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Comparing deliantra/server/common/object.C (file contents):
Revision 1.152 by root, Thu May 17 14:14:54 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;
453} 462}
454 463
455int 464int
495 { 504 {
496 current_weapon = chosen_skill = 0; 505 current_weapon = chosen_skill = 0;
497 update_stats (); 506 update_stats ();
498 507
499 new_draw_info_format (NDI_UNIQUE, 0, this, 508 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "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. "
501 "You need to unapply some items first.", &ob->name); 511 "[You need to unapply some items first.]", &ob->name);
502 return false; 512 return false;
503 } 513 }
504 514
505 //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);
506 } 516 }
586object::copy_to (object *dst) 596object::copy_to (object *dst)
587{ 597{
588 *dst = *this; 598 *dst = *this;
589 599
590 if (speed < 0) 600 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 601 dst->speed_left -= rndm ();
592 602
593 dst->set_speed (dst->speed); 603 dst->set_speed (dst->speed);
594} 604}
595 605
596void 606void
597object::instantiate () 607object::instantiate ()
598{ 608{
599 if (!uuid.seq) // HACK 609 if (!uuid.seq) // HACK
600 uuid = gen_uuid (); 610 uuid = UUID::gen ();
601 611
602 speed_left = -0.1f; 612 speed_left = -0.1f;
603 /* 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
604 * 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.
605 * 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
764static int object_count; 774static int object_count;
765 775
766void object::link () 776void object::link ()
767{ 777{
768 assert (!index);//D 778 assert (!index);//D
769 uuid = gen_uuid (); 779 uuid = UUID::gen ();
770 count = ++object_count; 780 count = ++object_count;
771 781
772 refcnt_inc (); 782 refcnt_inc ();
773 objects.insert (this); 783 objects.insert (this);
774} 784}
923 933
924 if (!freed_map) 934 if (!freed_map)
925 { 935 {
926 freed_map = new maptile; 936 freed_map = new maptile;
927 937
938 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 939 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 940 freed_map->width = 3;
930 freed_map->height = 3; 941 freed_map->height = 3;
942 freed_map->nodrop = 1;
931 943
932 freed_map->alloc (); 944 freed_map->alloc ();
933 freed_map->in_memory = MAP_IN_MEMORY; 945 freed_map->in_memory = MAP_IN_MEMORY;
934 } 946 }
935 947
936 map = freed_map; 948 map = freed_map;
937 x = 1; 949 x = 1;
938 y = 1; 950 y = 1;
939 } 951 }
940 952
941 head = 0;
942
943 if (more) 953 if (more)
944 { 954 {
945 more->destroy (); 955 more->destroy ();
946 more = 0; 956 more = 0;
947 } 957 }
948 958
959 head = 0;
960
949 // clear those pointers that likely might have circular references to us 961 // clear those pointers that likely might cause circular references
950 owner = 0; 962 owner = 0;
951 enemy = 0; 963 enemy = 0;
952 attacked_by = 0; 964 attacked_by = 0;
965 current_weapon = 0;
953} 966}
954 967
955void 968void
956object::destroy (bool destroy_inventory) 969object::destroy (bool destroy_inventory)
957{ 970{
958 if (destroyed ()) 971 if (destroyed ())
959 return; 972 return;
960 973
961 if (destroy_inventory) 974 if (destroy_inventory)
962 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
963 982
964 attachable::destroy (); 983 attachable::destroy ();
965} 984}
966 985
967/* 986/*
1082 if (map->in_memory == MAP_SAVING) 1101 if (map->in_memory == MAP_SAVING)
1083 return; 1102 return;
1084 1103
1085 int check_walk_off = !flag [FLAG_NO_APPLY]; 1104 int check_walk_off = !flag [FLAG_NO_APPLY];
1086 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
1087 for (tmp = ms.bot; tmp; tmp = tmp->above) 1118 for (tmp = ms.bot; tmp; tmp = tmp->above)
1088 { 1119 {
1089 /* 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
1090 * being removed. 1121 * being removed.
1091 */ 1122 */
1092
1093 if (tmp->type == PLAYER && tmp != this)
1094 {
1095 /* If a container that the player is currently using somehow gets
1096 * removed (most likely destroyed), update the player view
1097 * appropriately.
