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Comparing deliantra/server/common/object.C (file contents):
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.196 by root, Wed Oct 17 22:01:27 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;
254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
299 return 0; 300 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 301 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 302 return 0;
302 } 303 }
303 304
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 305 if (ob1->self || ob2->self)
306 { 306 {
307 ob1->optimise (); 307 ob1->optimise ();
308 ob2->optimise (); 308 ob2->optimise ();
309 309
310 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
324sum_weight (object *op) 334sum_weight (object *op)
325{ 335{
326 long sum; 336 long sum;
327 object *inv; 337 object *inv;
328 338
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 340 {
331 if (inv->inv) 341 if (inv->inv)
332 sum_weight (inv); 342 sum_weight (inv);
343
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 345 }
335 346
336 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
373/* 384/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
375 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
376 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
377 */ 388 */
378
379object * 389object *
380get_nearest_part (object *op, const object *pl) 390get_nearest_part (object *op, const object *pl)
381{ 391{
382 object *tmp, *closest; 392 object *tmp, *closest;
383 int last_dist, i; 393 int last_dist, i;
428} 438}
429 439
430/* 440/*
431 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
432 * skill and experience objects. 442 * skill and experience objects.
443 * ACTUALLY NO! investigate! TODO
433 */ 444 */
434void 445void
435object::set_owner (object *owner) 446object::set_owner (object *owner)
436{ 447{
448 // allow objects which own objects
437 if (!owner) 449 if (owner)
438 return;
439
440 /* next line added to allow objects which own objects */
441 /* Add a check for ownercounts in here, as I got into an endless loop
442 * with the fireball owning a poison cloud which then owned the
443 * fireball. I believe that was caused by one of the objects getting
444 * freed and then another object replacing it. Since the ownercounts
445 * didn't match, this check is valid and I believe that cause is valid.
446 */
447 while (owner->owner) 450 while (owner->owner)
448 owner = owner->owner; 451 owner = owner->owner;
449 452
450 this->owner = owner; 453 this->owner = owner;
454}
455
456int
457object::slottype () const
458{
459 if (type == SKILL)
460 {
461 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
462 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
463 }
464 else
465 {
466 if (slot [body_combat].info) return slot_combat;
467 if (slot [body_range ].info) return slot_ranged;
468 }
469
470 return slot_none;
471}
472
473bool
474object::change_weapon (object *ob)
475{
476 if (current_weapon == ob)
477 return true;
478
479 if (chosen_skill)
480 chosen_skill->flag [FLAG_APPLIED] = false;
481
482 current_weapon = ob;
483 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
484
485 if (chosen_skill)
486 chosen_skill->flag [FLAG_APPLIED] = true;
487
488 update_stats ();
489
490 if (ob)
491 {
492 // now check wether any body locations became invalid, in which case
493 // we cannot apply the weapon at the moment.
494 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
495 if (slot[i].used < 0)
496 {
497 current_weapon = chosen_skill = 0;
498 update_stats ();
499
500 new_draw_info_format (NDI_UNIQUE, 0, this,
501 "You try to balance all your items at once, "
502 "but the %s is just too much for your body. "
503 "[You need to unapply some items first.]", &ob->name);
504 return false;
505 }
506
507 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
508 }
509 else
510 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
511
512 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
513 {
514 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
515 &name, ob->debug_desc ());
516 return false;
517 }
518
519 return true;
451} 520}
452 521
453/* Zero the key_values on op, decrementing the shared-string 522/* Zero the key_values on op, decrementing the shared-string
454 * refcounts and freeing the links. 523 * refcounts and freeing the links.
