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Comparing deliantra/server/common/object.C (file contents):
Revision 1.125 by root, Sat Jan 27 23:59:29 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * 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.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * 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
376 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
378 */ 378 */
379
380object * 379object *
381get_nearest_part (object *op, const object *pl) 380get_nearest_part (object *op, const object *pl)
382{ 381{
383 object *tmp, *closest; 382 object *tmp, *closest;
384 int last_dist, i; 383 int last_dist, i;
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 - rndm ();
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;
839 915
840 if (!freed_map) 916 if (!freed_map)
841 { 917 {
842 freed_map = new maptile; 918 freed_map = new maptile;
843 919
920 freed_map->path = "<freed objects map>";
844 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3; 922 freed_map->width = 3;
846 freed_map->height = 3; 923 freed_map->height = 3;
847 924
848 freed_map->alloc (); 925 freed_map->alloc ();
852 map = freed_map; 929 map = freed_map;
853 x = 1; 930 x = 1;
854 y = 1; 931 y = 1;
855 } 932 }
856 933
857 head = 0;
858
859 if (more) 934 if (more)
860 { 935 {
861 more->destroy (); 936 more->destroy ();
862 more = 0; 937 more = 0;
863 } 938 }
864 939
940 head = 0;
941
865 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
866 owner = 0; 943 owner = 0;
867 enemy = 0; 944 enemy = 0;
868 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
869} 947}
870 948
871void 949void
872object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
873{ 951{
874 if (destroyed ()) 952 if (destroyed ())
875 return; 953 return;
876 954
877 if (destroy_inventory) 955 if (destroy_inventory)
878 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
879 963
880 attachable::destroy (); 964 attachable::destroy ();
881} 965}
882 966
883/* 967/*
903 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
904 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
905 * the previous environment. 989 * the previous environment.
906 */ 990 */
907void 991void
908object::remove_slow () 992object::do_remove ()
909{ 993{
910 object *tmp, *last = 0; 994 object *tmp, *last = 0;
911 object *otmp; 995 object *otmp;
912 996
913 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
956 } 1040 }
957 else if (map) 1041 else if (map)
958 { 1042 {
959 if (type == PLAYER) 1043 if (type == PLAYER)
960 { 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
961 --map->players; 1051 --map->players;
962 map->touch (); 1052 map->touch ();
963 } 1053 }
964 1054
965 map->dirty = true; 1055 map->dirty = true;
992 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
993 return; 1083 return;
994 1084
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
996 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
997 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1100 {
999 /* 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
1000 * being removed. 1102 * being removed.
1001 */ 1103 */
1002
1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1005 /* If a container that the player is currently using somehow gets
1006 * removed (most likely destroyed), update the player view
1007 * appropriately.
1008 */
1009 if (tmp->container == this)
1010 {
1011 flag [FLAG_APPLIED] = 0;
1012 tmp->container = 0;
1013 }
1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018 1104
1019 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1020 if (check_walk_off 1106 if (check_walk_off
1021 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1025 1111
1026 if (destroyed ()) 1112 if (destroyed ())
1027 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 ());
1028 } 1114 }
1029 1115
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1116 last = tmp;
1036 } 1117 }
1037 1118
1038 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1082 } 1163 }
1083 1164
1084 return 0; 1165 return 0;
1085} 1166}
1086 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
1087/* 1191/*
1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters. 1193 * job preparing multi-part monsters.
1090 */ 1194 */
1091object * 1195object *
1092insert_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)
1093{ 1197{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1199 {
1096 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1098 } 1202 }
1099 1203
1100 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1101} 1205}
1102 1206
1121 * just 'op' otherwise 1225 * just 'op' otherwise
1122 */ 1226 */
1123object * 1227object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1126 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1127
1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1130 LOG (llevError, "Trying to insert freed object!\n");
1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136 1233
1137 op->remove (); 1234 op->remove ();
1138
1139 if (!m)
1140 {
1141 char *dump = dump_object (op);
1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1143 free (dump);
1144 return op;
1145 }
1146
1147 if (out_of_map (m, op->x, op->y))
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1151#ifdef MANY_CORES
1152 /* Better to catch this here, as otherwise the next use of this object
1153 * is likely to cause a crash. Better to find out where it is getting
1154 * improperly inserted.
