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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 1.212 by root, Mon Apr 21 23:35:24 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 (©) 2005,2006,2007,2008 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.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28#include <global.h> 24#include <global.h>
29#include <stdio.h> 25#include <stdio.h>
30#include <sys/types.h> 26#include <sys/types.h>
31#include <sys/uio.h> 27#include <sys/uio.h>
32#include <object.h> 28#include <object.h>
33#include <funcpoint.h>
34#include <sproto.h> 29#include <sproto.h>
35#include <loader.h> 30#include <loader.h>
36 31
37#include <bitset> 32#include <bitset>
38 33
39int nrofallocobjects = 0; 34UUID UUID::cur;
40static UUID uuid; 35static uint64_t seq_next_save;
41const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
42 37
43objectvec objects; 38objectvec objects;
44activevec actives; 39activevec actives;
45 40
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, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 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 45 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}; 46};
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, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -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 51 -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}; 52};
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, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 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 57 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}; 58};
55int freedir[SIZEOFFREE] = { 59int 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, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 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 63 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}; 64};
59 65
60static void 66static void
61write_uuid (void) 67write_uuid (uval64 skip, bool sync)
62{ 68{
63 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
64 70 CALL_ARG_SV (newSVval64 (skip));
65 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
66 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
67 73 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} 74}
80 75
81static void 76static void
82read_uuid (void) 77read_uuid (void)
83{ 78{
84 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
85 80
86 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
87 82
83 seq_next_save = 0;
84
88 FILE *fp; 85 FILE *fp;
89 86
90 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
91 { 88 {
92 if (errno == ENOENT) 89 if (errno == ENOENT)
93 { 90 {
94 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0; 92 UUID::cur.seq = 0;
96 write_uuid (); 93 write_uuid (UUID_GAP, true);
97 return; 94 return;
98 } 95 }
99 96
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1); 98 _exit (1);
102 } 99 }
103 100
104 int version; 101 UUID::BUF buf;
105 unsigned long long uid; 102 buf[0] = 0;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
107 { 106 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 uuid.seq = uid; 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 write_uuid (); 112
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119gen_uuid () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
126 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
132init_uuid () 135UUID::init ()
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field; 144 key_value *wants_field;
142 145
143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
151 key_value *has_field; 154 key_value *has_field;
152 155
153 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
155 158
156 if (has_field == NULL) 159 if (!has_field)
157 {
158 /* No field with that name. */ 160 return 0; /* No field with that name. */
159 return FALSE;
160 }
161 161
162 /* Found the matching field. */ 162 /* Found the matching field. */
163 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168 165
169 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
170 } 167 }
171 168
172 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
173 return TRUE; 170 return 1;
174} 171}
175 172
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 174static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 176{
180 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
181 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
182 */ 179 */
203 || ob1->speed != ob2->speed 200 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 201 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 202 || ob1->name != ob2->name)
206 return 0; 203 return 0;
207 204
208 //TODO: this ain't working well, use nicer and correct overflow check 205 /* Do not merge objects if nrof would overflow. First part checks
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 206 * for unsigned overflow (2c), second part checks whether the result
210 * value could not be stored in a sint32 (which unfortunately sometimes is 207 * would fit into a 32 bit signed int, which is often used to hold
211 * used to store nrof). 208 * nrof values.
212 */ 209 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 211 return 0;
215 212
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 217 * flags lose any meaning.
221 */ 218 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 221
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 224
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 225 if (ob1->arch->name != ob2->arch->name
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 226 || ob1->name != ob2->name
231 || ob1->title != ob2->title 227 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 228 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 229 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 230 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 231 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 232 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 233 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 234 || ob1->value != ob2->value
247 || ob1->move_block != ob2->move_block 241 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 242 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 243 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 244 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 245 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */ 264 if (!(ob1->inv && ob2->inv))
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 265 return 0; /* inventories differ in length */
262 return 0;
263 266
264 /* Now check to see if the two inventory objects could merge */ 267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
265 if (!object::can_merge (ob1->inv, ob2->inv)) 270 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// adjust weight per container type ("of holding")
336static sint32
337weight_adjust (object *op, sint32 weight)
338{
339 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight;
342}
343
319/* 344/*
345 * adjust_weight(object, weight) adds the specified weight to an object,
346 * and also updates how much the environment(s) is/are carrying.
