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Comparing deliantra/server/common/object.C (file contents):
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC vs.
Revision 1.298 by root, Sun Nov 8 00:01:33 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 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/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 30#include <sproto.h>
34#include <loader.h> 31#include <loader.h>
35 32
36#include <bitset> 33#include <bitset>
37 34
38UUID UUID::cur; 35UUID UUID::cur;
39static uint64_t seq_next_save; 36static uint64_t seq_next_save;
40static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
41 39
42objectvec objects; 40objectvec objects;
43activevec actives; 41activevec actives;
42
43//+GPL
44 44
45short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
46 0, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
48 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,
52 0, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
56}; 56};
57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
62};
63int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
64 0, 58 0,
65 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68}; 69};
69 70
70static void 71static void
71write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
72{ 73{
140{ 141{
141 read_uuid (); 142 read_uuid ();
142} 143}
143 144
144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
145static int 146static bool
146compare_ob_value_lists_one (const object *wants, const object *has) 147compare_ob_value_lists_one (const object *wants, const object *has)
147{ 148{
148 key_value *wants_field;
149
150 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
151 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
152 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
153 */ 152 */
154 153
155 /* For each field in wants, */ 154 /* For each field in wants, */
156 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
157 { 156 if (has->kv_get (kv->key) != kv->value)
158 key_value *has_field; 157 return false;
159
160 /* Look for a field in has with the same key. */
161 has_field = get_ob_key_link (has, wants_field->key);
162
163 if (has_field == NULL)
164 {
165 /* No field with that name. */
166 return FALSE;
167 }
168
169 /* Found the matching field. */
170 if (has_field->value != wants_field->value)
171 {
172 /* Values don't match, so this half of the comparison is false. */
173 return FALSE;
174 }
175
176 /* If we get here, we found a match. Now for the next field in wants. */
177 }
178 158
179 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
180 return TRUE; 160 return true;
181} 161}
182 162
183/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
184static int 164static bool
185compare_ob_value_lists (const object *ob1, const object *ob2) 165compare_ob_value_lists (const object *ob1, const object *ob2)
186{ 166{
187 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
188 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
189 */ 169 */
190 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
191} 172}
192 173
193/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
194 * they can be merged together. 175 * they can be merged together.
195 * 176 *
205bool object::can_merge_slow (object *ob1, object *ob2) 186bool object::can_merge_slow (object *ob1, object *ob2)
206{ 187{
207 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
208 if (ob1 == ob2 189 if (ob1 == ob2
209 || ob1->type != ob2->type 190 || ob1->type != ob2->type
210 || ob1->speed != ob2->speed 191 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
211 || ob1->value != ob2->value 192 || ob1->value != ob2->value
212 || ob1->name != ob2->name) 193 || ob1->name != ob2->name)
213 return 0; 194 return 0;
214 195
215 //TODO: this ain't working well, use nicer and correct overflow check
216 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 196 /* Do not merge objects if nrof would overflow, assume nrof
217 * value could not be stored in a sint32 (which unfortunately sometimes is 197 * is always 0 .. 2**31-1 */
218 * used to store nrof). 198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 */
220 if (ob1->nrof + ob2->nrof >= 1UL << 31)
221 return 0; 199 return 0;
222 200
223 /* If the objects have been identified, set the BEEN_APPLIED flag. 201 /* If the objects have been identified, set the BEEN_APPLIED flag.
224 * This is to the comparison of the flags below will be OK. We 202 * This is to the comparison of the flags below will be OK. We
225 * just can't ignore the been applied or identified flags, as they 203 * just can't ignore the been applied or identified flags, as they
226 * are not equal - just if it has been identified, the been_applied 204 * are not equal - just if it has been identified, the been_applied
227 * flags lose any meaning. 205 * flags lose any meaning.
228 */ 206 */
229 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
230 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
231 209
232 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
233 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
234 212
235 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 213 if (ob1->arch->archname != ob2->arch->archname
236 || ob1->arch != ob2->arch
237 || ob1->name != ob2->name 214 || ob1->name != ob2->name
238 || ob1->title != ob2->title 215 || ob1->title != ob2->title
239 || ob1->msg != ob2->msg 216 || ob1->msg != ob2->msg
240 || ob1->weight != ob2->weight 217 || ob1->weight != ob2->weight
241 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
242 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
243 || ob1->attacktype != ob2->attacktype 218 || ob1->attacktype != ob2->attacktype
244 || ob1->magic != ob2->magic 219 || ob1->magic != ob2->magic
245 || ob1->slaying != ob2->slaying 220 || ob1->slaying != ob2->slaying
246 || ob1->skill != ob2->skill 221 || ob1->skill != ob2->skill
247 || ob1->value != ob2->value 222 || ob1->value != ob2->value
248 || ob1->animation_id != ob2->animation_id 223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
249 || ob1->client_type != ob2->client_type 225 || ob1->client_type != ob2->client_type
250 || ob1->materialname != ob2->materialname 226 || ob1->materialname != ob2->materialname
251 || ob1->lore != ob2->lore 227 || ob1->lore != ob2->lore
252 || ob1->subtype != ob2->subtype 228 || ob1->subtype != ob2->subtype
253 || ob1->move_type != ob2->move_type 229 || ob1->move_type != ob2->move_type
254 || ob1->move_block != ob2->move_block 230 || ob1->move_block != ob2->move_block
255 || ob1->move_allow != ob2->move_allow 231 || ob1->move_allow != ob2->move_allow
256 || ob1->move_on != ob2->move_on 232 || ob1->move_on != ob2->move_on
257 || ob1->move_off != ob2->move_off 233 || ob1->move_off != ob2->move_off
258 || ob1->move_slow != ob2->move_slow 234 || ob1->move_slow != ob2->move_slow
259 || ob1->move_slow_penalty != ob2->move_slow_penalty) 235 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
260 return 0; 238 return 0;
261 239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
262 /* This is really a spellbook check - really, we should 246 /* This is really a spellbook check - we should in general
263 * check all objects in the inventory. 247 * not merge objects with real inventories, as splitting them
248 * is hard.
264 */ 249 */
265 if (ob1->inv || ob2->inv) 250 if (ob1->inv || ob2->inv)
266 { 251 {
267 if (!(ob1->inv && ob2->inv)) 252 if (!(ob1->inv && ob2->inv))
268 return 0; /* inventories differ in length */ 253 return 0; /* inventories differ in length */
269 254
270 if (ob1->inv->below || ob2->inv->below) 255 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */ 256 return 0; /* more than one object in inv */
272 257
273 if (!object::can_merge (ob1->inv, ob2->inv)) 258 if (!object::can_merge (ob1->inv, ob2->inv))
274 return 0; /* inventory objexts differ */ 259 return 0; /* inventory objects differ */
275 260
276 /* inventory ok - still need to check rest of this object to see 261 /* inventory ok - still need to check rest of this object to see
277 * if it is valid. 262 * if it is valid.
278 */ 263 */
279 } 264 }
298 if (ob1->level != ob2->level) 283 if (ob1->level != ob2->level)
299 return 0; 284 return 0;
300 break; 285 break;
301 } 286 }
302 287
303 if (ob1->key_values != NULL || ob2->key_values != NULL) 288 if (ob1->key_values || ob2->key_values)
304 { 289 {
305 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
306 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 291 if ((!ob1->key_values) != (!ob2->key_values))
307 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
308 return 0; 293
309 else if (!compare_ob_value_lists (ob1, ob2)) 294 if (!compare_ob_value_lists (ob1, ob2))
310 return 0; 295 return 0;
311 } 296 }
312 297
313 if (ob1->self || ob2->self) 298 if (ob1->self || ob2->self)
314 { 299 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322 307
323 if (k1 != k2) 308 if (k1 != k2)
324 return 0; 309 return 0;
310
325 else if (k1 == 0) 311 if (k1 == 0)
326 return 1; 312 return 1;
313
327 else if (!cfperl_can_merge (ob1, ob2)) 314 if (!cfperl_can_merge (ob1, ob2))
328 return 0; 315 return 0;
329 } 316 }
330 } 317 }
331 318
332 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
333 return 1; 320 return 1;
334} 321}
335 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
336/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
337 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
338 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
339 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
340 */ 400 */
341long 401void
342sum_weight (object *op) 402object::update_weight ()
343{ 403{
344 long sum; 404 sint32 sum = 0;
345 object *inv;
346 405
347 for (sum = 0, inv = op->inv; inv; inv = inv->below) 406 for (object *op = inv; op; op = op->below)
348 { 407 {
349 if (inv->inv) 408 if (op->inv)
350 sum_weight (inv); 409 op->update_weight ();
351 410
352 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 411 sum += op->total_weight ();
412 }
413
414 sum = weight_adjust_for (this, sum);
415
416 if (sum != carrying)
353 } 417 {
354
355 if (op->type == CONTAINER && op->stats.Str)
356 sum = (sum * (100 - op->stats.Str)) / 100;
357
358 if (op->carrying != sum)
359 op->carrying = sum; 418 carrying = sum;
360 419
361 return sum; 420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
362} 424}
363 425
364/** 426/*
365 * Return the outermost environment object for a given object. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
366 */
367
368object *
369object_get_env_recursive (object *op)
370{
371 while (op->env != NULL)
372 op = op->env;
373 return op;
374}
375
376/*
377 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
378 * Some error messages.