1098 */
1099 if (tmp->container == this)
1100 {
1101 flag [FLAG_APPLIED] = 0;
1102 tmp->container = 0;
1103 }
1104
1105 if (tmp->contr->ns)
1106 tmp->contr->ns->floorbox_update ();
1107 }
1108 1123
1109 /* See if object moving off should effect something */ 1124 /* See if object moving off should effect something */
1110 if (check_walk_off 1125 if (check_walk_off
1111 && ((move_type & tmp->move_off) 1126 && ((move_type & tmp->move_off)
1112 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1127 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1115 1130
1116 if (destroyed ()) 1131 if (destroyed ())
1117 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 ());
1118 } 1133 }
1119 1134
1120 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1121 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1122 if (tmp->above == tmp)
1123 tmp->above = 0;
1124
1125 last = tmp; 1135 last = tmp;
1126 } 1136 }
1127 1137
1128 /* last == NULL if there are no objects on this space */ 1138 /* last == NULL if there are no objects on this space */
1129 //TODO: this makes little sense, why only update the topmost object? 1139 //TODO: this makes little sense, why only update the topmost object?
1149merge_ob (object *op, object *top) 1159merge_ob (object *op, object *top)
1150{ 1160{
1151 if (!op->nrof) 1161 if (!op->nrof)
1152 return 0; 1162 return 0;
1153 1163
1154 if (top) 1164 if (!top)
1155 for (top = op; top && top->above; top = top->above) 1165 for (top = op; top && top->above; top = top->above)
1156 ; 1166 ;
1157 1167
1158 for (; top; top = top->below) 1168 for (; top; top = top->below)
1159 { 1169 {
1180 if (more) 1190 if (more)
1181 return; 1191 return;
1182 1192
1183 object *prev = this; 1193 object *prev = this;
1184 1194
1185 for (archetype *at = arch->more; at; at = at->more) 1195 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1186 { 1196 {
1187 object *op = arch_to_object (at); 1197 object *op = arch_to_object (at);
1188 1198
1189 op->name = name; 1199 op->name = name;
1190 op->name_pl = name_pl; 1200 op->name_pl = name_pl;
1204object * 1214object *
1205insert_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)
1206{ 1216{
1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1217 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1208 { 1218 {
1209 tmp->x = x + tmp->arch->clone.x; 1219 tmp->x = x + tmp->arch->x;
1210 tmp->y = y + tmp->arch->clone.y; 1220 tmp->y = y + tmp->arch->y;
1211 } 1221 }
1212 1222
1213 return insert_ob_in_map (op, m, originator, flag); 1223 return insert_ob_in_map (op, m, originator, flag);
1214} 1224}
1215 1225
1236object * 1246object *
1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1247insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1238{ 1248{
1239 assert (!op->flag [FLAG_FREED]); 1249 assert (!op->flag [FLAG_FREED]);
1240 1250
1241 object *tmp, *top, *floor = NULL; 1251 object *top, *floor = NULL;
1242 1252
1243 op->remove (); 1253 op->remove ();
1244
1245#if 0
1246 if (!m->active != !op->active)
1247 if (m->active)
1248 op->activate_recursive ();
1249 else
1250 op->deactivate_recursive ();
1251#endif
1252
1253 if (out_of_map (m, op->x, op->y))
1254 {
1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1256#ifdef MANY_CORES
1257 /* Better to catch this here, as otherwise the next use of this object
1258 * is likely to cause a crash. Better to find out where it is getting
1259 * improperly inserted.
1260 */
1261 abort ();
1262#endif
1263 return op;
1264 }
1265
1266 if (object *more = op->more)
1267 {
1268 if (!insert_ob_in_map (more, m, originator, flag))
1269 {
1270 if (!op->head)
1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1272
1273 return 0;
1274 }
1275 }
1276
1277 CLEAR_FLAG (op, FLAG_REMOVED);
1278 1254
1279 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1280 * 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
1281 * need extra work 1257 * need extra work
1282 */ 1258 */
1283 if (!xy_normalise (m, op->x, op->y)) 1259 if (!xy_normalise (m, op->x, op->y))
1260 {
1261 op->destroy ();
1284 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);
1285 1270
1286 op->map = m; 1271 op->map = m;
1287 mapspace &ms = op->ms (); 1272 mapspace &ms = op->ms ();
1288 1273
1289 /* this has to be done after we translate the coordinates. 1274 /* this has to be done after we translate the coordinates.