347 */
348static void
349adjust_weight (object *op, sint32 weight)
350{
351 while (op)
352 {
353 weight = weight_adjust (op, weight);
354
355 if (!weight)
356 return;
357
358 op->carrying += weight;
359
360 if (object *pl = op->visible_to ())
361 esrv_update_item (UPD_WEIGHT, pl, op);
362
363 op = op->env;
364 }
365}
366
367/*
320 * sum_weight() is a recursive function which calculates the weight 368 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 369 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 370 * containers are carrying, and sums it up.
323 */ 371 */
324long 372void
325sum_weight (object *op) 373object::update_weight ()
326{ 374{
327 long sum; 375 sint32 sum = 0;
328 object *inv;
329 376
330 for (sum = 0, inv = op->inv; inv; inv = inv->below) 377 for (object *op = inv; op; op = op->below)
331 { 378 {
332 if (inv->inv) 379 if (op->inv)
333 sum_weight (inv); 380 op->update_weight ();
334 381
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 382 sum += op->total_weight ();
383 }
384
385 sum = weight_adjust (this, sum);
386
387 if (sum != carrying)
336 } 388 {
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum; 389 carrying = sum;
343 390
344 return sum; 391 if (object *pl = visible_to ())
392 esrv_update_item (UPD_WEIGHT, pl, this);
393 }
345} 394}
346 395
347/** 396/*
348 * Return the outermost environment object for a given object. 397 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
349 */
350
351object *
352object_get_env_recursive (object *op)
353{
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357}
358
359/*
360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 * Some error messages.
362 * The result of the dump is stored in the static global errmsg array.
363 */ 398 */
364char * 399char *
365dump_object (object *op) 400dump_object (object *op)
366{ 401{
367 if (!op) 402 if (!op)
375/* 410/*
376 * get_nearest_part(multi-object, object 2) returns the part of the 411 * get_nearest_part(multi-object, object 2) returns the part of the
377 * multi-object 1 which is closest to the second object. 412 * multi-object 1 which is closest to the second object.
378 * If it's not a multi-object, it is returned. 413 * If it's not a multi-object, it is returned.
379 */ 414 */
380
381object * 415object *
382get_nearest_part (object *op, const object *pl) 416get_nearest_part (object *op, const object *pl)
383{ 417{
384 object *tmp, *closest; 418 object *tmp, *closest;
385 int last_dist, i; 419 int last_dist, i;
386 420
387 if (op->more == NULL) 421 if (!op->more)
388 return op; 422 return op;
423
389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 424 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
425 tmp;
426 tmp = tmp->more)
390 if ((i = distance (tmp, pl)) < last_dist) 427 if ((i = distance (tmp, pl)) < last_dist)
391 closest = tmp, last_dist = i; 428 closest = tmp, last_dist = i;
429
392 return closest; 430 return closest;
393} 431}
394 432
395/* 433/*
396 * Returns the object which has the count-variable equal to the argument. 434 * Returns the object which has the count-variable equal to the argument.
435 * VERRRY slow.
397 */ 436 */
398object * 437object *
399find_object (tag_t i) 438find_object (tag_t i)
400{ 439{
401 for_all_objects (op) 440 for_all_objects (op)
421 break; 460 break;
422 461
423 return op; 462 return op;
424} 463}
425 464
426void
427free_all_object_data ()
428{
429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430}
431
432/* 465/*
433 * Sets the owner and sets the skill and exp pointers to owner's current 466 * Sets the owner and sets the skill and exp pointers to owner's current
434 * skill and experience objects. 467 * skill and experience objects.
