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Comparing deliantra/server/common/object.C (file contents):
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 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 (©) 2005,2006,2007,2008,2009,2010 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>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42//+GPL
41 43
42short freearr_x[SIZEOFFREE] = { 44short freearr_x[SIZEOFFREE] = {
43 0, 45 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 46 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, 47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 51 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 52 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 55};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 56int freedir[SIZEOFFREE] = {
61 0, 57 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 58 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 61};
66 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 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
67static void 70static void
68write_uuid (uval64 skip, bool sync) 71write_uuid (uval64 skip, bool sync)
69{ 72{
70 CALL_BEGIN (2); 73 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 74 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 77 CALL_END;
75} 78}
76 79
77static void 80static void
78read_uuid (void) 81read_uuid ()
79{ 82{
80 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
81 84
82 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
83 86
97 100
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 102 _exit (1);
100 } 103 }
101 104
102 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 106 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
105 108
106 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
107 { 110 {
134 137
135void 138void
136UUID::init () 139UUID::init ()
137{ 140{
138 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
139} 207}
140 208
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 210static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
180 * check weight 248 * check weight
181 */ 249 */
182bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
183{ 251{
184 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
185 if (ob1 == ob2 253 if (ob1 == ob2
186 || ob1->type != ob2->type 254 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 255 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 258 return 0;
191 259
192 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
215 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 286 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 302 return 0;
235 303
236 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
328 // the player inventory itself is always visible 396 // the player inventory itself is always visible
329 if (env->is_player ()) 397 if (env->is_player ())
330 return env; 398 return env;
331 399
332 // else a player could have our env open 400 // else a player could have our env open
333 object *envest = env->outer_env (); 401 object *envest = env->outer_env_or_self ();
334 402
335 // the player itself is always on a map, so we will find him here 403 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 404 // even if our inv is in a player.
337 if (envest->is_on_map ()) 405 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 406 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 407 if (pl->container_ () == env)
340 return pl; 408 return pl;
341 } 409 }
342 else 410 else
343 { 411 {
344 // maybe there is a player standing on the same mapspace 412 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 413 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 414 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 416 || pl->container_ () == this)
349 return pl; 417 return pl;
350 } 418 }
351 } 419 }
352 420
353 return 0; 421 return 0;
431 object_freezer freezer; 499 object_freezer freezer;
432 op->write (freezer); 500 op->write (freezer);
433 return freezer.as_string (); 501 return freezer.as_string ();
434} 502}
435 503
436/* 504char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 505object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 506{
444 object *tmp, *closest; 507 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 508}
458 509
459/* 510/*
460 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 512 * VERRRY slow.
555 update_stats (); 606 update_stats ();
556 607
557 new_draw_info_format (NDI_UNIQUE, 0, this, 608 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, " 609 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. " 610 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name); 611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
561 return false; 613 return false;
562 } 614 }
563 615
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 } 617 }
634 tail = new_link; 686 tail = new_link;
635 } 687 }
636 } 688 }
637 } 689 }
638 690
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 691 dst->activate ();
643} 692}
644 693
645void 694void
646object::instantiate () 695object::instantiate ()
647{ 696{
648 if (!uuid.seq) // HACK 697 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 698 uuid = UUID::gen ();
650 699
700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
701 if (flag [FLAG_RANDOM_SPEED] && speed)
702 speed_left = - speed - rndm (); // TODO animation
703 else
651 speed_left = -0.1f; 704 speed_left = -1.;
705
652 /* copy the body_info to the body_used - this is only really 706 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 707 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 708 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 709 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 710 * for it, they can be properly equipped.
