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Comparing deliantra/server/common/object.C (file contents):
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.204 by root, Fri Apr 11 17:01:52 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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. */
34#include <sproto.h> 33#include <sproto.h>
35#include <loader.h> 34#include <loader.h>
36 35
37#include <bitset> 36#include <bitset>
38 37
39int nrofallocobjects = 0; 38UUID UUID::cur;
40static UUID uuid; 39static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 40static const uint64 UUID_GAP = 1<<19;
42 41
43objectvec objects; 42objectvec objects;
44activevec actives; 43activevec actives;
45 44
46short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = {
46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48}; 50};
49short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 51short freearr_y[SIZEOFFREE] = {
52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
50 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51}; 56};
52int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 57int maxfree[SIZEOFFREE] = {
58 0,
59 9, 10, 13, 14, 17, 18, 21, 22,
60 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
53 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 61 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
54}; 62};
55int freedir[SIZEOFFREE] = { 63int freedir[SIZEOFFREE] = {
56 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 64 0,
65 1, 2, 3, 4, 5, 6, 7, 8,
66 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 67 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58}; 68};
59 69
60static void 70static void
61write_uuid (void) 71write_uuid (uval64 skip, bool sync)
62{ 72{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 73 CALL_BEGIN (2);
64 74 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 75 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 77 CALL_END;
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid (void)
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
87 seq_next_save = 0;
88
88 FILE *fp; 89 FILE *fp;
89 90
90 if (!(fp = fopen (filename, "r"))) 91 if (!(fp = fopen (filename, "r")))
91 { 92 {
92 if (errno == ENOENT) 93 if (errno == ENOENT)
93 { 94 {
94 LOG (llevInfo, "RESET uid to 1\n"); 95 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 96 UUID::cur.seq = 0;
96 write_uuid (); 97 write_uuid (UUID_GAP, true);
97 return; 98 return;
98 } 99 }
99 100
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 102 _exit (1);
102 } 103 }
103 104
104 int version; 105 UUID::BUF buf;
105 unsigned long long uid; 106 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
107 { 110 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 112 _exit (1);
110 } 113 }
111 114
112 uuid.seq = uid; 115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 116
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 117 write_uuid (UUID_GAP, true);
115 fclose (fp); 118 fclose (fp);
116} 119}
117 120
118UUID 121UUID
119gen_uuid () 122UUID::gen ()
120{ 123{
121 UUID uid; 124 UUID uid;
122 125
123 uid.seq = ++uuid.seq; 126 uid.seq = ++cur.seq;
124 127
125 if (!(uuid.seq & (UUID_SKIP - 1))) 128 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
127 134
128 return uid; 135 return uid;
129} 136}
130 137
131void 138void
132init_uuid () 139UUID::init ()
133{ 140{
134 read_uuid (); 141 read_uuid ();
135} 142}
136 143
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 144/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
255 /* This is really a spellbook check - really, we should 262 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 263 * check all objects in the inventory.
257 */ 264 */
258 if (ob1->inv || ob2->inv) 265 if (ob1->inv || ob2->inv)
259 { 266 {
260 /* if one object has inventory but the other doesn't, not equiv */ 267 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 268 return 0; /* inventories differ in length */
262 return 0;
263 269
264 /* Now check to see if the two inventory objects could merge */ 270 if (ob1->inv->below || ob2->inv->below)
271 return 0; /* more than one object in inv */
272
265 if (!object::can_merge (ob1->inv, ob2->inv)) 273 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 274 return 0; /* inventory objexts differ */
267 275
268 /* inventory ok - still need to check rest of this object to see 276 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 277 * if it is valid.
270 */ 278 */
271 } 279 }
300 return 0; 308 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2)) 309 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0; 310 return 0;
303 } 311 }
304 312
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 313 if (ob1->self || ob2->self)
307 { 314 {
308 ob1->optimise (); 315 ob1->optimise ();
309 ob2->optimise (); 316 ob2->optimise ();
310 317
311 if (ob1->self || ob2->self) 318 if (ob1->self || ob2->self)
319 {
320 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
321 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
322
323 if (k1 != k2)
312 return 0; 324 return 0;
325 else if (k1 == 0)
326 return 1;
327 else if (!cfperl_can_merge (ob1, ob2))
328 return 0;
329 }
313 } 330 }
314 331
315 /* Everything passes, must be OK. */ 332 /* Everything passes, must be OK. */
316 return 1; 333 return 1;
317} 334}
375/* 392/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
379 */ 396 */
380
381object * 397object *
382get_nearest_part (object *op, const object *pl) 398get_nearest_part (object *op, const object *pl)
383{ 399{
384 object *tmp, *closest; 400 object *tmp, *closest;
385 int last_dist, i; 401 int last_dist, i;
421 break; 437 break;
422 438
423 return op; 439 return op;
424} 440}
425 441
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 442/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 443 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 444 * skill and experience objects.
