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Comparing deliantra/server/common/object.C (file contents):
Revision 1.273 by root, Sat Dec 27 04:15:56 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>
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 38uint32_t mapspace::smellcount = 10000;
38 39
39objectvec objects; 40objectvec objects;
40activevec actives; 41activevec actives;
42
43//+GPL
41 44
42short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
43 0, 46 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
45 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,
328 // the player inventory itself is always visible 331 // the player inventory itself is always visible
329 if (env->is_player ()) 332 if (env->is_player ())
330 return env; 333 return env;
331 334
332 // else a player could have our env open 335 // else a player could have our env open
333 object *envest = env->outer_env (); 336 object *envest = env->outer_env_or_self ();
334 337
335 // 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
336 // even if our inv is in a player. 339 // even if our inv is in a player.
337 if (envest->is_on_map ()) 340 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 341 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 342 if (pl->container_ () == env)
340 return pl; 343 return pl;
341 } 344 }
342 else 345 else
343 { 346 {
344 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 350 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 351 || pl->container_ () == this)
349 return pl; 352 return pl;
350 } 353 }
351 } 354 }
352 355
353 return 0; 356 return 0;
429 return strdup ("[NULLOBJ]"); 432 return strdup ("[NULLOBJ]");
430 433
431 object_freezer freezer; 434 object_freezer freezer;
432 op->write (freezer); 435 op->write (freezer);
433 return freezer.as_string (); 436 return freezer.as_string ();
437}
438
439char *
440object::as_string ()
441{
442 return dump_object (this);
434} 443}
435 444
436/* 445/*
437 * 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
438 * multi-object 1 which is closest to the second object. 447 * multi-object 1 which is closest to the second object.
555 update_stats (); 564 update_stats ();
556 565
557 new_draw_info_format (NDI_UNIQUE, 0, this, 566 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 567 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 568 "but the %s is just too much for your body. "
560 "[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);
561 return false; 571 return false;
562 } 572 }
563 573
564 //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);
565 } 575 }
792 802
793object::object () 803object::object ()
794{ 804{
795 SET_FLAG (this, FLAG_REMOVED); 805 SET_FLAG (this, FLAG_REMOVED);
796 806
797 expmul = 1.0; 807 //expmul = 1.0; declared const for the time being
798 face = blank_face; 808 face = blank_face;
799} 809}
800 810
801object::~object () 811object::~object ()
802{ 812{
831{ 841{
832 /* If already on active list, don't do anything */ 842 /* If already on active list, don't do anything */
833 if (active) 843 if (active)
834 return; 844 return;
835 845
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 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
840 actives.insert (this); 851 actives.insert (this);
852 }
841} 853}
842 854
843void 855void
844object::activate_recursive () 856object::activate_recursive ()
845{ 857{
963 975
964void 976void
965object::do_destroy () 977object::do_destroy ()
966{ 978{
967 if (flag [FLAG_IS_LINKED]) 979 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 980 remove_link ();
969 981
970 if (flag [FLAG_FRIENDLY]) 982 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 983 remove_friendly_object (this);
972 984
973 remove (); 985 remove ();
1031 * the previous environment. 1043 * the previous environment.
1032 */ 1044 */
1033void 1045void
1034object::do_remove () 1046object::do_remove ()
1035{ 1047{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1048 if (flag [FLAG_REMOVED])
1040 return; 1049 return;
1041 1050
1042 INVOKE_OBJECT (REMOVE, this); 1051 INVOKE_OBJECT (REMOVE, this);
1043 1052
1109 close_container (); 1118 close_container ();
1110 1119
1111 --map->players; 1120 --map->players;
1112 map->touch (); 1121 map->touch ();
1113 } 1122 }
1114 else if (pl->container == this) 1123 else if (pl->container_ () == this)
1115 { 1124 {
1116 // removing a container should close it 1125 // removing a container should close it
1117 close_container (); 1126 close_container ();
1118 } 1127 }
1119 1128
1135 1144
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1145 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1146
1138 if (object *pl = ms.player ()) 1147 if (object *pl = ms.player ())
1139 { 1148 {
1140 if (pl->container == this) 1149 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1150 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1151 * removed (most likely destroyed), update the player view
1143 * appropriately. 1152 * appropriately.
1144 */ 1153 */
1145 pl->close_container (); 1154 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1158 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1159 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1160 pl->contr->ns->floorbox_update ();
1152 } 1161 }
1153 1162
1163 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1164 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1165 {
1166 above = tmp->above;
1167
1156 /* 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
1157 * being removed. 1169 * being removed.
