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Comparing deliantra/server/common/object.C (file contents):
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC vs.
Revision 1.188 by root, Wed Sep 12 11:10:09 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 26 variable. */
27#include <global.h> 27#include <global.h>
28#include <stdio.h> 28#include <stdio.h>
29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
33#include <loader.h> 34#include <loader.h>
34 35
35#include <bitset> 36#include <bitset>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
297 return 0; 299 return 0;
298 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
299 return 0; 301 return 0;
300 } 302 }
301 303
302 //TODO: generate an event or call into perl for additional checks
303 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
304 { 305 {
305 ob1->optimise (); 306 ob1->optimise ();
306 ob2->optimise (); 307 ob2->optimise ();
307 308
308 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
309 return 0; 311 return 0;
310 } 312 }
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
374 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
375 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
376 */ 378 */
377
378object * 379object *
379get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
380{ 381{
381 object *tmp, *closest; 382 object *tmp, *closest;
382 int last_dist, i; 383 int last_dist, i;
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
429} 428}
430 429
431/* 430/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 432 * skill and experience objects.
433 * ACTUALLY NO! investigate! TODO
434 */ 434 */
435void 435void
436object::set_owner (object *owner) 436object::set_owner (object *owner)
437{ 437{
438 // allow objects which own objects
438 if (!owner) 439 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 440 while (owner->owner)
449 owner = owner->owner; 441 owner = owner->owner;
450 442
451 this->owner = owner; 443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
450 {
451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
461}
462
463bool
464object::change_weapon (object *ob)
465{
466 if (current_weapon == ob)
467 return true;
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
471
472 current_weapon = ob;
473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
474
475 if (chosen_skill)
476 chosen_skill->flag [FLAG_APPLIED] = true;
477
478 update_stats ();
479
480 if (ob)
481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
452} 510}
453 511
454/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 513 * refcounts and freeing the links.
456 */ 514 */
457static void 515static void
458free_key_values (object *op) 516free_key_values (object *op)
459{ 517{
460 for (key_value *i = op->key_values; i != 0;) 518 for (key_value *i = op->key_values; i; )
461 { 519 {
462 key_value *next = i->next; 520 key_value *next = i->next;
463 delete i; 521 delete i;
464 522
465 i = next; 523 i = next;
466 } 524 }
467 525
468 op->key_values = 0; 526 op->key_values = 0;
469} 527}
470 528
471/* 529object &
472 * copy_to first frees everything allocated by the dst object, 530object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 531{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 532 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 533 bool is_removed = flag [FLAG_REMOVED];
484 534
485 *(object_copy *)dst = *this; 535 *(object_copy *)this = src;
486 536
487 if (is_freed) 537 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 538 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 539
496 /* Copy over key_values, if any. */ 540 /* Copy over key_values, if any. */
497 if (key_values) 541 if (src.key_values)
498 { 542 {
499 key_value *tail = 0; 543 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 544 key_values = 0;
503 545
504 for (i = key_values; i; i = i->next) 546 for (key_value *i = src.key_values; i; i = i->next)
505 { 547 {
506 key_value *new_link = new key_value; 548 key_value *new_link = new key_value;
507 549
508 new_link->next = 0; 550 new_link->next = 0;
509 new_link->key = i->key; 551 new_link->key = i->key;
510 new_link->value = i->value; 552 new_link->value = i->value;
511 553
512 /* Try and be clever here, too. */ 554 /* Try and be clever here, too. */
513 if (!dst->key_values) 555 if (!key_values)
514 { 556 {
515 dst->key_values = new_link; 557 key_values = new_link;
516 tail = new_link; 558 tail = new_link;
517 } 559 }
518 else 560 else
519 { 561 {
520 tail->next = new_link; 562 tail->next = new_link;
521 tail = new_link; 563 tail = new_link;
522 } 564 }
523 } 565 }
524 } 566 }
567}
568
569/*
570 * copy_to first frees everything allocated by the dst object,
571 * and then copies the contents of itself into the second
572 * object, allocating what needs to be allocated. Basically, any
573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
574 * if the first object is freed, the pointers in the new object
575 * will point at garbage.