379 * The result of the dump is stored in the static global errmsg array.
380 */ 428 */
381char * 429char *
382dump_object (object *op) 430dump_object (object *op)
383{ 431{
384 if (!op) 432 if (!op)
387 object_freezer freezer; 435 object_freezer freezer;
388 op->write (freezer); 436 op->write (freezer);
389 return freezer.as_string (); 437 return freezer.as_string ();
390} 438}
391 439
392/* 440char *
393 * get_nearest_part(multi-object, object 2) returns the part of the 441object::as_string ()
394 * multi-object 1 which is closest to the second object.
395 * If it's not a multi-object, it is returned.
396 */
397object *
398get_nearest_part (object *op, const object *pl)
399{ 442{
400 object *tmp, *closest; 443 return dump_object (this);
401 int last_dist, i;
402
403 if (op->more == NULL)
404 return op;
405 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
406 if ((i = distance (tmp, pl)) < last_dist)
407 closest = tmp, last_dist = i;
408 return closest;
409} 444}
410 445
411/* 446/*
412 * Returns the object which has the count-variable equal to the argument. 447 * Returns the object which has the count-variable equal to the argument.
448 * VERRRY slow.
413 */ 449 */
414object * 450object *
415find_object (tag_t i) 451find_object (tag_t i)
416{ 452{
417 for_all_objects (op) 453 for_all_objects (op)
428 */ 464 */
429object * 465object *
430find_object_name (const char *str) 466find_object_name (const char *str)
431{ 467{
432 shstr_cmp str_ (str); 468 shstr_cmp str_ (str);
433 object *op;
434 469
470 if (str_)
435 for_all_objects (op) 471 for_all_objects (op)
436 if (op->name == str_) 472 if (op->name == str_)
437 break; 473 return op;
438 474
439 return op; 475 return 0;
440} 476}
441 477
442/* 478/*
443 * Sets the owner and sets the skill and exp pointers to owner's current 479 * Sets the owner and sets the skill and exp pointers to owner's current
444 * skill and experience objects. 480 * skill and experience objects.
506 update_stats (); 542 update_stats ();
507 543
508 new_draw_info_format (NDI_UNIQUE, 0, this, 544 new_draw_info_format (NDI_UNIQUE, 0, this,
509 "You try to balance all your items at once, " 545 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. " 546 "but the %s is just too much for your body. "
511 "[You need to unapply some items first.]", &ob->name); 547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
512 return false; 549 return false;
513 } 550 }
514 551
515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
516 } 553 }
542 } 579 }
543 580
544 op->key_values = 0; 581 op->key_values = 0;
545} 582}
546 583
547object & 584/*
548object::operator =(const object &src) 585 * copy_to first frees everything allocated by the dst object,
586 * and then copies the contents of itself into the second
587 * object, allocating what needs to be allocated. Basically, any
588 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
589 * if the first object is freed, the pointers in the new object
590 * will point at garbage.
591 */
592void
593object::copy_to (object *dst)
549{ 594{
550 bool is_freed = flag [FLAG_FREED]; 595 dst->remove ();
551 bool is_removed = flag [FLAG_REMOVED];
552
553 *(object_copy *)this = src; 596 *(object_copy *)dst = *this;
554
555 flag [FLAG_FREED] = is_freed;
556 flag [FLAG_REMOVED] = is_removed; 597 dst->flag [FLAG_REMOVED] = true;
557 598
558 /* Copy over key_values, if any. */ 599 /* Copy over key_values, if any. */
559 if (src.key_values) 600 if (key_values)
560 { 601 {
561 key_value *tail = 0; 602 key_value *tail = 0;
562 key_values = 0; 603 dst->key_values = 0;
563 604
564 for (key_value *i = src.key_values; i; i = i->next) 605 for (key_value *i = key_values; i; i = i->next)
565 { 606 {
566 key_value *new_link = new key_value; 607 key_value *new_link = new key_value;
567 608
568 new_link->next = 0; 609 new_link->next = 0;
569 new_link->key = i->key; 610 new_link->key = i->key;
570 new_link->value = i->value; 611 new_link->value = i->value;
571 612
572 /* Try and be clever here, too. */ 613 /* Try and be clever here, too. */
573 if (!key_values) 614 if (!dst->key_values)
574 { 615 {
575 key_values = new_link; 616 dst->key_values = new_link;
576 tail = new_link; 617 tail = new_link;
577 } 618 }
578 else 619 else
579 { 620 {
580 tail->next = new_link; 621 tail->next = new_link;
581 tail = new_link; 622 tail = new_link;
582 } 623 }
583 } 624 }
584 } 625 }
585}
586
587/*
588 * copy_to first frees everything allocated by the dst object,
589 * and then copies the contents of itself into the second
590 * object, allocating what needs to be allocated. Basically, any
591 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
592 * if the first object is freed, the pointers in the new object
593 * will point at garbage.
594 */
595void
596object::copy_to (object *dst)
597{
598 *dst = *this;
599 626
600 if (speed < 0) 627 if (speed < 0)
601 dst->speed_left -= rndm (); 628 dst->speed_left -= rndm ();
602 629
603 dst->set_speed (dst->speed); 630 dst->activate ();
604} 631}
605 632
606void 633void
607object::instantiate () 634object::instantiate ()
608{ 635{
625object * 652object *
626object::clone () 653object::clone ()
627{ 654{
628 object *neu = create (); 655 object *neu = create ();
629 copy_to (neu); 656 copy_to (neu);
657 neu->map = map; // not copied by copy_to
630 return neu; 658 return neu;
631} 659}
632 660
633/* 661/*
634 * If an object with the IS_TURNABLE() flag needs to be turned due 662 * If an object with the IS_TURNABLE() flag needs to be turned due
651 * This function needs to be called whenever the speed of an object changes. 679 * This function needs to be called whenever the speed of an object changes.
652 */ 680 */
653void 681void
654object::set_speed (float speed) 682object::set_speed (float speed)
655{ 683{
656 if (flag [FLAG_FREED] && speed)
657 {
658 LOG (llevError, "Object %s is freed but has speed.\n", &name);
659 speed = 0;
660 }
661
662 this->speed = speed; 684 this->speed = speed;
663 685
664 if (has_active_speed ()) 686 if (has_active_speed ())
665 activate (); 687 activate ();
666 else 688 else
685 * UP_OBJ_FACE: only the objects face has changed. 707 * UP_OBJ_FACE: only the objects face has changed.
686 */ 708 */
687void 709void
688update_object (object *op, int action) 710update_object (object *op, int action)
689{ 711{
690 if (op == NULL) 712 if (!op)
691 { 713 {
692 /* this should never happen */ 714 /* this should never happen */
693 LOG (llevDebug, "update_object() called for NULL object.\n"); 715 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
694 return; 716 return;
695 } 717 }
696 718
697 if (op->env) 719 if (!op->is_on_map ())
698 { 720 {
699 /* Animation is currently handled by client, so nothing 721 /* Animation is currently handled by client, so nothing
700 * to do in this case. 722 * to do in this case.
701 */ 723 */
702 return; 724 return;
703 } 725 }
704
705 /* If the map is saving, don't do anything as everything is
706 * going to get freed anyways.
707 */
708 if (!op->map || op->map->in_memory == MAP_SAVING)
709 return;
710 726
711 /* make sure the object is within map boundaries */ 727 /* make sure the object is within map boundaries */
712 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 728 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
713 { 729 {
714 LOG (llevError, "update_object() called for object out of map!\n"); 730 LOG (llevError, "update_object() called for object out of map!\n");
722 738
723 if (!(m.flags_ & P_UPTODATE)) 739 if (!(m.flags_ & P_UPTODATE))
724 /* nop */; 740 /* nop */;
725 else if (action == UP_OBJ_INSERT) 741 else if (action == UP_OBJ_INSERT)
726 { 742 {
743#if 0
727 // this is likely overkill, TODO: revisit (schmorp) 744 // this is likely overkill, TODO: revisit (schmorp)
728 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 745 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
729 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 746 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
730 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 747 || (op->is_player () && !(m.flags_ & P_PLAYER))
731 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 748 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
732 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 749 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
733 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 750 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
734 || (m.move_on | op->move_on ) != m.move_on 751 || (m.move_on | op->move_on ) != m.move_on
735 || (m.move_off | op->move_off ) != m.move_off 752 || (m.move_off | op->move_off ) != m.move_off
736 || (m.move_slow | op->move_slow) != m.move_slow 753 || (m.move_slow | op->move_slow) != m.move_slow
737 /* This isn't perfect, but I don't expect a lot of objects to 754 /* This isn't perfect, but I don't expect a lot of objects to
738 * to have move_allow right now. 755 * have move_allow right now.
