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Comparing deliantra/server/common/object.C (file contents):
Revision 1.132 by root, Sat Feb 10 21:01:09 2007 UTC vs.
Revision 1.189 by root, Thu Sep 13 16:23:01 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/*
1006 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1007 return; 1083 return;
1008 1084
1009 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1010 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
1011 for (tmp = ms.bot; tmp; tmp = tmp->above) 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1012 { 1100 {
1013 /* 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
1014 * being removed. 1102 * being removed.
1015 */ 1103 */
1016
1017 if (tmp->type == PLAYER && tmp != this)
1018 {
1019 /* If a container that the player is currently using somehow gets
1020 * removed (most likely destroyed), update the player view
1021 * appropriately.
1022 */
1023 if (tmp->container == this)
1024 {
1025 flag [FLAG_APPLIED] = 0;
1026 tmp->container = 0;
1027 }
1028
1029 if (tmp->contr->ns)
1030 tmp->contr->ns->floorbox_update ();
1031 }
1032 1104
1033 /* See if object moving off should effect something */ 1105 /* See if object moving off should effect something */
1034 if (check_walk_off 1106 if (check_walk_off
1035 && ((move_type & tmp->move_off) 1107 && ((move_type & tmp->move_off)
1036 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1039 1111
1040 if (destroyed ()) 1112 if (destroyed ())
1041 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 ());
1042 } 1114 }
1043 1115
1044 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1045 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1046 if (tmp->above == tmp)
1047 tmp->above = 0;
1048
1049 last = tmp; 1116 last = tmp;
1050 } 1117 }
1051 1118
1052 /* last == NULL if there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1053 //TODO: this makes little sense, why only update the topmost object? 1120 //TODO: this makes little sense, why only update the topmost object?
1096 } 1163 }
1097 1164
1098 return 0; 1165 return 0;
1099} 1166}
1100 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
1101/* 1191/*
1102 * 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
1103 * job preparing multi-part monsters. 1193 * job preparing multi-part monsters.
1104 */ 1194 */
1105object * 1195object *
1106insert_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)
1107{ 1197{
1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1109 { 1199 {
1110 tmp->x = x + tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1111 tmp->y = y + tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1112 } 1202 }
1113 1203
1114 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1115} 1205}
1116 1206
1135 * just 'op' otherwise 1225 * just 'op' otherwise
1136 */ 1226 */
1137object * 1227object *
1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1140 object *tmp, *top, *floor = NULL; 1232 object *top, *floor = NULL;
1141
1142 if (QUERY_FLAG (op, FLAG_FREED))
1143 {
1144 LOG (llevError, "Trying to insert freed object!\n");
1145 return NULL;
1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150 1233
1151 op->remove (); 1234 op->remove ();
1152
1153 if (!m)
1154 {
1155 char *dump = dump_object (op);
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1157 free (dump);
1158 return op;
1159 }
1160
1161 if (out_of_map (m, op->x, op->y))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1165#ifdef MANY_CORES
1166 /* Better to catch this here, as otherwise the next use of this object
1167 * is likely to cause a crash. Better to find out where it is getting
1168 * improperly inserted.
1169 */
1170 abort ();
1171#endif
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (object *more = op->more)
1177 {
1178 if (!insert_ob_in_map (more, m, originator, flag))
1179 {
1180 if (!op->head)
1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1182
1183 return 0;
1184 }
1185 }
1186
1187 CLEAR_FLAG (op, FLAG_REMOVED);
1188 1235
1189 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1190 * 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
1191 * need extra work 1238 * need extra work
1192 */ 1239 */
1193 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1194 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);
1195 1251
1196 op->map = m; 1252 op->map = m;
1197 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1198 1254
1199 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1200 */ 1256 */
1201 if (op->nrof && !(flag & INS_NO_MERGE)) 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1202 for (tmp = ms.bot; tmp; tmp = tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1203 if (object::can_merge (op, tmp)) 1259 if (object::can_merge (op, tmp))
1204 { 1260 {
1205 op->nrof += tmp->nrof; 1261 op->nrof += tmp->nrof;
1206 tmp->destroy (); 1262 tmp->destroy ();
1207 } 1263 }
1274 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1276 */ 1332 */
1277 1333
1278 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1280 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd. 1338 * stacking is a bit odd.
1283 */ 1339 */
1284 if (!(flag & INS_ON_TOP) 1340 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW 1341 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility)) 1342 && (op->face && !faces [op->face].visibility))
1287 { 1343 {
1288 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290 break; 1346 break;
1291 1347
1296 */ 1352 */
1297 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1298 top = last->below; 1354 top = last->below;
1299 } 1355 }
1300 } /* If objects on this space */ 1356 } /* If objects on this space */
1301
1302 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1303 top = ms.top; 1358 top = ms.top;
1304 1359
1305 if (flag & INS_ABOVE_FLOOR_ONLY) 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1306 top = floor; 1361 top = floor;
1341 op->map->touch (); 1396 op->map->touch ();
1342 } 1397 }
1343 1398
1344 op->map->dirty = true; 1399 op->map->dirty = true;
1345 1400
1346 /* If we have a floor, we know the player, if any, will be above
1347 * it, so save a few ticks and start from there.
