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Comparing deliantra/server/common/object.C (file contents):
Revision 1.128 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 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;
819 895
820 if (flag [FLAG_IS_LINKED]) 896 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 897 remove_button_link (this);
822 898
823 if (flag [FLAG_FRIENDLY]) 899 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 900 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833 901
834 if (!flag [FLAG_REMOVED]) 902 if (!flag [FLAG_REMOVED])
835 remove (); 903 remove ();
836 904
837 destroy_inv (true); 905 destroy_inv (true);
847 915
848 if (!freed_map) 916 if (!freed_map)
849 { 917 {
850 freed_map = new maptile; 918 freed_map = new maptile;
851 919
920 freed_map->path = "<freed objects map>";
852 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
853 freed_map->width = 3; 922 freed_map->width = 3;
854 freed_map->height = 3; 923 freed_map->height = 3;
855 924
856 freed_map->alloc (); 925 freed_map->alloc ();
860 map = freed_map; 929 map = freed_map;
861 x = 1; 930 x = 1;
862 y = 1; 931 y = 1;
863 } 932 }
864 933
865 head = 0;
866
867 if (more) 934 if (more)
868 { 935 {
869 more->destroy (); 936 more->destroy ();
870 more = 0; 937 more = 0;
871 } 938 }
872 939
940 head = 0;
941
873 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might cause circular references
874 owner = 0; 943 owner = 0;
875 enemy = 0; 944 enemy = 0;
876 attacked_by = 0; 945 attacked_by = 0;
946 current_weapon = 0;
877} 947}
878 948
879void 949void
880object::destroy (bool destroy_inventory) 950object::destroy (bool destroy_inventory)
881{ 951{
882 if (destroyed ()) 952 if (destroyed ())
883 return; 953 return;
884 954
885 if (destroy_inventory) 955 if (destroy_inventory)
886 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
887 963
888 attachable::destroy (); 964 attachable::destroy ();
889} 965}
890 966
891/* 967/*
964 } 1040 }
965 else if (map) 1041 else if (map)
966 { 1042 {
967 if (type == PLAYER) 1043 if (type == PLAYER)
968 { 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
969 --map->players; 1051 --map->players;
970 map->touch (); 1052 map->touch ();
971 } 1053 }
972 1054
973 map->dirty = true; 1055 map->dirty = true;
1000 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1001 return; 1083 return;
1002 1084
1003 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1004 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
1005 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1006 { 1100 {
1007 /* 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
1008 * being removed. 1102 * being removed.
1009 */ 1103 */
1010
1011 if (tmp->type == PLAYER && tmp != this)
1012 {
1013 /* If a container that the player is currently using somehow gets
1014 * removed (most likely destroyed), update the player view
1015 * appropriately.
1016 */
1017 if (tmp->container == this)
1018 {
1019 flag [FLAG_APPLIED] = 0;
1020 tmp->container = 0;
1021 }
1022
1023 if (tmp->contr->ns)
1024 tmp->contr->ns->floorbox_update ();
1025 }
1026 1104
1027 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1028 if (check_walk_off 1106 if (check_walk_off
1029 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1033 1111
1034 if (destroyed ()) 1112 if (destroyed ())
1035 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 ());
1036 } 1114 }
1037 1115
1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1040 if (tmp->above == tmp)
1041 tmp->above = 0;
1042
1043 last = tmp; 1116 last = tmp;
1044 } 1117 }
1045 1118
1046 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1090 } 1163 }
1091 1164
1092 return 0; 1165 return 0;
1093} 1166}
1094 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
1095/* 1191/*
1096 * 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
1097 * job preparing multi-part monsters. 1193 * job preparing multi-part monsters.
1098 */ 1194 */
1099object * 1195object *
1100insert_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)
1101{ 1197{
1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1103 { 1199 {
1104 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1105 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1106 } 1202 }
1107 1203
1108 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1109} 1205}
1110 1206
1129 * just 'op' otherwise 1225 * just 'op' otherwise
1130 */ 1226 */
1131object * 1227object *
1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1133{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1134 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1135
1136 if (QUERY_FLAG (op, FLAG_FREED))
1137 {
1138 LOG (llevError, "Trying to insert freed object!\n");
1139 return NULL;
1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144 1233
1145 op->remove (); 1234 op->remove ();
1146
1147 if (!m)
1148 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151 free (dump);
1152 return op;
1153 }
1154
1155 if (out_of_map (m, op->x, op->y))
1156 {
1157 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1159#ifdef MANY_CORES
1160 /* Better to catch this here, as otherwise the next use of this object
1161 * is likely to cause a crash. Better to find out where it is getting
1162 * improperly inserted.
