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Comparing deliantra/server/common/object.C (file contents):
Revision 1.225 by root, Fri May 2 20:28:44 2008 UTC vs.
Revision 1.294 by root, Thu Nov 5 15:43:21 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
139 143
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 145static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 146compare_ob_value_lists_one (const object *wants, const object *has)
143{ 147{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 148 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 149 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 150 * different structure or at least keep the lists sorted...
149 */ 151 */
150 152
151 /* For each field in wants, */ 153 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 154 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 155 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 156 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 157
169 /* If we get here, every field in wants has a matching field in has. */ 158 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 159 return true;
171} 160}
172 161
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 162/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 163static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 164compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 165{
177 /* However, there may be fields in has which aren't partnered in wants, 166 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 167 * so we need to run the comparison *twice*. :(
179 */ 168 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 169 return compare_ob_value_lists_one (ob1, ob2)
170 && compare_ob_value_lists_one (ob2, ob1);
181} 171}
182 172
183/* Function examines the 2 objects given to it, and returns true if 173/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 174 * they can be merged together.
185 * 175 *
200 || ob1->speed != ob2->speed 190 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 191 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 192 || ob1->name != ob2->name)
203 return 0; 193 return 0;
204 194
205 /* Do not merge objects if nrof would overflow. First part checks 195 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 196 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 197 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 198 return 0;
212 199
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 200 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * This is to the comparison of the flags below will be OK. We 201 * This is to the comparison of the flags below will be OK. We
215 * just can't ignore the been applied or identified flags, as they 202 * just can't ignore the been applied or identified flags, as they
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 207 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 208
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 209 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 211
225 if (ob1->arch->name != ob2->arch->name 212 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 213 || ob1->name != ob2->name
227 || ob1->title != ob2->title 214 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 215 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 216 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 217 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 218 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 219 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 220 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 221 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 222 || ob1->animation_id != ob2->animation_id
223 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 224 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 225 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 226 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 227 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 228 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 236 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 237 return 0;
250 238
251 if ((ob1->flag ^ ob2->flag) 239 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 240 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 241 .reset (FLAG_REMOVED)
255 .any ()) 242 .any ())
256 return 0; 243 return 0;
257 244
258 /* This is really a spellbook check - we should in general 245 /* This is really a spellbook check - we should in general
340 { 327 {
341 // see if we are in a container of sorts 328 // see if we are in a container of sorts
342 if (env) 329 if (env)
343 { 330 {
344 // the player inventory itself is always visible 331 // the player inventory itself is always visible
345 if (env->type == PLAYER) 332 if (env->is_player ())
346 return env; 333 return env;
347 334
348 // else a player could have our env open 335 // else a player could have our env open
349 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
350 337
351 // the player itself is always on a map, so we will find him here 338 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player. 339 // even if our inv is in a player.
353 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
355 if (pl->container == env) 342 if (pl->container_ () == env)
356 return pl; 343 return pl;
357 } 344 }
358 else 345 else
359 { 346 {
360 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
351 || pl->container_ () == this)
364 return pl; 352 return pl;
365 } 353 }
366 } 354 }
367 355
368 return 0; 356 return 0;
369} 357}
370 358
371// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
372static sint32 360static sint32
373weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
374{ 362{
375 return op->type == CONTAINER 363 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 365 : weight;
378} 366}
384static void 372static void
385adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
386{ 374{
387 while (op) 375 while (op)
388 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
390 381
391 if (!weight) 382 if (!weight)
392 return; 383 return;
393 384
394 op->carrying += weight; 385 op->carrying += weight;
417 op->update_weight (); 408 op->update_weight ();
418 409
419 sum += op->total_weight (); 410 sum += op->total_weight ();
420 } 411 }
421 412
422 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
423 414
424 if (sum != carrying) 415 if (sum != carrying)
425 { 416 {
426 carrying = sum; 417 carrying = sum;
427 418
441 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
442 433
443 object_freezer freezer; 434 object_freezer freezer;
444 op->write (freezer); 435 op->write (freezer);
445 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
446} 443}
447 444
448/* 445/*
449 * get_nearest_part(multi-object, object 2) returns the part of the 446 * get_nearest_part(multi-object, object 2) returns the part of the
450 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
489 */ 486 */
490object * 487object *
491find_object_name (const char *str) 488find_object_name (const char *str)
492{ 489{
493 shstr_cmp str_ (str); 490 shstr_cmp str_ (str);
494 object *op;
495 491
492 if (str_)
496 for_all_objects (op) 493 for_all_objects (op)
497 if (op->name == str_) 494 if (op->name == str_)
498 break; 495 return op;
499 496
500 return op; 497 return 0;
501} 498}
502 499
503/* 500/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 501 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 502 * skill and experience objects.
567 update_stats (); 564 update_stats ();
568 565
569 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
570 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
571 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
572 "[You need to unapply some items first.]", &ob->name); 569 "[You need to unapply some items first - use the 'body' command to see "
570 "how many items you cna wera on a specific body part.]", &ob->name);
573 return false; 571 return false;
574 } 572 }
575 573
576 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 574 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
577 } 575 }
603 } 601 }
604 602
605 op->key_values = 0; 603 op->key_values = 0;
606} 604}
607 605
608object & 606/*
609object::operator =(const object &src) 607 * copy_to first frees everything allocated by the dst object,
608 * and then copies the contents of itself into the second
609 * object, allocating what needs to be allocated. Basically, any
610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
611 * if the first object is freed, the pointers in the new object
612 * will point at garbage.