1155 */
1156 abort ();
1157#endif
1158 free (dump);
1159 return op;
1160 }
1161
1162 if (object *more = op->more)
1163 {
1164 if (!insert_ob_in_map (more, m, originator, flag))
1165 {
1166 if (!op->head)
1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1168
1169 return 0;
1170 }
1171 }
1172
1173 CLEAR_FLAG (op, FLAG_REMOVED);
1174 1235
1175 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1176 * 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
1177 * need extra work 1238 * need extra work
1178 */ 1239 */
1179 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1180 return 0; 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);
1181 1251
1182 op->map = m; 1252 op->map = m;
1183 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1184 1254
1185 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1186 */ 1256 */
1187 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1188 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1189 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1190 { 1260 {
1191 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1192 tmp->destroy (); 1262 tmp->destroy ();
1193 } 1263 }
1260 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1261 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1262 */ 1332 */
1263 1333
1264 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1266 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd. 1338 * stacking is a bit odd.
1269 */ 1339 */
1270 if (!(flag & INS_ON_TOP) 1340 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW 1341 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility)) 1342 && (op->face && !faces [op->face].visibility))
1273 { 1343 {
1274 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1276 break; 1346 break;
1277 1347
1282 */ 1352 */
1283 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1284 top = last->below; 1354 top = last->below;
1285 } 1355 }
1286 } /* If objects on this space */ 1356 } /* If objects on this space */
1287
1288 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1289 top = ms.top; 1358 top = ms.top;
1290 1359
1291 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1292 top = floor; 1361 top = floor;
1327 op->map->touch (); 1396 op->map->touch ();
1328 } 1397 }
1329 1398
1330 op->map->dirty = true; 1399 op->map->dirty = true;
1331 1400
1332 /* If we have a floor, we know the player, if any, will be above
1333 * it, so save a few ticks and start from there.
1334 */
1335 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1336 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1337 if (pl->contr->ns)
1338 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1339 1404
1340 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1341 * 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
1342 * 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
1343 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1362 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1363 * update_object(). 1428 * update_object().
1364 */ 1429 */
1365 1430
1366 /* 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 */
1367 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1368 { 1433 {
1369 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1370 return 0; 1435 return 0;
1371 1436
1372 /* 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
1373 * walk on's. 1438 * walk on's.
1374 */ 1439 */
1375 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1376 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1377 return 0; 1442 return 0;
1378 } 1443 }
1379 1444
1380 return op; 1445 return op;
1390 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1391 1456
1392 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1393 1458
1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1396 tmp->destroy (); 1461 tmp->destroy ();
1397 1462
1398 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1399 1464
1400 tmp1->x = op->x; 1465 tmp1->x = op->x;
1403} 1468}
1404 1469
1405object * 1470object *
1406object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1407{ 1472{
1408 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1409} 1474}
1410 1475
1411/* 1476/*
1412 * 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
1413 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1453 * 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
1454 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1455 * 1520 *
1456 * 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
1457 */ 1522 */
1458
1459object * 1523object *
1460decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1461{ 1525{
1462 object *tmp; 1526 object *tmp;
1463 1527
1538 1602
1539/* 1603/*
1540 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1541 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1542 */ 1606 */
1543
1544void 1607void
1545add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1546{ 1609{
1547 while (op != NULL) 1610 while (op != NULL)
1548 { 1611 {
1563 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);
1564 free (dump); 1627 free (dump);
1565 return op; 1628 return op;
1566 } 1629 }
1567 1630
1568 if (where->head) 1631 if (where->head_ () != where)
1569 { 1632 {
1570 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");
1571 where = where->head; 1634 where = where->head;
1572 } 1635 }
1573 1636
1574 return where->insert (op); 1637 return where->insert (op);
1575} 1638}
1580 * inside the object environment. 1643 * inside the object environment.
1581 * 1644 *
1582 * 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
1583 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1584 */ 1647 */
1585
1586object * 1648object *
1587object::insert (object *op) 1649object::insert (object *op)
1588{ 1650{
1589 object *tmp, *otmp;
1590
1591 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1592 op->remove (); 1652 op->remove ();
1593 1653
1594 if (op->more) 1654 if (op->more)
1595 { 1655 {
1597 return op; 1657 return op;
1598 } 1658 }
1599 1659
1600 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1601 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1602 if (op->nrof) 1663 if (op->nrof)
1603 { 1664 {
1604 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1605 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1606 { 1667 {
1607 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1608 (client needs the original object) */ 1669 (client needs the original object) */
1609 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1628 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1629 } 1690 }
1630 else 1691 else
1631 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1632 1693
1633 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1634 if (otmp && otmp->contr)
1635 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1636 otmp->update_stats (); 1696 otmp->update_stats ();
1637 1697
1698 op->owner = 0; // its his/hers now. period.