664object * 718object *
665object::clone () 719object::clone ()
666{ 720{
667 object *neu = create (); 721 object *neu = create ();
668 copy_to (neu); 722 copy_to (neu);
723
724 // TODO: unclean state changes, should not be done in clone AND instantiate
725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
726 neu->speed_left = - neu->speed - rndm (); // TODO animation
727
669 neu->map = map; // not copied by copy_to 728 neu->map = map; // not copied by copy_to
670 return neu; 729 return neu;
671} 730}
672 731
673/* 732/*
691 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
692 */ 751 */
693void 752void
694object::set_speed (float speed) 753object::set_speed (float speed)
695{ 754{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 755 this->speed = speed;
703 756
704 if (has_active_speed ()) 757 if (has_active_speed ())
705 activate (); 758 activate ();
706 else 759 else
756 809
757 if (!(m.flags_ & P_UPTODATE)) 810 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 811 /* nop */;
759 else if (action == UP_OBJ_INSERT) 812 else if (action == UP_OBJ_INSERT)
760 { 813 {
814#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 815 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
770 || (m.move_slow | op->move_slow) != m.move_slow 824 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 826 * have move_allow right now.
773 */ 827 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 829 m.invalidate ();
830#else
831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
832 m.invalidate ();
833#endif
777 } 834 }
778 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 837 * that is being removed.
781 */ 838 */
792 849
793object::object () 850object::object ()
794{ 851{
795 SET_FLAG (this, FLAG_REMOVED); 852 SET_FLAG (this, FLAG_REMOVED);
796 853
797 expmul = 1.0; 854 //expmul = 1.0; declared const for the time being
798 face = blank_face; 855 face = blank_face;
856 material = MATERIAL_NULL;
799} 857}
800 858
801object::~object () 859object::~object ()
802{ 860{
803 unlink (); 861 unlink ();
831{ 889{
832 /* If already on active list, don't do anything */ 890 /* If already on active list, don't do anything */
833 if (active) 891 if (active)
834 return; 892 return;
835 893
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 ()) 894 if (has_active_speed ())
895 {
896 if (flag [FLAG_FREED])
897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
898
840 actives.insert (this); 899 actives.insert (this);
900 }
841} 901}
842 902
843void 903void
844object::activate_recursive () 904object::activate_recursive ()
845{ 905{
963 1023
964void 1024void
965object::do_destroy () 1025object::do_destroy ()
966{ 1026{
967 if (flag [FLAG_IS_LINKED]) 1027 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1028 remove_link ();
969 1029
970 if (flag [FLAG_FRIENDLY]) 1030 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1031 remove_friendly_object (this);
972 1032
973 remove (); 1033 remove ();
1031 * the previous environment. 1091 * the previous environment.
1032 */ 1092 */
1033void 1093void
1034object::do_remove () 1094object::do_remove ()
1035{ 1095{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1096 if (flag [FLAG_REMOVED])
1040 return; 1097 return;
1041 1098
1042 INVOKE_OBJECT (REMOVE, this); 1099 INVOKE_OBJECT (REMOVE, this);
1043 1100
1075 1132
1076 above = 0; 1133 above = 0;
1077 below = 0; 1134 below = 0;
1078 env = 0; 1135 env = 0;
1079 1136
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1137 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */
1084 if (pl)
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1138 {
1087 pl->update_stats (); 1139 pl->contr->queue_stats_update ();
1088 1140
1089 if (glow_radius && pl->is_on_map ()) 1141 if (glow_radius && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1142 update_all_los (pl->map, pl->x, pl->y);
1091 } 1143 }
1092 } 1144 }
1093 else if (map) 1145 else if (map)
1094 { 1146 {
1095 map->dirty = true; 1147 map->dirty = true;
1096 mapspace &ms = this->ms (); 1148 mapspace &ms = this->ms ();
1097 1149
1098 if (object *pl = ms.player ()) 1150 if (object *pl = ms.player ())
1099 { 1151 {
1100 if (is_player ()) 1152 if (is_player ())
1101 { 1153 {
1154 if (!flag [FLAG_WIZPASS])
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player 1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103 1156
1104 // leaving a spot always closes any open container on the ground 1157 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env) 1158 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures 1159 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent. 1160 // that the CLOSE event is being sent.
1108 close_container (); 1161 close_container ();
1109 1162
1110 --map->players; 1163 --map->players;
1111 map->touch (); 1164 map->touch ();
1112 } 1165 }
1113 else if (pl->container == this) 1166 else if (pl->container_ () == this)
1114 { 1167 {
1115 // removing a container should close it 1168 // removing a container should close it
1116 close_container (); 1169 close_container ();
1117 } 1170 }
1118 1171
1134 1187
1135 int check_walk_off = !flag [FLAG_NO_APPLY]; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1136 1189
1137 if (object *pl = ms.player ()) 1190 if (object *pl = ms.player ())
1138 { 1191 {
1139 if (pl->container == this) 1192 if (pl->container_ () == this)
1140 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1142 * appropriately. 1195 * appropriately.