613 */
614void
615object::copy_to (object *dst)
610{ 616{
611 remove (); 617 dst->remove ();
612
613 *(object_copy *)this = src; 618 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 619 dst->flag [FLAG_REMOVED] = true;
616 620
617 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
618 if (src.key_values) 622 if (key_values)
619 { 623 {
620 key_value *tail = 0; 624 key_value *tail = 0;
621 key_values = 0; 625 dst->key_values = 0;
622 626
623 for (key_value *i = src.key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
624 { 628 {
625 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
626 630
627 new_link->next = 0; 631 new_link->next = 0;
628 new_link->key = i->key; 632 new_link->key = i->key;
629 new_link->value = i->value; 633 new_link->value = i->value;
630 634
631 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
632 if (!key_values) 636 if (!dst->key_values)
633 { 637 {
634 key_values = new_link; 638 dst->key_values = new_link;
635 tail = new_link; 639 tail = new_link;
636 } 640 }
637 else 641 else
638 { 642 {
639 tail->next = new_link; 643 tail->next = new_link;
640 tail = new_link; 644 tail = new_link;
641 } 645 }
642 } 646 }
643 } 647 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 648
659 if (speed < 0) 649 if (speed < 0)
660 dst->speed_left -= rndm (); 650 dst->speed_left -= rndm ();
661 651
662 dst->set_speed (dst->speed); 652 dst->activate ();
663} 653}
664 654
665void 655void
666object::instantiate () 656object::instantiate ()
667{ 657{
779 else if (action == UP_OBJ_INSERT) 769 else if (action == UP_OBJ_INSERT)
780 { 770 {
781 // this is likely overkill, TODO: revisit (schmorp) 771 // this is likely overkill, TODO: revisit (schmorp)
782 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 772 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 773 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 774 || (op->is_player () && !(m.flags_ & P_PLAYER))
785 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 775 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
786 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 776 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 777 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 || (m.move_on | op->move_on ) != m.move_on 778 || (m.move_on | op->move_on ) != m.move_on
789 || (m.move_off | op->move_off ) != m.move_off 779 || (m.move_off | op->move_off ) != m.move_off
790 || (m.move_slow | op->move_slow) != m.move_slow 780 || (m.move_slow | op->move_slow) != m.move_slow
791 /* This isn't perfect, but I don't expect a lot of objects to 781 /* This isn't perfect, but I don't expect a lot of objects to
792 * to have move_allow right now. 782 * have move_allow right now.
793 */ 783 */
794 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 784 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
795 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 785 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
796 m.flags_ = 0; 786 m.invalidate ();
797 } 787 }
798 /* if the object is being removed, we can't make intelligent 788 /* if the object is being removed, we can't make intelligent
799 * decisions, because remove_ob can't really pass the object 789 * decisions, because remove_ob can't really pass the object
800 * that is being removed. 790 * that is being removed.
801 */ 791 */
802 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 792 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
803 m.flags_ = 0; 793 m.invalidate ();
804 else if (action == UP_OBJ_FACE) 794 else if (action == UP_OBJ_FACE)
805 /* Nothing to do for that case */ ; 795 /* Nothing to do for that case */ ;
806 else 796 else
807 LOG (llevError, "update_object called with invalid action: %d\n", action); 797 LOG (llevError, "update_object called with invalid action: %d\n", action);
808 798
812 802
813object::object () 803object::object ()
814{ 804{
815 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
816 806
817 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
818 face = blank_face; 808 face = blank_face;
819} 809}
820 810
821object::~object () 811object::~object ()
822{ 812{
852 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
853 if (active) 843 if (active)
854 return; 844 return;
855 845
856 if (has_active_speed ()) 846 if (has_active_speed ())
847 {
848 if (flag [FLAG_FREED])
849 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
850
857 actives.insert (this); 851 actives.insert (this);
852 }
858} 853}
859 854
860void 855void
861object::activate_recursive () 856object::activate_recursive ()
862{ 857{
923 * drop on that space. 918 * drop on that space.
924 */ 919 */
925 if (!drop_to_ground 920 if (!drop_to_ground
926 || !map 921 || !map
927 || map->in_memory != MAP_ACTIVE 922 || map->in_memory != MAP_ACTIVE
928 || map->nodrop 923 || map->no_drop
929 || ms ().move_block == MOVE_ALL) 924 || ms ().move_block == MOVE_ALL)
930 { 925 {
931 while (inv) 926 while (inv)
932 {
933 inv->destroy_inv (false);
934 inv->destroy (); 927 inv->destroy ();
935 }
936 } 928 }
937 else 929 else
938 { /* Put objects in inventory onto this space */ 930 { /* Put objects in inventory onto this space */
939 while (inv) 931 while (inv)
940 { 932 {
944 || op->flag [FLAG_NO_DROP] 936 || op->flag [FLAG_NO_DROP]
945 || op->type == RUNE 937 || op->type == RUNE
946 || op->type == TRAP 938 || op->type == TRAP
947 || op->flag [FLAG_IS_A_TEMPLATE] 939 || op->flag [FLAG_IS_A_TEMPLATE]
948 || op->flag [FLAG_DESTROY_ON_DEATH]) 940 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy (true); 941 op->destroy ();
950 else 942 else
951 map->insert (op, x, y); 943 map->insert (op, x, y);
952 } 944 }
953 } 945 }
954} 946}
962 954
963static struct freed_map : maptile 955static struct freed_map : maptile
964{ 956{
965 freed_map () 957 freed_map ()
966 { 958 {
967 path = "<freed objects map>"; 959 path = "<freed objects map>";
968 name = "/internal/freed_objects_map"; 960 name = "/internal/freed_objects_map";
969 width = 3; 961 width = 3;
970 height = 3; 962 height = 3;
971 nodrop = 1; 963 no_drop = 1;
964 no_reset = 1;
972 965
973 alloc (); 966 alloc ();
974 in_memory = MAP_ACTIVE; 967 in_memory = MAP_ACTIVE;
975 } 968 }
969
970 ~freed_map ()
971 {
972 destroy ();
973 }
976} freed_map; // freed objects are moved here to avoid crashes 974} freed_map; // freed objects are moved here to avoid crashes
977 975
978void 976void
979object::do_destroy () 977object::do_destroy ()
980{ 978{
981 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
982 remove_button_link (this); 980 remove_link ();
983 981
984 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
985 remove_friendly_object (this); 983 remove_friendly_object (this);
986 984
987 remove (); 985 remove ();
1012 attacked_by = 0; 1010 attacked_by = 0;
1013 current_weapon = 0; 1011 current_weapon = 0;
1014} 1012}
1015 1013
1016void 1014void
1017object::destroy (bool destroy_inventory) 1015object::destroy ()
1018{ 1016{
1019 if (destroyed ()) 1017 if (destroyed ())
1020 return; 1018 return;
1021 1019
1022 if (!is_head () && !head->destroyed ()) 1020 if (!is_head () && !head->destroyed ())
1023 { 1021 {
1024 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1022 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1025 head->destroy (destroy_inventory); 1023 head->destroy ();
1026 return; 1024 return;
1027 } 1025 }
1028 1026
1029 destroy_inv (!destroy_inventory); 1027 destroy_inv (false);
1030 1028
1031 if (is_head ()) 1029 if (is_head ())
1032 if (sound_destroy) 1030 if (sound_destroy)
1033 play_sound (sound_destroy); 1031 play_sound (sound_destroy);
1034 else if (flag [FLAG_MONSTER]) 1032 else if (flag [FLAG_MONSTER])
1045 * the previous environment. 1043 * the previous environment.