445 * ACTUALLY NO! investigate! TODO
435 */ 446 */
436void 447void
437object::set_owner (object *owner) 448object::set_owner (object *owner)
438{ 449{
450 // allow objects which own objects
439 if (!owner) 451 if (owner)
440 return;
441
442 /* next line added to allow objects which own objects */
443 /* Add a check for ownercounts in here, as I got into an endless loop
444 * with the fireball owning a poison cloud which then owned the
445 * fireball. I believe that was caused by one of the objects getting
446 * freed and then another object replacing it. Since the ownercounts
447 * didn't match, this check is valid and I believe that cause is valid.
448 */
449 while (owner->owner) 452 while (owner->owner)
450 owner = owner->owner; 453 owner = owner->owner;
454
455 if (flag [FLAG_FREED])
456 {
457 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
458 return;
459 }
451 460
452 this->owner = owner; 461 this->owner = owner;
462}
463
464int
465object::slottype () const
466{
467 if (type == SKILL)
468 {
469 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
470 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
471 }
472 else
473 {
474 if (slot [body_combat].info) return slot_combat;
475 if (slot [body_range ].info) return slot_ranged;
476 }
477
478 return slot_none;
453} 479}
454 480
455bool 481bool
456object::change_weapon (object *ob) 482object::change_weapon (object *ob)
457{ 483{
478 { 504 {
479 current_weapon = chosen_skill = 0; 505 current_weapon = chosen_skill = 0;
480 update_stats (); 506 update_stats ();
481 507
482 new_draw_info_format (NDI_UNIQUE, 0, this, 508 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. " 509 "You try to balance all your items at once, "
510 "but the %s is just too much for your body. "
484 "You need to unapply some items first.", &ob->name); 511 "[You need to unapply some items first.]", &ob->name);
485 return false; 512 return false;
486 } 513 }
487 514
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 515 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 } 516 }
490 else 517 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 518 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
519
520 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
521 {
522 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
523 &name, ob->debug_desc ());
524 return false;
525 }
492 526
493 return true; 527 return true;
494} 528}
495 529
496/* Zero the key_values on op, decrementing the shared-string 530/* Zero the key_values on op, decrementing the shared-string
562object::copy_to (object *dst) 596object::copy_to (object *dst)
563{ 597{
564 *dst = *this; 598 *dst = *this;
565 599
566 if (speed < 0) 600 if (speed < 0)
567 dst->speed_left = speed_left - rndm (); 601 dst->speed_left -= rndm ();
568 602
569 dst->set_speed (dst->speed); 603 dst->set_speed (dst->speed);
570} 604}
571 605
572void 606void
573object::instantiate () 607object::instantiate ()
574{ 608{
575 if (!uuid.seq) // HACK 609 if (!uuid.seq) // HACK
576 uuid = gen_uuid (); 610 uuid = UUID::gen ();
577 611
578 speed_left = -0.1f; 612 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really 613 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything. 614 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting 615 * by doing so, when a monster is created, it has good starting
740static int object_count; 774static int object_count;
741 775
742void object::link () 776void object::link ()
743{ 777{
744 assert (!index);//D 778 assert (!index);//D
745 uuid = gen_uuid (); 779 uuid = UUID::gen ();
746 count = ++object_count; 780 count = ++object_count;
747 781
748 refcnt_inc (); 782 refcnt_inc ();
749 objects.insert (this); 783 objects.insert (this);
750} 784}
899 933
900 if (!freed_map) 934 if (!freed_map)
901 { 935 {
902 freed_map = new maptile; 936 freed_map = new maptile;
903 937
938 freed_map->path = "<freed objects map>";
904 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3; 940 freed_map->width = 3;
906 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
907 943
908 freed_map->alloc (); 944 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY; 945 freed_map->in_memory = MAP_IN_MEMORY;
910 } 946 }
911 947
912 map = freed_map; 948 map = freed_map;
913 x = 1; 949 x = 1;
914 y = 1; 950 y = 1;
915 } 951 }
916 952
917 head = 0;
918
919 if (more) 953 if (more)
920 { 954 {
921 more->destroy (); 955 more->destroy ();
922 more = 0; 956 more = 0;
923 } 957 }
924 958
959 head = 0;
960