1290 */ 1275 */
1291 if (op->nrof && !(flag & INS_NO_MERGE)) 1276 if (op->nrof && !(flag & INS_NO_MERGE))
1292 for (tmp = ms.bot; tmp; tmp = tmp->above) 1277 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1293 if (object::can_merge (op, tmp)) 1278 if (object::can_merge (op, tmp))
1294 { 1279 {
1295 op->nrof += tmp->nrof; 1280 op->nrof += tmp->nrof;
1296 tmp->destroy (); 1281 tmp->destroy ();
1297 } 1282 }
1324 else 1309 else
1325 { 1310 {
1326 top = ms.bot; 1311 top = ms.bot;
1327 1312
1328 /* If there are other objects, then */ 1313 /* If there are other objects, then */
1329 if ((!(flag & INS_MAP_LOAD)) && top) 1314 if (top)
1330 { 1315 {
1331 object *last = 0; 1316 object *last = 0;
1332 1317
1333 /* 1318 /*
1334 * 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.
1387 if (last && last->below && last != floor) 1372 if (last && last->below && last != floor)
1388 top = last->below; 1373 top = last->below;
1389 } 1374 }
1390 } /* If objects on this space */ 1375 } /* If objects on this space */
1391 1376
1392 if (flag & INS_MAP_LOAD)
1393 top = ms.top;
1394
1395 if (flag & INS_ABOVE_FLOOR_ONLY) 1377 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor; 1378 top = floor;
1397 1379
1398 /* 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.
1399 */ 1381 */
1431 op->map->touch (); 1413 op->map->touch ();
1432 } 1414 }
1433 1415
1434 op->map->dirty = true; 1416 op->map->dirty = true;
1435 1417
1436 /* If we have a floor, we know the player, if any, will be above
1437 * it, so save a few ticks and start from there.
1438 */
1439 if (!(flag & INS_MAP_LOAD))
1440 if (object *pl = ms.player ()) 1418 if (object *pl = ms.player ())
1441 if (pl->contr->ns)
1442 pl->contr->ns->floorbox_update (); 1419 pl->contr->ns->floorbox_update ();
1443 1420
1444 /* If this object glows, it may affect lighting conditions that are 1421 /* If this object glows, it may affect lighting conditions that are
1445 * 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
1446 * 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
1447 * on the map will get recalculated. The players could very well 1424 * on the map will get recalculated. The players could very well
1466 * blocked() and wall() work properly), and these flags are updated by 1443 * blocked() and wall() work properly), and these flags are updated by
1467 * update_object(). 1444 * update_object().
1468 */ 1445 */
1469 1446
1470 /* 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 */
1471 if (!(flag & INS_NO_WALK_ON) && !op->head) 1448 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1472 { 1449 {
1473 if (check_move_on (op, originator)) 1450 if (check_move_on (op, originator))
1474 return 0; 1451 return 0;
1475 1452
1476 /* 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
1477 * walk on's. 1454 * walk on's.