1046 */ 1044 */
1047void 1045void
1048object::do_remove () 1046object::do_remove ()
1049{ 1047{
1050 object *tmp, *last = 0;
1051 object *otmp;
1052
1053 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1054 return; 1049 return;
1055 1050
1056 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1057 1052
1071 esrv_del_item (pl->contr, count); 1066 esrv_del_item (pl->contr, count);
1072 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1067 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1073 1068
1074 adjust_weight (env, -total_weight ()); 1069 adjust_weight (env, -total_weight ());
1075 1070
1076 *(above ? &above->below : &env->inv) = below; 1071 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1072
1081 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1084 */ 1076 */
1085 map = env->map; 1077 map = env->map;
1086 x = env->x; 1078 x = env->x;
1087 y = env->y; 1079 y = env->y;
1080
1081 // make sure cmov optimisation is applicable
1082 *(above ? &above->below : &env->inv) = below;
1083 *(below ? &below->above : &above ) = above; // &above is just a dummy
1084
1088 above = 0; 1085 above = 0;
1089 below = 0; 1086 below = 0;
1090 env = 0; 1087 env = 0;
1091 1088
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1089 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call 1090 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1091 * to save cpu time.
1095 */ 1092 */
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1093 if (pl)
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 {
1097 otmp->update_stats (); 1096 pl->update_stats ();
1097
1098 if (glow_radius && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y);
1100 }
1098 } 1101 }
1099 else if (map) 1102 else if (map)
1100 { 1103 {
1101 map->dirty = true; 1104 map->dirty = true;
1102 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1103 1106
1104 if (object *pl = ms.player ()) 1107 if (object *pl = ms.player ())
1105 { 1108 {
1106 if (type == PLAYER) // this == pl(!) 1109 if (is_player ())
1107 { 1110 {
1111 if (!flag [FLAG_WIZPASS])
1112 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1113
1108 // leaving a spot always closes any open container on the ground 1114 // leaving a spot always closes any open container on the ground
1109 if (container && !container->env) 1115 if (container && !container->env)
1110 // this causes spurious floorbox updates, but it ensures 1116 // this causes spurious floorbox updates, but it ensures
1111 // that the CLOSE event is being sent. 1117 // that the CLOSE event is being sent.
1112 close_container (); 1118 close_container ();
1113 1119
1114 --map->players; 1120 --map->players;
1115 map->touch (); 1121 map->touch ();
1116 } 1122 }
1117 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1118 { 1124 {
1119 // removing a container should close it 1125 // removing a container should close it
1120 close_container (); 1126 close_container ();
1121 } 1127 }
1122 1128
1123 esrv_del_item (pl->contr, count); 1129 esrv_del_item (pl->contr, count);
1124 } 1130 }
1125 1131
1126 /* link the object above us */ 1132 /* link the object above us */
1127 if (above) 1133 // re-link, make sure compiler can easily use cmove
1128 above->below = below; 1134 *(above ? &above->below : &ms.top) = below;
1129 else 1135 *(below ? &below->above : &ms.bot) = above;
1130 ms.top = below; /* we were top, set new top */
1131
1132 /* Relink the object below us, if there is one */
1133 if (below)
1134 below->above = above;
1135 else
1136 {
1137 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is
1139 * evident
1140 */
1141 if (GET_MAP_OB (map, x, y) != this)
1142 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1143
1144 ms.bot = above; /* goes on above it. */
1145 }
1146 1136
1147 above = 0; 1137 above = 0;
1148 below = 0; 1138 below = 0;
1149 1139
1140 ms.invalidate ();
1141
1150 if (map->in_memory == MAP_SAVING) 1142 if (map->in_memory == MAP_SAVING)
1151 return; 1143 return;
1152 1144
1153 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1154 1146
1155 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1156 { 1148 {
1157 if (pl->container == this) 1149 if (pl->container_ () == this)
1158 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1159 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1160 * appropriately. 1152 * appropriately.
1161 */ 1153 */
1162 pl->close_container (); 1154 pl->close_container ();
1163 1155
1164 //TODO: the floorbox prev/next might need updating 1156 //TODO: the floorbox prev/next might need updating
1165 esrv_del_item (pl->contr, count); 1157 //esrv_del_item (pl->contr, count);
1158 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update ();
1166 } 1161 }
1167 1162
1163 if (check_walk_off)
1168 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1169 { 1165 {
1166 above = tmp->above;
1167
1170 /* No point updating the players look faces if he is the object 1168 /* No point updating the players look faces if he is the object
1171 * being removed. 1169 * being removed.