925 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
926 owner = 0; 962 owner = 0;
927 enemy = 0; 963 enemy = 0;
928 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
929} 966}
930 967
931void 968void
932object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
933{ 970{
934 if (destroyed ()) 971 if (destroyed ())
935 return; 972 return;
936 973
937 if (destroy_inventory) 974 if (destroy_inventory)
938 destroy_inv (false); 975 destroy_inv (false);
976
977 if (is_head ())
978 if (sound_destroy)
979 play_sound (sound_destroy);
980 else if (flag [FLAG_MONSTER])
981 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
939 982
940 attachable::destroy (); 983 attachable::destroy ();
941} 984}
942 985
943/* 986/*
1058 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1059 return; 1102 return;
1060 1103
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 1105
1106 if (object *pl = ms.player ())
1107 {
1108 if (pl->container == this)
1109 /* If a container that the player is currently using somehow gets
1110 * removed (most likely destroyed), update the player view
1111 * appropriately.
1112 */
1113 pl->close_container ();
1114
1115 pl->contr->ns->floorbox_update ();
1116 }
1117
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 { 1119 {
1065 /* No point updating the players look faces if he is the object 1120 /* No point updating the players look faces if he is the object
1066 * being removed. 1121 * being removed.
1067 */ 1122 */
1068
1069 if (tmp->type == PLAYER && tmp != this)
1070 {
1071 /* If a container that the player is currently using somehow gets
1072 * removed (most likely destroyed), update the player view
1073 * appropriately.
1074 */
1075 if (tmp->container == this)
1076 {
1077 flag [FLAG_APPLIED] = 0;
1078 tmp->container = 0;
1079 }
1080
1081 if (tmp->contr->ns)
1082 tmp->contr->ns->floorbox_update ();
1083 }
1084 1123
1085 /* See if object moving off should effect something */ 1124 /* See if object moving off should effect something */
1086 if (check_walk_off 1125 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1091 1130
1092 if (destroyed ()) 1131 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1132 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1133 }
1095 1134
1096 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1097 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1098 if (tmp->above == tmp)
1099 tmp->above = 0;
1100
1101 last = tmp; 1135 last = tmp;
1102 } 1136 }
1103 1137
1104 /* last == NULL if there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object? 1139 //TODO: this makes little sense, why only update the topmost object?
1125merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1126{ 1160{
1127 if (!op->nrof) 1161 if (!op->nrof)
1128 return 0; 1162 return 0;
1129 1163
1130 if (top) 1164 if (!top)
1131 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1132 ; 1166 ;
1133 1167
1134 for (; top; top = top->below) 1168 for (; top; top = top->below)
1135 { 1169 {
1156 if (more) 1190 if (more)
1157 return; 1191 return;
1158 1192
1159 object *prev = this; 1193 object *prev = this;
1160 1194
1161 for (archetype *at = arch->more; at; at = at->more) 1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1196 {
1163 object *op = arch_to_object (at); 1197 object *op = arch_to_object (at);
1164 1198
1165 op->name = name; 1199 op->name = name;
1166 op->name_pl = name_pl; 1200 op->name_pl = name_pl;
1180object * 1214object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1215insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1216{
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1218 {
1185 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1187 } 1221 }
1188 1222
1189 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1190} 1224}
1191 1225
1212object * 1246object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1248{
1215 assert (!op->flag [FLAG_FREED]); 1249 assert (!op->flag [FLAG_FREED]);
1216 1250
1217 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1218 1252
1219 op->remove (); 1253 op->remove ();
1220
1221#if 0
1222 if (!m->active != !op->active)
1223 if (m->active)
1224 op->activate_recursive ();
1225 else
1226 op->deactivate_recursive ();
1227#endif
1228
1229 if (out_of_map (m, op->x, op->y))
1230 {
1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1232#ifdef MANY_CORES
1233 /* Better to catch this here, as otherwise the next use of this object
1234 * is likely to cause a crash. Better to find out where it is getting
1235 * improperly inserted.
