty * fabs (op->speed); 1761 float diff = tmp->move_slow_penalty * fabs (op->speed);
1760 1762
1761 if (op->type == PLAYER) 1763 if (op->is_player ())
1762 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1764 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1763 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1765 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1764 diff /= 4.0; 1766 diff /= 4.0;
1765 1767
1766 op->speed_left -= diff; 1768 op->speed_left -= diff;
1767 } 1769 }
1768 } 1770 }
2052 * there is capable of. 2054 * there is capable of.
2053 */ 2055 */
2054int 2056int
2055find_dir (maptile *m, int x, int y, object *exclude) 2057find_dir (maptile *m, int x, int y, object *exclude)
2056{ 2058{
2057 int i, max = SIZEOFFREE, mflags; 2059 int max = SIZEOFFREE, mflags;
2058
2059 sint16 nx, ny;
2060 object *tmp;
2061 maptile *mp;
2062
2063 MoveType blocked, move_type; 2060 MoveType move_type;
2064 2061
2065 if (exclude && exclude->head_ () != exclude) 2062 if (exclude && exclude->head_ () != exclude)
2066 { 2063 {
2067 exclude = exclude->head; 2064 exclude = exclude->head;
2068 move_type = exclude->move_type; 2065 move_type = exclude->move_type;
2071 { 2068 {
2072 /* If we don't have anything, presume it can use all movement types. */ 2069 /* If we don't have anything, presume it can use all movement types. */
2073 move_type = MOVE_ALL; 2070 move_type = MOVE_ALL;
2074 } 2071 }
2075 2072
2076 for (i = 1; i < max; i++) 2073 for (int i = 1; i < max; i++)
2077 { 2074 {
2078 mp = m; 2075 mapxy pos (m, x, y);
2079 nx = x + freearr_x[i]; 2076 pos.move (i);
2080 ny = y + freearr_y[i];
2081 2077
2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2078 if (!pos.normalise ())
2083
2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i]; 2079 max = maxfree[i];
2086 else 2080 else
2087 { 2081 {
2088 mapspace &ms = mp->at (nx, ny); 2082 mapspace &ms = *pos;
2089 2083
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type) 2084 if ((move_type & ms.move_block) == move_type)
2093 max = maxfree[i]; 2085 max = maxfree [i];
2094 else if (mflags & P_IS_ALIVE) 2086 else if (ms.flags () & P_IS_ALIVE)
2095 { 2087 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above) 2088 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2089 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2098 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2090 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 break;
2100
2101 if (tmp)
2102 return freedir[i]; 2091 return freedir [i];
2103 } 2092 }
2104 } 2093 }
2105 } 2094 }
2106 2095
2107 return 0; 2096 return 0;
2182 * This basically means that if direction is 15, then it could either go 2171 * This basically means that if direction is 15, then it could either go
2183 * direction 4, 14, or 16 to get back to where we are. 2172 * direction 4, 14, or 16 to get back to where we are.
2184 * Moved from spell_util.c to object.c with the other related direction 2173 * Moved from spell_util.c to object.c with the other related direction
2185 * functions. 2174 * functions.
2186 */ 2175 */
2187int reduction_dir[SIZEOFFREE][3] = { 2176const int reduction_dir[SIZEOFFREE][3] = {
2188 {0, 0, 0}, /* 0 */ 2177 {0, 0, 0}, /* 0 */
2189 {0, 0, 0}, /* 1 */ 2178 {0, 0, 0}, /* 1 */
2190 {0, 0, 0}, /* 2 */ 2179 {0, 0, 0}, /* 2 */
2191 {0, 0, 0}, /* 3 */ 2180 {0, 0, 0}, /* 3 */
2192 {0, 0, 0}, /* 4 */ 2181 {0, 0, 0}, /* 4 */
2288int 2277int
2289can_pick (const object *who, const object *item) 2278can_pick (const object *who, const object *item)
2290{ 2279{
2291 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2280 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2281 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2282 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2294} 2283}
2295 2284
2296/* 2285/*
2297 * create clone from object to another 2286 * create clone from object to another
2298 */ 2287 */
2330 return tmp; 2319 return tmp;
2331 2320
2332 return 0; 2321 return 0;
2333} 2322}
2334 2323
2335const shstr & 2324shstr_tmp
2336object::kv_get (const shstr &key) const 2325object::kv_get (shstr_tmp key) const
2337{ 2326{
2338 for (key_value *kv = key_values; kv; kv = kv->next) 2327 for (key_value *kv = key_values; kv; kv = kv->next)
2339 if (kv->key == key) 2328 if (kv->key == key)
2340 return kv->value; 2329 return kv->value;
2341 2330
2342 return shstr_null; 2331 return shstr ();
2343} 2332}
2344 2333
2345void 2334void