1172 */ 1170 */
1173 1171
1174 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1175 if (check_walk_off
1176 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1177 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1178 {
1179 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1180
1181 if (destroyed ())
1182 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1183 } 1176 }
1184 1177
1185 last = tmp; 1178 if (affects_los ())
1186 }
1187
1188 /* last == NULL if there are no objects on this space */
1189 //TODO: this makes little sense, why only update the topmost object?
1190 if (!last)
1191 map->at (x, y).flags_ = 0;
1192 else
1193 update_object (last, UP_OBJ_REMOVE);
1194
1195 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1196 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1197 } 1180 }
1198} 1181}
1199 1182
1200/* 1183/*
1224 esrv_update_item (UPD_NROF, pl, top); 1207 esrv_update_item (UPD_NROF, pl, top);
1225 1208
1226 op->weight = 0; // cancel the addition above 1209 op->weight = 0; // cancel the addition above
1227 op->carrying = 0; // must be 0 already 1210 op->carrying = 0; // must be 0 already
1228 1211
1229 op->destroy (1); 1212 op->destroy ();
1230 1213
1231 return top; 1214 return top;
1232 } 1215 }
1233 1216
1234 return 0; 1217 return 0;
1262 * job preparing multi-part monsters. 1245 * job preparing multi-part monsters.
1263 */ 1246 */
1264object * 1247object *
1265insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1248insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1266{ 1249{
1250 op->remove ();
1251
1267 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1252 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1268 { 1253 {
1269 tmp->x = x + tmp->arch->x; 1254 tmp->x = x + tmp->arch->x;
1270 tmp->y = y + tmp->arch->y; 1255 tmp->y = y + tmp->arch->y;
1271 } 1256 }
1294 * just 'op' otherwise 1279 * just 'op' otherwise
1295 */ 1280 */
1296object * 1281object *
1297insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1298{ 1283{
1299 assert (!op->flag [FLAG_FREED]);
1300
1301 op->remove (); 1284 op->remove ();
1285
1286 if (m == &freed_map)//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1289 }//D
1302 1290
1303 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1304 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1305 * need extra work 1293 * need extra work
1306 */ 1294 */
1295 maptile *newmap = m;
1307 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1308 { 1297 {
1309 op->destroy (1); 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1310 return 0; 1299 return 0;
1311 } 1300 }
1312 1301
1313 if (object *more = op->more) 1302 if (object *more = op->more)
1314 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1315 return 0; 1304 return 0;
1316 1305
1317 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1318 1307 op->env = 0;
1319 op->map = m; 1308 op->map = newmap;
1309
1320 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1321 1311
1322 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1323 */ 1313 */
1324 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1325 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1326 if (object::can_merge (op, tmp)) 1316 if (object::can_merge (op, tmp))
1327 { 1317 {
1328 // TODO: we atcually want to update tmp, not op, 1318 // TODO: we actually want to update tmp, not op,
1329 // but some caller surely breaks when we return tmp 1319 // but some caller surely breaks when we return tmp
1330 // from here :/ 1320 // from here :/
1331 op->nrof += tmp->nrof; 1321 op->nrof += tmp->nrof;
1332 tmp->destroy (1); 1322 tmp->destroy ();
1333 } 1323 }
1334 1324
1335 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1336 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1326 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1337 1327
1344 { 1334 {
1345 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1335 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1346 abort (); 1336 abort ();
1347 } 1337 }
1348 1338
1339 if (!originator->is_on_map ())
1340 {
1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1345
1349 op->above = originator; 1346 op->above = originator;
1350 op->below = originator->below; 1347 op->below = originator->below;
1351
1352 if (op->below)
1353 op->below->above = op;
1354 else
1355 ms.bot = op;
1356
1357 /* since *below* originator, no need to update top */
1358 originator->below = op; 1348 originator->below = op;
1349
1350 *(op->below ? &op->below->above : &ms.bot) = op;
1359 } 1351 }
1360 else 1352 else
1361 { 1353 {
1362 object *top, *floor = NULL; 1354 object *floor = 0;
1363 1355 object *top = ms.top;
1364 top = ms.bot;
1365 1356
1366 /* If there are other objects, then */ 1357 /* If there are other objects, then */
1367 if (top) 1358 if (top)
1368 { 1359 {
1369 object *last = 0;
1370
1371 /* 1360 /*
1372 * If there are multiple objects on this space, we do some trickier handling. 1361 * If there are multiple objects on this space, we do some trickier handling.
1373 * We've already dealt with merging if appropriate. 1362 * We've already dealt with merging if appropriate.
1374 * Generally, we want to put the new object on top. But if 1363 * Generally, we want to put the new object on top. But if
1375 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1378 * once we get to them. This reduces the need to traverse over all of 1367 * once we get to them. This reduces the need to traverse over all of
1379 * them when adding another one - this saves quite a bit of cpu time 1368 * them when adding another one - this saves quite a bit of cpu time
1380 * when lots of spells are cast in one area. Currently, it is presumed 1369 * when lots of spells are cast in one area. Currently, it is presumed
1381 * that flying non pickable objects are spell objects. 1370 * that flying non pickable objects are spell objects.