1236 */
1237 abort ();
1238#endif
1239 return op;
1240 }
1241
1242 if (object *more = op->more)
1243 {
1244 if (!insert_ob_in_map (more, m, originator, flag))
1245 {
1246 if (!op->head)
1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1248
1249 return 0;
1250 }
1251 }
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254 1254
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1257 * need extra work
1258 */ 1258 */
1259 if (!xy_normalise (m, op->x, op->y)) 1259 if (!xy_normalise (m, op->x, op->y))
1260 {
1261 op->destroy ();
1260 return 0; 1262 return 0;
1263 }
1264
1265 if (object *more = op->more)
1266 if (!insert_ob_in_map (more, m, originator, flag))
1267 return 0;
1268
1269 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1270
1262 op->map = m; 1271 op->map = m;
1263 mapspace &ms = op->ms (); 1272 mapspace &ms = op->ms ();
1264 1273
1265 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1266 */ 1275 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1270 { 1279 {
1271 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1281 tmp->destroy ();
1273 } 1282 }
1300 else 1309 else
1301 { 1310 {
1302 top = ms.bot; 1311 top = ms.bot;
1303 1312
1304 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1314 if (top)
1306 { 1315 {
1307 object *last = 0; 1316 object *last = 0;
1308 1317
1309 /* 1318 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1319 * If there are multiple objects on this space, we do some trickier handling.
1363 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1364 top = last->below; 1373 top = last->below;
1365 } 1374 }
1366 } /* If objects on this space */ 1375 } /* If objects on this space */
1367 1376
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1378 top = floor;
1373 1379
1374 /* Top is the object that our object (op) is going to get inserted above. 1380 /* Top is the object that our object (op) is going to get inserted above.
1375 */ 1381 */
1407 op->map->touch (); 1413 op->map->touch ();
1408 } 1414 }
1409 1415
1410 op->map->dirty = true; 1416 op->map->dirty = true;
1411 1417
1412 /* If we have a floor, we know the player, if any, will be above
1413 * it, so save a few ticks and start from there.
1414 */
1415 if (!(flag & INS_MAP_LOAD))
1416 if (object *pl = ms.player ()) 1418 if (object *pl = ms.player ())
1417 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1419 1420
1420 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1421 * visible to others on this map. But update_all_los is really 1422 * visible to others on this map. But update_all_los is really
1422 * an inefficient way to do this, as it means los for all players 1423 * an inefficient way to do this, as it means los for all players
1423 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1442 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1444 * update_object().
1444 */ 1445 */
1445 1446
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1447 /* if this is not the head or flag has been passed, don't check walk on status */
1447 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1448 { 1449 {
1449 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1450 return 0; 1451 return 0;
1451 1452
1452 /* If we are a multi part object, lets work our way through the check 1453 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1454 * walk on's.
1454 */ 1455 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1457 return 0; 1458 return 0;
1458 } 1459 }
1459 1460
1460 return op; 1461 return op;
1470 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1471 1472
1472 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1473 1474
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 tmp->destroy (); 1477 tmp->destroy ();
1477 1478
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1479 1480
1480 tmp1->x = op->x; 1481 tmp1->x = op->x;
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1642 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1643 free (dump);
1643 return op; 1644 return op;
1644 } 1645 }
1645 1646
1646 if (where->head) 1647 if (where->head_ () != where)
1647 { 1648 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1649 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1650 where = where->head;
1650 } 1651 }
1651 1652
1652 return where->insert (op); 1653 return where->insert (op);
1653} 1654}
1661 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1662 */ 1663 */
1663object * 1664object *
1664object::insert (object *op) 1665object::insert (object *op)
1665{ 1666{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove (); 1668 op->remove ();
1670 1669
1671 if (op->more) 1670 if (op->more)
1672 { 1671 {
1674 return op; 1673 return op;
1675 } 1674 }
1676 1675
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1679 if (op->nrof) 1679 if (op->nrof)
1680 { 1680 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1683 { 1683 {
1684 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1685 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1705 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1706 } 1706 }
1707 else 1707 else
1708 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1709 1709
1710 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1711 if (otmp && otmp->contr)
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats (); 1712 otmp->update_stats ();
1714 1713
1714 op->owner = 0; // its his/hers now. period.