739 */ 756 */
740 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 757 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
758 m.invalidate ();
759#else
741 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 760 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
742 m.flags_ = 0; 761 m.invalidate ();
762#endif
743 } 763 }
744 /* if the object is being removed, we can't make intelligent 764 /* if the object is being removed, we can't make intelligent
745 * decisions, because remove_ob can't really pass the object 765 * decisions, because remove_ob can't really pass the object
746 * that is being removed. 766 * that is being removed.
747 */ 767 */
748 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 768 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
749 m.flags_ = 0; 769 m.invalidate ();
750 else if (action == UP_OBJ_FACE) 770 else if (action == UP_OBJ_FACE)
751 /* Nothing to do for that case */ ; 771 /* Nothing to do for that case */ ;
752 else 772 else
753 LOG (llevError, "update_object called with invalid action: %d\n", action); 773 LOG (llevError, "update_object called with invalid action: %d\n", action);
754 774
758 778
759object::object () 779object::object ()
760{ 780{
761 SET_FLAG (this, FLAG_REMOVED); 781 SET_FLAG (this, FLAG_REMOVED);
762 782
763 expmul = 1.0; 783 //expmul = 1.0; declared const for the time being
764 face = blank_face; 784 face = blank_face;
765} 785}
766 786
767object::~object () 787object::~object ()
768{ 788{
798 /* If already on active list, don't do anything */ 818 /* If already on active list, don't do anything */
799 if (active) 819 if (active)
800 return; 820 return;
801 821
802 if (has_active_speed ()) 822 if (has_active_speed ())
823 {
824 if (flag [FLAG_FREED])
825 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
826
803 actives.insert (this); 827 actives.insert (this);
828 }
804} 829}
805 830
806void 831void
807object::activate_recursive () 832object::activate_recursive ()
808{ 833{
857object::destroy_inv (bool drop_to_ground) 882object::destroy_inv (bool drop_to_ground)
858{ 883{
859 // need to check first, because the checks below might segfault 884 // need to check first, because the checks below might segfault
860 // as we might be on an invalid mapspace and crossfire code 885 // as we might be on an invalid mapspace and crossfire code
861 // is too buggy to ensure that the inventory is empty. 886 // is too buggy to ensure that the inventory is empty.
862 // corollary: if you create arrows etc. with stuff in tis inventory, 887 // corollary: if you create arrows etc. with stuff in its inventory,
863 // cf will crash below with off-map x and y 888 // cf will crash below with off-map x and y
864 if (!inv) 889 if (!inv)
865 return; 890 return;
866 891
867 /* Only if the space blocks everything do we not process - 892 /* Only if the space blocks everything do we not process -
868 * if some form of movement is allowed, let objects 893 * if some form of movement is allowed, let objects
869 * drop on that space. 894 * drop on that space.
870 */ 895 */
871 if (!drop_to_ground 896 if (!drop_to_ground
872 || !map 897 || !map
873 || map->in_memory != MAP_IN_MEMORY 898 || map->in_memory != MAP_ACTIVE
874 || map->nodrop 899 || map->no_drop
875 || ms ().move_block == MOVE_ALL) 900 || ms ().move_block == MOVE_ALL)
876 { 901 {
877 while (inv) 902 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 903 inv->destroy ();
881 }
882 } 904 }
883 else 905 else
884 { /* Put objects in inventory onto this space */ 906 { /* Put objects in inventory onto this space */
885 while (inv) 907 while (inv)
886 { 908 {
904 object *op = new object; 926 object *op = new object;
905 op->link (); 927 op->link ();
906 return op; 928 return op;
907} 929}
908 930
931static struct freed_map : maptile
932{
933 freed_map ()
934 {
935 path = "<freed objects map>";
936 name = "/internal/freed_objects_map";
937 width = 3;
938 height = 3;
939 no_drop = 1;
940 no_reset = 1;
941
942 alloc ();
943 in_memory = MAP_ACTIVE;
944 }
945
946 ~freed_map ()
947 {
948 destroy ();
949 }
950} freed_map; // freed objects are moved here to avoid crashes
951
909void 952void
910object::do_destroy () 953object::do_destroy ()
911{ 954{
912 attachable::do_destroy ();
913
914 if (flag [FLAG_IS_LINKED]) 955 if (flag [FLAG_IS_LINKED])
915 remove_button_link (this); 956 remove_link ();
916 957
917 if (flag [FLAG_FRIENDLY]) 958 if (flag [FLAG_FRIENDLY])
918 remove_friendly_object (this); 959 remove_friendly_object (this);
919 960
920 if (!flag [FLAG_REMOVED])
921 remove (); 961 remove ();
922 962
923 destroy_inv (true); 963 attachable::do_destroy ();
924 964
925 deactivate (); 965 deactivate ();
926 unlink (); 966 unlink ();
927 967
928 flag [FLAG_FREED] = 1; 968 flag [FLAG_FREED] = 1;
929 969
930 // hack to ensure that freed objects still have a valid map 970 // hack to ensure that freed objects still have a valid map
931 {
932 static maptile *freed_map; // freed objects are moved here to avoid crashes
933
934 if (!freed_map)
935 {
936 freed_map = new maptile;
937
938 freed_map->path = "<freed objects map>";
939 freed_map->name = "/internal/freed_objects_map";
940 freed_map->width = 3;
941 freed_map->height = 3;
942 freed_map->nodrop = 1;
943
944 freed_map->alloc ();
945 freed_map->in_memory = MAP_IN_MEMORY;
946 }
947
948 map = freed_map; 971 map = &freed_map;
949 x = 1; 972 x = 1;
950 y = 1; 973 y = 1;
951 }
952 974
953 if (more) 975 if (more)
954 { 976 {
955 more->destroy (); 977 more->destroy ();
956 more = 0; 978 more = 0;
964 attacked_by = 0; 986 attacked_by = 0;
965 current_weapon = 0; 987 current_weapon = 0;
966} 988}
967 989
968void 990void
969object::destroy (bool destroy_inventory) 991object::destroy ()
970{ 992{
971 if (destroyed ()) 993 if (destroyed ())
972 return; 994 return;
973 995
974 if (destroy_inventory) 996 if (!is_head () && !head->destroyed ())
997 {
998 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
999 head->destroy ();
1000 return;
1001 }
1002
975 destroy_inv (false); 1003 destroy_inv (false);
976 1004
977 if (is_head ()) 1005 if (is_head ())
978 if (sound_destroy) 1006 if (sound_destroy)
979 play_sound (sound_destroy); 1007 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER]) 1008 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1009 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
982 1010
983 attachable::destroy (); 1011 attachable::destroy ();
984}
985
986/*
987 * sub_weight() recursively (outwards) subtracts a number from the
988 * weight of an object (and what is carried by it's environment(s)).
989 */
990void
991sub_weight (object *op, signed long weight)
992{
993 while (op != NULL)
994 {
995 if (op->type == CONTAINER)
996 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
997
998 op->carrying -= weight;
999 op = op->env;
1000 }
1001} 1012}
1002 1013
1003/* op->remove (): 1014/* op->remove ():
1004 * This function removes the object op from the linked list of objects 1015 * This function removes the object op from the linked list of objects
1005 * which it is currently tied to. When this function is done, the 1016 * which it is currently tied to. When this function is done, the
1008 * the previous environment. 1019 * the previous environment.
1009 */ 1020 */
1010void 1021void
1011object::do_remove () 1022object::do_remove ()
1012{ 1023{
1013 object *tmp, *last = 0; 1024 if (flag [FLAG_REMOVED])
1014 object *otmp;
1015
1016 if (QUERY_FLAG (this, FLAG_REMOVED))
1017 return; 1025 return;
1018 1026
1019 SET_FLAG (this, FLAG_REMOVED);
1020 INVOKE_OBJECT (REMOVE, this); 1027 INVOKE_OBJECT (REMOVE, this);
1028
1029 flag [FLAG_REMOVED] = true;
1021 1030
1022 if (more) 1031 if (more)
1023 more->remove (); 1032 more->remove ();
1024 1033
1025 /* 1034 /*
1026 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
1027 * inventory. 1036 * inventory.
1028 */ 1037 */
1029 if (env) 1038 if (env)
1030 { 1039 {
1031 if (nrof) 1040 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1032 sub_weight (env, weight * nrof); 1041 if (object *pl = visible_to ())
1033 else 1042 esrv_del_item (pl->contr, count);
1034 sub_weight (env, weight + carrying); 1043 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1044
1045 adjust_weight (env, -total_weight ());
1046
1047 object *pl = in_player ();
1048
1049 /* we set up values so that it could be inserted into
1050 * the map, but we don't actually do that - it is up
1051 * to the caller to decide what we want to do.