1382 */ 1371 */
1383 for (top = ms.bot; top; top = top->above) 1372 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1384 { 1373 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1374 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1386 floor = top; 1375 floor = tmp;
1387 1376
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1377 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1389 { 1378 {
1390 /* We insert above top, so we want this object below this */ 1379 /* We insert above top, so we want this object below this */
1391 top = top->below; 1380 top = tmp->below;
1392 break; 1381 break;
1393 } 1382 }
1394 1383
1395 last = top; 1384 top = tmp;
1396 } 1385 }
1397
1398 /* Don't want top to be NULL, so set it to the last valid object */
1399 top = last;
1400 1386
1401 /* We let update_position deal with figuring out what the space 1387 /* We let update_position deal with figuring out what the space
1402 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1403 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1404 */ 1390 */
1411 */ 1397 */
1412 if (!(flag & INS_ON_TOP) 1398 if (!(flag & INS_ON_TOP)
1413 && ms.flags () & P_BLOCKSVIEW 1399 && ms.flags () & P_BLOCKSVIEW
1414 && (op->face && !faces [op->face].visibility)) 1400 && (op->face && !faces [op->face].visibility))
1415 { 1401 {
1402 object *last;
1403
1416 for (last = top; last != floor; last = last->below) 1404 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1405 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break; 1406 break;
1419 1407
1420 /* Check to see if we found the object that blocks view, 1408 /* Check to see if we found the object that blocks view,
1428 } /* If objects on this space */ 1416 } /* If objects on this space */
1429 1417
1430 if (flag & INS_ABOVE_FLOOR_ONLY) 1418 if (flag & INS_ABOVE_FLOOR_ONLY)
1431 top = floor; 1419 top = floor;
1432 1420
1433 /* Top is the object that our object (op) is going to get inserted above. 1421 // insert object above top, or bottom-most if top = 0
1434 */
1435
1436 /* First object on this space */
1437 if (!top) 1422 if (!top)
1438 { 1423 {
1424 op->below = 0;
1439 op->above = ms.bot; 1425 op->above = ms.bot;
1440
1441 if (op->above)
1442 op->above->below = op;
1443
1444 op->below = 0;
1445 ms.bot = op; 1426 ms.bot = op;
1427
1428 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1429 }
1447 else 1430 else
1448 { /* get inserted into the stack above top */ 1431 {
1449 op->above = top->above; 1432 op->above = top->above;
1450
1451 if (op->above)
1452 op->above->below = op; 1433 top->above = op;
1453 1434
1454 op->below = top; 1435 op->below = top;
1455 top->above = op; 1436 *(op->above ? &op->above->below : &ms.top) = op;
1456 } 1437 }
1438 }
1457 1439
1458 if (!op->above) 1440 if (op->is_player ())
1459 ms.top = op;
1460 } /* else not INS_BELOW_ORIGINATOR */
1461
1462 if (op->type == PLAYER)
1463 { 1441 {
1464 op->contr->do_los = 1; 1442 op->contr->do_los = 1;
1465 ++op->map->players; 1443 ++op->map->players;
1466 op->map->touch (); 1444 op->map->touch ();
1467 } 1445 }
1468 1446
1469 op->map->dirty = true; 1447 op->map->dirty = true;
1470 1448
1471 if (object *pl = ms.player ()) 1449 if (object *pl = ms.player ())
1472 //TODO: the floorbox prev/next might need updating 1450 //TODO: the floorbox prev/next might need updating
1473 esrv_send_item (pl, op); 1451 //esrv_send_item (pl, op);
1452 //TODO: update floorbox to preserve ordering
1453 if (pl->contr->ns)
1454 pl->contr->ns->floorbox_update ();
1474 1455
1475 /* If this object glows, it may affect lighting conditions that are 1456 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really 1457 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players 1458 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well 1459 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way - 1460 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range, 1461 * this should get redone to only look for players within range,
1481 * or just updating the P_UPTODATE for spaces within this area 1462 * or just updating the P_UPTODATE for spaces within this area
1482 * of effect may be sufficient. 1463 * of effect may be sufficient.
1483 */ 1464 */
1484 if (op->map->darkness && (op->glow_radius != 0)) 1465 if (op->affects_los ())
1466 {
1467 op->ms ().invalidate ();
1485 update_all_los (op->map, op->x, op->y); 1468 update_all_los (op->map, op->x, op->y);
1469 }
1486 1470
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1471 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT); 1472 update_object (op, UP_OBJ_INSERT);
1489 1473
1490 INVOKE_OBJECT (INSERT, op); 1474 INVOKE_OBJECT (INSERT, op);
1497 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1498 * update_object(). 1482 * update_object().
1499 */ 1483 */
1500 1484
1501 /* if this is not the head or flag has been passed, don't check walk on status */ 1485 /* if this is not the head or flag has been passed, don't check walk on status */
1502 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1503 { 1487 {
1504 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1505 return 0; 1489 return 0;
1506 1490
1507 /* If we are a multi part object, lets work our way through the check 1491 /* If we are a multi part object, lets work our way through the check
1518/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1519 * finds an object of its own type, it'll remove that one first. 1503 * finds an object of its own type, it'll remove that one first.
1520 * op is the object to insert it under: supplies x and the map. 1504 * op is the object to insert it under: supplies x and the map.
1521 */ 1505 */
1522void 1506void
1523replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1524{ 1508{
1525 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1526 1510
1527 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1528 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1529 tmp->destroy (1); 1513 tmp->destroy ();
1530 1514
1531 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1532 1516
1533 tmp->x = op->x; 1517 tmp->x = op->x;
1534 tmp->y = op->y; 1518 tmp->y = op->y;
1535 1519
1536 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1558 if (!nr) 1542 if (!nr)
1559 return true; 1543 return true;
1560 1544
1561 nr = min (nr, nrof); 1545 nr = min (nr, nrof);
1562 1546
1547 if (nrof > nr)
1548 {
1563 nrof -= nr; 1549 nrof -= nr;
1564
1565 if (nrof)
1566 {
1567 adjust_weight (env, -weight * nr); // carrying == 0 1550 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1568 1551
1569 if (object *pl = visible_to ()) 1552 if (object *pl = visible_to ())
1570 esrv_update_item (UPD_NROF, pl, this); 1553 esrv_update_item (UPD_NROF, pl, this);
1571 1554
1572 return true; 1555 return true;
1573 } 1556 }
1574 else 1557 else
1575 { 1558 {
1576 destroy (1); 1559 destroy ();
1577 return false; 1560 return false;
1578 } 1561 }
1579} 1562}
1580 1563
1581/* 1564/*
1598 } 1581 }
1599 else 1582 else
1600 { 1583 {
1601 decrease (nr); 1584 decrease (nr);
1602 1585
1603 object *op = object_create_clone (this); 1586 object *op = deep_clone ();
1604 op->nrof = nr; 1587 op->nrof = nr;
1605 return op; 1588 return op;
1606 } 1589 }
1607} 1590}
1608 1591
1658 if (object *pl = tmp->visible_to ()) 1641 if (object *pl = tmp->visible_to ())
1659 esrv_update_item (UPD_NROF, pl, tmp); 1642 esrv_update_item (UPD_NROF, pl, tmp);
1660 1643
1661 adjust_weight (this, op->total_weight ()); 1644 adjust_weight (this, op->total_weight ());
1662 1645
1663 op->destroy (1); 1646 op->destroy ();
1664 op = tmp; 1647 op = tmp;
1665 goto inserted; 1648 goto inserted;
1666 } 1649 }
1667 1650
1668 op->owner = 0; // it's his/hers now. period. 1651 op->owner = 0; // it's his/hers now. period.