576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
581
582 if (speed < 0)
583 dst->speed_left -= rndm ();
525 584
526 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586}
587
588void
589object::instantiate ()
590{
591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
593
594 speed_left = -0.1f;
595 /* copy the body_info to the body_used - this is only really
596 * need for monsters, but doesn't hurt to do it for everything.
597 * by doing so, when a monster is created, it has good starting
598 * values for the body_used info, so when items are created
599 * for it, they can be properly equipped.
600 */
601 for (int i = NUM_BODY_LOCATIONS; i--; )
602 slot[i].used = slot[i].info;
603
604 attachable::instantiate ();
527} 605}
528 606
529object * 607object *
530object::clone () 608object::clone ()
531{ 609{
589 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
590 */ 668 */
591void 669void
592update_object (object *op, int action) 670update_object (object *op, int action)
593{ 671{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 672 if (op == NULL)
597 { 673 {
598 /* this should never happen */ 674 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 676 return;
660 736
661 if (op->more) 737 if (op->more)
662 update_object (op->more, action); 738 update_object (op->more, action);
663} 739}
664 740
665object *object::first;
666
667object::object () 741object::object ()
668{ 742{
669 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
670 744
671 expmul = 1.0; 745 expmul = 1.0;
672 face = blank_face; 746 face = blank_face;
673} 747}
674 748
675object::~object () 749object::~object ()
676{ 750{
751 unlink ();
752
677 free_key_values (this); 753 free_key_values (this);
678} 754}
679 755
756static int object_count;
757
680void object::link () 758void object::link ()
681{ 759{
682 count = ++ob_count; 760 assert (!index);//D
683 uuid = gen_uuid (); 761 uuid = gen_uuid ();
762 count = ++object_count;
684 763
685 prev = 0; 764 refcnt_inc ();
686 next = object::first; 765 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 766}
693 767
694void object::unlink () 768void object::unlink ()
695{ 769{
696 if (this == object::first) 770 if (!index)
697 object::first = next; 771 return;
698 772
699 /* Remove this object from the list of used objects */ 773 objects.erase (this);
700 if (prev) prev->next = next; 774 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 775}
712 776
713void 777void
714object::activate () 778object::activate ()
715{ 779{
716 /* If already on active list, don't do anything */ 780 /* If already on active list, don't do anything */
717 if (active ()) 781 if (active)
718 return; 782 return;
719 783
720 if (has_active_speed ()) 784 if (has_active_speed ())
721 { 785 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 786}
732 787
733void 788void
734object::activate_recursive () 789object::activate_recursive ()
735{ 790{
736 activate (); 791 activate ();
737 792
738 for (object *op = inv; op; op = op->above) 793 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 794 op->activate_recursive ();
740} 795}
741 796
742/* This function removes object 'op' from the list of active 797/* This function removes object 'op' from the list of active
743 * objects. 798 * objects.
749 */ 804 */
750void 805void
751object::deactivate () 806object::deactivate ()
752{ 807{
753 /* If not on the active list, nothing needs to be done */ 808 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 809 if (!active)
755 return; 810 return;
756 811
757 if (active_prev == 0) 812 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 813}
773 814
774void 815void
775object::deactivate_recursive () 816object::deactivate_recursive ()
776{ 817{
777 for (object *op = inv; op; op = op->above) 818 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 819 op->deactivate_recursive ();
779 820
780 deactivate (); 821 deactivate ();
822}
823
824void
825object::set_flag_inv (int flag, int value)
826{
827 for (object *op = inv; op; op = op->below)
828 {
829 op->flag [flag] = value;
830 op->set_flag_inv (flag, value);
831 }
781} 832}
782 833
783/* 834/*
784 * Remove and free all objects in the inventory of the given object. 835 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 836 * object.c ?