1052 */
1053 map = env->map;
1054 x = env->x;
1055 y = env->y;
1056
1057 // make sure cmov optimisation is applicable
1058 *(above ? &above->below : &env->inv) = below;
1059 *(below ? &below->above : &above ) = above; // &above is just a dummy
1060
1061 above = 0;
1062 below = 0;
1063 env = 0;
1035 1064
1036 /* NO_FIX_PLAYER is set when a great many changes are being 1065 /* NO_FIX_PLAYER is set when a great many changes are being
1037 * made to players inventory. If set, avoiding the call 1066 * made to players inventory. If set, avoiding the call
1038 * to save cpu time. 1067 * to save cpu time.
1039 */ 1068 */
1040 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1069 if (pl)
1070 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1071 {
1041 otmp->update_stats (); 1072 pl->update_stats ();
1042 1073
1043 if (above) 1074 if (glow_radius && pl->is_on_map ())
1044 above->below = below; 1075 update_all_los (pl->map, pl->x, pl->y);
1045 else 1076 }
1046 env->inv = below;
1047
1048 if (below)
1049 below->above = above;
1050
1051 /* we set up values so that it could be inserted into
1052 * the map, but we don't actually do that - it is up
1053 * to the caller to decide what we want to do.
1054 */
1055 x = env->x, y = env->y;
1056 map = env->map;
1057 above = 0, below = 0;
1058 env = 0;
1059 } 1077 }
1060 else if (map) 1078 else if (map)
1061 { 1079 {
1062 if (type == PLAYER)
1063 {
1064 // leaving a spot always closes any open container on the ground
1065 if (container && !container->env)
1066 // this causes spurious floorbox updates, but it ensures
1067 // that the CLOSE event is being sent.
1068 close_container ();
1069
1070 --map->players;
1071 map->touch ();
1072 }
1073
1074 map->dirty = true; 1080 map->dirty = true;
1075 mapspace &ms = this->ms (); 1081 mapspace &ms = this->ms ();
1076 1082
1083 if (object *pl = ms.player ())
1084 {
1085 if (is_player ())
1086 {
1087 if (!flag [FLAG_WIZPASS])
1088 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1089
1090 // leaving a spot always closes any open container on the ground
1091 if (container && !container->env)
1092 // this causes spurious floorbox updates, but it ensures
1093 // that the CLOSE event is being sent.
1094 close_container ();
1095
1096 --map->players;
1097 map->touch ();
1098 }
1099 else if (pl->container_ () == this)
1100 {
1101 // removing a container should close it
1102 close_container ();
1103 }
1104
1105 esrv_del_item (pl->contr, count);
1106 }
1107
1077 /* link the object above us */ 1108 /* link the object above us */
1078 if (above) 1109 // re-link, make sure compiler can easily use cmove
1079 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1080 else 1111 *(below ? &below->above : &ms.bot) = above;
1081 ms.top = below; /* we were top, set new top */
1082
1083 /* Relink the object below us, if there is one */
1084 if (below)
1085 below->above = above;
1086 else
1087 {
1088 /* Nothing below, which means we need to relink map object for this space
1089 * use translated coordinates in case some oddness with map tiling is
1090 * evident
1091 */
1092 if (GET_MAP_OB (map, x, y) != this)
1093 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 ());
1094
1095 ms.bot = above; /* goes on above it. */
1096 }
1097 1112
1098 above = 0; 1113 above = 0;
1099 below = 0; 1114 below = 0;
1100 1115
1116 ms.invalidate ();
1117
1101 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1102 return; 1119 return;
1103 1120
1104 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1105 1122
1106 if (object *pl = ms.player ()) 1123 if (object *pl = ms.player ())
1107 { 1124 {
1108 if (pl->container == this) 1125 if (pl->container_ () == this)
1109 /* If a container that the player is currently using somehow gets 1126 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view 1127 * removed (most likely destroyed), update the player view
1111 * appropriately. 1128 * appropriately.
1112 */ 1129 */
1113 pl->close_container (); 1130 pl->close_container ();
1114 1131
1132 //TODO: the floorbox prev/next might need updating
1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns)
1115 pl->contr->ns->floorbox_update (); 1136 pl->contr->ns->floorbox_update ();
1116 } 1137 }
1117 1138
1139 if (check_walk_off)
1118 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1119 { 1141 {
1142 above = tmp->above;
1143
1120 /* No point updating the players look faces if he is the object 1144 /* No point updating the players look faces if he is the object
1121 * being removed. 1145 * being removed.
1122 */ 1146 */
1123 1147
1124 /* See if object moving off should effect something */ 1148 /* See if object moving off should effect something */
1125 if (check_walk_off
1126 && ((move_type & tmp->move_off) 1149 if ((move_type & tmp->move_off)
1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1150 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1128 {
1129 move_apply (tmp, this, 0); 1151 move_apply (tmp, this, 0);
1130
1131 if (destroyed ())
1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1133 } 1152 }
1134 1153
1135 last = tmp; 1154 if (affects_los ())
1136 }
1137
1138 /* last == NULL if there are no objects on this space */
1139 //TODO: this makes little sense, why only update the topmost object?
1140 if (!last)
1141 map->at (x, y).flags_ = 0;
1142 else
1143 update_object (last, UP_OBJ_REMOVE);
1144
1145 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1146 update_all_los (map, x, y); 1155 update_all_los (map, x, y);
1147 } 1156 }
1148} 1157}
1149 1158
1150/* 1159/*
1164 if (!top) 1173 if (!top)
1165 for (top = op; top && top->above; top = top->above) 1174 for (top = op; top && top->above; top = top->above)
1166 ; 1175 ;
1167 1176
1168 for (; top; top = top->below) 1177 for (; top; top = top->below)
1169 {
1170 if (top == op)
1171 continue;
1172
1173 if (object::can_merge (op, top)) 1178 if (object::can_merge (op, top))
1174 { 1179 {
1175 top->nrof += op->nrof; 1180 top->nrof += op->nrof;
1176 1181
1177/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1182 if (object *pl = top->visible_to ())
1178 op->weight = 0; /* Don't want any adjustements now */ 1183 esrv_update_item (UPD_NROF, pl, top);
1184
1185 op->weight = 0; // cancel the addition above
1186 op->carrying = 0; // must be 0 already
1187
1179 op->destroy (); 1188 op->destroy ();
1189
1180 return top; 1190 return top;
1181 } 1191 }
1182 }
1183 1192
1184 return 0; 1193 return 0;
1185} 1194}
1186 1195
1187void 1196void
1212 * job preparing multi-part monsters. 1221 * job preparing multi-part monsters.
1213 */ 1222 */
1214object * 1223object *
1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1216{ 1225{
1226 op->remove ();
1227
1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1228 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1218 { 1229 {
1219 tmp->x = x + tmp->arch->x; 1230 tmp->x = x + tmp->arch->x;
1220 tmp->y = y + tmp->arch->y; 1231 tmp->y = y + tmp->arch->y;
1221 } 1232 }
1244 * just 'op' otherwise 1255 * just 'op' otherwise
1245 */ 1256 */
1246object * 1257object *
1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1258insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1248{ 1259{
1249 assert (!op->flag [FLAG_FREED]);
1250
1251 object *top, *floor = NULL;
1252
1253 op->remove (); 1260 op->remove ();
1261
1262 if (m == &freed_map)//D TODO: remove soon
1263 {//D
1264 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1265 }//D
1254 1266
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1267 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1268 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1269 * need extra work
1258 */ 1270 */
1271 maptile *newmap = m;
1259 if (!xy_normalise (m, op->x, op->y)) 1272 if (!xy_normalise (newmap, op->x, op->y))
1260 { 1273 {
1261 op->destroy (); 1274 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1262 return 0; 1275 return 0;
1263 } 1276 }
1264 1277
1265 if (object *more = op->more) 1278 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag)) 1279 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0; 1280 return 0;
1268 1281
1269 CLEAR_FLAG (op, FLAG_REMOVED); 1282 op->flag [FLAG_REMOVED] = false;
1270 1283 op->env = 0;
1271 op->map = m; 1284 op->map = newmap;
1285
1272 mapspace &ms = op->ms (); 1286 mapspace &ms = op->ms ();
1273 1287
1274 /* this has to be done after we translate the coordinates. 1288 /* this has to be done after we translate the coordinates.