1158 */ 1170 */
1159 1171
1160 /* See if object moving off should effect something */ 1172 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1173 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1174 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1175 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1176 }
1170
1171 last = tmp;
1172 }
1173 1177
1174 if (affects_los ()) 1178 if (affects_los ())
1175 update_all_los (map, x, y); 1179 update_all_los (map, x, y);
1176 } 1180 }
1177} 1181}
1286 1290
1287 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1288 * 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
1289 * need extra work 1293 * need extra work
1290 */ 1294 */
1295 maptile *newmap = m;
1291 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (newmap, op->x, op->y))
1292 { 1297 {
1293 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1298 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 return 0; 1299 return 0;
1295 } 1300 }
1296 1301
1297 if (object *more = op->more) 1302 if (object *more = op->more)
1298 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1299 return 0; 1304 return 0;
1300 1305
1301 CLEAR_FLAG (op, FLAG_REMOVED); 1306 op->flag [FLAG_REMOVED] = false;
1302 1307 op->env = 0;
1303 op->map = m; 1308 op->map = newmap;
1309
1304 mapspace &ms = op->ms (); 1310 mapspace &ms = op->ms ();
1305 1311
1306 /* this has to be done after we translate the coordinates. 1312 /* this has to be done after we translate the coordinates.
1307 */ 1313 */
1308 if (op->nrof && !(flag & INS_NO_MERGE)) 1314 if (op->nrof && !(flag & INS_NO_MERGE))
1329 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");
1330 abort (); 1336 abort ();
1331 } 1337 }
1332 1338
1333 if (!originator->is_on_map ()) 1339 if (!originator->is_on_map ())
1340 {
1334 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1341 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335 op->debug_desc (), originator->debug_desc ()); 1342 op->debug_desc (), originator->debug_desc ());
1343 abort ();
1344 }
1336 1345
1337 op->above = originator; 1346 op->above = originator;
1338 op->below = originator->below; 1347 op->below = originator->below;
1339 originator->below = op; 1348 originator->below = op;
1340 1349
1472 * blocked() and wall() work properly), and these flags are updated by 1481 * blocked() and wall() work properly), and these flags are updated by
1473 * update_object(). 1482 * update_object().
1474 */ 1483 */
1475 1484
1476 /* 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 */
1477 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1486 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1478 { 1487 {
1479 if (check_move_on (op, originator)) 1488 if (check_move_on (op, originator))
1480 return 0; 1489 return 0;
1481 1490
1482 /* 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
1493/* this function inserts an object in the map, but if it 1502/* this function inserts an object in the map, but if it
1494 * 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.
1495 * 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.
1496 */ 1505 */
1497void 1506void
1498replace_insert_ob_in_map (const char *arch_string, object *op) 1507replace_insert_ob_in_map (shstr_tmp archname, object *op)
1499{ 1508{
1500 /* first search for itself and remove any old instances */ 1509 /* first search for itself and remove any old instances */
1501 1510
1502 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1511 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1503 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1512 if (tmp->arch->archname == archname) /* same archetype */
1504 tmp->destroy (); 1513 tmp->destroy ();
1505 1514
1506 object *tmp = arch_to_object (archetype::find (arch_string)); 1515 object *tmp = arch_to_object (archetype::find (archname));
1507 1516
1508 tmp->x = op->x; 1517 tmp->x = op->x;
1509 tmp->y = op->y; 1518 tmp->y = op->y;
1510 1519
1511 insert_ob_in_map (tmp, op->map, op, 0); 1520 insert_ob_in_map (tmp, op->map, op, 0);
1697 * on top. 1706 * on top.
1698 */ 1707 */
1699int 1708int
1700check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1701{ 1710{
1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1712 return 0;
1713
1702 object *tmp; 1714 object *tmp;
1703 maptile *m = op->map; 1715 maptile *m = op->map;
1704 int x = op->x, y = op->y; 1716 int x = op->x, y = op->y;
1705 1717
1706 MoveType move_on, move_slow, move_block; 1718 mapspace &ms = m->at (x, y);
1707 1719
1708 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1720 ms.update ();
1709 return 0;
1710 1721
1711 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1722 MoveType move_on = ms.move_on;
1712 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1723 MoveType move_slow = ms.move_slow;
1713 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1724 MoveType move_block = ms.move_block;
1714 1725
1715 /* 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,
1716 * 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
1717 * 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
1718 * as walking. 1729 * as walking.
1729 return 0; 1740 return 0;
1730 1741
1731 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1732 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1733 */ 1744 */
1734 1745 for (object *next, *tmp = ms.top; tmp; tmp = next)
1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 {
1737 /* Trim the search when we find the first other spell effect
1738 * this helps performance so that if a space has 50 spell objects,
1739 * we don't need to check all of them.