1638 op->map = 0; 1699 op->map = 0;
1639 op->env = this; 1700 op->env = this;
1640 op->above = 0; 1701 op->above = 0;
1641 op->below = 0; 1702 op->below = 0;
1642 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1643 1704
1644 /* 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 */
1645 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1646 { 1707 {
1647#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1648 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);
1649#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1650 if (map->darkness) 1711 if (map->darkness)
1904 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 { 1966 {
1906 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1907 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1908 } 1969 }
1909}
1910
1911/*
1912 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1913 * all it's inventory (recursively).
1914 * If checksums are used, a player will get set_cheat called for
1915 * him/her-self and all object carried by a call to this function.
1916 */
1917void
1918set_cheat (object *op)
1919{
1920 SET_FLAG (op, FLAG_WAS_WIZ);
1921 flag_inv (op, FLAG_WAS_WIZ);
1922} 1970}
1923 1971
1924/* 1972/*
1925 * 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
1926 * 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
1948 int index = 0, flag; 1996 int index = 0, flag;
1949 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1950 1998
1951 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1952 { 2000 {
1953 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1954 if (!flag) 2002
1955 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;
1956 2015
1957 /* 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.
1958 * 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.
1959 * 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 -
1960 * 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
1961 * 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
1962 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
1963 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
1964 */ 2023 */
1965 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2024 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2025 {
1966 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;
1967 } 2037 }
1968 2038
1969 if (!index) 2039 if (!index)
1970 return -1; 2040 return -1;
1971 2041
1980 */ 2050 */
1981int 2051int
1982find_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)
1983{ 2053{
1984 for (int i = 0; i < SIZEOFFREE; i++) 2054 for (int i = 0; i < SIZEOFFREE; i++)
1985 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]))
1986 return i; 2056 return i;
1987 2057
1988 return -1; 2058 return -1;
1989} 2059}
1990 2060
2044 object *tmp; 2114 object *tmp;
2045 maptile *mp; 2115 maptile *mp;
2046 2116
2047 MoveType blocked, move_type; 2117 MoveType blocked, move_type;
2048 2118
2049 if (exclude && exclude->head) 2119 if (exclude && exclude->head_ () != exclude)
2050 { 2120 {
2051 exclude = exclude->head; 2121 exclude = exclude->head;
2052 move_type = exclude->move_type; 2122 move_type = exclude->move_type;
2053 } 2123 }
2054 else 2124 else
2077 max = maxfree[i]; 2147 max = maxfree[i];
2078 else if (mflags & P_IS_ALIVE) 2148 else if (mflags & P_IS_ALIVE)
2079 { 2149 {
2080 for (tmp = ms.bot; tmp; tmp = tmp->above) 2150 for (tmp = ms.bot; tmp; tmp = tmp->above)
2081 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2151 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2082 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2152 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2083 break; 2153 break;
2084 2154
2085 if (tmp) 2155 if (tmp)
2086 return freedir[i]; 2156 return freedir[i];
2087 } 2157 }
2267 * 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
2268 * core dumps if they do. 2338 * core dumps if they do.