1715 op->map = 0; 1715 op->map = 0;
1716 op->env = this; 1716 op->env = this;
1717 op->above = 0; 1717 op->above = 0;
1718 op->below = 0; 1718 op->below = 0;
1719 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1720 1720
1721 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1722 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1723 { 1723 {
1724#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness) 1727 if (map->darkness)
1961 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1962 */ 1962 */
1963void 1963void
1964flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1965{ 1965{
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 { 1967 {
1969 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1970 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1971 } 1970 }
1972} 1971}
1973 1972
1974/* 1973/*
1975 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
1976 */ 1975 */
1977void 1976void
1978unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
1979{ 1978{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1980 {
1983 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
1985 } 1983 }
1986}
1987
1988/*
1989 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1990 * all it's inventory (recursively).
1991 * If checksums are used, a player will get set_cheat called for
1992 * him/her-self and all object carried by a call to this function.
1993 */
1994void
1995set_cheat (object *op)
1996{
1997 SET_FLAG (op, FLAG_WAS_WIZ);
1998 flag_inv (op, FLAG_WAS_WIZ);
1999} 1984}
2000 1985
2001/* 1986/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1987 * find_free_spot(object, map, x, y, start, stop) will search for
2003 * a spot at the given map and coordinates which will be able to contain 1988 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2007 * start and stop are where to start relative to the free_arr array (1,9 1992 * start and stop are where to start relative to the free_arr array (1,9
2008 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2009 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1994 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2010 * Note - this only checks to see if there is space for the head of the
2011 * object - if it is a multispace object, this should be called for all
2012 * pieces.
2013 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1997 * necessary, so the caller shouldn't need to do any special work.
2016 * Note - updated to take an object instead of archetype - this is necessary 1998 * Note - updated to take an object instead of archetype - this is necessary
2017 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2018 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 2002 * customized, changed states, etc.
2021 */ 2003 */
2022int 2004int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 2006{
2007 int altern[SIZEOFFREE];
2025 int index = 0, flag; 2008 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 2009
2028 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2029 { 2011 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 2013
2014 if (!pos.normalise ())
2015 continue;
2016
2017 mapspace &ms = *pos;
2018
2019 if (ms.flags () & P_IS_ALIVE)
2020 continue;
2021
2022 /* However, often
2023 * ob doesn't have any move type (when used to place exits)
2024 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2025 */
2026 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2027 {
2032 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2033 2031
2034 /* Basically, if we find a wall on a space, we cut down the search size. 2032 /* Basically, if we find a wall on a space, we cut down the search size.
2035 * In this way, we won't return spaces that are on another side of a wall. 2033 * In this way, we won't return spaces that are on another side of a wall.
2036 * This mostly work, but it cuts down the search size in all directions - 2034 * This mostly work, but it cuts down the search size in all directions -
2037 * if the space being examined only has a wall to the north and empty 2035 * if the space being examined only has a wall to the north and empty
2038 * spaces in all the other directions, this will reduce the search space 2036 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2041 */ 2039 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2043 stop = maxfree[i]; 2042 stop = maxfree[i];
2043 continue;
2044 }
2045
2046 /* Note it is intentional that we check ob - the movement type of the
2047 * head of the object should correspond for the entire object.
2048 */
2049 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2050 continue;
2051
2052 if (ob->blocked (m, pos.x, pos.y))
2053 continue;
2054
2055 altern [index++] = i;
2044 } 2056 }
2045 2057
2046 if (!index) 2058 if (!index)
2047 return -1; 2059 return -1;
2048 2060
2057 */ 2069 */
2058int 2070int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2071find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2072{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2074 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2075 return i;
2064 2076
2065 return -1; 2077 return -1;
2066} 2078}
2067 2079
2121 object *tmp; 2133 object *tmp;
2122 maptile *mp; 2134 maptile *mp;
2123 2135
2124 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2125 2137
2126 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2127 { 2139 {
2128 exclude = exclude->head; 2140 exclude = exclude->head;
2129 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2130 } 2142 }
2131 else 2143 else
2154 max = maxfree[i]; 2166 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2156 { 2168 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break; 2172 break;
2161 2173
2162 if (tmp) 2174 if (tmp)
2163 return freedir[i]; 2175 return freedir[i];
2164 } 2176 }
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2356 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2357 * core dumps if they do.