1686 1669
1687 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1688 1671
1689inserted: 1672inserted:
1690 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1691 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && is_on_map ())
1675 {
1676 update_stats ();
1692 update_all_los (map, x, y); 1677 update_all_los (map, x, y);
1693 1678 }
1679 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1694 // if this is a player's inventory, update stats 1680 // if this is a player's inventory, update stats
1695 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1696 update_stats (); 1681 update_stats ();
1697 1682
1698 INVOKE_OBJECT (INSERT, this); 1683 INVOKE_OBJECT (INSERT, this);
1699 1684
1700 return op; 1685 return op;
1721 * on top. 1706 * on top.
1722 */ 1707 */
1723int 1708int
1724check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1725{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1726 object *tmp; 1714 object *tmp;
1727 maptile *m = op->map; 1715 maptile *m = op->map;
1728 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1729 1717
1730 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1731 1719
1732 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1733 return 0;
1734 1721
1735 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1736 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1737 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1738 1725
1739 /* if nothing on this space will slow op down or be applied, 1726 /* if nothing on this space will slow op down or be applied,
1740 * no need to do checking below. have to make sure move_type 1727 * no need to do checking below. have to make sure move_type
1741 * is set, as lots of objects don't have it set - we treat that 1728 * is set, as lots of objects don't have it set - we treat that
1742 * as walking. 1729 * as walking.
1753 return 0; 1740 return 0;
1754 1741
1755 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1756 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1757 */ 1744 */
1758 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1759 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1760 {
1761 /* Trim the search when we find the first other spell effect
1762 * this helps performance so that if a space has 50 spell objects,
1763 * we don't need to check all of them.
1764 */
1765 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1766 break;
1767 } 1746 {
1747 next = tmp->below;
1768 1748
1769 for (; tmp; tmp = tmp->below)
1770 {
1771 if (tmp == op) 1749 if (tmp == op)
1772 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1773 1751
1774 /* Check to see if one of the movement types should be slowed down. 1752 /* Check to see if one of the movement types should be slowed down.
1775 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1780 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1781 { 1759 {
1782 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1783 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1761 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1784 { 1762 {
1785
1786 float
1787 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1788 1764
1789 if (op->type == PLAYER) 1765 if (op->is_player ())
1790 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1791 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1792 diff /= 4.0; 1768 diff /= 4.0;
1793 1769
1794 op->speed_left -= diff; 1770 op->speed_left -= diff;
1795 } 1771 }
1796 } 1772 }
1829 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1830 return NULL; 1806 return NULL;
1831 } 1807 }
1832 1808
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1834 if (tmp->arch == at) 1810 if (tmp->arch->archname == at->archname)
1835 return tmp; 1811 return tmp;
1836 1812
1837 return NULL; 1813 return NULL;
1838} 1814}
1839 1815
1903 * The first matching object is returned, or NULL if none. 1879 * The first matching object is returned, or NULL if none.
1904 */ 1880 */
1905object * 1881object *
1906present_arch_in_ob (const archetype *at, const object *op) 1882present_arch_in_ob (const archetype *at, const object *op)
1907{ 1883{
1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1909 if (tmp->arch == at) 1885 if (tmp->arch->archname == at->archname)
1910 return tmp; 1886 return tmp;
1911 1887
1912 return NULL; 1888 return NULL;
1913} 1889}
1914 1890
2002 * head of the object should correspond for the entire object. 1978 * head of the object should correspond for the entire object.
2003 */ 1979 */
2004 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1980 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2005 continue; 1981 continue;
2006 1982
2007 if (ob->blocked (m, pos.x, pos.y)) 1983 if (ob->blocked (pos.m, pos.x, pos.y))
2008 continue; 1984 continue;
2009 1985
2010 altern [index++] = i; 1986 altern [index++] = i;
2011 } 1987 }
2012 1988
2080 * there is capable of. 2056 * there is capable of.
2081 */ 2057 */
2082int 2058int
2083find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2084{ 2060{
2085 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2086
2087 sint16 nx, ny;
2088 object *tmp;
2089 maptile *mp;
2090
2091 MoveType blocked, move_type; 2062 MoveType move_type;
2092 2063
2093 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2094 { 2065 {
2095 exclude = exclude->head; 2066 exclude = exclude->head;
2096 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2099 { 2070 {
2100 /* If we don't have anything, presume it can use all movement types. */ 2071 /* If we don't have anything, presume it can use all movement types. */
2101 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2102 } 2073 }
2103 2074
2104 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2105 { 2076 {
2106 mp = m; 2077 mapxy pos (m, x, y);
2107 nx = x + freearr_x[i]; 2078 pos.move (i);
2108 ny = y + freearr_y[i];
2109 2079
2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2111
2112 if (mflags & P_OUT_OF_MAP)
2113 max = maxfree[i]; 2081 max = maxfree[i];
2114 else 2082 else
2115 { 2083 {
2116 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2117 2085
2118 blocked = ms.move_block;
2119
2120 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2121 max = maxfree[i]; 2087 max = maxfree [i];
2122 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2123 { 2089 {
2124 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2126 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2127 break;
2128
2129 if (tmp)
2130 return freedir[i]; 2093 return freedir [i];
2131 } 2094 }
2132 } 2095 }
2133 } 2096 }
2134 2097
2135 return 0; 2098 return 0;
2210 * This basically means that if direction is 15, then it could either go 2173 * This basically means that if direction is 15, then it could either go
2211 * direction 4, 14, or 16 to get back to where we are. 2174 * direction 4, 14, or 16 to get back to where we are.