1275 */ 1289 */
1276 if (op->nrof && !(flag & INS_NO_MERGE)) 1290 if (op->nrof && !(flag & INS_NO_MERGE))
1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1291 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1278 if (object::can_merge (op, tmp)) 1292 if (object::can_merge (op, tmp))
1279 { 1293 {
1294 // TODO: we actually want to update tmp, not op,
1295 // but some caller surely breaks when we return tmp
1296 // from here :/
1280 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1281 tmp->destroy (); 1298 tmp->destroy ();
1282 } 1299 }
1283 1300
1284 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1293 { 1310 {
1294 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1295 abort (); 1312 abort ();
1296 } 1313 }
1297 1314
1315 if (!originator->is_on_map ())
1316 {
1317 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1318 op->debug_desc (), originator->debug_desc ());
1319 abort ();
1320 }
1321
1298 op->above = originator; 1322 op->above = originator;
1299 op->below = originator->below; 1323 op->below = originator->below;
1300
1301 if (op->below)
1302 op->below->above = op;
1303 else
1304 ms.bot = op;
1305
1306 /* since *below* originator, no need to update top */
1307 originator->below = op; 1324 originator->below = op;
1325
1326 *(op->below ? &op->below->above : &ms.bot) = op;
1308 } 1327 }
1309 else 1328 else
1310 { 1329 {
1311 top = ms.bot; 1330 object *floor = 0;
1331 object *top = ms.top;
1312 1332
1313 /* If there are other objects, then */ 1333 /* If there are other objects, then */
1314 if (top) 1334 if (top)
1315 { 1335 {
1316 object *last = 0;
1317
1318 /* 1336 /*
1319 * If there are multiple objects on this space, we do some trickier handling. 1337 * If there are multiple objects on this space, we do some trickier handling.
1320 * We've already dealt with merging if appropriate. 1338 * We've already dealt with merging if appropriate.
1321 * Generally, we want to put the new object on top. But if 1339 * Generally, we want to put the new object on top. But if
1322 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1340 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1325 * once we get to them. This reduces the need to traverse over all of 1343 * once we get to them. This reduces the need to traverse over all of
1326 * them when adding another one - this saves quite a bit of cpu time 1344 * them when adding another one - this saves quite a bit of cpu time
1327 * when lots of spells are cast in one area. Currently, it is presumed 1345 * when lots of spells are cast in one area. Currently, it is presumed
1328 * that flying non pickable objects are spell objects. 1346 * that flying non pickable objects are spell objects.
1329 */ 1347 */
1330 for (top = ms.bot; top; top = top->above) 1348 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1331 { 1349 {
1332 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1350 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1333 floor = top; 1351 floor = tmp;
1334 1352
1335 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1353 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1336 { 1354 {
1337 /* We insert above top, so we want this object below this */ 1355 /* We insert above top, so we want this object below this */
1338 top = top->below; 1356 top = tmp->below;
1339 break; 1357 break;
1340 } 1358 }
1341 1359
1342 last = top; 1360 top = tmp;
1343 } 1361 }
1344
1345 /* Don't want top to be NULL, so set it to the last valid object */
1346 top = last;
1347 1362
1348 /* We let update_position deal with figuring out what the space 1363 /* We let update_position deal with figuring out what the space
1349 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1350 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1351 */ 1366 */
1358 */ 1373 */
1359 if (!(flag & INS_ON_TOP) 1374 if (!(flag & INS_ON_TOP)
1360 && ms.flags () & P_BLOCKSVIEW 1375 && ms.flags () & P_BLOCKSVIEW
1361 && (op->face && !faces [op->face].visibility)) 1376 && (op->face && !faces [op->face].visibility))
1362 { 1377 {
1378 object *last;
1379
1363 for (last = top; last != floor; last = last->below) 1380 for (last = top; last != floor; last = last->below)
1364 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1381 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1365 break; 1382 break;
1366 1383
1367 /* Check to see if we found the object that blocks view, 1384 /* Check to see if we found the object that blocks view,
1375 } /* If objects on this space */ 1392 } /* If objects on this space */
1376 1393
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1394 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1395 top = floor;
1379 1396
1380 /* Top is the object that our object (op) is going to get inserted above. 1397 // insert object above top, or bottom-most if top = 0
1381 */
1382
1383 /* First object on this space */
1384 if (!top) 1398 if (!top)
1385 { 1399 {
1400 op->below = 0;
1386 op->above = ms.bot; 1401 op->above = ms.bot;
1387
1388 if (op->above)
1389 op->above->below = op;
1390
1391 op->below = 0;
1392 ms.bot = op; 1402 ms.bot = op;
1403
1404 *(op->above ? &op->above->below : &ms.top) = op;
1393 } 1405 }
1394 else 1406 else
1395 { /* get inserted into the stack above top */ 1407 {
1396 op->above = top->above; 1408 op->above = top->above;
1397
1398 if (op->above)
1399 op->above->below = op; 1409 top->above = op;
1400 1410
1401 op->below = top; 1411 op->below = top;
1402 top->above = op; 1412 *(op->above ? &op->above->below : &ms.top) = op;
1403 } 1413 }
1414 }
1404 1415
1405 if (!op->above) 1416 if (op->is_player ())
1406 ms.top = op;
1407 } /* else not INS_BELOW_ORIGINATOR */
1408
1409 if (op->type == PLAYER)
1410 { 1417 {
1411 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1412 ++op->map->players; 1419 ++op->map->players;
1413 op->map->touch (); 1420 op->map->touch ();
1414 } 1421 }
1415 1422
1416 op->map->dirty = true; 1423 op->map->dirty = true;
1417 1424
1418 if (object *pl = ms.player ()) 1425 if (object *pl = ms.player ())
1426 //TODO: the floorbox prev/next might need updating
1427 //esrv_send_item (pl, op);
1428 //TODO: update floorbox to preserve ordering
1429 if (pl->contr->ns)
1419 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1420 1431
1421 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1422 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1423 * an inefficient way to do this, as it means los for all players 1434 * an inefficient way to do this, as it means los for all players
1424 * on the map will get recalculated. The players could very well 1435 * on the map will get recalculated. The players could very well
1425 * be far away from this change and not affected in any way - 1436 * be far away from this change and not affected in any way -
1426 * this should get redone to only look for players within range, 1437 * this should get redone to only look for players within range,
1427 * or just updating the P_UPTODATE for spaces within this area 1438 * or just updating the P_UPTODATE for spaces within this area
1428 * of effect may be sufficient. 1439 * of effect may be sufficient.
1429 */ 1440 */
1430 if (op->map->darkness && (op->glow_radius != 0)) 1441 if (op->affects_los ())
1442 {
1443 op->ms ().invalidate ();
1431 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1445 }
1432 1446
1433 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1434 update_object (op, UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1435 1449
1436 INVOKE_OBJECT (INSERT, op); 1450 INVOKE_OBJECT (INSERT, op);
1443 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1444 * update_object(). 1458 * update_object().
1445 */ 1459 */
1446 1460
1447 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1462 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1449 { 1463 {
1450 if (check_move_on (op, originator)) 1464 if (check_move_on (op, originator))
1451 return 0; 1465 return 0;
1452 1466
1453 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1464/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1465 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1466 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1467 */ 1481 */
1468void 1482void
1469replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (shstr_tmp archname, object *op)
1470{ 1484{
1471 object *tmp, *tmp1;
1472
1473 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1474 1486
1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1488 if (tmp->arch->archname == archname) /* same archetype */
1477 tmp->destroy (); 1489 tmp->destroy ();
1478 1490
1479 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 object *tmp = arch_to_object (archetype::find (archname));
1480 1492
1481 tmp1->x = op->x; 1493 tmp->x = op->x;
1482 tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1483 insert_ob_in_map (tmp1, op->map, op, 0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1484} 1497}
1485 1498
1486object * 1499object *
1487object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1488{ 1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1489 return where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1490} 1506}
1491 1507
1492/* 1508/*
1493 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1494 * is returned contains nr objects, and the remaining parts contains
1495 * the rest (or is removed and freed if that number is 0).
1496 * On failure, NULL is returned, and the reason put into the
1497 * global static errmsg array.
1498 */
1499object *
1500get_split_ob (object *orig_ob, uint32 nr)
1501{
1502 object *newob;
1503 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1504
1505 if (orig_ob->nrof < nr)
1506 {
1507 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1508 return NULL;
1509 }
1510
1511 newob = object_create_clone (orig_ob);
1512
1513 if ((orig_ob->nrof -= nr) < 1)
1514 orig_ob->destroy (1);
1515 else if (!is_removed)
1516 {
1517 if (orig_ob->env != NULL)
1518 sub_weight (orig_ob->env, orig_ob->weight * nr);
1519 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1520 {
1521 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1522 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1523 return NULL;
1524 }
1525 }
1526
1527 newob->nrof = nr;
1528
1529 return newob;
1530}
1531
1532/*
1533 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1534 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1535 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1536 * 1512 *
1537 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1538 */ 1514 */
1515bool
1516object::decrease (sint32 nr)
1517{
1518 if (!nr)
1519 return true;
1520
1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1539object * 1546object *
1540decrease_ob_nr (object *op, uint32 i) 1547object::split (sint32 nr)
1541{ 1548{
1542 object *tmp; 1549 int have = number_of ();
1543 1550
1544 if (i == 0) /* objects with op->nrof require this check */ 1551 if (have < nr)
1545 return op; 1552 return 0;
1546 1553 else if (have == nr)
1547 if (i > op->nrof)
1548 i = op->nrof;
1549
1550 if (QUERY_FLAG (op, FLAG_REMOVED))
1551 op->nrof -= i;
1552 else if (op->env)
1553 { 1554 {
1554 /* is this object in the players inventory, or sub container
1555 * therein?