1740 */
1741 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742 break;
1743 } 1746 {
1747 next = tmp->below;
1744 1748
1745 for (; tmp; tmp = tmp->below)
1746 {
1747 if (tmp == op) 1749 if (tmp == op)
1748 continue; /* Can't apply yourself */ 1750 continue; /* Can't apply yourself */
1749 1751
1750 /* 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.
1751 * Second check makes sure that the movement types not being slowed 1753 * Second check makes sure that the movement types not being slowed
1756 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1758 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757 { 1759 {
1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1760 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759 ((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))
1760 { 1762 {
1761
1762 float
1763 diff = tmp->move_slow_penalty * fabs (op->speed); 1763 float diff = tmp->move_slow_penalty * fabs (op->speed);
1764 1764
1765 if (op->is_player ()) 1765 if (op->is_player ())
1766 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)) ||
1767 (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)))
1768 diff /= 4.0; 1768 diff /= 4.0;
1769 1769
1770 op->speed_left -= diff; 1770 op->speed_left -= diff;
1771 } 1771 }
1772 } 1772 }
2056 * there is capable of. 2056 * there is capable of.
2057 */ 2057 */
2058int 2058int
2059find_dir (maptile *m, int x, int y, object *exclude) 2059find_dir (maptile *m, int x, int y, object *exclude)
2060{ 2060{
2061 int i, max = SIZEOFFREE, mflags; 2061 int max = SIZEOFFREE, mflags;
2062
2063 sint16 nx, ny;
2064 object *tmp;
2065 maptile *mp;
2066
2067 MoveType blocked, move_type; 2062 MoveType move_type;
2068 2063
2069 if (exclude && exclude->head_ () != exclude) 2064 if (exclude && exclude->head_ () != exclude)
2070 { 2065 {
2071 exclude = exclude->head; 2066 exclude = exclude->head;
2072 move_type = exclude->move_type; 2067 move_type = exclude->move_type;
2075 { 2070 {
2076 /* 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. */
2077 move_type = MOVE_ALL; 2072 move_type = MOVE_ALL;
2078 } 2073 }
2079 2074
2080 for (i = 1; i < max; i++) 2075 for (int i = 1; i < max; i++)
2081 { 2076 {
2082 mp = m; 2077 mapxy pos (m, x, y);
2083 nx = x + freearr_x[i]; 2078 pos.move (i);
2084 ny = y + freearr_y[i];
2085 2079
2086 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2080 if (!pos.normalise ())
2087
2088 if (mflags & P_OUT_OF_MAP)
2089 max = maxfree[i]; 2081 max = maxfree[i];
2090 else 2082 else
2091 { 2083 {
2092 mapspace &ms = mp->at (nx, ny); 2084 mapspace &ms = *pos;
2093 2085
2094 blocked = ms.move_block;
2095
2096 if ((move_type & blocked) == move_type) 2086 if ((move_type & ms.move_block) == move_type)
2097 max = maxfree[i]; 2087 max = maxfree [i];
2098 else if (mflags & P_IS_ALIVE) 2088 else if (ms.flags () & P_IS_ALIVE)
2099 { 2089 {
2100 for (tmp = ms.bot; tmp; tmp = tmp->above) 2090 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2101 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2091 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2092 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 break;
2104
2105 if (tmp)
2106 return freedir[i]; 2093 return freedir [i];
2107 } 2094 }
2108 } 2095 }
2109 } 2096 }
2110 2097
2111 return 0; 2098 return 0;
2186 * 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
2187 * 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.
2188 * 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
2189 * functions. 2176 * functions.