2212 * Moved from spell_util.c to object.c with the other related direction 2175 * Moved from spell_util.c to object.c with the other related direction
2213 * functions. 2176 * functions.
2214 */ 2177 */
2215int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2216 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2217 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2218 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2219 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2220 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2316int 2279int
2317can_pick (const object *who, const object *item) 2280can_pick (const object *who, const object *item)
2318{ 2281{
2319 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2282 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2320 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2283 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2321 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2284 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2322} 2285}
2323 2286
2324/* 2287/*
2325 * create clone from object to another 2288 * create clone from object to another
2326 */ 2289 */
2327object * 2290object *
2328object_create_clone (object *asrc) 2291object::deep_clone ()
2329{ 2292{
2293 assert (("deep_clone called on non-head object", is_head ()));
2294
2330 object *dst = 0; 2295 object *dst = clone ();
2331 2296
2332 if (!asrc)
2333 return 0;
2334
2335 object *src = asrc->head_ ();
2336
2337 object *prev = 0; 2297 object *prev = dst;
2338 for (object *part = src; part; part = part->more) 2298 for (object *part = this->more; part; part = part->more)
2339 { 2299 {
2340 object *tmp = part->clone (); 2300 object *tmp = part->clone ();
2341
2342 tmp->x -= src->x;
2343 tmp->y -= src->y;
2344
2345 if (!part->head)
2346 {
2347 dst = tmp;
2348 tmp->head = 0;
2349 }
2350 else
2351 tmp->head = dst; 2301 tmp->head = dst;
2352
2353 tmp->more = 0;
2354
2355 if (prev)
2356 prev->more = tmp; 2302 prev->more = tmp;
2357
2358 prev = tmp; 2303 prev = tmp;
2359 } 2304 }
2360 2305
2361 for (object *item = src->inv; item; item = item->below) 2306 for (object *item = inv; item; item = item->below)
2362 insert_ob_in_ob (object_create_clone (item), dst); 2307 insert_ob_in_ob (item->deep_clone (), dst);
2363 2308
2364 return dst; 2309 return dst;
2365} 2310}
2366 2311
2367/* This returns the first object in who's inventory that 2312/* This returns the first object in who's inventory that
2376 return tmp; 2321 return tmp;
2377 2322
2378 return 0; 2323 return 0;
2379} 2324}
2380 2325
2381/* If ob has a field named key, return the link from the list, 2326shstr_tmp
2382 * otherwise return NULL. 2327object::kv_get (shstr_tmp key) const
2383 *
2384 * key must be a passed in shared string - otherwise, this won't
2385 * do the desired thing.
2386 */
2387key_value *
2388get_ob_key_link (const object *ob, const char *key)
2389{ 2328{
2390 for (key_value *link = ob->key_values; link; link = link->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2391 if (link->key == key) 2330 if (kv->key == key)
2392 return link;
2393
2394 return 0;
2395}
2396
2397/*
2398 * Returns the value of op has an extra_field for key, or NULL.
2399 *
2400 * The argument doesn't need to be a shared string.
2401 *
2402 * The returned string is shared.
2403 */
2404const char *
2405get_ob_key_value (const object *op, const char *const key)
2406{
2407 key_value *link;
2408 shstr_cmp canonical_key (key);
2409
2410 if (!canonical_key)
2411 {
2412 /* 1. There being a field named key on any object
2413 * implies there'd be a shared string to find.
2414 * 2. Since there isn't, no object has this field.
2415 * 3. Therefore, *this* object doesn't have this field.
2416 */
2417 return 0;
2418 }
2419
2420 /* This is copied from get_ob_key_link() above -
2421 * only 4 lines, and saves the function call overhead.
2422 */
2423 for (link = op->key_values; link; link = link->next)
2424 if (link->key == canonical_key)
2425 return link->value; 2331 return kv->value;
2426 2332
2427 return 0; 2333 return shstr ();
2428} 2334}
2429 2335
2430/* 2336void
2431 * Updates the canonical_key in op to value. 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2432 *
2433 * canonical_key is a shared string (value doesn't have to be).
2434 *
2435 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2436 * keys.
2437 *
2438 * Returns TRUE on success.
2439 */
2440int
2441set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2442{ 2338{
2443 key_value *field = NULL, *last = NULL; 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2444 2340 if (kv->key == key)
2445 for (field = op->key_values; field != NULL; field = field->next)
2446 {
2447 if (field->key != canonical_key)
2448 { 2341 {
2449 last = field; 2342 kv->value = value;
2450 continue; 2343 return;
2451 } 2344 }
2452 2345
2453 if (value) 2346 key_value *kv = new key_value;
2454 field->value = value; 2347
2455 else 2348 kv->next = key_values;
2349 kv->key = key;
2350 kv->value = value;
2351
2352 key_values = kv;
2353}
2354
2355void
2356object::kv_del (shstr_tmp key)
2357{
2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2359 if ((*kvp)->key == key)
2456 { 2360 {
2457 /* Basically, if the archetype has this key set, 2361 key_value *kv = *kvp;
2458 * we need to store the null value so when we save 2362 *kvp = (*kvp)->next;
2459 * it, we save the empty value so that when we load, 2363 delete kv;
2460 * we get this value back again. 2364 return;
2461 */
2462 if (get_ob_key_link (op->arch, canonical_key))
2463 field->value = 0;
2464 else
2465 {
2466 if (last)
2467 last->next = field->next;
2468 else
2469 op->key_values = field->next;
2470
2471 delete field;
2472 }
2473 } 2365 }
2474 return TRUE;
2475 }
2476 /* IF we get here, key doesn't exist */
2477
2478 /* No field, we'll have to add it. */
2479
2480 if (!add_key)
2481 return FALSE;
2482
2483 /* There isn't any good reason to store a null
2484 * value in the key/value list. If the archetype has
2485 * this key, then we should also have it, so shouldn't
2486 * be here. If user wants to store empty strings,
2487 * should pass in ""
2488 */
2489 if (value == NULL)
2490 return TRUE;
2491
2492 field = new key_value;
2493
2494 field->key = canonical_key;
2495 field->value = value;
2496 /* Usual prepend-addition. */
2497 field->next = op->key_values;
2498 op->key_values = field;
2499
2500 return TRUE;
2501}
2502
2503/*
2504 * Updates the key in op to value.