2346object::kv_set (const shstr &key, const shstr &value) 2335object::kv_set (shstr_tmp key, shstr_tmp value)
2347{ 2336{
2348 for (key_value *kv = key_values; kv; kv = kv->next) 2337 for (key_value *kv = key_values; kv; kv = kv->next)
2349 if (kv->key == key) 2338 if (kv->key == key)
2350 { 2339 {
2351 kv->value = value; 2340 kv->value = value;
2360 2349
2361 key_values = kv; 2350 key_values = kv;
2362} 2351}
2363 2352
2364void 2353void
2365object::kv_del (const shstr &key) 2354object::kv_del (shstr_tmp key)
2366{ 2355{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2356 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key) 2357 if ((*kvp)->key == key)
2369 { 2358 {
2370 key_value *kv = *kvp; 2359 key_value *kv = *kvp;
2501 container = 0; 2490 container = 0;
2502 2491
2503 // client needs item update to make it work, client bug requires this to be separate 2492 // client needs item update to make it work, client bug requires this to be separate
2504 esrv_update_item (UPD_FLAGS, this, old_container); 2493 esrv_update_item (UPD_FLAGS, this, old_container);
2505 2494
2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2495 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2507 play_sound (sound_find ("chest_close")); 2496 play_sound (sound_find ("chest_close"));
2508 } 2497 }
2509 2498
2510 if (new_container) 2499 if (new_container)
2511 { 2500 {
2521 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2510 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522 new_container->insert (closer); 2511 new_container->insert (closer);
2523 } 2512 }
2524#endif 2513#endif
2525 2514
2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2515 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2527 2516
2528 // make sure the container is available, client bug requires this to be separate 2517 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container); 2518 esrv_send_item (this, new_container);
2530 2519
2531 new_container->flag [FLAG_APPLIED] = true; 2520 new_container->flag [FLAG_APPLIED] = true;
2539// else if (!old_container->env && contr && contr->ns) 2528// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset (); 2529// contr->ns->floorbox_reset ();
2541} 2530}
2542 2531
2543object * 2532object *
2544object::force_find (const shstr name) 2533object::force_find (shstr_tmp name)
2545{ 2534{
2546 /* cycle through his inventory to look for the MARK we want to 2535 /* cycle through his inventory to look for the MARK we want to
2547 * place 2536 * place
2548 */ 2537 */
2549 for (object *tmp = inv; tmp; tmp = tmp->below) 2538 for (object *tmp = inv; tmp; tmp = tmp->below)
2552 2541
2553 return 0; 2542 return 0;
2554} 2543}
2555 2544
2556object * 2545object *
2557object::force_add (const shstr name, int duration) 2546object::force_add (shstr_tmp name, int duration)
2558{ 2547{
2559 if (object *force = force_find (name)) 2548 if (object *force = force_find (name))
2560 force->destroy (); 2549 force->destroy ();
2561 2550
2562 object *force = get_archetype (FORCE_NAME); 2551 object *force = get_archetype (FORCE_NAME);
2571 2560
2572 return insert (force); 2561 return insert (force);
2573} 2562}
2574 2563
2575void 2564void
2576object::play_sound (faceidx sound) 2565object::play_sound (faceidx sound) const
2577{ 2566{
2578 if (!sound) 2567 if (!sound)
2579 return; 2568 return;
2580 2569
2581 if (flag [FLAG_REMOVED]) 2570 if (is_on_map ())
2582 return;
2583
2584 if (env)
2585 {
2586 if (object *pl = in_player ())
2587 pl->contr->play_sound (sound);
2588 }
2589 else
2590 map->play_sound (sound, x, y); 2571 map->play_sound (sound, x, y);
2572 else if (object *pl = in_player ())
2573 pl->contr->play_sound (sound);
2574}
2575
2576void
2577object::say_msg (const char *msg) const
2578{
2579 if (is_on_map ())
2580 map->say_msg (msg, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2591} 2583}
2592 2584
2593void 2585void
2594object::make_noise () 2586object::make_noise ()
2595{ 2587{
2604 2596
2605 // find old force, or create new one 2597 // find old force, or create new one
2606 object *force = force_find (shstr_noise_force); 2598 object *force = force_find (shstr_noise_force);
2607 2599
2608 if (force) 2600 if (force)
2609 force->speed = 1.f / 4; // patch old speed up 2601 force->speed_left = -1.f; // patch old speed up
2610 else 2602 else
2611 force_add (shstr_noise_force, 4); 2603 {
2612} 2604 force = archetype::get (shstr_noise_force);
2613 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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