2269 * 2339 *
2270 * 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)
2271 */ 2341 */
2272
2273int 2342int
2274can_pick (const object *who, const object *item) 2343can_pick (const object *who, const object *item)
2275{ 2344{
2276 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2345 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2277 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2346 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2282 * create clone from object to another 2351 * create clone from object to another
2283 */ 2352 */
2284object * 2353object *
2285object_create_clone (object *asrc) 2354object_create_clone (object *asrc)
2286{ 2355{
2287 object *dst = 0, *tmp, *src, *part, *prev, *item; 2356 object *dst = 0, *tmp, *src, *prev, *item;
2288 2357
2289 if (!asrc) 2358 if (!asrc)
2290 return 0; 2359 return 0;
2291 2360
2292 src = asrc;
2293 if (src->head)
2294 src = src->head; 2361 src = asrc->head_ ();
2295 2362
2296 prev = 0; 2363 prev = 0;
2297 for (part = src; part; part = part->more) 2364 for (object *part = src; part; part = part->more)
2298 { 2365 {
2299 tmp = part->clone (); 2366 tmp = part->clone ();
2300 tmp->x -= src->x; 2367 tmp->x -= src->x;
2301 tmp->y -= src->y; 2368 tmp->y -= src->y;
2302 2369
2318 2385
2319 for (item = src->inv; item; item = item->below) 2386 for (item = src->inv; item; item = item->below)
2320 insert_ob_in_ob (object_create_clone (item), dst); 2387 insert_ob_in_ob (object_create_clone (item), dst);
2321 2388
2322 return dst; 2389 return dst;
2323}
2324
2325/* GROS - Creates an object using a string representing its content. */
2326/* Basically, we save the content of the string to a temp file, then call */
2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2328/* but it was simple to make and allows reusing the load_object function. */
2329/* Remember not to use load_object_str in a time-critical situation. */
2330/* Also remember that multiparts objects are not supported for now. */
2331object *
2332load_object_str (const char *obstr)
2333{
2334 object *op;
2335 char filename[MAX_BUF];
2336
2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2338
2339 FILE *tempfile = fopen (filename, "w");
2340
2341 if (tempfile == NULL)
2342 {
2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2344 return NULL;
2345 }
2346
2347 fprintf (tempfile, obstr);
2348 fclose (tempfile);
2349
2350 op = object::create ();
2351
2352 object_thawer thawer (filename);
2353
2354 if (thawer)
2355 load_object (thawer, op, 0);
2356
2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2358 CLEAR_FLAG (op, FLAG_REMOVED);
2359
2360 return op;
2361} 2390}
2362 2391
2363/* This returns the first object in who's inventory that 2392/* This returns the first object in who's inventory that
2364 * has the same type and subtype match. 2393 * has the same type and subtype match.
2365 * returns NULL if no match. 2394 * returns NULL if no match.
2420 if (link->key == canonical_key) 2449 if (link->key == canonical_key)
2421 return link->value; 2450 return link->value;
2422 2451
2423 return 0; 2452 return 0;
2424} 2453}
2425
2426 2454
2427/* 2455/*
2428 * Updates the canonical_key in op to value. 2456 * Updates the canonical_key in op to value.
2429 * 2457 *
2430 * 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).
2454 /* Basically, if the archetype has this key set, 2482 /* Basically, if the archetype has this key set,
2455 * we need to store the null value so when we save 2483 * we need to store the null value so when we save
2456 * it, we save the empty value so that when we load, 2484 * it, we save the empty value so that when we load,
2457 * we get this value back again. 2485 * we get this value back again.
2458 */ 2486 */
2459 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2487 if (get_ob_key_link (op->arch, canonical_key))
2460 field->value = 0; 2488 field->value = 0;
2461 else 2489 else
2462 { 2490 {
2463 if (last) 2491 if (last)
2464 last->next = field->next; 2492 last->next = field->next;
2533 } 2561 }
2534 else 2562 else
2535 item = item->env; 2563 item = item->env;
2536} 2564}
2537 2565
2538
2539const char * 2566const char *
2540object::flag_desc (char *desc, int len) const 2567object::flag_desc (char *desc, int len) const
2541{ 2568{
2542 char *p = desc; 2569 char *p = desc;
2543 bool first = true; 2570 bool first = true;
2570{ 2597{
2571 char flagdesc[512]; 2598 char flagdesc[512];
2572 char info2[256 * 4]; 2599 char info2[256 * 4];
2573 char *p = info; 2600 char *p = info;
2574 2601
2575 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}",
2576 count, uuid.seq, 2603 count, uuid.seq,
2577 &name, 2604 &name,
2578 title ? "\",title:\"" : "", 2605 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2606 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2607 flag_desc (flagdesc, 512), type);
2581 2608
2582 if (env) 2609 if (!this->flag[FLAG_REMOVED] && env)
2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2610 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584 2611
2585 if (map) 2612 if (map)
2586 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);
2587 2614
2589} 2616}
2590 2617
2591const char * 2618const char *
2592object::debug_desc () const 2619object::debug_desc () const
2593{ 2620{
2594 static char info[256 * 4]; 2621 static char info[3][256 * 4];
2622 static int info_idx;
2623
2595 return debug_desc (info); 2624 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2625}
2604 2626
2605struct region * 2627struct region *
2606object::region () const 2628object::region () const
2607{ 2629{
2608 return map ? map->region (x, y) 2630 return map ? map->region (x, y)
2609 : region::default_region (); 2631 : region::default_region ();
2610} 2632}
2611 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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