2505 *
2506 * If add_key is FALSE, this will only update existing keys,
2507 * and not add new ones.
2508 * In general, should be little reason FALSE is ever passed in for add_key
2509 *
2510 * Returns TRUE on success.
2511 */
2512int
2513set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2514{
2515 shstr key_ (key);
2516
2517 return set_ob_key_value_s (op, key_, value, add_key);
2518} 2366}
2519 2367
2520object::depth_iterator::depth_iterator (object *container) 2368object::depth_iterator::depth_iterator (object *container)
2521: iterator_base (container) 2369: iterator_base (container)
2522{ 2370{
2572{ 2420{
2573 char flagdesc[512]; 2421 char flagdesc[512];
2574 char info2[256 * 4]; 2422 char info2[256 * 4];
2575 char *p = info; 2423 char *p = info;
2576 2424
2577 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2425 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2578 count, 2426 count,
2579 uuid.c_str (), 2427 uuid.c_str (),
2580 &name, 2428 &name,
2581 title ? "\",title:\"" : "", 2429 title ? ",title:\"" : "",
2582 title ? (const char *)title : "", 2430 title ? (const char *)title : "",
2431 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type); 2432 flag_desc (flagdesc, 512), type);
2584 2433
2585 if (!flag[FLAG_REMOVED] && env) 2434 if (!flag[FLAG_REMOVED] && env)
2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2435 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2587 2436
2643 container = 0; 2492 container = 0;
2644 2493
2645 // client needs item update to make it work, client bug requires this to be separate 2494 // client needs item update to make it work, client bug requires this to be separate
2646 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2647 2496
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2497 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2649 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2650 } 2499 }
2651 2500
2652 if (new_container) 2501 if (new_container)
2653 { 2502 {
2663 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2664 new_container->insert (closer); 2513 new_container->insert (closer);
2665 } 2514 }
2666#endif 2515#endif
2667 2516
2668 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2669 2518
2670 // make sure the container is available, client bug requires this to be separate 2519 // make sure the container is available, client bug requires this to be separate
2671 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2672 2521
2673 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2681// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2682// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2683} 2532}
2684 2533
2685object * 2534object *
2686object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2687{ 2536{
2688 /* cycle through his inventory to look for the MARK we want to 2537 /* cycle through his inventory to look for the MARK we want to
2689 * place 2538 * place
2690 */ 2539 */
2691 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2693 return splay (tmp); 2542 return splay (tmp);
2694 2543
2695 return 0; 2544 return 0;
2696} 2545}
2697 2546
2547//-GPL
2548
2698void 2549void
2550object::force_set_timer (int duration)
2551{
2552 this->duration = 1;
2553 this->speed_left = -1.f;
2554
2555 this->set_speed (duration ? 1.f / duration : 0.f);
2556}
2557
2558object *
2699object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2700{ 2560{
2701 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2702 force->destroy (); 2562 force->destroy ();
2703 2563
2704 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2705 2565
2706 force->slaying = name; 2566 force->slaying = name;
2707 force->stats.food = 1; 2567 force->force_set_timer (duration);
2708 force->speed_left = -1.f;
2709
2710 force->set_speed (duration ? 1.f / duration : 0.f);
2711 force->flag [FLAG_IS_USED_UP] = true;
2712 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2713 2569
2714 insert (force); 2570 return insert (force);
2715} 2571}
2716 2572
2717void 2573void
2718object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2719{ 2575{
2720 if (!sound) 2576 if (!sound)
2721 return; 2577 return;
2722 2578
2723 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2580 map->play_sound (sound, x, y);
2581 else if (object *pl = in_player ())
2582 pl->contr->play_sound (sound);
2583}
2584
2585void
2586object::say_msg (const char *msg) const
2587{
2588 if (is_on_map ())
2589 map->say_msg (msg, x, y);
2590 else if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592}
2593
2594void
2595object::make_noise ()
2596{
2597 // we do not model noise in the map, so instead put
2598 // a temporary light into the noise source
2599 // could use the map instead, but that's less reliable for our
2600 // goal, which is to make invisibility a bit harder to exploit
2601
2602 // currently only works sensibly for players
2603 if (!is_player ())
2724 return; 2604 return;
2725 2605
2726 if (env) 2606 // find old force, or create new one
2727 { 2607 object *force = force_find (shstr_noise_force);
2728 if (object *pl = in_player ()) 2608
2729 pl->contr->play_sound (sound); 2609 if (force)
2730 } 2610 force->speed_left = -1.f; // patch old speed up
2731 else 2611 else
2732 map->play_sound (sound, x, y); 2612 {
2733} 2613 force = archetype::get (shstr_noise_force);
2734 2614
2615 force->slaying = shstr_noise_force;
2616 force->stats.food = 1;
2617 force->speed_left = -1.f;
2618
2619 force->set_speed (1.f / 4.f);
2620 force->flag [FLAG_IS_USED_UP] = true;
2621 force->flag [FLAG_APPLIED] = true;
2622
2623 insert (force);
2624 }
2625}
2626

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