2190 */ 2177 */
2191int reduction_dir[SIZEOFFREE][3] = { 2178const int reduction_dir[SIZEOFFREE][3] = {
2192 {0, 0, 0}, /* 0 */ 2179 {0, 0, 0}, /* 0 */
2193 {0, 0, 0}, /* 1 */ 2180 {0, 0, 0}, /* 1 */
2194 {0, 0, 0}, /* 2 */ 2181 {0, 0, 0}, /* 2 */
2195 {0, 0, 0}, /* 3 */ 2182 {0, 0, 0}, /* 3 */
2196 {0, 0, 0}, /* 4 */ 2183 {0, 0, 0}, /* 4 */
2334 return tmp; 2321 return tmp;
2335 2322
2336 return 0; 2323 return 0;
2337} 2324}
2338 2325
2339const shstr & 2326shstr_tmp
2340object::kv_get (const shstr &key) const 2327object::kv_get (shstr_tmp key) const
2341{ 2328{
2342 for (key_value *kv = key_values; kv; kv = kv->next) 2329 for (key_value *kv = key_values; kv; kv = kv->next)
2343 if (kv->key == key) 2330 if (kv->key == key)
2344 return kv->value; 2331 return kv->value;
2345 2332
2346 return shstr_null; 2333 return shstr ();
2347} 2334}
2348 2335
2349void 2336void
2350object::kv_set (const shstr &key, const shstr &value) 2337object::kv_set (shstr_tmp key, shstr_tmp value)
2351{ 2338{
2352 for (key_value *kv = key_values; kv; kv = kv->next) 2339 for (key_value *kv = key_values; kv; kv = kv->next)
2353 if (kv->key == key) 2340 if (kv->key == key)
2354 { 2341 {
2355 kv->value = value; 2342 kv->value = value;
2364 2351
2365 key_values = kv; 2352 key_values = kv;
2366} 2353}
2367 2354
2368void 2355void
2369object::kv_del (const shstr &key) 2356object::kv_del (shstr_tmp key)
2370{ 2357{
2371 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2358 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372 if ((*kvp)->key == key) 2359 if ((*kvp)->key == key)
2373 { 2360 {
2374 key_value *kv = *kvp; 2361 key_value *kv = *kvp;
2505 container = 0; 2492 container = 0;
2506 2493
2507 // 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
2508 esrv_update_item (UPD_FLAGS, this, old_container); 2495 esrv_update_item (UPD_FLAGS, this, old_container);
2509 2496
2510 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 ());
2511 play_sound (sound_find ("chest_close")); 2498 play_sound (sound_find ("chest_close"));
2512 } 2499 }
2513 2500
2514 if (new_container) 2501 if (new_container)
2515 { 2502 {
2525 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2512 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526 new_container->insert (closer); 2513 new_container->insert (closer);
2527 } 2514 }
2528#endif 2515#endif
2529 2516
2530 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 ());
2531 2518
2532 // 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
2533 esrv_send_item (this, new_container); 2520 esrv_send_item (this, new_container);
2534 2521
2535 new_container->flag [FLAG_APPLIED] = true; 2522 new_container->flag [FLAG_APPLIED] = true;
2543// else if (!old_container->env && contr && contr->ns) 2530// else if (!old_container->env && contr && contr->ns)
2544// contr->ns->floorbox_reset (); 2531// contr->ns->floorbox_reset ();
2545} 2532}
2546 2533
2547object * 2534object *
2548object::force_find (const shstr name) 2535object::force_find (shstr_tmp name)
2549{ 2536{
2550 /* 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
2551 * place 2538 * place
2552 */ 2539 */
2553 for (object *tmp = inv; tmp; tmp = tmp->below) 2540 for (object *tmp = inv; tmp; tmp = tmp->below)
2555 return splay (tmp); 2542 return splay (tmp);
2556 2543
2557 return 0; 2544 return 0;
2558} 2545}
2559 2546
2547//-GPL
2548
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
2560object * 2558object *
2561object::force_add (const shstr name, int duration) 2559object::force_add (shstr_tmp name, int duration)
2562{ 2560{
2563 if (object *force = force_find (name)) 2561 if (object *force = force_find (name))
2564 force->destroy (); 2562 force->destroy ();
2565 2563
2566 object *force = get_archetype (FORCE_NAME); 2564 object *force = get_archetype (FORCE_NAME);
2567 2565
2568 force->slaying = name; 2566 force->slaying = name;
2569 force->stats.food = 1; 2567 force->force_set_timer (duration);
2570 force->speed_left = -1.f;
2571
2572 force->set_speed (duration ? 1.f / duration : 0.f);
2573 force->flag [FLAG_IS_USED_UP] = true;
2574 force->flag [FLAG_APPLIED] = true; 2568 force->flag [FLAG_APPLIED] = true;
2575 2569
2576 return insert (force); 2570 return insert (force);
2577} 2571}
2578 2572
2579void 2573void
2580object::play_sound (faceidx sound) 2574object::play_sound (faceidx sound) const
2581{ 2575{
2582 if (!sound) 2576 if (!sound)
2583 return; 2577 return;
2584 2578
2585 if (flag [FLAG_REMOVED]) 2579 if (is_on_map ())
2586 return;
2587
2588 if (env)
2589 {
2590 if (object *pl = in_player ())
2591 pl->contr->play_sound (sound);
2592 }
2593 else
2594 map->play_sound (sound, x, y); 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);
2595} 2592}
2596 2593
2597void 2594void
2598object::make_noise () 2595object::make_noise ()
2599{ 2596{

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