1163 */
1164 abort ();
1165#endif
1166 free (dump);
1167 return op;
1168 }
1169
1170 if (object *more = op->more)
1171 {
1172 if (!insert_ob_in_map (more, m, originator, flag))
1173 {
1174 if (!op->head)
1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1176
1177 return 0;
1178 }
1179 }
1180
1181 CLEAR_FLAG (op, FLAG_REMOVED);
1182 1235
1183 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1184 * 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
1185 * need extra work 1238 * need extra work
1186 */ 1239 */
1187 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1188 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);
1189 1251
1190 op->map = m; 1252 op->map = m;
1191 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1192 1254
1193 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1194 */ 1256 */
1195 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1196 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1197 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1198 { 1260 {
1199 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1200 tmp->destroy (); 1262 tmp->destroy ();
1201 } 1263 }
1228 else 1290 else
1229 { 1291 {
1230 top = ms.bot; 1292 top = ms.bot;
1231 1293
1232 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1233 if ((!(flag & INS_MAP_LOAD)) && top) 1295 if (top)
1234 { 1296 {
1235 object *last = 0; 1297 object *last = 0;
1236 1298
1237 /* 1299 /*
1238 * 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.
1268 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1269 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1270 */ 1332 */
1271 1333
1272 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1273 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1274 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1275 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1276 * stacking is a bit odd. 1338 * stacking is a bit odd.
1277 */ 1339 */
1278 if (!(flag & INS_ON_TOP) 1340 if (!(flag & INS_ON_TOP)
1279 && ms.flags () & P_BLOCKSVIEW 1341 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility)) 1342 && (op->face && !faces [op->face].visibility))
1281 { 1343 {
1282 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1284 break; 1346 break;
1285 1347
1291 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1292 top = last->below; 1354 top = last->below;
1293 } 1355 }
1294 } /* If objects on this space */ 1356 } /* If objects on this space */
1295 1357
1296 if (flag & INS_MAP_LOAD)
1297 top = ms.top;
1298
1299 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1300 top = floor; 1359 top = floor;
1301 1360
1302 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1303 */ 1362 */
1335 op->map->touch (); 1394 op->map->touch ();
1336 } 1395 }
1337 1396
1338 op->map->dirty = true; 1397 op->map->dirty = true;
1339 1398
1340 /* If we have a floor, we know the player, if any, will be above
1341 * it, so save a few ticks and start from there.
1342 */
1343 if (!(flag & INS_MAP_LOAD))
1344 if (object *pl = ms.player ()) 1399 if (object *pl = ms.player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1347 1401
1348 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1349 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1350 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1351 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
1370 * blocked() and wall() work properly), and these flags are updated by 1424 * blocked() and wall() work properly), and these flags are updated by
1371 * update_object(). 1425 * update_object().
1372 */ 1426 */
1373 1427
1374 /* if this is not the head or flag has been passed, don't check walk on status */ 1428 /* if this is not the head or flag has been passed, don't check walk on status */
1375 if (!(flag & INS_NO_WALK_ON) && !op->head) 1429 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1376 { 1430 {
1377 if (check_move_on (op, originator)) 1431 if (check_move_on (op, originator))
1378 return 0; 1432 return 0;
1379 1433
1380 /* If we are a multi part object, lets work our way through the check 1434 /* If we are a multi part object, lets work our way through the check
1381 * walk on's. 1435 * walk on's.
1382 */ 1436 */
1383 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1437 for (object *tmp = op->more; tmp; tmp = tmp->more)
1384 if (check_move_on (tmp, originator)) 1438 if (check_move_on (tmp, originator))
1385 return 0; 1439 return 0;
1386 } 1440 }
1387 1441
1388 return op; 1442 return op;
1398 object *tmp, *tmp1; 1452 object *tmp, *tmp1;
1399 1453
1400 /* first search for itself and remove any old instances */ 1454 /* first search for itself and remove any old instances */
1401 1455
1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1456 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1457 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1404 tmp->destroy (); 1458 tmp->destroy ();
1405 1459
1406 tmp1 = arch_to_object (archetype::find (arch_string)); 1460 tmp1 = arch_to_object (archetype::find (arch_string));
1407 1461
1408 tmp1->x = op->x; 1462 tmp1->x = op->x;
1411} 1465}
1412 1466
1413object * 1467object *
1414object::insert_at (object *where, object *originator, int flags) 1468object::insert_at (object *where, object *originator, int flags)
1415{ 1469{
1416 where->map->insert (this, where->x, where->y, originator, flags); 1470 return where->map->insert (this, where->x, where->y, originator, flags);
1417} 1471}
1418 1472
1419/* 1473/*
1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1474 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1421 * is returned contains nr objects, and the remaining parts contains 1475 * is returned contains nr objects, and the remaining parts contains
1461 * the amount of an object. If the amount reaches 0, the object 1515 * the amount of an object. If the amount reaches 0, the object
1462 * is subsequently removed and freed. 1516 * is subsequently removed and freed.