1143 */ 1196 */
1144 pl->close_container (); 1197 pl->close_container ();
1148 //TODO: update floorbox to preserve ordering 1201 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns) 1202 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update (); 1203 pl->contr->ns->floorbox_update ();
1151 } 1204 }
1152 1205
1206 if (check_walk_off)
1153 for (tmp = ms.bot; tmp; tmp = tmp->above) 1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154 { 1208 {
1209 above = tmp->above;
1210
1155 /* No point updating the players look faces if he is the object 1211 /* No point updating the players look faces if he is the object
1156 * being removed. 1212 * being removed.
1157 */ 1213 */
1158 1214
1159 /* See if object moving off should effect something */ 1215 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off) 1216 if ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1163 {
1164 move_apply (tmp, this, 0); 1218 move_apply (tmp, this, 0);
1165
1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1168 } 1219 }
1169
1170 last = tmp;
1171 }
1172 1220
1173 if (affects_los ()) 1221 if (affects_los ())
1174 update_all_los (map, x, y); 1222 update_all_los (map, x, y);
1175 } 1223 }
1176} 1224}
1220 1268
1221 object *prev = this; 1269 object *prev = this;
1222 1270
1223 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 { 1272 {
1225 object *op = arch_to_object (at); 1273 object *op = at->instance ();
1226 1274
1227 op->name = name; 1275 op->name = name;
1228 op->name_pl = name_pl; 1276 op->name_pl = name_pl;
1229 op->title = title; 1277 op->title = title;
1230 1278
1285 1333
1286 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1287 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1288 * need extra work 1336 * need extra work
1289 */ 1337 */
1338 maptile *newmap = m;
1290 if (!xy_normalise (m, op->x, op->y)) 1339 if (!xy_normalise (newmap, op->x, op->y))
1291 { 1340 {
1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 return 0; 1342 return 0;
1294 } 1343 }
1295 1344
1296 if (object *more = op->more) 1345 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag)) 1346 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0; 1347 return 0;
1299 1348
1300 CLEAR_FLAG (op, FLAG_REMOVED); 1349 op->flag [FLAG_REMOVED] = false;
1301 1350 op->env = 0;
1302 op->map = m; 1351 op->map = newmap;
1352
1303 mapspace &ms = op->ms (); 1353 mapspace &ms = op->ms ();
1304 1354
1305 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1306 */ 1356 */
1307 if (op->nrof && !(flag & INS_NO_MERGE)) 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort (); 1379 abort ();
1330 } 1380 }
1331 1381
1332 if (!originator->is_on_map ()) 1382 if (!originator->is_on_map ())
1383 {
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ()); 1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1335 1388
1336 op->above = originator; 1389 op->above = originator;
1337 op->below = originator->below; 1390 op->below = originator->below;
1338 originator->below = op; 1391 originator->below = op;
1339 1392
1471 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1472 * update_object(). 1525 * update_object().