468 * ACTUALLY NO! investigate! TODO
435 */ 469 */
436void 470void
437object::set_owner (object *owner) 471object::set_owner (object *owner)
438{ 472{
473 // allow objects which own objects
439 if (!owner) 474 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) 475 while (owner->owner)
450 owner = owner->owner; 476 owner = owner->owner;
477
478 if (flag [FLAG_FREED])
479 {
480 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
481 return;
482 }
451 483
452 this->owner = owner; 484 this->owner = owner;
485}
486
487int
488object::slottype () const
489{
490 if (type == SKILL)
491 {
492 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
493 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
494 }
495 else
496 {
497 if (slot [body_combat].info) return slot_combat;
498 if (slot [body_range ].info) return slot_ranged;
499 }
500
501 return slot_none;
453} 502}
454 503
455bool 504bool
456object::change_weapon (object *ob) 505object::change_weapon (object *ob)
457{ 506{
478 { 527 {
479 current_weapon = chosen_skill = 0; 528 current_weapon = chosen_skill = 0;
480 update_stats (); 529 update_stats ();
481 530
482 new_draw_info_format (NDI_UNIQUE, 0, this, 531 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. " 532 "You try to balance all your items at once, "
533 "but the %s is just too much for your body. "
484 "You need to unapply some items first.", &ob->name); 534 "[You need to unapply some items first.]", &ob->name);
485 return false; 535 return false;
486 } 536 }
487 537
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 538 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 } 539 }
490 else 540 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); 541 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
542
543 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
544 {
545 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
546 &name, ob->debug_desc ());
547 return false;
548 }
492 549
493 return true; 550 return true;
494} 551}
495 552
496/* Zero the key_values on op, decrementing the shared-string 553/* Zero the key_values on op, decrementing the shared-string
562object::copy_to (object *dst) 619object::copy_to (object *dst)
563{ 620{
564 *dst = *this; 621 *dst = *this;
565 622
566 if (speed < 0) 623 if (speed < 0)
567 dst->speed_left = speed_left - rndm (); 624 dst->speed_left -= rndm ();
568 625
569 dst->set_speed (dst->speed); 626 dst->set_speed (dst->speed);
570} 627}
571 628
572void 629void
573object::instantiate () 630object::instantiate ()
574{ 631{
575 if (!uuid.seq) // HACK 632 if (!uuid.seq) // HACK
576 uuid = gen_uuid (); 633 uuid = UUID::gen ();
577 634
578 speed_left = -0.1f; 635 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really 636 /* 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. 637 * 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 638 * by doing so, when a monster is created, it has good starting
740static int object_count; 797static int object_count;
741 798
742void object::link () 799void object::link ()
743{ 800{
744 assert (!index);//D 801 assert (!index);//D
745 uuid = gen_uuid (); 802 uuid = UUID::gen ();
746 count = ++object_count; 803 count = ++object_count;
747 804
748 refcnt_inc (); 805 refcnt_inc ();
749 objects.insert (this); 806 objects.insert (this);
750} 807}
834 * if some form of movement is allowed, let objects 891 * if some form of movement is allowed, let objects
835 * drop on that space. 892 * drop on that space.