1348 */
1349 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1350 if (object *pl = ms.player ()) 1402 if (object *pl = ms.player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->floorbox_update (); 1403 pl->contr->ns->floorbox_update ();
1353 1404
1354 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1355 * 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
1356 * 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
1357 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1376 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1377 * update_object(). 1428 * update_object().
1378 */ 1429 */
1379 1430
1380 /* 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 */
1381 if (!(flag & INS_NO_WALK_ON) && !op->head) 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1382 { 1433 {
1383 if (check_move_on (op, originator)) 1434 if (check_move_on (op, originator))
1384 return 0; 1435 return 0;
1385 1436
1386 /* 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
1387 * walk on's. 1438 * walk on's.
1388 */ 1439 */
1389 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1390 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1391 return 0; 1442 return 0;
1392 } 1443 }
1393 1444
1394 return op; 1445 return op;
1404 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1405 1456
1406 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1407 1458
1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1410 tmp->destroy (); 1461 tmp->destroy ();
1411 1462
1412 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1413 1464
1414 tmp1->x = op->x; 1465 tmp1->x = op->x;
1417} 1468}
1418 1469
1419object * 1470object *
1420object::insert_at (object *where, object *originator, int flags) 1471object::insert_at (object *where, object *originator, int flags)
1421{ 1472{
1422 where->map->insert (this, where->x, where->y, originator, flags); 1473 return where->map->insert (this, where->x, where->y, originator, flags);
1423} 1474}
1424 1475
1425/* 1476/*
1426 * 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
1427 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1467 * 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
1468 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1469 * 1520 *
1470 * 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
1471 */ 1522 */
1472
1473object * 1523object *
1474decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1475{ 1525{
1476 object *tmp; 1526 object *tmp;
1477 1527
1552 1602
1553/* 1603/*
1554 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1556 */ 1606 */
1557
1558void 1607void
1559add_weight (object *op, signed long weight) 1608add_weight (object *op, signed long weight)
1560{ 1609{
1561 while (op != NULL) 1610 while (op != NULL)
1562 { 1611 {
1577 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);
1578 free (dump); 1627 free (dump);
1579 return op; 1628 return op;
1580 } 1629 }
1581 1630
1582 if (where->head) 1631 if (where->head_ () != where)
1583 { 1632 {
1584 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");
1585 where = where->head; 1634 where = where->head;
1586 } 1635 }
1587 1636
1588 return where->insert (op); 1637 return where->insert (op);
1589} 1638}
1594 * inside the object environment. 1643 * inside the object environment.
1595 * 1644 *
1596 * 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
1597 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1598 */ 1647 */
1599
1600object * 1648object *
1601object::insert (object *op) 1649object::insert (object *op)
1602{ 1650{
1603 object *tmp, *otmp;
1604
1605 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1606 op->remove (); 1652 op->remove ();
1607 1653
1608 if (op->more) 1654 if (op->more)
1609 { 1655 {
1611 return op; 1657 return op;
1612 } 1658 }
1613 1659
1614 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1615 CLEAR_FLAG (op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1616 if (op->nrof) 1663 if (op->nrof)
1617 { 1664 {
1618 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1619 if (object::can_merge (tmp, op)) 1666 if (object::can_merge (tmp, op))
1620 { 1667 {
1621 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1622 (client needs the original object) */ 1669 (client needs the original object) */
1623 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1642 add_weight (this, op->weight * op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1643 } 1690 }
1644 else 1691 else
1645 add_weight (this, (op->weight + op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1646 1693
1647 otmp = this->in_player (); 1694 if (object *otmp = this->in_player ())
1648 if (otmp && otmp->contr)
1649 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1650 otmp->update_stats (); 1696 otmp->update_stats ();
1651 1697
1698 op->owner = 0; // its his/hers now. period.
1652 op->map = 0; 1699 op->map = 0;
1653 op->env = this; 1700 op->env = this;
1654 op->above = 0; 1701 op->above = 0;
1655 op->below = 0; 1702 op->below = 0;
1656 op->x = 0, op->y = 0; 1703 op->x = op->y = 0;
1657 1704
1658 /* 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 */
1659 if ((op->glow_radius != 0) && map) 1706 if (op->glow_radius && map)
1660 { 1707 {
1661#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1662 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);
1663#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1664 if (map->darkness) 1711 if (map->darkness)
1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 { 1966 {
1920 CLEAR_FLAG (tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
1921 unflag_inv (tmp, flag); 1968 unflag_inv (tmp, flag);
1922 } 1969 }
1923}
1924
1925/*
1926 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1927 * all it's inventory (recursively).