455 */ 524 */
456static void 525static void
457free_key_values (object *op) 526free_key_values (object *op)
458{ 527{
459 for (key_value *i = op->key_values; i != 0;) 528 for (key_value *i = op->key_values; i; )
460 { 529 {
461 key_value *next = i->next; 530 key_value *next = i->next;
462 delete i; 531 delete i;
463 532
464 i = next; 533 i = next;
465 } 534 }
466 535
467 op->key_values = 0; 536 op->key_values = 0;
468} 537}
469 538
470/* 539object &
471 * copy_to first frees everything allocated by the dst object, 540object::operator =(const object &src)
472 * and then copies the contents of itself into the second
473 * object, allocating what needs to be allocated. Basically, any
474 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
475 * if the first object is freed, the pointers in the new object
476 * will point at garbage.
477 */
478void
479object::copy_to (object *dst)
480{ 541{
481 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 542 bool is_freed = flag [FLAG_FREED];
482 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 543 bool is_removed = flag [FLAG_REMOVED];
483 544
484 *(object_copy *)dst = *this; 545 *(object_copy *)this = src;
485 546
486 if (is_freed) 547 flag [FLAG_FREED] = is_freed;
487 SET_FLAG (dst, FLAG_FREED); 548 flag [FLAG_REMOVED] = is_removed;
488
489 if (is_removed)
490 SET_FLAG (dst, FLAG_REMOVED);
491
492 if (speed < 0)
493 dst->speed_left = speed_left - rndm ();
494 549
495 /* Copy over key_values, if any. */ 550 /* Copy over key_values, if any. */
496 if (key_values) 551 if (src.key_values)
497 { 552 {
498 key_value *tail = 0; 553 key_value *tail = 0;
499 key_value *i;
500
501 dst->key_values = 0; 554 key_values = 0;
502 555
503 for (i = key_values; i; i = i->next) 556 for (key_value *i = src.key_values; i; i = i->next)
504 { 557 {
505 key_value *new_link = new key_value; 558 key_value *new_link = new key_value;
506 559
507 new_link->next = 0; 560 new_link->next = 0;
508 new_link->key = i->key; 561 new_link->key = i->key;
509 new_link->value = i->value; 562 new_link->value = i->value;
510 563
511 /* Try and be clever here, too. */ 564 /* Try and be clever here, too. */
512 if (!dst->key_values) 565 if (!key_values)
513 { 566 {
514 dst->key_values = new_link; 567 key_values = new_link;
515 tail = new_link; 568 tail = new_link;
516 } 569 }
517 else 570 else
518 { 571 {
519 tail->next = new_link; 572 tail->next = new_link;
520 tail = new_link; 573 tail = new_link;
521 } 574 }
522 } 575 }
523 } 576 }
577}
578
579/*
580 * copy_to first frees everything allocated by the dst object,
581 * and then copies the contents of itself into the second
582 * object, allocating what needs to be allocated. Basically, any
583 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
584 * if the first object is freed, the pointers in the new object
585 * will point at garbage.
586 */
587void
588object::copy_to (object *dst)
589{
590 *dst = *this;
591
592 if (speed < 0)
593 dst->speed_left -= rndm ();
524 594
525 dst->set_speed (dst->speed); 595 dst->set_speed (dst->speed);
526} 596}
527 597
528void 598void
536 * need for monsters, but doesn't hurt to do it for everything. 606 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting 607 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created 608 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped. 609 * for it, they can be properly equipped.