1556 */
1557 tmp = op->in_player ();
1558 /* nope. Is this a container the player has opened?
1559 * If so, set tmp to that player.
1560 * IMO, searching through all the players will mostly
1561 * likely be quicker than following op->env to the map,
1562 * and then searching the map for a player.
1563 */
1564 if (!tmp)
1565 for_all_players (pl)
1566 if (pl->ob->container == op->env)
1567 {
1568 tmp = pl->ob;
1569 break;
1570 }
1571
1572 if (i < op->nrof)
1573 {
1574 sub_weight (op->env, op->weight * i);
1575 op->nrof -= i;
1576 if (tmp)
1577 esrv_send_item (tmp, op);
1578 }
1579 else
1580 {
1581 op->remove (); 1555 remove ();
1582 op->nrof = 0; 1556 return this;
1583 if (tmp)
1584 esrv_del_item (tmp->contr, op->count);
1585 }
1586 } 1557 }
1587 else 1558 else
1588 { 1559 {
1589 object *above = op->above; 1560 decrease (nr);
1590 1561
1591 if (i < op->nrof) 1562 object *op = deep_clone ();
1592 op->nrof -= i; 1563 op->nrof = nr;
1593 else
1594 {
1595 op->remove ();
1596 op->nrof = 0;
1597 }
1598
1599 /* Since we just removed op, op->above is null */
1600 for (tmp = above; tmp; tmp = tmp->above)
1601 if (tmp->type == PLAYER)
1602 {
1603 if (op->nrof)
1604 esrv_send_item (tmp, op);
1605 else
1606 esrv_del_item (tmp->contr, op->count);
1607 }
1608 }
1609
1610 if (op->nrof)
1611 return op; 1564 return op;
1612 else
1613 {
1614 op->destroy ();
1615 return 0;
1616 }
1617}
1618
1619/*
1620 * add_weight(object, weight) adds the specified weight to an object,
1621 * and also updates how much the environment(s) is/are carrying.
1622 */
1623void
1624add_weight (object *op, signed long weight)
1625{
1626 while (op != NULL)
1627 {
1628 if (op->type == CONTAINER)
1629 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1630
1631 op->carrying += weight;
1632 op = op->env;
1633 } 1565 }
1634} 1566}
1635 1567
1636object * 1568object *
1637insert_ob_in_ob (object *op, object *where) 1569insert_ob_in_ob (object *op, object *where)
1662 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1663 */ 1595 */
1664object * 1596object *
1665object::insert (object *op) 1597object::insert (object *op)
1666{ 1598{
1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1668 op->remove ();
1669
1670 if (op->more) 1599 if (op->more)
1671 { 1600 {
1672 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1673 return op; 1602 return op;
1674 } 1603 }
1675 1604
1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1605 op->remove ();
1677 CLEAR_FLAG (op, FLAG_REMOVED); 1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1678 1608
1679 if (op->nrof) 1609 if (op->nrof)
1680 {
1681 for (object *tmp = inv; tmp; tmp = tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1611 if (object::can_merge (tmp, op))
1683 { 1612 {
1684 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1614 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to 1616
1688 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1689 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1619
1690 add_weight (this, op->weight * op->nrof); 1620 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1621
1692 op->destroy (); /* free the inserted object */ 1622 op->destroy ();
1693 op = tmp; 1623 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1624 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1625 }
1698 1626
1699 /* I assume combined objects have no inventory
1700 * We add the weight - this object could have just been removed
1701 * (if it was possible to merge). calling remove_ob will subtract
1702 * the weight, so we need to add it in again, since we actually do
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709
1710 if (object *otmp = this->in_player ())
1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1712 otmp->update_stats ();
1713
1714 op->owner = 0; // its his/hers now. period. 1627 op->owner = 0; // it's his/hers now. period.
1715 op->map = 0; 1628 op->map = 0;
1629 op->x = 0;
1630 op->y = 0;
1631
1632 op->above = 0;
1633 op->below = inv;
1716 op->env = this; 1634 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = op->y = 0;
1720 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1721 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1722 if (op->glow_radius && map) 1650 if (op->glow_radius && is_on_map ())
1723 { 1651 {
1724#ifdef DEBUG_LIGHTS 1652 update_stats ();
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y); 1653 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 { 1654 }
1738 op->below = inv; 1655 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1739 op->below->above = op; 1656 // if this is a player's inventory, update stats
1740 inv = op; 1657 update_stats ();
1741 }
1742 1658
1743 INVOKE_OBJECT (INSERT, this); 1659 INVOKE_OBJECT (INSERT, this);
1744 1660
1745 return op; 1661 return op;
1746} 1662}
1766 * on top. 1682 * on top.
1767 */ 1683 */
1768int 1684int
1769check_move_on (object *op, object *originator) 1685check_move_on (object *op, object *originator)
1770{ 1686{
1687 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1688 return 0;
1689
1771 object *tmp; 1690 object *tmp;
1772 maptile *m = op->map; 1691 maptile *m = op->map;
1773 int x = op->x, y = op->y; 1692 int x = op->x, y = op->y;
1774 1693
1775 MoveType move_on, move_slow, move_block; 1694 mapspace &ms = m->at (x, y);
1776 1695
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1696 ms.update ();
1778 return 0;
1779 1697
1780 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1698 MoveType move_on = ms.move_on;
1781 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1699 MoveType move_slow = ms.move_slow;
1782 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1700 MoveType move_block = ms.move_block;
1783 1701
1784 /* if nothing on this space will slow op down or be applied, 1702 /* if nothing on this space will slow op down or be applied,
1785 * no need to do checking below. have to make sure move_type 1703 * no need to do checking below. have to make sure move_type
1786 * is set, as lots of objects don't have it set - we treat that 1704 * is set, as lots of objects don't have it set - we treat that
1787 * as walking. 1705 * as walking.
1798 return 0; 1716 return 0;
1799 1717
1800 /* The objects have to be checked from top to bottom. 1718 /* The objects have to be checked from top to bottom.
1801 * Hence, we first go to the top: 1719 * Hence, we first go to the top:
1802 */ 1720 */
1803 1721 for (object *next, *tmp = ms.top; tmp; tmp = next)
1804 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1805 {
1806 /* Trim the search when we find the first other spell effect
1807 * this helps performance so that if a space has 50 spell objects,
1808 * we don't need to check all of them.
1809 */
1810 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1811 break;
1812 } 1722 {
1723 next = tmp->below;
1813 1724
1814 for (; tmp; tmp = tmp->below)
1815 {
1816 if (tmp == op) 1725 if (tmp == op)
1817 continue; /* Can't apply yourself */ 1726 continue; /* Can't apply yourself */
1818 1727
1819 /* Check to see if one of the movement types should be slowed down. 1728 /* Check to see if one of the movement types should be slowed down.
1820 * Second check makes sure that the movement types not being slowed 1729 * Second check makes sure that the movement types not being slowed
1825 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1734 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1826 { 1735 {
1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1736 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1737 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1829 { 1738 {
1830
1831 float
1832 diff = tmp->move_slow_penalty * fabs (op->speed); 1739 float diff = tmp->move_slow_penalty * fabs (op->speed);
1833 1740
1834 if (op->type == PLAYER) 1741 if (op->is_player ())
1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1742 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1743 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1837 diff /= 4.0; 1744 diff /= 4.0;
1838 1745
1839 op->speed_left -= diff; 1746 op->speed_left -= diff;
1840 } 1747 }
1841 } 1748 }
1874 LOG (llevError, "Present_arch called outside map.\n"); 1781 LOG (llevError, "Present_arch called outside map.\n");
1875 return NULL; 1782 return NULL;
1876 } 1783 }
1877 1784
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1785 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 if (tmp->arch == at) 1786 if (tmp->arch->archname == at->archname)
1880 return tmp; 1787 return tmp;
1881 1788
1882 return NULL; 1789 return NULL;
1883} 1790}
1884 1791
1948 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1949 */ 1856 */
1950object * 1857object *
1951present_arch_in_ob (const archetype *at, const object *op) 1858present_arch_in_ob (const archetype *at, const object *op)
1952{ 1859{
1953 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1860 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1954 if (tmp->arch == at) 1861 if (tmp->arch->archname == at->archname)
1955 return tmp; 1862 return tmp;
1956 1863
1957 return NULL; 1864 return NULL;
1958} 1865}
1959 1866
2047 * head of the object should correspond for the entire object. 1954 * head of the object should correspond for the entire object.