800 * drop on that space. 851 * drop on that space.
801 */ 852 */
802 if (!drop_to_ground 853 if (!drop_to_ground
803 || !map 854 || !map
804 || map->in_memory != MAP_IN_MEMORY 855 || map->in_memory != MAP_IN_MEMORY
856 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 857 || ms ().move_block == MOVE_ALL)
806 { 858 {
807 while (inv) 859 while (inv)
808 { 860 {
809 inv->destroy_inv (drop_to_ground); 861 inv->destroy_inv (drop_to_ground);
818 870
819 if (op->flag [FLAG_STARTEQUIP] 871 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 872 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 873 || op->type == RUNE
822 || op->type == TRAP 874 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 875 || op->flag [FLAG_IS_A_TEMPLATE]
876 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 877 op->destroy ();
825 else 878 else
826 map->insert (op, x, y); 879 map->insert (op, x, y);
827 } 880 }
828 } 881 }
836} 889}
837 890
838void 891void
839object::do_destroy () 892object::do_destroy ()
840{ 893{
894 attachable::do_destroy ();
895
841 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 897 remove_button_link (this);
843 898
844 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 900 remove_friendly_object (this);
846 901
847 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
848 remove (); 903 remove ();
849 904
850 if (flag [FLAG_FREED]) 905 destroy_inv (true);
851 return;
852 906
853 set_speed (0); 907 deactivate ();
908 unlink ();
854 909
855 flag [FLAG_FREED] = 1; 910 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 911
862 // hack to ensure that freed objects still have a valid map 912 // hack to ensure that freed objects still have a valid map
863 { 913 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 914 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 915
866 if (!freed_map) 916 if (!freed_map)
867 { 917 {
868 freed_map = new maptile; 918 freed_map = new maptile;
869 919
920 freed_map->path = "<freed objects map>";
870 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 922 freed_map->width = 3;
872 freed_map->height = 3; 923 freed_map->height = 3;
873 924
874 freed_map->alloc (); 925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
875 } 927 }
876 928
877 map = freed_map; 929 map = freed_map;
878 x = 1; 930 x = 1;
879 y = 1; 931 y = 1;
880 } 932 }
881 933
882 head = 0;
883
884 if (more) 934 if (more)
885 { 935 {
886 more->destroy (); 936 more->destroy ();
887 more = 0; 937 more = 0;
888 } 938 }
889 939
940 head = 0;
941
890 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
891 owner = 0; 943 owner = 0;
892 enemy = 0; 944 enemy = 0;
893 attacked_by = 0; 945 attacked_by = 0;
894 946 current_weapon = 0;
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 947}
898 948
899void 949void
900object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
901{ 951{
902 if (destroyed ()) 952 if (destroyed ())
903 return; 953 return;
904 954
905 if (destroy_inventory) 955 if (destroy_inventory)
906 destroy_inv (false); 956 destroy_inv (false);
957
958 if (is_head ())
959 if (sound_destroy)
960 play_sound (sound_destroy);
961 else if (flag [FLAG_MONSTER])
962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
907 963
908 attachable::destroy (); 964 attachable::destroy ();
909} 965}
910 966
911/* 967/*
929 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
933 * the previous environment. 989 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 990 */
936void 991void
937object::remove () 992object::do_remove ()
938{ 993{
939 object *tmp, *last = 0; 994 object *tmp, *last = 0;
940 object *otmp; 995 object *otmp;
941 996
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 1040 }
986 else if (map) 1041 else if (map)
987 { 1042 {
988 if (type == PLAYER) 1043 if (type == PLAYER)
989 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
990 --map->players; 1051 --map->players;
991 map->touch (); 1052 map->touch ();
992 } 1053 }
993 1054
994 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
995 1057
996 /* link the object above us */ 1058 /* link the object above us */
997 if (above) 1059 if (above)
998 above->below = below; 1060 above->below = below;
999 else 1061 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1001 1063
1002 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1003 if (below) 1065 if (below)
1004 below->above = above; 1066 below->above = above;
1005 else 1067 else
1007 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1071 * evident
1010 */ 1072 */
1011 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1075
1022 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1023 } 1077 }
1024 1078
1025 above = 0; 1079 above = 0;
1026 below = 0; 1080 below = 0;
1027 1081
1028 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1029 return; 1083 return;
1030 1084
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1090 /* If a container that the player is currently using somehow gets
1091 * removed (most likely destroyed), update the player view
1092 * appropriately.