540 */ 610 */
541 memcpy (body_used, body_info, sizeof (body_used)); 611 for (int i = NUM_BODY_LOCATIONS; i--; )
612 slot[i].used = slot[i].info;
542 613
543 attachable::instantiate (); 614 attachable::instantiate ();
544} 615}
545 616
546object * 617object *
834 905
835 if (flag [FLAG_IS_LINKED]) 906 if (flag [FLAG_IS_LINKED])
836 remove_button_link (this); 907 remove_button_link (this);
837 908
838 if (flag [FLAG_FRIENDLY]) 909 if (flag [FLAG_FRIENDLY])
839 {
840 remove_friendly_object (this); 910 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
848 911
849 if (!flag [FLAG_REMOVED]) 912 if (!flag [FLAG_REMOVED])
850 remove (); 913 remove ();
851 914
852 destroy_inv (true); 915 destroy_inv (true);
862 925
863 if (!freed_map) 926 if (!freed_map)
864 { 927 {
865 freed_map = new maptile; 928 freed_map = new maptile;
866 929
930 freed_map->path = "<freed objects map>";
867 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
868 freed_map->width = 3; 932 freed_map->width = 3;
869 freed_map->height = 3; 933 freed_map->height = 3;
870 934
871 freed_map->alloc (); 935 freed_map->alloc ();
875 map = freed_map; 939 map = freed_map;
876 x = 1; 940 x = 1;
877 y = 1; 941 y = 1;
878 } 942 }
879 943
880 head = 0;
881
882 if (more) 944 if (more)
883 { 945 {
884 more->destroy (); 946 more->destroy ();
885 more = 0; 947 more = 0;
886 } 948 }
887 949
950 head = 0;
951
888 // clear those pointers that likely might have circular references to us 952 // clear those pointers that likely might cause circular references
889 owner = 0; 953 owner = 0;
890 enemy = 0; 954 enemy = 0;
891 attacked_by = 0; 955 attacked_by = 0;
956 current_weapon = 0;
892} 957}
893 958
894void 959void
895object::destroy (bool destroy_inventory) 960object::destroy (bool destroy_inventory)
896{ 961{
897 if (destroyed ()) 962 if (destroyed ())
898 return; 963 return;
899 964
900 if (destroy_inventory) 965 if (destroy_inventory)
901 destroy_inv (false); 966 destroy_inv (false);
967
968 if (is_head ())
969 if (sound_destroy)
970 play_sound (sound_destroy);
971 else if (flag [FLAG_MONSTER])
972 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
902 973
903 attachable::destroy (); 974 attachable::destroy ();
904} 975}
905 976
906/* 977/*
1021 if (map->in_memory == MAP_SAVING) 1092 if (map->in_memory == MAP_SAVING)
1022 return; 1093 return;
1023 1094
1024 int check_walk_off = !flag [FLAG_NO_APPLY]; 1095 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (pl->container == this)
1100 /* If a container that the player is currently using somehow gets
1101 * removed (most likely destroyed), update the player view
1102 * appropriately.
1103 */
1104 pl->close_container ();
1105
1106 pl->contr->ns->floorbox_update ();
1107 }
1108
1026 for (tmp = ms.bot; tmp; tmp = tmp->above) 1109 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 { 1110 {
1028 /* No point updating the players look faces if he is the object 1111 /* No point updating the players look faces if he is the object
1029 * being removed. 1112 * being removed.
1030 */ 1113 */
1031
1032 if (tmp->type == PLAYER && tmp != this)
1033 {
1034 /* If a container that the player is currently using somehow gets
1035 * removed (most likely destroyed), update the player view
1036 * appropriately.
1037 */
1038 if (tmp->container == this)
1039 {
1040 flag [FLAG_APPLIED] = 0;
1041 tmp->container = 0;
1042 }
1043
1044 if (tmp->contr->ns)
1045 tmp->contr->ns->floorbox_update ();
1046 }
1047 1114
1048 /* See if object moving off should effect something */ 1115 /* See if object moving off should effect something */
1049 if (check_walk_off 1116 if (check_walk_off
1050 && ((move_type & tmp->move_off) 1117 && ((move_type & tmp->move_off)
1051 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1118 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 1121
1055 if (destroyed ()) 1122 if (destroyed ())
1056 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1123 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 } 1124 }
1058 1125
1059 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 if (tmp->above == tmp)
1062 tmp->above = 0;
1063
1064 last = tmp; 1126 last = tmp;
1065 } 1127 }
1066 1128
1067 /* last == NULL if there are no objects on this space */ 1129 /* last == NULL if there are no objects on this space */
1068 //TODO: this makes little sense, why only update the topmost object? 1130 //TODO: this makes little sense, why only update the topmost object?