1463 * 1517 *
1464 * Return value: 'op' if something is left, NULL if the amount reached 0 1518 * Return value: 'op' if something is left, NULL if the amount reached 0
1465 */ 1519 */
1466
1467object * 1520object *
1468decrease_ob_nr (object *op, uint32 i) 1521decrease_ob_nr (object *op, uint32 i)
1469{ 1522{
1470 object *tmp; 1523 object *tmp;
1471 1524
1546 1599
1547/* 1600/*
1548 * add_weight(object, weight) adds the specified weight to an object, 1601 * add_weight(object, weight) adds the specified weight to an object,
1549 * and also updates how much the environment(s) is/are carrying. 1602 * and also updates how much the environment(s) is/are carrying.
1550 */ 1603 */
1551
1552void 1604void
1553add_weight (object *op, signed long weight) 1605add_weight (object *op, signed long weight)
1554{ 1606{
1555 while (op != NULL) 1607 while (op != NULL)
1556 { 1608 {
1571 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1623 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1572 free (dump); 1624 free (dump);
1573 return op; 1625 return op;
1574 } 1626 }
1575 1627
1576 if (where->head) 1628 if (where->head_ () != where)
1577 { 1629 {
1578 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1630 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1579 where = where->head; 1631 where = where->head;
1580 } 1632 }
1581 1633
1582 return where->insert (op); 1634 return where->insert (op);
1583} 1635}
1588 * inside the object environment. 1640 * inside the object environment.
1589 * 1641 *
1590 * The function returns now pointer to inserted item, and return value can 1642 * The function returns now pointer to inserted item, and return value can
1591 * be != op, if items are merged. -Tero 1643 * be != op, if items are merged. -Tero
1592 */ 1644 */
1593
1594object * 1645object *
1595object::insert (object *op) 1646object::insert (object *op)
1596{ 1647{
1597 object *tmp, *otmp;
1598
1599 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1648 if (!QUERY_FLAG (op, FLAG_REMOVED))
1600 op->remove (); 1649 op->remove ();
1601 1650
1602 if (op->more) 1651 if (op->more)
1603 { 1652 {
1605 return op; 1654 return op;
1606 } 1655 }
1607 1656
1608 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1657 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1609 CLEAR_FLAG (op, FLAG_REMOVED); 1658 CLEAR_FLAG (op, FLAG_REMOVED);
1659
1610 if (op->nrof) 1660 if (op->nrof)
1611 { 1661 {
1612 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1662 for (object *tmp = inv; tmp; tmp = tmp->below)
1613 if (object::can_merge (tmp, op)) 1663 if (object::can_merge (tmp, op))
1614 { 1664 {
1615 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1616 (client needs the original object) */ 1666 (client needs the original object) */
1617 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1636 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1637 } 1687 }
1638 else 1688 else
1639 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1640 1690
1641 otmp = this->in_player (); 1691 if (object *otmp = this->in_player ())
1642 if (otmp && otmp->contr)
1643 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1692 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1644 otmp->update_stats (); 1693 otmp->update_stats ();
1645 1694
1695 op->owner = 0; // its his/hers now. period.
1646 op->map = 0; 1696 op->map = 0;
1647 op->env = this; 1697 op->env = this;
1648 op->above = 0; 1698 op->above = 0;
1649 op->below = 0; 1699 op->below = 0;
1650 op->x = 0, op->y = 0; 1700 op->x = op->y = 0;
1651 1701
1652 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1653 if ((op->glow_radius != 0) && map) 1703 if (op->glow_radius && map)
1654 { 1704 {
1655#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1656 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1657#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1658 if (map->darkness) 1708 if (map->darkness)
1912 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1962 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1913 { 1963 {
1914 CLEAR_FLAG (tmp, flag); 1964 CLEAR_FLAG (tmp, flag);
1915 unflag_inv (tmp, flag); 1965 unflag_inv (tmp, flag);
1916 } 1966 }
1917}
1918
1919/*
1920 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1921 * all it's inventory (recursively).