1928 * If checksums are used, a player will get set_cheat called for
1929 * him/her-self and all object carried by a call to this function.
1930 */
1931void
1932set_cheat (object *op)
1933{
1934 SET_FLAG (op, FLAG_WAS_WIZ);
1935 flag_inv (op, FLAG_WAS_WIZ);
1936} 1970}
1937 1971
1938/* 1972/*
1939 * 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
1940 * 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
1962 int index = 0, flag; 1996 int index = 0, flag;
1963 int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
1964 1998
1965 for (int i = start; i < stop; i++) 1999 for (int i = start; i < stop; i++)
1966 { 2000 {
1967 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2001 mapxy pos (m, x, y); pos.move (i);
1968 if (!flag) 2002
1969 altern [index++] = i; 2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 continue;
1970 2017
1971 /* 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.
1972 * 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.
1973 * 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 -
1974 * 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
1975 * 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
1976 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
1977 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
1978 */ 2025 */
1979 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
1980 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;
1981 } 2039 }
1982 2040
1983 if (!index) 2041 if (!index)
1984 return -1; 2042 return -1;
1985 2043
1994 */ 2052 */
1995int 2053int
1996find_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)
1997{ 2055{
1998 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
1999 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]))
2000 return i; 2058 return i;
2001 2059
2002 return -1; 2060 return -1;
2003} 2061}
2004 2062
2058 object *tmp; 2116 object *tmp;
2059 maptile *mp; 2117 maptile *mp;
2060 2118
2061 MoveType blocked, move_type; 2119 MoveType blocked, move_type;
2062 2120
2063 if (exclude && exclude->head) 2121 if (exclude && exclude->head_ () != exclude)
2064 { 2122 {
2065 exclude = exclude->head; 2123 exclude = exclude->head;
2066 move_type = exclude->move_type; 2124 move_type = exclude->move_type;
2067 } 2125 }
2068 else 2126 else
2091 max = maxfree[i]; 2149 max = maxfree[i];
2092 else if (mflags & P_IS_ALIVE) 2150 else if (mflags & P_IS_ALIVE)
2093 { 2151 {
2094 for (tmp = ms.bot; tmp; tmp = tmp->above) 2152 for (tmp = ms.bot; tmp; tmp = tmp->above)
2095 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2153 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2096 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2154 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2097 break; 2155 break;
2098 2156
2099 if (tmp) 2157 if (tmp)
2100 return freedir[i]; 2158 return freedir[i];
2101 } 2159 }
2281 * 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
2282 * core dumps if they do. 2340 * core dumps if they do.
2283 * 2341 *
2284 * 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)
2285 */ 2343 */
2286
2287int 2344int
2288can_pick (const object *who, const object *item) 2345can_pick (const object *who, const object *item)
2289{ 2346{
2290 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2291 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 * create clone from object to another 2353 * create clone from object to another
2297 */ 2354 */
2298object * 2355object *
2299object_create_clone (object *asrc) 2356object_create_clone (object *asrc)
2300{ 2357{
2301 object *dst = 0, *tmp, *src, *part, *prev, *item; 2358 object *dst = 0, *tmp, *src, *prev, *item;
2302 2359
2303 if (!asrc) 2360 if (!asrc)
2304 return 0; 2361 return 0;
2305 2362
2306 src = asrc;
2307 if (src->head)
2308 src = src->head; 2363 src = asrc->head_ ();
2309 2364
2310 prev = 0; 2365 prev = 0;
2311 for (part = src; part; part = part->more) 2366 for (object *part = src; part; part = part->more)
2312 { 2367 {
2313 tmp = part->clone (); 2368 tmp = part->clone ();
2314 tmp->x -= src->x; 2369 tmp->x -= src->x;
2315 tmp->y -= src->y; 2370 tmp->y -= src->y;
2316 2371
2332 2387
2333 for (item = src->inv; item; item = item->below) 2388 for (item = src->inv; item; item = item->below)
2334 insert_ob_in_ob (object_create_clone (item), dst); 2389 insert_ob_in_ob (object_create_clone (item), dst);
2335 2390
2336 return dst; 2391 return dst;
2337}
2338
2339/* GROS - Creates an object using a string representing its content. */
2340/* Basically, we save the content of the string to a temp file, then call */
2341/* load_object on it. I admit it is a highly inefficient way to make things, */
2342/* but it was simple to make and allows reusing the load_object function. */
2343/* Remember not to use load_object_str in a time-critical situation. */
2344/* Also remember that multiparts objects are not supported for now. */
2345object *
2346load_object_str (const char *obstr)
2347{
2348 object *op;
2349 char filename[MAX_BUF];
2350
2351 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352
2353 FILE *tempfile = fopen (filename, "w");
2354
2355 if (tempfile == NULL)
2356 {
2357 LOG (llevError, "Error - Unable to access load object temp file\n");
2358 return NULL;
2359 }
2360
2361 fprintf (tempfile, obstr);
2362 fclose (tempfile);
2363
2364 op = object::create ();
2365
2366 object_thawer thawer (filename);
2367
2368 if (thawer)
2369 load_object (thawer, op, 0);
2370
2371 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372 CLEAR_FLAG (op, FLAG_REMOVED);
2373
2374 return op;
2375} 2392}
2376 2393
2377/* This returns the first object in who's inventory that 2394/* This returns the first object in who's inventory that
2378 * has the same type and subtype match. 2395 * has the same type and subtype match.