1088merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1089{ 1151{
1090 if (!op->nrof) 1152 if (!op->nrof)
1091 return 0; 1153 return 0;
1092 1154
1093 if (top) 1155 if (!top)
1094 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1095 ; 1157 ;
1096 1158
1097 for (; top; top = top->below) 1159 for (; top; top = top->below)
1098 { 1160 {
1111 } 1173 }
1112 1174
1113 return 0; 1175 return 0;
1114} 1176}
1115 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1116/* 1201/*
1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118 * job preparing multi-part monsters. 1203 * job preparing multi-part monsters.
1119 */ 1204 */
1120object * 1205object *
1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122{ 1207{
1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 { 1209 {
1125 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1126 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1127 } 1212 }
1128 1213
1129 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1130} 1215}
1131 1216
1150 * just 'op' otherwise 1235 * just 'op' otherwise
1151 */ 1236 */
1152object * 1237object *
1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1155 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1156
1157 if (QUERY_FLAG (op, FLAG_FREED))
1158 {
1159 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL;
1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165 1243
1166 op->remove (); 1244 op->remove ();
1167
1168 if (!m)
1169 {
1170 char *dump = dump_object (op);
1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172 free (dump);
1173 return op;
1174 }
1175
1176 if (out_of_map (m, op->x, op->y))
1177 {
1178 char *dump = dump_object (op);
1179 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180#ifdef MANY_CORES
1181 /* Better to catch this here, as otherwise the next use of this object
1182 * is likely to cause a crash. Better to find out where it is getting
1183 * improperly inserted.
1184 */
1185 abort ();
1186#endif
1187 free (dump);
1188 return op;
1189 }
1190
1191 if (object *more = op->more)
1192 {
1193 if (!insert_ob_in_map (more, m, originator, flag))
1194 {
1195 if (!op->head)
1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197
1198 return 0;
1199 }
1200 }
1201
1202 CLEAR_FLAG (op, FLAG_REMOVED);
1203 1245
1204 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1205 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1206 * need extra work 1248 * need extra work
1207 */ 1249 */
1208 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1209 return 0; 1253 return 0;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1210 1261
1211 op->map = m; 1262 op->map = m;
1212 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1213 1264
1214 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1215 */ 1266 */
1216 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1217 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1218 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1219 { 1270 {
1220 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1221 tmp->destroy (); 1272 tmp->destroy ();
1222 } 1273 }
1249 else 1300 else
1250 { 1301 {
1251 top = ms.bot; 1302 top = ms.bot;
1252 1303
1253 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1254 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1255 { 1306 {
1256 object *last = 0; 1307 object *last = 0;
1257 1308
1258 /* 1309 /*
1259 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1289 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1290 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1291 */ 1342 */
1292 1343
1293 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1294 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1295 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1296 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1297 * stacking is a bit odd. 1348 * stacking is a bit odd.
1298 */ 1349 */
1299 if (!(flag & INS_ON_TOP) 1350 if (!(flag & INS_ON_TOP)
1300 && ms.flags () & P_BLOCKSVIEW 1351 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility)) 1352 && (op->face && !faces [op->face].visibility))
1302 { 1353 {
1303 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305 break; 1356 break;
1306 1357
1312 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1313 top = last->below; 1364 top = last->below;
1314 } 1365 }
1315 } /* If objects on this space */ 1366 } /* If objects on this space */
1316 1367
1317 if (flag & INS_MAP_LOAD)
1318 top = ms.top;
1319
1320 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1321 top = floor; 1369 top = floor;
1322 1370
1323 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1324 */ 1372 */
1356 op->map->touch (); 1404 op->map->touch ();
1357 } 1405 }
1358 1406
1359 op->map->dirty = true; 1407 op->map->dirty = true;
1360 1408
1361 /* If we have a floor, we know the player, if any, will be above
1362 * it, so save a few ticks and start from there.