836 */ 893 */
837 if (!drop_to_ground 894 if (!drop_to_ground
838 || !map 895 || !map
839 || map->in_memory != MAP_IN_MEMORY 896 || map->in_memory != MAP_ACTIVE
840 || map->nodrop 897 || map->nodrop
841 || ms ().move_block == MOVE_ALL) 898 || ms ().move_block == MOVE_ALL)
842 { 899 {
843 while (inv) 900 while (inv)
844 { 901 {
873} 930}
874 931
875void 932void
876object::do_destroy () 933object::do_destroy ()
877{ 934{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
878 attachable::do_destroy (); 938 attachable::do_destroy ();
879 939
880 if (flag [FLAG_IS_LINKED]) 940 if (flag [FLAG_IS_LINKED])
881 remove_button_link (this); 941 remove_button_link (this);
882 942
899 959
900 if (!freed_map) 960 if (!freed_map)
901 { 961 {
902 freed_map = new maptile; 962 freed_map = new maptile;
903 963
964 freed_map->path = "<freed objects map>";
904 freed_map->name = "/internal/freed_objects_map"; 965 freed_map->name = "/internal/freed_objects_map";
905 freed_map->width = 3; 966 freed_map->width = 3;
906 freed_map->height = 3; 967 freed_map->height = 3;
968 freed_map->nodrop = 1;
907 969
908 freed_map->alloc (); 970 freed_map->alloc ();
909 freed_map->in_memory = MAP_IN_MEMORY; 971 freed_map->in_memory = MAP_ACTIVE;
910 } 972 }
911 973
912 map = freed_map; 974 map = freed_map;
913 x = 1; 975 x = 1;
914 y = 1; 976 y = 1;
915 } 977 }
916 978
917 head = 0;
918
919 if (more) 979 if (more)
920 { 980 {
921 more->destroy (); 981 more->destroy ();
922 more = 0; 982 more = 0;
923 } 983 }
924 984
985 head = 0;
986
925 // clear those pointers that likely might have circular references to us 987 // clear those pointers that likely might cause circular references
926 owner = 0; 988 owner = 0;
927 enemy = 0; 989 enemy = 0;
928 attacked_by = 0; 990 attacked_by = 0;
991 current_weapon = 0;
929} 992}
930 993
931void 994void
932object::destroy (bool destroy_inventory) 995object::destroy (bool destroy_inventory)
933{ 996{
935 return; 998 return;
936 999
937 if (destroy_inventory) 1000 if (destroy_inventory)
938 destroy_inv (false); 1001 destroy_inv (false);
939 1002
1003 if (is_head ())
1004 if (sound_destroy)
1005 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER])
1007 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1008
940 attachable::destroy (); 1009 attachable::destroy ();
941}
942
943/*
944 * sub_weight() recursively (outwards) subtracts a number from the
945 * weight of an object (and what is carried by it's environment(s)).
946 */
947void
948sub_weight (object *op, signed long weight)
949{
950 while (op != NULL)
951 {
952 if (op->type == CONTAINER)
953 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
954
955 op->carrying -= weight;
956 op = op->env;
957 }
958} 1010}
959 1011
960/* op->remove (): 1012/* op->remove ():
961 * This function removes the object op from the linked list of objects 1013 * This function removes the object op from the linked list of objects
962 * which it is currently tied to. When this function is done, the 1014 * which it is currently tied to. When this function is done, the
983 * In this case, the object to be removed is in someones 1035 * In this case, the object to be removed is in someones
984 * inventory. 1036 * inventory.
985 */ 1037 */
986 if (env) 1038 if (env)
987 { 1039 {
1040 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
988 if (nrof) 1044 if (below)
989 sub_weight (env, weight * nrof); 1045 below->above = above;
990 else 1046
991 sub_weight (env, weight + carrying); 1047 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do.
1050 */
1051 map = env->map;
1052 x = env->x;
1053 y = env->y;
1054 above = 0;
1055 below = 0;
1056 env = 0;
992 1057
993 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
994 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
995 * to save cpu time. 1060 * to save cpu time.
996 */ 1061 */
997 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
998 otmp->update_stats (); 1063 otmp->update_stats ();
999
1000 if (above)
1001 above->below = below;
1002 else
1003 env->inv = below;
1004
1005 if (below)
1006 below->above = above;
1007
1008 /* we set up values so that it could be inserted into
1009 * the map, but we don't actually do that - it is up
1010 * to the caller to decide what we want to do.