1093 */
1094 pl->close_container ();
1095
1096 pl->contr->ns->floorbox_update ();
1097 }
1098
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1100 {
1035 /* No point updating the players look faces if he is the object 1101 /* No point updating the players look faces if he is the object
1036 * being removed. 1102 * being removed.
1037 */ 1103 */
1038
1039 if (tmp->type == PLAYER && tmp != this)
1040 {
1041 /* If a container that the player is currently using somehow gets
1042 * removed (most likely destroyed), update the player view
1043 * appropriately.
1044 */
1045 if (tmp->container == this)
1046 {
1047 flag [FLAG_APPLIED] = 0;
1048 tmp->container = 0;
1049 }
1050
1051 if (tmp->contr->ns)
1052 tmp->contr->ns->floorbox_update ();
1053 }
1054 1104
1055 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1056 if (check_walk_off 1106 if (check_walk_off
1057 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 1111
1062 if (destroyed ()) 1112 if (destroyed ())
1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1064 } 1114 }
1065 1115
1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1068 if (tmp->above == tmp)
1069 tmp->above = 0;
1070
1071 last = tmp; 1116 last = tmp;
1072 } 1117 }
1073 1118
1074 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1118 } 1163 }
1119 1164
1120 return 0; 1165 return 0;
1121} 1166}
1122 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1123/* 1191/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1126 */ 1194 */
1127object * 1195object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1197{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1199 {
1132 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1133 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1134 } 1202 }
1135 1203
1136 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1137} 1205}
1138 1206
1157 * just 'op' otherwise 1225 * just 'op' otherwise
1158 */ 1226 */
1159object * 1227object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1162 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1163 sint16 x, y;
1164 1233
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1234 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170
1171 if (!m)
1172 {
1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1176 return op;
1177 }
1178
1179 if (out_of_map (m, op->x, op->y))
1180 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1183#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted.
1187 */
1188 abort ();
1189#endif
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more;
1207
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1225 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1228 return 0;
1229 }
1230 }
1231
1232 CLEAR_FLAG (op, FLAG_REMOVED);
1233 1235
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1238 * need extra work
1237 */ 1239 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1241 {
1240 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1241 1254
1242 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1243 */ 1256 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1247 { 1260 {
1248 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1262 tmp->destroy ();
1250 } 1263 }
1267 op->below = originator->below; 1280 op->below = originator->below;
1268 1281
1269 if (op->below) 1282 if (op->below)
1270 op->below->above = op; 1283 op->below->above = op;
1271 else 1284 else
1272 op->ms ().bot = op; 1285 ms.bot = op;
1273 1286
1274 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1275 originator->below = op; 1288 originator->below = op;
1276 } 1289 }
1277 else 1290 else
1278 { 1291 {
1292 top = ms.bot;
1293
1279 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1296 {
1282 object *last = 0; 1297 object *last = 0;
1283 1298
1284 /* 1299 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1295 */ 1310 */
1296 while (top) 1311 for (top = ms.bot; top; top = top->above)
1297 { 1312 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1314 floor = top;
1300 1315
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1319 top = top->below;
1305 break; 1320 break;
1306 } 1321 }
1307 1322
1308 last = top; 1323 last = top;
1309 top = top->above;
1310 } 1324 }
1311 1325
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1327 top = last;
1314 1328
1316 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1318 */ 1332 */
1319 1333
1320 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1338 * stacking is a bit odd.