2048 */ 1955 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1956 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue; 1957 continue;
2051 1958
2052 if (ob->blocked (m, pos.x, pos.y)) 1959 if (ob->blocked (pos.m, pos.x, pos.y))
2053 continue; 1960 continue;
2054 1961
2055 altern [index++] = i; 1962 altern [index++] = i;
2056 } 1963 }
2057 1964
2125 * there is capable of. 2032 * there is capable of.
2126 */ 2033 */
2127int 2034int
2128find_dir (maptile *m, int x, int y, object *exclude) 2035find_dir (maptile *m, int x, int y, object *exclude)
2129{ 2036{
2130 int i, max = SIZEOFFREE, mflags; 2037 int max = SIZEOFFREE, mflags;
2131
2132 sint16 nx, ny;
2133 object *tmp;
2134 maptile *mp;
2135
2136 MoveType blocked, move_type; 2038 MoveType move_type;
2137 2039
2138 if (exclude && exclude->head_ () != exclude) 2040 if (exclude && exclude->head_ () != exclude)
2139 { 2041 {
2140 exclude = exclude->head; 2042 exclude = exclude->head;
2141 move_type = exclude->move_type; 2043 move_type = exclude->move_type;
2144 { 2046 {
2145 /* If we don't have anything, presume it can use all movement types. */ 2047 /* If we don't have anything, presume it can use all movement types. */
2146 move_type = MOVE_ALL; 2048 move_type = MOVE_ALL;
2147 } 2049 }
2148 2050
2149 for (i = 1; i < max; i++) 2051 for (int i = 1; i < max; i++)
2150 { 2052 {
2151 mp = m; 2053 mapxy pos (m, x, y);
2152 nx = x + freearr_x[i]; 2054 pos.move (i);
2153 ny = y + freearr_y[i];
2154 2055
2155 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2056 if (!pos.normalise ())
2156
2157 if (mflags & P_OUT_OF_MAP)
2158 max = maxfree[i]; 2057 max = maxfree[i];
2159 else 2058 else
2160 { 2059 {
2161 mapspace &ms = mp->at (nx, ny); 2060 mapspace &ms = *pos;
2162 2061
2163 blocked = ms.move_block;
2164
2165 if ((move_type & blocked) == move_type) 2062 if ((move_type & ms.move_block) == move_type)
2166 max = maxfree[i]; 2063 max = maxfree [i];
2167 else if (mflags & P_IS_ALIVE) 2064 else if (ms.flags () & P_IS_ALIVE)
2168 { 2065 {
2169 for (tmp = ms.bot; tmp; tmp = tmp->above) 2066 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2067 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2068 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2172 break;
2173
2174 if (tmp)
2175 return freedir[i]; 2069 return freedir [i];
2176 } 2070 }
2177 } 2071 }
2178 } 2072 }
2179 2073
2180 return 0; 2074 return 0;
2255 * This basically means that if direction is 15, then it could either go 2149 * This basically means that if direction is 15, then it could either go
2256 * direction 4, 14, or 16 to get back to where we are. 2150 * direction 4, 14, or 16 to get back to where we are.
2257 * Moved from spell_util.c to object.c with the other related direction 2151 * Moved from spell_util.c to object.c with the other related direction
2258 * functions. 2152 * functions.
2259 */ 2153 */
2260int reduction_dir[SIZEOFFREE][3] = { 2154static const int reduction_dir[SIZEOFFREE][3] = {
2261 {0, 0, 0}, /* 0 */ 2155 {0, 0, 0}, /* 0 */
2262 {0, 0, 0}, /* 1 */ 2156 {0, 0, 0}, /* 1 */
2263 {0, 0, 0}, /* 2 */ 2157 {0, 0, 0}, /* 2 */
2264 {0, 0, 0}, /* 3 */ 2158 {0, 0, 0}, /* 3 */
2265 {0, 0, 0}, /* 4 */ 2159 {0, 0, 0}, /* 4 */
2361int 2255int
2362can_pick (const object *who, const object *item) 2256can_pick (const object *who, const object *item)
2363{ 2257{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2258 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2259 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2366 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2260 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2367} 2261}
2368 2262
2369/* 2263/*
2370 * create clone from object to another 2264 * create clone from object to another
2371 */ 2265 */
2372object * 2266object *
2373object_create_clone (object *asrc) 2267object::deep_clone ()
2374{ 2268{
2375 object *dst = 0, *tmp, *src, *prev, *item; 2269 assert (("deep_clone called on non-head object", is_head ()));
2376 2270
2377 if (!asrc) 2271 object *dst = clone ();
2378 return 0;
2379 2272
2380 src = asrc->head_ (); 2273 object *prev = dst;
2381
2382 prev = 0;
2383 for (object *part = src; part; part = part->more) 2274 for (object *part = this->more; part; part = part->more)
2384 { 2275 {
2385 tmp = part->clone (); 2276 object *tmp = part->clone ();
2386 tmp->x -= src->x;
2387 tmp->y -= src->y;
2388
2389 if (!part->head)
2390 {
2391 dst = tmp;
2392 tmp->head = 0;
2393 }
2394 else
2395 tmp->head = dst; 2277 tmp->head = dst;
2396
2397 tmp->more = 0;
2398
2399 if (prev)
2400 prev->more = tmp; 2278 prev->more = tmp;
2401
2402 prev = tmp; 2279 prev = tmp;
2403 } 2280 }
2404 2281
2405 for (item = src->inv; item; item = item->below) 2282 for (object *item = inv; item; item = item->below)
2406 insert_ob_in_ob (object_create_clone (item), dst); 2283 insert_ob_in_ob (item->deep_clone (), dst);
2407 2284
2408 return dst; 2285 return dst;
2409} 2286}
2410 2287
2411/* This returns the first object in who's inventory that 2288/* This returns the first object in who's inventory that
2420 return tmp; 2297 return tmp;
2421 2298
2422 return 0; 2299 return 0;
2423} 2300}
2424 2301
2425/* If ob has a field named key, return the link from the list, 2302shstr_tmp
2426 * otherwise return NULL. 2303object::kv_get (shstr_tmp key) const
2427 *
2428 * key must be a passed in shared string - otherwise, this won't
2429 * do the desired thing.
2430 */
2431key_value *
2432get_ob_key_link (const object *ob, const char *key)
2433{ 2304{
2434 for (key_value *link = ob->key_values; link; link = link->next) 2305 for (key_value *kv = key_values; kv; kv = kv->next)
2435 if (link->key == key) 2306 if (kv->key == key)
2436 return link;
2437
2438 return 0;
2439}
2440
2441/*
2442 * Returns the value of op has an extra_field for key, or NULL.
2443 *
2444 * The argument doesn't need to be a shared string.
2445 *
2446 * The returned string is shared.
2447 */
2448const char *
2449get_ob_key_value (const object *op, const char *const key)
2450{
2451 key_value *link;
2452 shstr_cmp canonical_key (key);
2453
2454 if (!canonical_key)
2455 {
2456 /* 1. There being a field named key on any object
2457 * implies there'd be a shared string to find.
2458 * 2. Since there isn't, no object has this field.
2459 * 3. Therefore, *this* object doesn't have this field.
2460 */
2461 return 0;
2462 }
2463
2464 /* This is copied from get_ob_key_link() above -
2465 * only 4 lines, and saves the function call overhead.
2466 */
2467 for (link = op->key_values; link; link = link->next)
2468 if (link->key == canonical_key)
2469 return link->value; 2307 return kv->value;
2470 2308
2471 return 0; 2309 return shstr ();
2472} 2310}
2473 2311
2474/* 2312void
2475 * Updates the canonical_key in op to value. 2313object::kv_set (shstr_tmp key, shstr_tmp value)
2476 *
2477 * canonical_key is a shared string (value doesn't have to be).
2478 *
2479 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2480 * keys.
2481 *
2482 * Returns TRUE on success.