2346 * 2358 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2359 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2360 */
2349
2350int 2361int
2351can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2352{ 2363{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2370 * create clone from object to another
2360 */ 2371 */
2361object * 2372object *
2362object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2363{ 2374{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2365 2376
2366 if (!asrc) 2377 if (!asrc)
2367 return 0; 2378 return 0;
2368 2379
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2380 src = asrc->head_ ();
2372 2381
2373 prev = 0; 2382 prev = 0;
2374 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2375 { 2384 {
2376 tmp = part->clone (); 2385 tmp = part->clone ();
2377 tmp->x -= src->x; 2386 tmp->x -= src->x;
2378 tmp->y -= src->y; 2387 tmp->y -= src->y;
2379 2388
2492 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2504 * we get this value back again.
2496 */ 2505 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2507 field->value = 0;
2499 else 2508 else
2500 { 2509 {
2501 if (last) 2510 if (last)
2502 last->next = field->next; 2511 last->next = field->next;
2571 } 2580 }
2572 else 2581 else
2573 item = item->env; 2582 item = item->env;
2574} 2583}
2575 2584
2576
2577const char * 2585const char *
2578object::flag_desc (char *desc, int len) const 2586object::flag_desc (char *desc, int len) const
2579{ 2587{
2580 char *p = desc; 2588 char *p = desc;
2581 bool first = true; 2589 bool first = true;
2608{ 2616{
2609 char flagdesc[512]; 2617 char flagdesc[512];
2610 char info2[256 * 4]; 2618 char info2[256 * 4];
2611 char *p = info; 2619 char *p = info;
2612 2620
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2621 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2622 count,
2623 uuid.c_str (),
2615 &name, 2624 &name,
2616 title ? "\",title:\"" : "", 2625 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2626 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2627 flag_desc (flagdesc, 512), type);
2619 2628
2620 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2631
2623 if (map) 2632 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2633 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2634
2643} 2652}
2644 2653
2645const materialtype_t * 2654const materialtype_t *
2646object::dominant_material () const 2655object::dominant_material () const
2647{ 2656{
2648 if (materialtype_t *mat = name_to_material (materialname)) 2657 if (materialtype_t *mt = name_to_material (materialname))
2649 return mat; 2658 return mt;
2650 2659
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown); 2660 return name_to_material (shstr_unknown);
2655} 2661}
2656 2662
2657void 2663void
2658object::open_container (object *new_container) 2664object::open_container (object *new_container)
2659{ 2665{
2675 old_container->flag [FLAG_APPLIED] = 0; 2681 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0; 2682 container = 0;
2677 2683
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2684 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2685 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2686 play_sound (sound_find ("chest_close"));
2680 } 2687 }
2681 2688
2682 if (new_container) 2689 if (new_container)
2683 { 2690 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2700 new_container->flag [FLAG_APPLIED] = 1; 2707 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container; 2708 container = new_container;
2702 2709
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2710 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2711 esrv_send_inventory (this, new_container);
2712 play_sound (sound_find ("chest_open"));
2713 }
2714}
2715
2716object *
2717object::force_find (const shstr name)
2718{
2719 /* cycle through his inventory to look for the MARK we want to
2720 * place
2721 */
2722 for (object *tmp = inv; tmp; tmp = tmp->below)
2723 if (tmp->type == FORCE && tmp->slaying == name)
2724 return splay (tmp);
2725
2726 return 0;
2727}
2728
2729void
2730object::force_add (const shstr name, int duration)
2731{
2732 if (object *force = force_find (name))
2733 force->destroy ();
2734
2735 object *force = get_archetype (FORCE_NAME);
2736
2737 force->slaying = name;
2738 force->stats.food = 1;
2739 force->speed_left = -1.f;
2740
2741 force->set_speed (duration ? 1.f / duration : 0.f);
2742 force->flag [FLAG_IS_USED_UP] = true;
2743 force->flag [FLAG_APPLIED] = true;
2744
2745 insert (force);
2746}
2747
2748void
2749object::play_sound (faceidx sound) const
2750{
2751 if (!sound)
2752 return;
2753
2754 if (flag [FLAG_REMOVED])
2755 return;
2756
2757 if (env)
2705 } 2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2706} 2764}
2707 2765
2708

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