1325 */ 1339 */
1326 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1341 && ms.flags () & P_BLOCKSVIEW
1342 && (op->face && !faces [op->face].visibility))
1328 { 1343 {
1329 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1346 break;
1347
1332 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1351 * set top to the object below us.
1336 */ 1352 */
1337 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1338 top = last->below; 1354 top = last->below;
1339 } 1355 }
1340 } /* If objects on this space */ 1356 } /* If objects on this space */
1341
1342 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1358 top = ms.top;
1344 1359
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1361 top = floor;
1347 1362
1348 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1364 */
1350 1365
1351 /* First object on this space */ 1366 /* First object on this space */
1352 if (!top) 1367 if (!top)
1353 { 1368 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1369 op->above = ms.bot;
1355 1370
1356 if (op->above) 1371 if (op->above)
1357 op->above->below = op; 1372 op->above->below = op;
1358 1373
1359 op->below = 0; 1374 op->below = 0;
1360 op->ms ().bot = op; 1375 ms.bot = op;
1361 } 1376 }
1362 else 1377 else
1363 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1364 op->above = top->above; 1379 op->above = top->above;
1365 1380
1369 op->below = top; 1384 op->below = top;
1370 top->above = op; 1385 top->above = op;
1371 } 1386 }
1372 1387
1373 if (!op->above) 1388 if (!op->above)
1374 op->ms ().top = op; 1389 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1376 1391
1377 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1378 { 1393 {
1379 op->contr->do_los = 1; 1394 op->contr->do_los = 1;
1381 op->map->touch (); 1396 op->map->touch ();
1382 } 1397 }
1383 1398
1384 op->map->dirty = true; 1399 op->map->dirty = true;
1385 1400
1386 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there.
1388 */
1389 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1402 if (object *pl = ms.player ())
1391 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1393 1404
1394 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1416 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1417 * update_object(). 1428 * update_object().
1418 */ 1429 */
1419 1430
1420 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1421 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1422 { 1433 {
1423 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1424 return 0; 1435 return 0;
1425 1436
1426 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1427 * walk on's. 1438 * walk on's.
1428 */ 1439 */
1429 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1430 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1431 return 0; 1442 return 0;
1432 } 1443 }
1433 1444
1434 return op; 1445 return op;
1443{ 1454{
1444 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1445 1456
1446 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1447 1458
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1450 tmp->destroy (); 1461 tmp->destroy ();
1451 1462
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1464
1454 tmp1->x = op->x; 1465 tmp1->x = op->x;
1457} 1468}
1458 1469
1459object * 1470object *
1460object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1461{ 1472{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1474}
1464 1475
1465/* 1476/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1507 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1509 * 1520 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1522 */
1512
1513object * 1523object *
1514decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1515{ 1525{
1516 object *tmp; 1526 object *tmp;
1517 1527
1592 1602
1593/* 1603/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1596 */ 1606 */
1597
1598void 1607void
1599add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1600{ 1609{
1601 while (op != NULL) 1610 while (op != NULL)
1602 { 1611 {
1617 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1618 free (dump); 1627 free (dump);
1619 return op; 1628 return op;
1620 } 1629 }
1621 1630
1622 if (where->head) 1631 if (where->head_ () != where)
1623 { 1632 {
1624 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1625 where = where->head; 1634 where = where->head;
1626 } 1635 }
1627 1636
1628 return where->insert (op); 1637 return where->insert (op);
1629} 1638}
1634 * inside the object environment. 1643 * inside the object environment.