1478 */ 1455 */
1479 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1456 for (object *tmp = op->more; tmp; tmp = tmp->more)
1480 if (check_move_on (tmp, originator)) 1457 if (check_move_on (tmp, originator))
1481 return 0; 1458 return 0;
1482 } 1459 }
1483 1460
1484 return op; 1461 return op;
1494 object *tmp, *tmp1; 1471 object *tmp, *tmp1;
1495 1472
1496 /* first search for itself and remove any old instances */ 1473 /* first search for itself and remove any old instances */
1497 1474
1498 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1475 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1476 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 tmp->destroy (); 1477 tmp->destroy ();
1501 1478
1502 tmp1 = arch_to_object (archetype::find (arch_string)); 1479 tmp1 = arch_to_object (archetype::find (arch_string));
1503 1480
1504 tmp1->x = op->x; 1481 tmp1->x = op->x;
1665 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);
1666 free (dump); 1643 free (dump);
1667 return op; 1644 return op;
1668 } 1645 }
1669 1646
1670 if (where->head) 1647 if (where->head_ () != where)
1671 { 1648 {
1672 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");
1673 where = where->head; 1650 where = where->head;
1674 } 1651 }
1675 1652
1676 return where->insert (op); 1653 return where->insert (op);
1677} 1654}
1685 * be != op, if items are merged. -Tero 1662 * be != op, if items are merged. -Tero
1686 */ 1663 */
1687object * 1664object *
1688object::insert (object *op) 1665object::insert (object *op)
1689{ 1666{
1690 object *tmp, *otmp;
1691
1692 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1667 if (!QUERY_FLAG (op, FLAG_REMOVED))
1693 op->remove (); 1668 op->remove ();
1694 1669
1695 if (op->more) 1670 if (op->more)
1696 { 1671 {
1698 return op; 1673 return op;
1699 } 1674 }
1700 1675
1701 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1676 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1702 CLEAR_FLAG (op, FLAG_REMOVED); 1677 CLEAR_FLAG (op, FLAG_REMOVED);
1678
1703 if (op->nrof) 1679 if (op->nrof)
1704 { 1680 {
1705 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1681 for (object *tmp = inv; tmp; tmp = tmp->below)
1706 if (object::can_merge (tmp, op)) 1682 if (object::can_merge (tmp, op))
1707 { 1683 {
1708 /* return the original object and remove inserted object 1684 /* return the original object and remove inserted object
1709 (client needs the original object) */ 1685 (client needs the original object) */
1710 tmp->nrof += op->nrof; 1686 tmp->nrof += op->nrof;
1729 add_weight (this, op->weight * op->nrof); 1705 add_weight (this, op->weight * op->nrof);
1730 } 1706 }
1731 else 1707 else
1732 add_weight (this, (op->weight + op->carrying)); 1708 add_weight (this, (op->weight + op->carrying));
1733 1709
1734 otmp = this->in_player (); 1710 if (object *otmp = this->in_player ())
1735 if (otmp && otmp->contr)
1736 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1711 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1737 otmp->update_stats (); 1712 otmp->update_stats ();
1738 1713
1714 op->owner = 0; // its his/hers now. period.
1739 op->map = 0; 1715 op->map = 0;
1740 op->env = this; 1716 op->env = this;
1741 op->above = 0; 1717 op->above = 0;
1742 op->below = 0; 1718 op->below = 0;
1743 op->x = 0, op->y = 0; 1719 op->x = op->y = 0;
1744 1720
1745 /* 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 */
1746 if ((op->glow_radius != 0) && map) 1722 if (op->glow_radius && map)
1747 { 1723 {
1748#ifdef DEBUG_LIGHTS 1724#ifdef DEBUG_LIGHTS
1749 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);
1750#endif /* DEBUG_LIGHTS */ 1726#endif /* DEBUG_LIGHTS */
1751 if (map->darkness) 1727 if (map->darkness)
1985 * activate recursively a flag on an object inventory 1961 * activate recursively a flag on an object inventory
1986 */ 1962 */
1987void 1963void
1988flag_inv (object *op, int flag) 1964flag_inv (object *op, int flag)
1989{ 1965{
1990 if (op->inv)
1991 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1966 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1992 { 1967 {
1993 SET_FLAG (tmp, flag); 1968 SET_FLAG (tmp, flag);
1994 flag_inv (tmp, flag); 1969 flag_inv (tmp, flag);
1995 } 1970 }
1996} 1971}
1997 1972
1998/* 1973/*
1999 * deactivate recursively a flag on an object inventory 1974 * deactivate recursively a flag on an object inventory
2000 */ 1975 */
2001void 1976void
2002unflag_inv (object *op, int flag) 1977unflag_inv (object *op, int flag)
2003{ 1978{
2004 if (op->inv)
2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1979 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2006 { 1980 {
2007 CLEAR_FLAG (tmp, flag); 1981 CLEAR_FLAG (tmp, flag);
2008 unflag_inv (tmp, flag); 1982 unflag_inv (tmp, flag);
2009 } 1983 }
2010} 1984}
2011 1985
2012/* 1986/*
2013 * 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
2014 * 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
2016 * to search (see the freearr_x/y[] definition). 1990 * to search (see the freearr_x/y[] definition).