1363 */
1364 if (!(flag & INS_MAP_LOAD))
1365 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1366 if (pl->contr->ns)
1367 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1368 1411
1369 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1370 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1371 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1372 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1391 * blocked() and wall() work properly), and these flags are updated by 1434 * blocked() and wall() work properly), and these flags are updated by
1392 * update_object(). 1435 * update_object().
1393 */ 1436 */
1394 1437
1395 /* if this is not the head or flag has been passed, don't check walk on status */ 1438 /* if this is not the head or flag has been passed, don't check walk on status */
1396 if (!(flag & INS_NO_WALK_ON) && !op->head) 1439 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1397 { 1440 {
1398 if (check_move_on (op, originator)) 1441 if (check_move_on (op, originator))
1399 return 0; 1442 return 0;
1400 1443
1401 /* If we are a multi part object, lets work our way through the check 1444 /* If we are a multi part object, lets work our way through the check
1402 * walk on's. 1445 * walk on's.
1403 */ 1446 */
1404 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1447 for (object *tmp = op->more; tmp; tmp = tmp->more)
1405 if (check_move_on (tmp, originator)) 1448 if (check_move_on (tmp, originator))
1406 return 0; 1449 return 0;
1407 } 1450 }
1408 1451
1409 return op; 1452 return op;
1419 object *tmp, *tmp1; 1462 object *tmp, *tmp1;
1420 1463
1421 /* first search for itself and remove any old instances */ 1464 /* first search for itself and remove any old instances */
1422 1465
1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1466 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1467 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1425 tmp->destroy (); 1468 tmp->destroy ();
1426 1469
1427 tmp1 = arch_to_object (archetype::find (arch_string)); 1470 tmp1 = arch_to_object (archetype::find (arch_string));
1428 1471
1429 tmp1->x = op->x; 1472 tmp1->x = op->x;
1430 tmp1->y = op->y; 1473 tmp1->y = op->y;
1431 insert_ob_in_map (tmp1, op->map, op, 0); 1474 insert_ob_in_map (tmp1, op->map, op, 0);
1432} 1475}
1433 1476
1434// XXX: function not returning object*
1435object * 1477object *
1436object::insert_at (object *where, object *originator, int flags) 1478object::insert_at (object *where, object *originator, int flags)
1437{ 1479{
1438 where->map->insert (this, where->x, where->y, originator, flags); 1480 return where->map->insert (this, where->x, where->y, originator, flags);
1439} 1481}
1440 1482
1441/* 1483/*
1442 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1484 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443 * is returned contains nr objects, and the remaining parts contains 1485 * is returned contains nr objects, and the remaining parts contains
1483 * the amount of an object. If the amount reaches 0, the object 1525 * the amount of an object. If the amount reaches 0, the object
1484 * is subsequently removed and freed. 1526 * is subsequently removed and freed.
1485 * 1527 *
1486 * Return value: 'op' if something is left, NULL if the amount reached 0 1528 * Return value: 'op' if something is left, NULL if the amount reached 0
1487 */ 1529 */
1488
1489object * 1530object *
1490decrease_ob_nr (object *op, uint32 i) 1531decrease_ob_nr (object *op, uint32 i)
1491{ 1532{
1492 object *tmp; 1533 object *tmp;
1493 1534
1568 1609
1569/* 1610/*
1570 * add_weight(object, weight) adds the specified weight to an object, 1611 * add_weight(object, weight) adds the specified weight to an object,
1571 * and also updates how much the environment(s) is/are carrying. 1612 * and also updates how much the environment(s) is/are carrying.