1922 * If checksums are used, a player will get set_cheat called for
1923 * him/her-self and all object carried by a call to this function.
1924 */
1925void
1926set_cheat (object *op)
1927{
1928 SET_FLAG (op, FLAG_WAS_WIZ);
1929 flag_inv (op, FLAG_WAS_WIZ);
1930} 1967}
1931 1968
1932/* 1969/*
1933 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
1934 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
1951 * customized, changed states, etc. 1988 * customized, changed states, etc.
1952 */ 1989 */
1953int 1990int
1954find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1955{ 1992{
1993 int altern[SIZEOFFREE];
1956 int index = 0, flag; 1994 int index = 0, flag;
1957 int altern[SIZEOFFREE];
1958 1995
1959 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
1960 { 1997 {
1961 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
1962 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
1963 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
1964 2017
1965 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
1966 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
1967 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
1968 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
1969 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
1970 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
1971 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
1972 */ 2025 */
1973 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
1974 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
1975 } 2039 }
1976 2040
1977 if (!index) 2041 if (!index)
1978 return -1; 2042 return -1;
1979 2043
1988 */ 2052 */
1989int 2053int
1990find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
1991{ 2055{
1992 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
1993 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
1994 return i; 2058 return i;
1995 2059
1996 return -1; 2060 return -1;
1997} 2061}
1998 2062
2052 object *tmp; 2116 object *tmp;
2053 maptile *mp; 2117 maptile *mp;
2054 2118
2055 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2056 2120
2057 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2058 { 2122 {
2059 exclude = exclude->head; 2123 exclude = exclude->head;
2060 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2061 } 2125 }
2062 else 2126 else
2085 max = maxfree[i]; 2149 max = maxfree[i];
2086 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2087 { 2151 {
2088 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2089 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2090 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2091 break; 2155 break;
2092 2156
2093 if (tmp) 2157 if (tmp)
2094 return freedir[i]; 2158 return freedir[i];
2095 } 2159 }
2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2276 * core dumps if they do. 2340 * core dumps if they do.
2277 * 2341 *
2278 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2279 */ 2343 */
2280
2281int 2344int
2282can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2283{ 2346{
2284 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2285 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2290 * create clone from object to another 2353 * create clone from object to another
2291 */ 2354 */
2292object * 2355object *
2293object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2294{ 2357{
2295 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2296 2359
2297 if (!asrc) 2360 if (!asrc)
2298 return 0; 2361 return 0;
2299 2362
2300 src = asrc;
2301 if (src->head)
2302 src = src->head; 2363 src = asrc->head_ ();
2303 2364
2304 prev = 0; 2365 prev = 0;
2305 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2306 { 2367 {
2307 tmp = part->clone (); 2368 tmp = part->clone ();
2308 tmp->x -= src->x; 2369 tmp->x -= src->x;
2309 tmp->y -= src->y; 2370 tmp->y -= src->y;
2310 2371
2326 2387
2327 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2328 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2329 2390
2330 return dst; 2391 return dst;
2331}
2332
2333/* GROS - Creates an object using a string representing its content. */
2334/* Basically, we save the content of the string to a temp file, then call */
2335/* load_object on it. I admit it is a highly inefficient way to make things, */
2336/* but it was simple to make and allows reusing the load_object function. */
2337/* Remember not to use load_object_str in a time-critical situation. */
2338/* Also remember that multiparts objects are not supported for now. */
2339object *
2340load_object_str (const char *obstr)
2341{
2342 object *op;
2343 char filename[MAX_BUF];
2344
2345 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2346
2347 FILE *tempfile = fopen (filename, "w");
2348
2349 if (tempfile == NULL)
2350 {
2351 LOG (llevError, "Error - Unable to access load object temp file\n");
2352 return NULL;
2353 }
2354
2355 fprintf (tempfile, obstr);
2356 fclose (tempfile);
2357
2358 op = object::create ();
2359
2360 object_thawer thawer (filename);
2361
2362 if (thawer)
2363 load_object (thawer, op, 0);
2364
2365 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2366 CLEAR_FLAG (op, FLAG_REMOVED);
2367
2368 return op;
2369} 2392}
2370 2393
2371/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2372 * has the same type and subtype match. 2395 * has the same type and subtype match.