2017 * It returns a random choice among the alternatives found. 1991 * It returns a random choice among the alternatives found.
2018 * 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
2019 * does all 4 immediate directions). This returns the index into the 1993 * does all 4 immediate directions). This returns the index into the
2020 * 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)
2021 * Note - this only checks to see if there is space for the head of the
2022 * object - if it is a multispace object, this should be called for all
2023 * pieces.
2024 * Note2: This function does correctly handle tiled maps, but does not 1995 * Note: This function does correctly handle tiled maps, but does not
2025 * inform the caller. However, insert_ob_in_map will update as 1996 * inform the caller. However, insert_ob_in_map will update as
2026 * 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.
2027 * 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
2028 * 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
2029 * 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
2031 * customized, changed states, etc. 2002 * customized, changed states, etc.
2032 */ 2003 */
2033int 2004int
2034find_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)
2035{ 2006{
2007 int altern[SIZEOFFREE];
2036 int index = 0, flag; 2008 int index = 0, flag;
2037 int altern[SIZEOFFREE];
2038 2009
2039 for (int i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2040 { 2011 {
2041 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 mapxy pos (m, x, y); pos.move (i);
2042 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 {
2043 altern [index++] = i; 2028 altern [index++] = i;
2029 continue;
2030 }
2044 2031
2045 /* 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.
2046 * 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.
2047 * 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 -
2048 * 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
2049 * 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
2050 * to only the spaces immediately surrounding the target area, and 2037 * to only the spaces immediately surrounding the target area, and
2051 * won't look 2 spaces south of the target space. 2038 * won't look 2 spaces south of the target space.
2052 */ 2039 */
2053 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2040 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2041 {
2054 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;
2055 } 2056 }
2056 2057
2057 if (!index) 2058 if (!index)
2058 return -1; 2059 return -1;
2059 2060
2068 */ 2069 */
2069int 2070int
2070find_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)
2071{ 2072{
2072 for (int i = 0; i < SIZEOFFREE; i++) 2073 for (int i = 0; i < SIZEOFFREE; i++)
2073 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]))
2074 return i; 2075 return i;
2075 2076
2076 return -1; 2077 return -1;
2077} 2078}
2078 2079
2132 object *tmp; 2133 object *tmp;
2133 maptile *mp; 2134 maptile *mp;
2134 2135
2135 MoveType blocked, move_type; 2136 MoveType blocked, move_type;
2136 2137
2137 if (exclude && exclude->head) 2138 if (exclude && exclude->head_ () != exclude)
2138 { 2139 {
2139 exclude = exclude->head; 2140 exclude = exclude->head;
2140 move_type = exclude->move_type; 2141 move_type = exclude->move_type;
2141 } 2142 }
2142 else 2143 else
2165 max = maxfree[i]; 2166 max = maxfree[i];
2166 else if (mflags & P_IS_ALIVE) 2167 else if (mflags & P_IS_ALIVE)
2167 { 2168 {
2168 for (tmp = ms.bot; tmp; tmp = tmp->above) 2169 for (tmp = ms.bot; tmp; tmp = tmp->above)
2169 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2170 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2170 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2171 break; 2172 break;
2172 2173
2173 if (tmp) 2174 if (tmp)
2174 return freedir[i]; 2175 return freedir[i];
2175 } 2176 }
2355 * 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
2356 * core dumps if they do. 2357 * core dumps if they do.