2483 */
2484int
2485set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2486{ 2314{
2487 key_value *field = NULL, *last = NULL; 2315 for (key_value *kv = key_values; kv; kv = kv->next)
2488 2316 if (kv->key == key)
2489 for (field = op->key_values; field != NULL; field = field->next)
2490 {
2491 if (field->key != canonical_key)
2492 { 2317 {
2493 last = field; 2318 kv->value = value;
2494 continue; 2319 return;
2495 } 2320 }
2496 2321
2497 if (value) 2322 key_value *kv = new key_value;
2498 field->value = value; 2323
2499 else 2324 kv->next = key_values;
2325 kv->key = key;
2326 kv->value = value;
2327
2328 key_values = kv;
2329}
2330
2331void
2332object::kv_del (shstr_tmp key)
2333{
2334 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2335 if ((*kvp)->key == key)
2500 { 2336 {
2501 /* Basically, if the archetype has this key set, 2337 key_value *kv = *kvp;
2502 * we need to store the null value so when we save 2338 *kvp = (*kvp)->next;
2503 * it, we save the empty value so that when we load, 2339 delete kv;
2504 * we get this value back again. 2340 return;
2505 */
2506 if (get_ob_key_link (op->arch, canonical_key))
2507 field->value = 0;
2508 else
2509 {
2510 if (last)
2511 last->next = field->next;
2512 else
2513 op->key_values = field->next;
2514
2515 delete field;
2516 }
2517 } 2341 }
2518 return TRUE;
2519 }
2520 /* IF we get here, key doesn't exist */
2521
2522 /* No field, we'll have to add it. */
2523
2524 if (!add_key)
2525 return FALSE;
2526
2527 /* There isn't any good reason to store a null
2528 * value in the key/value list. If the archetype has
2529 * this key, then we should also have it, so shouldn't
2530 * be here. If user wants to store empty strings,
2531 * should pass in ""
2532 */
2533 if (value == NULL)
2534 return TRUE;
2535
2536 field = new key_value;
2537
2538 field->key = canonical_key;
2539 field->value = value;
2540 /* Usual prepend-addition. */
2541 field->next = op->key_values;
2542 op->key_values = field;
2543
2544 return TRUE;
2545}
2546
2547/*
2548 * Updates the key in op to value.
2549 *
2550 * If add_key is FALSE, this will only update existing keys,
2551 * and not add new ones.
2552 * In general, should be little reason FALSE is ever passed in for add_key
2553 *
2554 * Returns TRUE on success.
2555 */
2556int
2557set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2558{
2559 shstr key_ (key);
2560
2561 return set_ob_key_value_s (op, key_, value, add_key);
2562} 2342}
2563 2343
2564object::depth_iterator::depth_iterator (object *container) 2344object::depth_iterator::depth_iterator (object *container)
2565: iterator_base (container) 2345: iterator_base (container)
2566{ 2346{
2616{ 2396{
2617 char flagdesc[512]; 2397 char flagdesc[512];
2618 char info2[256 * 4]; 2398 char info2[256 * 4];
2619 char *p = info; 2399 char *p = info;
2620 2400
2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2401 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2622 count, 2402 count,
2623 uuid.c_str (), 2403 uuid.c_str (),
2624 &name, 2404 &name,
2625 title ? "\",title:\"" : "", 2405 title ? ",title:\"" : "",
2626 title ? (const char *)title : "", 2406 title ? (const char *)title : "",
2407 title ? "\"" : "",
2627 flag_desc (flagdesc, 512), type); 2408 flag_desc (flagdesc, 512), type);
2628 2409
2629 if (!this->flag[FLAG_REMOVED] && env) 2410 if (!flag[FLAG_REMOVED] && env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2411 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2412
2632 if (map) 2413 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2414 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2415
2664object::open_container (object *new_container) 2445object::open_container (object *new_container)
2665{ 2446{
2666 if (container == new_container) 2447 if (container == new_container)
2667 return; 2448 return;
2668 2449
2669 if (object *old_container = container) 2450 object *old_container = container;
2451
2452 if (old_container)
2670 { 2453 {
2671 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2454 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2672 return; 2455 return;
2673 2456
2674#if 0 2457#if 0
2676 if (object *closer = old_container->inv) 2459 if (object *closer = old_container->inv)
2677 if (closer->type == CLOSE_CON) 2460 if (closer->type == CLOSE_CON)
2678 closer->destroy (); 2461 closer->destroy ();
2679#endif 2462#endif
2680 2463
2464 // make sure the container is available
2465 esrv_send_item (this, old_container);
2466
2681 old_container->flag [FLAG_APPLIED] = 0; 2467 old_container->flag [FLAG_APPLIED] = false;
2682 container = 0; 2468 container = 0;
2683 2469
2470 // client needs item update to make it work, client bug requires this to be separate
2684 esrv_update_item (UPD_FLAGS, this, old_container); 2471 esrv_update_item (UPD_FLAGS, this, old_container);
2472
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2473 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2686 play_sound (sound_find ("chest_close")); 2474 play_sound (sound_find ("chest_close"));
2687 } 2475 }
2688 2476
2689 if (new_container) 2477 if (new_container)
2690 { 2478 {
2700 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2488 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2701 new_container->insert (closer); 2489 new_container->insert (closer);
2702 } 2490 }
2703#endif 2491#endif
2704 2492
2705 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2706 2494
2495 // make sure the container is available, client bug requires this to be separate
2496 esrv_send_item (this, new_container);
2497
2707 new_container->flag [FLAG_APPLIED] = 1; 2498 new_container->flag [FLAG_APPLIED] = true;
2708 container = new_container; 2499 container = new_container;
2709 2500
2501 // client needs flag change
2710 esrv_update_item (UPD_FLAGS, this, new_container); 2502 esrv_update_item (UPD_FLAGS, this, new_container);
2711 esrv_send_inventory (this, new_container); 2503 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open")); 2504 play_sound (sound_find ("chest_open"));
2713 } 2505 }
2506// else if (!old_container->env && contr && contr->ns)
2507// contr->ns->floorbox_reset ();
2714} 2508}
2715 2509
2716object * 2510object *
2717object::force_find (const shstr name) 2511object::force_find (shstr_tmp name)
2718{ 2512{
2719 /* cycle through his inventory to look for the MARK we want to 2513 /* cycle through his inventory to look for the MARK we want to
2720 * place 2514 * place
2721 */ 2515 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below) 2516 for (object *tmp = inv; tmp; tmp = tmp->below)
2724 return splay (tmp); 2518 return splay (tmp);
2725 2519
2726 return 0; 2520 return 0;
2727} 2521}
2728 2522
2523//-GPL
2524
2729void 2525void
2526object::force_set_timer (int duration)
2527{
2528 this->duration = 1;
2529 this->speed_left = -1.f;
2530
2531 this->set_speed (duration ? 1.f / duration : 0.f);
2532}
2533
2534object *
2730object::force_add (const shstr name, int duration) 2535object::force_add (shstr_tmp name, int duration)
2731{ 2536{
2732 if (object *force = force_find (name)) 2537 if (object *force = force_find (name))
2733 force->destroy (); 2538 force->destroy ();
2734 2539
2735 object *force = get_archetype (FORCE_NAME); 2540 object *force = get_archetype (FORCE_NAME);
2736 2541
2737 force->slaying = name; 2542 force->slaying = name;
2738 force->stats.food = 1; 2543 force->force_set_timer (duration);
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true; 2544 force->flag [FLAG_APPLIED] = true;
2744 2545
2745 insert (force); 2546 return insert (force);
2746} 2547}
2747 2548
2748void 2549void
2749object::play_sound (faceidx sound) const 2550object::play_sound (faceidx sound) const
2750{ 2551{
2751 if (!sound) 2552 if (!sound)
2752 return; 2553 return;
2753 2554
2754 if (flag [FLAG_REMOVED]) 2555 if (is_on_map ())
2556 map->play_sound (sound, x, y);
2557 else if (object *pl = in_player ())
2558 pl->contr->play_sound (sound);
2559}
2560
2561void
2562object::say_msg (const char *msg) const
2563{
2564 if (is_on_map ())
2565 map->say_msg (msg, x, y);
2566 else if (object *pl = in_player ())
2567 pl->contr->play_sound (sound);
2568}
2569
2570void
2571object::make_noise ()
2572{
2573 // we do not model noise in the map, so instead put
2574 // a temporary light into the noise source
2575 // could use the map instead, but that's less reliable for our
2576 // goal, which is to make invisibility a bit harder to exploit
2577
2578 // currently only works sensibly for players
2579 if (!is_player ())
2755 return; 2580 return;
2756 2581
2757 if (env) 2582 // find old force, or create new one
2758 { 2583 object *force = force_find (shstr_noise_force);
2759 if (object *pl = in_player ()) 2584
2760 pl->contr->play_sound (sound); 2585 if (force)
2761 } 2586 force->speed_left = -1.f; // patch old speed up
2762 else 2587 else
2763 map->play_sound (sound, x, y); 2588 {
2764} 2589 force = archetype::get (shstr_noise_force);
2765 2590
2591 force->slaying = shstr_noise_force;
2592 force->stats.food = 1;
2593 force->speed_left = -1.f;
2594
2595 force->set_speed (1.f / 4.f);
2596 force->flag [FLAG_IS_USED_UP] = true;
2597 force->flag [FLAG_APPLIED] = true;
2598
2599 insert (force);
2600 }
2601}
2602

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