1635 * 1644 *
1636 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1638 */ 1647 */
1639
1640object * 1648object *
1641object::insert (object *op) 1649object::insert (object *op)
1642{ 1650{
1643 object *tmp, *otmp;
1644
1645 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1646 op->remove (); 1652 op->remove ();
1647 1653
1648 if (op->more) 1654 if (op->more)
1649 { 1655 {
1651 return op; 1657 return op;
1652 } 1658 }
1653 1659
1654 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1655 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1656 if (op->nrof) 1663 if (op->nrof)
1657 { 1664 {
1658 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1659 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1660 { 1667 {
1661 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1662 (client needs the original object) */ 1669 (client needs the original object) */
1663 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1682 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1683 } 1690 }
1684 else 1691 else
1685 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1686 1693
1687 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1688 if (otmp && otmp->contr)
1689 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1690 otmp->update_stats (); 1696 otmp->update_stats ();
1691 1697
1698 op->owner = 0; // its his/hers now. period.
1692 op->map = 0; 1699 op->map = 0;
1693 op->env = this; 1700 op->env = this;
1694 op->above = 0; 1701 op->above = 0;
1695 op->below = 0; 1702 op->below = 0;
1696 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1697 1704
1698 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1699 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1700 { 1707 {
1701#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1702 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1703#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1704 if (map->darkness) 1711 if (map->darkness)
1776 1783
1777 /* The objects have to be checked from top to bottom. 1784 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1785 * Hence, we first go to the top:
1779 */ 1786 */
1780 1787
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1789 {
1783 /* Trim the search when we find the first other spell effect 1790 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1791 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1792 * we don't need to check all of them.
1786 */ 1793 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1813 {
1807 1814
1808 float 1815 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1817
1811 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1821 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
1845 */ 1852 */
1846object * 1853object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1854present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1855{
1849 if (m == NULL || out_of_map (m, x, y)) 1856 if (!m || out_of_map (m, x, y))
1850 { 1857 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1859 return NULL;
1853 } 1860 }
1854 1861
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1863 if (tmp->arch == at)
1857 return tmp; 1864 return tmp;
1858 1865
1859 return NULL; 1866 return NULL;
1860} 1867}
1871 { 1878 {
1872 LOG (llevError, "Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1880 return NULL;
1874 } 1881 }
1875 1882
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1884 if (tmp->type == type)
1878 return tmp; 1885 return tmp;
1879 1886
1880 return NULL; 1887 return NULL;
1881} 1888}
1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1966 {
1960 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1961 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1962 } 1969 }
1963}
1964
1965/*
1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1967 * all it's inventory (recursively).
1968 * If checksums are used, a player will get set_cheat called for
1969 * him/her-self and all object carried by a call to this function.
1970 */
1971void
1972set_cheat (object *op)
1973{
1974 SET_FLAG (op, FLAG_WAS_WIZ);
1975 flag_inv (op, FLAG_WAS_WIZ);
1976} 1970}
1977 1971
1978/* 1972/*
1979 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
1980 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2002 int index = 0, flag; 1996 int index = 0, flag;
2003 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2004 1998
2005 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
2006 { 2000 {
2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
2008 if (!flag) 2002
2009 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007 ms.update ();
2008
2009 /* However, often
2010 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2014 continue;
2010 2015
2011 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2012 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2013 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2014 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2015 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2016 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2017 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2018 */ 2023 */
2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
2020 stop = maxfree[i]; 2026 stop = maxfree[i];
2027 continue;
2028 }
2029
2030 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object.