1011 */
1012 x = env->x, y = env->y;
1013 map = env->map;
1014 above = 0, below = 0;
1015 env = 0;
1016 } 1064 }
1017 else if (map) 1065 else if (map)
1018 { 1066 {
1019 if (type == PLAYER) 1067 if (type == PLAYER)
1020 { 1068 {
1058 if (map->in_memory == MAP_SAVING) 1106 if (map->in_memory == MAP_SAVING)
1059 return; 1107 return;
1060 1108
1061 int check_walk_off = !flag [FLAG_NO_APPLY]; 1109 int check_walk_off = !flag [FLAG_NO_APPLY];
1062 1110
1111 if (object *pl = ms.player ())
1112 {
1113 if (pl->container == this)
1114 /* If a container that the player is currently using somehow gets
1115 * removed (most likely destroyed), update the player view
1116 * appropriately.
1117 */
1118 pl->close_container ();
1119
1120 pl->contr->ns->floorbox_update ();
1121 }
1122
1063 for (tmp = ms.bot; tmp; tmp = tmp->above) 1123 for (tmp = ms.bot; tmp; tmp = tmp->above)
1064 { 1124 {
1065 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1066 * being removed. 1126 * being removed.
1067 */ 1127 */
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 1128
1085 /* See if object moving off should effect something */ 1129 /* See if object moving off should effect something */
1086 if (check_walk_off 1130 if (check_walk_off
1087 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1088 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1091 1135
1092 if (destroyed ()) 1136 if (destroyed ())
1093 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1094 } 1138 }
1095 1139
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; 1140 last = tmp;
1102 } 1141 }
1103 1142
1104 /* last == NULL if there are no objects on this space */ 1143 /* last == NULL if there are no objects on this space */
1105 //TODO: this makes little sense, why only update the topmost object? 1144 //TODO: this makes little sense, why only update the topmost object?
1125merge_ob (object *op, object *top) 1164merge_ob (object *op, object *top)
1126{ 1165{
1127 if (!op->nrof) 1166 if (!op->nrof)
1128 return 0; 1167 return 0;
1129 1168
1130 if (top) 1169 if (!top)
1131 for (top = op; top && top->above; top = top->above) 1170 for (top = op; top && top->above; top = top->above)
1132 ; 1171 ;
1133 1172
1134 for (; top; top = top->below) 1173 for (; top; top = top->below)
1135 { 1174 {
1156 if (more) 1195 if (more)
1157 return; 1196 return;
1158 1197
1159 object *prev = this; 1198 object *prev = this;
1160 1199
1161 for (archetype *at = arch->more; at; at = at->more) 1200 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1162 { 1201 {
1163 object *op = arch_to_object (at); 1202 object *op = arch_to_object (at);
1164 1203
1165 op->name = name; 1204 op->name = name;
1166 op->name_pl = name_pl; 1205 op->name_pl = name_pl;
1180object * 1219object *
1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1182{ 1221{
1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1184 { 1223 {
1185 tmp->x = x + tmp->arch->clone.x; 1224 tmp->x = x + tmp->arch->x;
1186 tmp->y = y + tmp->arch->clone.y; 1225 tmp->y = y + tmp->arch->y;
1187 } 1226 }
1188 1227
1189 return insert_ob_in_map (op, m, originator, flag); 1228 return insert_ob_in_map (op, m, originator, flag);
1190} 1229}
1191 1230
1212object * 1251object *
1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1214{ 1253{
1215 assert (!op->flag [FLAG_FREED]); 1254 assert (!op->flag [FLAG_FREED]);
1216 1255
1217 object *tmp, *top, *floor = NULL; 1256 object *top, *floor = NULL;
1218 1257
1219 op->remove (); 1258 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 1259
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1260 /* 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 1261 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1262 * need extra work
1258 */ 1263 */
1259 if (!xy_normalise (m, op->x, op->y)) 1264 if (!xy_normalise (m, op->x, op->y))
1265 {
1266 op->destroy ();
1260 return 0; 1267 return 0;
1268 }
1269
1270 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag))
1272 return 0;
1273
1274 CLEAR_FLAG (op, FLAG_REMOVED);
1261 1275
1262 op->map = m; 1276 op->map = m;
1263 mapspace &ms = op->ms (); 1277 mapspace &ms = op->ms ();
1264 1278
1265 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1266 */ 1280 */
1267 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1268 for (tmp = ms.bot; tmp; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1269 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1270 { 1284 {