1473 */ 1526 */
1474 1527
1475 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1477 { 1530 {
1478 if (check_move_on (op, originator)) 1531 if (check_move_on (op, originator))
1479 return 0; 1532 return 0;
1480 1533
1481 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1492/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1493 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1494 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1495 */ 1548 */
1496void 1549void
1497replace_insert_ob_in_map (const char *arch_string, object *op) 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1498{ 1551{
1499 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1500 1553
1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1555 if (tmp->arch->archname == archname) /* same archetype */
1503 tmp->destroy (); 1556 tmp->destroy ();
1504 1557
1505 object *tmp = arch_to_object (archetype::find (arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1506 1559
1507 tmp->x = op->x; 1560 tmp->x = op->x;
1508 tmp->y = op->y; 1561 tmp->y = op->y;
1509 1562
1510 insert_ob_in_map (tmp, op->map, op, 0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1515{ 1568{
1516 if (where->env) 1569 if (where->env)
1517 return where->env->insert (this); 1570 return where->env->insert (this);
1518 else 1571 else
1519 return where->map->insert (this, where->x, where->y, originator, flags); 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573}
1574
1575// check whether we can put this into the map, respect max_volume, max_items
1576bool
1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1580
1581 int items = ms.items ();
1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1586 return true;
1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1520} 1595}
1521 1596
1522/* 1597/*
1523 * decrease(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1664 if (op->glow_radius && is_on_map ()) 1739 if (op->glow_radius && is_on_map ())
1665 { 1740 {
1666 update_stats (); 1741 update_stats ();
1667 update_all_los (map, x, y); 1742 update_all_los (map, x, y);
1668 } 1743 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1744 else if (is_player ())
1670 // if this is a player's inventory, update stats 1745 // if this is a player's inventory, update stats
1671 update_stats (); 1746 contr->queue_stats_update ();
1672 1747
1673 INVOKE_OBJECT (INSERT, this); 1748 INVOKE_OBJECT (INSERT, this);
1674 1749
1675 return op; 1750 return op;
1676} 1751}
1696 * on top. 1771 * on top.
1697 */ 1772 */
1698int 1773int
1699check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
1700{ 1775{
1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1777 return 0;
1778
1701 object *tmp; 1779 object *tmp;
1702 maptile *m = op->map; 1780 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1781 int x = op->x, y = op->y;
1704 1782
1705 MoveType move_on, move_slow, move_block; 1783 mapspace &ms = m->at (x, y);
1706 1784
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1785 ms.update ();
1708 return 0;
1709 1786
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1787 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1788 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1789 MoveType move_block = ms.move_block;
1713 1790
1714 /* if nothing on this space will slow op down or be applied, 1791 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1792 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1793 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1794 * as walking.
1728 return 0; 1805 return 0;
1729 1806
1730 /* The objects have to be checked from top to bottom. 1807 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1808 * Hence, we first go to the top:
1732 */ 1809 */
1733 1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1811 {
1812 next = tmp->below;
1743 1813
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1814 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1815 continue; /* Can't apply yourself */
1748 1816
1749 /* Check to see if one of the movement types should be slowed down. 1817 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1818 * Second check makes sure that the movement types not being slowed
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756 { 1824 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1827 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1829
1764 if (op->is_player ()) 1830 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1833 diff /= 4.0;
1768 1834
1769 op->speed_left -= diff; 1835 op->speed_left -= diff;
1770 } 1836 }
1771 } 1837 }
2055 * there is capable of. 2121 * there is capable of.
2056 */ 2122 */
2057int 2123int
2058find_dir (maptile *m, int x, int y, object *exclude) 2124find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2125{
2060 int i, max = SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2127 MoveType move_type;
2067 2128
2068 if (exclude && exclude->head_ () != exclude) 2129 if (exclude && exclude->head_ () != exclude)
2069 { 2130 {
2070 exclude = exclude->head; 2131 exclude = exclude->head;
2071 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2074 { 2135 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2137 move_type = MOVE_ALL;
2077 } 2138 }
2078 2139
2079 for (i = 1; i < max; i++) 2140 for (int i = 1; i < max; i++)
2080 { 2141 {
2081 mp = m; 2142 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2143 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2144
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2145 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2146 max = maxfree[i];
2089 else 2147 else
2090 { 2148 {
2091 mapspace &ms = mp->at (nx, ny); 2149 mapspace &ms = *pos;
2092 2150
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2151 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2152 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2153 else if (ms.flags () & P_IS_ALIVE)
2098 { 2154 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2158 return freedir [i];
2106 } 2159 }
2107 } 2160 }
2108 } 2161 }
2109 2162
2110 return 0; 2163 return 0;
2185 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2241 * functions.