2373 * returns NULL if no match. 2396 * returns NULL if no match.
2428 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2429 return link->value; 2452 return link->value;
2430 2453
2431 return 0; 2454 return 0;
2432} 2455}
2433
2434 2456
2435/* 2457/*
2436 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2437 * 2459 *
2438 * canonical_key is a shared string (value doesn't have to be). 2460 * canonical_key is a shared string (value doesn't have to be).
2462 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2463 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2464 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2465 * we get this value back again. 2487 * we get this value back again.
2466 */ 2488 */
2467 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2468 field->value = 0; 2490 field->value = 0;
2469 else 2491 else
2470 { 2492 {
2471 if (last) 2493 if (last)
2472 last->next = field->next; 2494 last->next = field->next;
2541 } 2563 }
2542 else 2564 else
2543 item = item->env; 2565 item = item->env;
2544} 2566}
2545 2567
2546
2547const char * 2568const char *
2548object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2549{ 2570{
2550 char *p = desc; 2571 char *p = desc;
2551 bool first = true; 2572 bool first = true;
2585 &name, 2606 &name,
2586 title ? "\",title:\"" : "", 2607 title ? "\",title:\"" : "",
2587 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2589 2610
2590 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2592 2613
2593 if (map) 2614 if (map)
2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2615 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2595 2616
2597} 2618}
2598 2619
2599const char * 2620const char *
2600object::debug_desc () const 2621object::debug_desc () const
2601{ 2622{
2602 static char info[256 * 4]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2603 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2604}
2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611} 2627}
2612 2628
2613struct region * 2629struct region *
2614object::region () const 2630object::region () const
2615{ 2631{
2616 return map ? map->region (x, y) 2632 return map ? map->region (x, y)
2617 : region::default_region (); 2633 : region::default_region ();
2618} 2634}
2619 2635
2636const materialtype_t *
2637object::dominant_material () const
2638{
2639 if (materialtype_t *mt = name_to_material (materialname))
2640 return mt;
2641
2642 return name_to_material (shstr_unknown);
2643}
2644
2645void
2646object::open_container (object *new_container)
2647{
2648 if (container == new_container)
2649 return;
2650
2651 if (object *old_container = container)
2652 {
2653 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2654 return;
2655
2656#if 0
2657 // remove the "Close old_container" object.
2658 if (object *closer = old_container->inv)
2659 if (closer->type == CLOSE_CON)
2660 closer->destroy ();
2661#endif
2662
2663 old_container->flag [FLAG_APPLIED] = 0;
2664 container = 0;
2665
2666 esrv_update_item (UPD_FLAGS, this, old_container);
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2668 play_sound (sound_find ("chest_close"));
2669 }
2670
2671 if (new_container)
2672 {
2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2674 return;
2675
2676 // TODO: this does not seem to serve any purpose anymore?
2677#if 0
2678 // insert the "Close Container" object.
2679 if (archetype *closer = new_container->other_arch)
2680 {
2681 object *closer = arch_to_object (new_container->other_arch);
2682 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2683 new_container->insert (closer);
2684 }
2685#endif
2686
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688
2689 new_container->flag [FLAG_APPLIED] = 1;
2690 container = new_container;
2691
2692 esrv_update_item (UPD_FLAGS, this, new_container);
2693 esrv_send_inventory (this, new_container);
2694 play_sound (sound_find ("chest_open"));
2695 }
2696}
2697
2698object *
2699object::force_find (const shstr name)
2700{
2701 /* cycle through his inventory to look for the MARK we want to
2702 * place
2703 */
2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2705 if (tmp->type == FORCE && tmp->slaying == name)
2706 return splay (tmp);
2707
2708 return 0;
2709}
2710
2711void
2712object::force_add (const shstr name, int duration)
2713{
2714 if (object *force = force_find (name))
2715 force->destroy ();
2716
2717 object *force = get_archetype (FORCE_NAME);
2718
2719 force->slaying = name;
2720 force->stats.food = 1;
2721 force->speed_left = -1.f;
2722
2723 force->set_speed (duration ? 1.f / duration : 0.f);
2724 force->flag [FLAG_IS_USED_UP] = true;
2725 force->flag [FLAG_APPLIED] = true;
2726
2727 insert (force);
2728}
2729
2730void
2731object::play_sound (faceidx sound) const
2732{
2733 if (!sound)
2734 return;
2735
2736 if (flag [FLAG_REMOVED])
2737 return;
2738
2739 if (env)
2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2746}
2747

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