2379 * returns NULL if no match. 2396 * returns NULL if no match.
2434 if (link->key == canonical_key) 2451 if (link->key == canonical_key)
2435 return link->value; 2452 return link->value;
2436 2453
2437 return 0; 2454 return 0;
2438} 2455}
2439
2440 2456
2441/* 2457/*
2442 * Updates the canonical_key in op to value. 2458 * Updates the canonical_key in op to value.
2443 * 2459 *
2444 * 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).
2468 /* Basically, if the archetype has this key set, 2484 /* Basically, if the archetype has this key set,
2469 * we need to store the null value so when we save 2485 * we need to store the null value so when we save
2470 * it, we save the empty value so that when we load, 2486 * it, we save the empty value so that when we load,
2471 * we get this value back again. 2487 * we get this value back again.
2472 */ 2488 */
2473 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2489 if (get_ob_key_link (op->arch, canonical_key))
2474 field->value = 0; 2490 field->value = 0;
2475 else 2491 else
2476 { 2492 {
2477 if (last) 2493 if (last)
2478 last->next = field->next; 2494 last->next = field->next;
2547 } 2563 }
2548 else 2564 else
2549 item = item->env; 2565 item = item->env;
2550} 2566}
2551 2567
2552
2553const char * 2568const char *
2554object::flag_desc (char *desc, int len) const 2569object::flag_desc (char *desc, int len) const
2555{ 2570{
2556 char *p = desc; 2571 char *p = desc;
2557 bool first = true; 2572 bool first = true;
2591 &name, 2606 &name,
2592 title ? "\",title:\"" : "", 2607 title ? "\",title:\"" : "",
2593 title ? (const char *)title : "", 2608 title ? (const char *)title : "",
2594 flag_desc (flagdesc, 512), type); 2609 flag_desc (flagdesc, 512), type);
2595 2610
2596 if (env) 2611 if (!this->flag[FLAG_REMOVED] && env)
2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2612 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2598 2613
2599 if (map) 2614 if (map)
2600 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);
2601 2616
2603} 2618}
2604 2619
2605const char * 2620const char *
2606object::debug_desc () const 2621object::debug_desc () const
2607{ 2622{
2608 static char info[256 * 4]; 2623 static char info[3][256 * 4];
2624 static int info_idx;
2625
2609 return debug_desc (info); 2626 return debug_desc (info [++info_idx % 3]);
2610}
2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617} 2627}
2618 2628
2619struct region * 2629struct region *
2620object::region () const 2630object::region () const
2621{ 2631{
2624} 2634}
2625 2635
2626const materialtype_t * 2636const materialtype_t *
2627object::dominant_material () const 2637object::dominant_material () const
2628{ 2638{
2629 if (materialtype_t *mat = name_to_material (materialname)) 2639 if (materialtype_t *mt = name_to_material (materialname))
2630 return mat; 2640 return mt;
2631 2641
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown); 2642 return name_to_material (shstr_unknown);
2636} 2643}
2637 2644
2638void 2645void
2639object::open_container (object *new_container) 2646object::open_container (object *new_container)
2640{ 2647{
2656 old_container->flag [FLAG_APPLIED] = 0; 2663 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0; 2664 container = 0;
2658 2665
2659 esrv_update_item (UPD_FLAGS, this, old_container); 2666 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (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"));
2661 } 2669 }
2662 2670
2663 if (new_container) 2671 if (new_container)
2664 { 2672 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2673 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2681 new_container->flag [FLAG_APPLIED] = 1; 2689 new_container->flag [FLAG_APPLIED] = 1;
2682 container = new_container; 2690 container = new_container;
2683 2691
2684 esrv_update_item (UPD_FLAGS, this, new_container); 2692 esrv_update_item (UPD_FLAGS, this, new_container);
2685 esrv_send_inventory (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)
2686 } 2740 {
2741 if (object *pl = in_player ())
2742 pl->contr->play_sound (sound);
2743 }
2744 else
2745 map->play_sound (sound, x, y);
2687} 2746}
2688 2747
2689

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