1572 */ 1613 */
1573
1574void 1614void
1575add_weight (object *op, signed long weight) 1615add_weight (object *op, signed long weight)
1576{ 1616{
1577 while (op != NULL) 1617 while (op != NULL)
1578 { 1618 {
1593 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1633 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594 free (dump); 1634 free (dump);
1595 return op; 1635 return op;
1596 } 1636 }
1597 1637
1598 if (where->head) 1638 if (where->head_ () != where)
1599 { 1639 {
1600 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1640 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 where = where->head; 1641 where = where->head;
1602 } 1642 }
1603 1643
1604 return where->insert (op); 1644 return where->insert (op);
1605} 1645}
1610 * inside the object environment. 1650 * inside the object environment.
1611 * 1651 *
1612 * The function returns now pointer to inserted item, and return value can 1652 * The function returns now pointer to inserted item, and return value can
1613 * be != op, if items are merged. -Tero 1653 * be != op, if items are merged. -Tero
1614 */ 1654 */
1615
1616object * 1655object *
1617object::insert (object *op) 1656object::insert (object *op)
1618{ 1657{
1619 object *tmp, *otmp;
1620
1621 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (!QUERY_FLAG (op, FLAG_REMOVED))
1622 op->remove (); 1659 op->remove ();
1623 1660
1624 if (op->more) 1661 if (op->more)
1625 { 1662 {
1627 return op; 1664 return op;
1628 } 1665 }
1629 1666
1630 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1667 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631 CLEAR_FLAG (op, FLAG_REMOVED); 1668 CLEAR_FLAG (op, FLAG_REMOVED);
1669
1632 if (op->nrof) 1670 if (op->nrof)
1633 { 1671 {
1634 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1672 for (object *tmp = inv; tmp; tmp = tmp->below)
1635 if (object::can_merge (tmp, op)) 1673 if (object::can_merge (tmp, op))
1636 { 1674 {
1637 /* return the original object and remove inserted object 1675 /* return the original object and remove inserted object
1638 (client needs the original object) */ 1676 (client needs the original object) */
1639 tmp->nrof += op->nrof; 1677 tmp->nrof += op->nrof;
1658 add_weight (this, op->weight * op->nrof); 1696 add_weight (this, op->weight * op->nrof);
1659 } 1697 }
1660 else 1698 else
1661 add_weight (this, (op->weight + op->carrying)); 1699 add_weight (this, (op->weight + op->carrying));
1662 1700
1663 otmp = this->in_player (); 1701 if (object *otmp = this->in_player ())
1664 if (otmp && otmp->contr)
1665 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1702 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 otmp->update_stats (); 1703 otmp->update_stats ();
1667 1704
1705 op->owner = 0; // its his/hers now. period.
1668 op->map = 0; 1706 op->map = 0;
1669 op->env = this; 1707 op->env = this;
1670 op->above = 0; 1708 op->above = 0;
1671 op->below = 0; 1709 op->below = 0;
1672 op->x = 0, op->y = 0; 1710 op->x = op->y = 0;
1673 1711
1674 /* reset the light list and los of the players on the map */ 1712 /* reset the light list and los of the players on the map */
1675 if ((op->glow_radius != 0) && map) 1713 if (op->glow_radius && map)
1676 { 1714 {
1677#ifdef DEBUG_LIGHTS 1715#ifdef DEBUG_LIGHTS
1678 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1716 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679#endif /* DEBUG_LIGHTS */ 1717#endif /* DEBUG_LIGHTS */
1680 if (map->darkness) 1718 if (map->darkness)
1937 unflag_inv (tmp, flag); 1975 unflag_inv (tmp, flag);
1938 } 1976 }
1939} 1977}
1940 1978
1941/* 1979/*
1942 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943 * all it's inventory (recursively).
1944 * If checksums are used, a player will get set_cheat called for
1945 * him/her-self and all object carried by a call to this function.
1946 */
1947void
1948set_cheat (object *op)
1949{
1950 SET_FLAG (op, FLAG_WAS_WIZ);
1951 flag_inv (op, FLAG_WAS_WIZ);
1952}
1953
1954/*
1955 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
1956 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
1957 * the given object. start and stop specifies how many squares 1982 * the given object. start and stop specifies how many squares
1958 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
1959 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
1960 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
1961 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
1962 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963 * Note - this only checks to see if there is space for the head of the
1964 * object - if it is a multispace object, this should be called for all
1965 * pieces.