2357 * 2358 *
2358 * 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)
2359 */ 2360 */
2360
2361int 2361int
2362can_pick (const object *who, const object *item) 2362can_pick (const object *who, const object *item)
2363{ 2363{
2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2364 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2365 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2370 * create clone from object to another 2370 * create clone from object to another
2371 */ 2371 */
2372object * 2372object *
2373object_create_clone (object *asrc) 2373object_create_clone (object *asrc)
2374{ 2374{
2375 object *dst = 0, *tmp, *src, *part, *prev, *item; 2375 object *dst = 0, *tmp, *src, *prev, *item;
2376 2376
2377 if (!asrc) 2377 if (!asrc)
2378 return 0; 2378 return 0;
2379 2379
2380 src = asrc;
2381 if (src->head)
2382 src = src->head; 2380 src = asrc->head_ ();
2383 2381
2384 prev = 0; 2382 prev = 0;
2385 for (part = src; part; part = part->more) 2383 for (object *part = src; part; part = part->more)
2386 { 2384 {
2387 tmp = part->clone (); 2385 tmp = part->clone ();
2388 tmp->x -= src->x; 2386 tmp->x -= src->x;
2389 tmp->y -= src->y; 2387 tmp->y -= src->y;
2390 2388
2503 /* Basically, if the archetype has this key set, 2501 /* Basically, if the archetype has this key set,
2504 * we need to store the null value so when we save 2502 * we need to store the null value so when we save
2505 * it, we save the empty value so that when we load, 2503 * it, we save the empty value so that when we load,
2506 * we get this value back again. 2504 * we get this value back again.
2507 */ 2505 */
2508 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2506 if (get_ob_key_link (op->arch, canonical_key))
2509 field->value = 0; 2507 field->value = 0;
2510 else 2508 else
2511 { 2509 {
2512 if (last) 2510 if (last)
2513 last->next = field->next; 2511 last->next = field->next;
2582 } 2580 }
2583 else 2581 else
2584 item = item->env; 2582 item = item->env;
2585} 2583}
2586 2584
2587
2588const char * 2585const char *
2589object::flag_desc (char *desc, int len) const 2586object::flag_desc (char *desc, int len) const
2590{ 2587{
2591 char *p = desc; 2588 char *p = desc;
2592 bool first = true; 2589 bool first = true;
2619{ 2616{
2620 char flagdesc[512]; 2617 char flagdesc[512];
2621 char info2[256 * 4]; 2618 char info2[256 * 4];
2622 char *p = info; 2619 char *p = info;
2623 2620
2624 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}",
2625 count, uuid.seq, 2622 count,
2623 uuid.c_str (),
2626 &name, 2624 &name,
2627 title ? "\",title:\"" : "", 2625 title ? "\",title:\"" : "",
2628 title ? (const char *)title : "", 2626 title ? (const char *)title : "",
2629 flag_desc (flagdesc, 512), type); 2627 flag_desc (flagdesc, 512), type);
2630 2628
2631 if (env) 2629 if (!this->flag[FLAG_REMOVED] && env)
2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2633 2631
2634 if (map) 2632 if (map)
2635 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);
2636 2634
2654} 2652}
2655 2653
2656const materialtype_t * 2654const materialtype_t *
2657object::dominant_material () const 2655object::dominant_material () const
2658{ 2656{
2659 if (materialtype_t *mat = name_to_material (materialname)) 2657 if (materialtype_t *mt = name_to_material (materialname))
2660 return mat; 2658 return mt;
2661 2659
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown); 2660 return name_to_material (shstr_unknown);
2666} 2661}
2667 2662
2668void 2663void
2669object::open_container (object *new_container) 2664object::open_container (object *new_container)
2670{ 2665{
2686 old_container->flag [FLAG_APPLIED] = 0; 2681 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0; 2682 container = 0;
2688 2683
2689 esrv_update_item (UPD_FLAGS, this, old_container); 2684 esrv_update_item (UPD_FLAGS, this, old_container);
2690 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"));
2691 } 2687 }
2692 2688
2693 if (new_container) 2689 if (new_container)
2694 { 2690 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2691 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2711 new_container->flag [FLAG_APPLIED] = 1; 2707 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container; 2708 container = new_container;
2713 2709
2714 esrv_update_item (UPD_FLAGS, this, new_container); 2710 esrv_update_item (UPD_FLAGS, this, new_container);
2715 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)
2716 } 2758 {
2759 if (object *pl = in_player ())
2760 pl->contr->play_sound (sound);
2761 }
2762 else
2763 map->play_sound (sound, x, y);
2717} 2764}
2718 2765
2719

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