2189 */ 2242 */
2190int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2333 return tmp; 2386 return tmp;
2334 2387
2335 return 0; 2388 return 0;
2336} 2389}
2337 2390
2338const shstr & 2391shstr_tmp
2339object::kv_get (const shstr &key) const 2392object::kv_get (shstr_tmp key) const
2340{ 2393{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2342 if (kv->key == key) 2395 if (kv->key == key)
2343 return kv->value; 2396 return kv->value;
2344 2397
2345 return shstr_null; 2398 return shstr ();
2346} 2399}
2347 2400
2348void 2401void
2349object::kv_set (const shstr &key, const shstr &value) 2402object::kv_set (shstr_tmp key, shstr_tmp value)
2350{ 2403{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2404 for (key_value *kv = key_values; kv; kv = kv->next)
2352 if (kv->key == key) 2405 if (kv->key == key)
2353 { 2406 {
2354 kv->value = value; 2407 kv->value = value;
2363 2416
2364 key_values = kv; 2417 key_values = kv;
2365} 2418}
2366 2419
2367void 2420void
2368object::kv_del (const shstr &key) 2421object::kv_del (shstr_tmp key)
2369{ 2422{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2424 if ((*kvp)->key == key)
2372 { 2425 {
2373 key_value *kv = *kvp; 2426 key_value *kv = *kvp;
2466{ 2519{
2467 return map ? map->region (x, y) 2520 return map ? map->region (x, y)
2468 : region::default_region (); 2521 : region::default_region ();
2469} 2522}
2470 2523
2471const materialtype_t *
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479
2480void 2524void
2481object::open_container (object *new_container) 2525object::open_container (object *new_container)
2482{ 2526{
2483 if (container == new_container) 2527 if (container == new_container)
2484 return; 2528 return;
2504 container = 0; 2548 container = 0;
2505 2549
2506 // client needs item update to make it work, client bug requires this to be separate 2550 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2552
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2554 play_sound (sound_find ("chest_close"));
2511 } 2555 }
2512 2556
2513 if (new_container) 2557 if (new_container)
2514 { 2558 {
2518 // TODO: this does not seem to serve any purpose anymore? 2562 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2563#if 0
2520 // insert the "Close Container" object. 2564 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2565 if (archetype *closer = new_container->other_arch)
2522 { 2566 {
2523 object *closer = arch_to_object (new_container->other_arch); 2567 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2569 new_container->insert (closer);
2526 } 2570 }
2527#endif 2571#endif
2528 2572
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2574
2531 // make sure the container is available, client bug requires this to be separate 2575 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2576 esrv_send_item (this, new_container);
2533 2577
2534 new_container->flag [FLAG_APPLIED] = true; 2578 new_container->flag [FLAG_APPLIED] = true;
2542// else if (!old_container->env && contr && contr->ns) 2586// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2587// contr->ns->floorbox_reset ();
2544} 2588}
2545 2589
2546object * 2590object *
2547object::force_find (const shstr name) 2591object::force_find (shstr_tmp name)
2548{ 2592{
2549 /* cycle through his inventory to look for the MARK we want to 2593 /* cycle through his inventory to look for the MARK we want to
2550 * place 2594 * place
2551 */ 2595 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2554 return splay (tmp); 2598 return splay (tmp);
2555 2599
2556 return 0; 2600 return 0;
2557} 2601}
2558 2602
2603//-GPL
2604
2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2559object * 2614object *
2560object::force_add (const shstr name, int duration) 2615object::force_add (shstr_tmp name, int duration)
2561{ 2616{
2562 if (object *force = force_find (name)) 2617 if (object *force = force_find (name))
2563 force->destroy (); 2618 force->destroy ();
2564 2619
2565 object *force = get_archetype (FORCE_NAME); 2620 object *force = get_archetype (FORCE_NAME);
2566 2621
2567 force->slaying = name; 2622 force->slaying = name;
2568 force->stats.food = 1; 2623 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2624 force->flag [FLAG_APPLIED] = true;
2574 2625
2575 return insert (force); 2626 return insert (force);
2576} 2627}
2577 2628
2578void 2629void
2579object::play_sound (faceidx sound) 2630object::play_sound (faceidx sound) const
2580{ 2631{
2581 if (!sound) 2632 if (!sound)
2582 return; 2633 return;
2583 2634
2584 if (flag [FLAG_REMOVED]) 2635 if (is_on_map ())
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y); 2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2594} 2648}
2595 2649
2596void 2650void
2597object::make_noise () 2651object::make_noise ()
2598{ 2652{

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