1966 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
1967 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
1968 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
1969 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
1970 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
1971 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
1973 * customized, changed states, etc. 1995 * customized, changed states, etc.
1974 */ 1996 */
1975int 1997int
1976find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977{ 1999{
2000 int altern[SIZEOFFREE];
1978 int index = 0, flag; 2001 int index = 0, flag;
1979 int altern[SIZEOFFREE];
1980 2002
1981 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
1982 { 2004 {
1983 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2005 mapxy pos (m, x, y); pos.move (i);
1984 if (!flag) 2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
1985 altern [index++] = i; 2021 altern [index++] = i;
2022 continue;
2023 }
1986 2024
1987 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
1988 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
1989 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
1990 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
1991 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
1992 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
1993 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
1994 */ 2032 */
1995 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
1996 stop = maxfree[i]; 2035 stop = maxfree[i];
2036 continue;
2037 }
2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
1997 } 2049 }
1998 2050
1999 if (!index) 2051 if (!index)
2000 return -1; 2052 return -1;
2001 2053
2010 */ 2062 */
2011int 2063int
2012find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013{ 2065{
2014 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2015 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2016 return i; 2068 return i;
2017 2069
2018 return -1; 2070 return -1;
2019} 2071}
2020 2072
2074 object *tmp; 2126 object *tmp;
2075 maptile *mp; 2127 maptile *mp;
2076 2128
2077 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2078 2130
2079 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2080 { 2132 {
2081 exclude = exclude->head; 2133 exclude = exclude->head;
2082 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2083 } 2135 }
2084 else 2136 else
2107 max = maxfree[i]; 2159 max = maxfree[i];
2108 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2109 { 2161 {
2110 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2113 break; 2165 break;
2114 2166
2115 if (tmp) 2167 if (tmp)
2116 return freedir[i]; 2168 return freedir[i];
2117 } 2169 }
2297 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298 * core dumps if they do. 2350 * core dumps if they do.
2299 * 2351 *
2300 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2301 */ 2353 */
2302
2303int 2354int
2304can_pick (const object *who, const object *item) 2355can_pick (const object *who, const object *item)
2305{ 2356{
2306 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312 * create clone from object to another 2363 * create clone from object to another
2313 */ 2364 */
2314object * 2365object *
2315object_create_clone (object *asrc) 2366object_create_clone (object *asrc)
2316{ 2367{
2317 object *dst = 0, *tmp, *src, *part, *prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2318 2369
2319 if (!asrc) 2370 if (!asrc)
2320 return 0; 2371 return 0;
2321 2372
2322 src = asrc;
2323 if (src->head)
2324 src = src->head; 2373 src = asrc->head_ ();
2325 2374
2326 prev = 0; 2375 prev = 0;
2327 for (part = src; part; part = part->more) 2376 for (object *part = src; part; part = part->more)
2328 { 2377 {
2329 tmp = part->clone (); 2378 tmp = part->clone ();
2330 tmp->x -= src->x; 2379 tmp->x -= src->x;
2331 tmp->y -= src->y; 2380 tmp->y -= src->y;
2332 2381
2412 if (link->key == canonical_key) 2461 if (link->key == canonical_key)
2413 return link->value; 2462 return link->value;
2414 2463
2415 return 0; 2464 return 0;
2416} 2465}
2417
2418 2466
2419/* 2467/*
2420 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2421 * 2469 *
2422 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2446 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2447 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2448 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2449 * we get this value back again. 2497 * we get this value back again.