2032 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2034 continue;
2035
2036 altern [index++] = i;
2021 } 2037 }
2022 2038
2023 if (!index) 2039 if (!index)
2024 return -1; 2040 return -1;
2025 2041
2026 return altern[RANDOM () % index]; 2042 return altern [rndm (index)];
2027} 2043}
2028 2044
2029/* 2045/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2034 */ 2050 */
2035int 2051int
2036find_first_free_spot (const object *ob, maptile *m, int x, int y) 2052find_first_free_spot (const object *ob, maptile *m, int x, int y)
2037{ 2053{
2038 for (int i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2055 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2040 return i; 2056 return i;
2041 2057
2042 return -1; 2058 return -1;
2043} 2059}
2044 2060
2052{ 2068{
2053 arr += begin; 2069 arr += begin;
2054 end -= begin; 2070 end -= begin;
2055 2071
2056 while (--end) 2072 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2073 swap (arr [end], arr [rndm (end + 1)]);
2058} 2074}
2059 2075
2060/* new function to make monster searching more efficient, and effective! 2076/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2077 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2078 * the spaces to find monsters. In this way, it won't always look for
2098 object *tmp; 2114 object *tmp;
2099 maptile *mp; 2115 maptile *mp;
2100 2116
2101 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2102 2118
2103 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2104 { 2120 {
2105 exclude = exclude->head; 2121 exclude = exclude->head;
2106 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2107 } 2123 }
2108 else 2124 else
2131 max = maxfree[i]; 2147 max = maxfree[i];
2132 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2133 { 2149 {
2134 for (tmp = ms.bot; tmp; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2136 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2137 break; 2153 break;
2138 2154
2139 if (tmp) 2155 if (tmp)
2140 return freedir[i]; 2156 return freedir[i];
2141 } 2157 }
2196 2212
2197 return 3; 2213 return 3;
2198} 2214}
2199 2215
2200/* 2216/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2217 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2218 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2219 */
2222
2223int 2220int
2224dirdiff (int dir1, int dir2) 2221dirdiff (int dir1, int dir2)
2225{ 2222{
2226 int d; 2223 int d;
2227 2224
2340 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2337 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2341 * core dumps if they do. 2338 * core dumps if they do.
2342 * 2339 *
2343 * Add a check so we can't pick up invisible objects (0.93.8) 2340 * Add a check so we can't pick up invisible objects (0.93.8)
2344 */ 2341 */
2345
2346int 2342int
2347can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2348{ 2344{
2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2355 * create clone from object to another 2351 * create clone from object to another
2356 */ 2352 */
2357object * 2353object *
2358object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2359{ 2355{
2360 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2361 2357
2362 if (!asrc) 2358 if (!asrc)
2363 return 0; 2359 return 0;
2364 2360
2365 src = asrc;
2366 if (src->head)
2367 src = src->head; 2361 src = asrc->head_ ();
2368 2362
2369 prev = 0; 2363 prev = 0;
2370 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2371 { 2365 {
2372 tmp = part->clone (); 2366 tmp = part->clone ();
2373 tmp->x -= src->x; 2367 tmp->x -= src->x;
2374 tmp->y -= src->y; 2368 tmp->y -= src->y;
2375 2369
2391 2385
2392 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2393 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2394 2388
2395 return dst; 2389 return dst;
2396}
2397
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434} 2390}
2435 2391
2436/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2393 * has the same type and subtype match.
2438 * returns NULL if no match. 2394 * returns NULL if no match.
2493 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2494 return link->value; 2450 return link->value;
2495 2451
2496 return 0; 2452 return 0;
2497} 2453}
2498
2499 2454
2500/* 2455/*
2501 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2502 * 2457 *
2503 * canonical_key is a shared string (value doesn't have to be). 2458 * canonical_key is a shared string (value doesn't have to be).
2527 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2528 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2529 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2530 * we get this value back again. 2485 * we get this value back again.