2450 */ 2498 */
2451 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0; 2500 field->value = 0;
2453 else 2501 else
2454 { 2502 {
2455 if (last) 2503 if (last)
2456 last->next = field->next; 2504 last->next = field->next;
2525 } 2573 }
2526 else 2574 else
2527 item = item->env; 2575 item = item->env;
2528} 2576}
2529 2577
2530
2531const char * 2578const char *
2532object::flag_desc (char *desc, int len) const 2579object::flag_desc (char *desc, int len) const
2533{ 2580{
2534 char *p = desc; 2581 char *p = desc;
2535 bool first = true; 2582 bool first = true;
2569 &name, 2616 &name,
2570 title ? "\",title:\"" : "", 2617 title ? "\",title:\"" : "",
2571 title ? (const char *)title : "", 2618 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type); 2619 flag_desc (flagdesc, 512), type);
2573 2620
2574 if (env) 2621 if (!this->flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2622 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2623
2577 if (map) 2624 if (map)
2578 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2625 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 2626
2581} 2628}
2582 2629
2583const char * 2630const char *
2584object::debug_desc () const 2631object::debug_desc () const
2585{ 2632{
2586 static char info[256 * 4]; 2633 static char info[3][256 * 4];
2634 static int info_idx;
2635
2587 return debug_desc (info); 2636 return debug_desc (info [++info_idx % 3]);
2588}
2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595} 2637}
2596 2638
2597struct region * 2639struct region *
2598object::region () const 2640object::region () const
2599{ 2641{
2602} 2644}
2603 2645
2604const materialtype_t * 2646const materialtype_t *
2605object::dominant_material () const 2647object::dominant_material () const
2606{ 2648{
2607 if (materialtype_t *mat = name_to_material (materialname)) 2649 if (materialtype_t *mt = name_to_material (materialname))
2608 return mat; 2650 return mt;
2609 2651
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown); 2652 return name_to_material (shstr_unknown);
2614} 2653}
2615 2654
2616void 2655void
2617object::open_container (object *new_container) 2656object::open_container (object *new_container)
2618{ 2657{
2634 old_container->flag [FLAG_APPLIED] = 0; 2673 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0; 2674 container = 0;
2636 2675
2637 esrv_update_item (UPD_FLAGS, this, old_container); 2676 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 play_sound (sound_find ("chest_close"));
2639 } 2679 }
2640 2680
2641 if (new_container) 2681 if (new_container)
2642 { 2682 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2683 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2659 new_container->flag [FLAG_APPLIED] = 1; 2699 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container; 2700 container = new_container;
2661 2701
2662 esrv_update_item (UPD_FLAGS, this, new_container); 2702 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container); 2703 esrv_send_inventory (this, new_container);
2704 play_sound (sound_find ("chest_open"));
2705 }
2706}
2707
2708object *
2709object::force_find (const shstr name)
2710{
2711 /* cycle through his inventory to look for the MARK we want to
2712 * place
2713 */
2714 for (object *tmp = inv; tmp; tmp = tmp->below)
2715 if (tmp->type == FORCE && tmp->slaying == name)
2716 return splay (tmp);
2717
2718 return 0;
2719}
2720
2721void
2722object::force_add (const shstr name, int duration)
2723{
2724 if (object *force = force_find (name))
2725 force->destroy ();
2726
2727 object *force = get_archetype (FORCE_NAME);
2728
2729 force->slaying = name;
2730 force->stats.food = 1;
2731 force->speed_left = -1.f;
2732
2733 force->set_speed (duration ? 1.f / duration : 0.f);
2734 force->flag [FLAG_IS_USED_UP] = true;
2735 force->flag [FLAG_APPLIED] = true;
2736
2737 insert (force);
2738}
2739
2740void
2741object::play_sound (faceidx sound) const
2742{
2743 if (!sound)
2744 return;
2745
2746 if (flag [FLAG_REMOVED])
2747 return;
2748
2749 if (env)
2664 } 2750 {
2751 if (object *pl = in_player ())
2752 pl->contr->play_sound (sound);
2753 }
2754 else
2755 map->play_sound (sound, x, y);
2665} 2756}
2666 2757
2667

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