2531 */ 2486 */
2532 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2533 field->value = 0; 2488 field->value = 0;
2534 else 2489 else
2535 { 2490 {
2536 if (last) 2491 if (last)
2537 last->next = field->next; 2492 last->next = field->next;
2606 } 2561 }
2607 else 2562 else
2608 item = item->env; 2563 item = item->env;
2609} 2564}
2610 2565
2611
2612const char * 2566const char *
2613object::flag_desc (char *desc, int len) const 2567object::flag_desc (char *desc, int len) const
2614{ 2568{
2615 char *p = desc; 2569 char *p = desc;
2616 bool first = true; 2570 bool first = true;
2643{ 2597{
2644 char flagdesc[512]; 2598 char flagdesc[512];
2645 char info2[256 * 4]; 2599 char info2[256 * 4];
2646 char *p = info; 2600 char *p = info;
2647 2601
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2602 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2649 count, uuid.seq, 2603 count, uuid.seq,
2650 &name, 2604 &name,
2651 title ? "\",title:" : "", 2605 title ? "\",title:\"" : "",
2652 title ? (const char *)title : "", 2606 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2654 2608
2655 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2657 2611
2658 if (map) 2612 if (map)
2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2613 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2660 2614
2662} 2616}
2663 2617
2664const char * 2618const char *
2665object::debug_desc () const 2619object::debug_desc () const
2666{ 2620{
2667 static char info[256 * 4]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2668 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2669} 2625}
2670 2626
2627struct region *
2628object::region () const
2629{
2630 return map ? map->region (x, y)
2631 : region::default_region ();
2632}
2633
2634const materialtype_t *
2635object::dominant_material () const
2636{
2637 if (materialtype_t *mt = name_to_material (materialname))
2638 return mt;
2639
2640 return name_to_material (shstr_unknown);
2641}
2642
2643void
2644object::open_container (object *new_container)
2645{
2646 if (container == new_container)
2647 return;
2648
2649 if (object *old_container = container)
2650 {
2651 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2652 return;
2653
2654#if 0
2655 // remove the "Close old_container" object.
2656 if (object *closer = old_container->inv)
2657 if (closer->type == CLOSE_CON)
2658 closer->destroy ();
2659#endif
2660
2661 old_container->flag [FLAG_APPLIED] = 0;
2662 container = 0;
2663
2664 esrv_update_item (UPD_FLAGS, this, old_container);
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2666 play_sound (sound_find ("chest_close"));
2667 }
2668
2669 if (new_container)
2670 {
2671 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2672 return;
2673
2674 // TODO: this does not seem to serve any purpose anymore?
2675#if 0
2676 // insert the "Close Container" object.
2677 if (archetype *closer = new_container->other_arch)
2678 {
2679 object *closer = arch_to_object (new_container->other_arch);
2680 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2681 new_container->insert (closer);
2682 }
2683#endif
2684
2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2686
2687 new_container->flag [FLAG_APPLIED] = 1;
2688 container = new_container;
2689
2690 esrv_update_item (UPD_FLAGS, this, new_container);
2691 esrv_send_inventory (this, new_container);
2692 play_sound (sound_find ("chest_open"));
2693 }
2694}
2695
2696object *
2697object::force_find (const shstr name)
2698{
2699 /* cycle through his inventory to look for the MARK we want to
2700 * place
2701 */
2702 for (object *tmp = inv; tmp; tmp = tmp->below)
2703 if (tmp->type == FORCE && tmp->slaying == name)
2704 return splay (tmp);
2705
2706 return 0;
2707}
2708
2709void
2710object::force_add (const shstr name, int duration)
2711{
2712 if (object *force = force_find (name))
2713 force->destroy ();
2714
2715 object *force = get_archetype (FORCE_NAME);
2716
2717 force->slaying = name;
2718 force->stats.food = 1;
2719 force->speed_left = -1.f;
2720
2721 force->set_speed (duration ? 1.f / duration : 0.f);
2722 force->flag [FLAG_IS_USED_UP] = true;
2723 force->flag [FLAG_APPLIED] = true;
2724
2725 insert (force);
2726}
2727
2728void
2729object::play_sound (faceidx sound) const
2730{
2731 if (!sound)
2732 return;
2733
2734 if (flag [FLAG_REMOVED])
2735 return;
2736
2737 if (env)
2738 {
2739 if (object *pl = in_player ())
2740 pl->contr->play_sound (sound);
2741 }
2742 else
2743 map->play_sound (sound, x, y);
2744}
2745

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