1271 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1272 tmp->destroy (); 1286 tmp->destroy (1);
1273 } 1287 }
1274 1288
1275 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1276 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1290 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1277 1291
1300 else 1314 else
1301 { 1315 {
1302 top = ms.bot; 1316 top = ms.bot;
1303 1317
1304 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1319 if (top)
1306 { 1320 {
1307 object *last = 0; 1321 object *last = 0;
1308 1322
1309 /* 1323 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1363 if (last && last->below && last != floor) 1377 if (last && last->below && last != floor)
1364 top = last->below; 1378 top = last->below;
1365 } 1379 }
1366 } /* If objects on this space */ 1380 } /* If objects on this space */
1367 1381
1368 if (flag & INS_MAP_LOAD)
1369 top = ms.top;
1370
1371 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1372 top = floor; 1383 top = floor;
1373 1384
1374 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1375 */ 1386 */
1407 op->map->touch (); 1418 op->map->touch ();
1408 } 1419 }
1409 1420
1410 op->map->dirty = true; 1421 op->map->dirty = true;
1411 1422
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 ()) 1423 if (object *pl = ms.player ())
1417 if (pl->contr->ns)
1418 pl->contr->ns->floorbox_update (); 1424 pl->contr->ns->floorbox_update ();
1419 1425
1420 /* If this object glows, it may affect lighting conditions that are 1426 /* If this object glows, it may affect lighting conditions that are
1421 * visible to others on this map. But update_all_los is really 1427 * 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 1428 * 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 1429 * on the map will get recalculated. The players could very well
1442 * blocked() and wall() work properly), and these flags are updated by 1448 * blocked() and wall() work properly), and these flags are updated by
1443 * update_object(). 1449 * update_object().
1444 */ 1450 */
1445 1451
1446 /* if this is not the head or flag has been passed, don't check walk on status */ 1452 /* 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) 1453 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1448 { 1454 {
1449 if (check_move_on (op, originator)) 1455 if (check_move_on (op, originator))
1450 return 0; 1456 return 0;
1451 1457
1452 /* If we are a multi part object, lets work our way through the check 1458 /* If we are a multi part object, lets work our way through the check
1453 * walk on's. 1459 * walk on's.
1454 */ 1460 */
1455 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1461 for (object *tmp = op->more; tmp; tmp = tmp->more)
1456 if (check_move_on (tmp, originator)) 1462 if (check_move_on (tmp, originator))
1457 return 0; 1463 return 0;
1458 } 1464 }
1459 1465
1460 return op; 1466 return op;
1465 * op is the object to insert it under: supplies x and the map. 1471 * op is the object to insert it under: supplies x and the map.
1466 */ 1472 */
1467void 1473void
1468replace_insert_ob_in_map (const char *arch_string, object *op) 1474replace_insert_ob_in_map (const char *arch_string, object *op)
1469{ 1475{
1470 object *tmp, *tmp1;
1471
1472 /* first search for itself and remove any old instances */ 1476 /* first search for itself and remove any old instances */
1473 1477
1474 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1478 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1475 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1479 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1476 tmp->destroy (); 1480 tmp->destroy (1);
1477 1481
1478 tmp1 = arch_to_object (archetype::find (arch_string)); 1482 object *tmp = arch_to_object (archetype::find (arch_string));
1479 1483
1480 tmp1->x = op->x; 1484 tmp->x = op->x;
1481 tmp1->y = op->y; 1485 tmp->y = op->y;
1486
1482 insert_ob_in_map (tmp1, op->map, op, 0); 1487 insert_ob_in_map (tmp, op->map, op, 0);
1483} 1488}
1484 1489
1485object * 1490object *
1486object::insert_at (object *where, object *originator, int flags) 1491object::insert_at (object *where, object *originator, int flags)
1487{ 1492{
1493 if (where->env)
1494 return where->env->insert (this);
1495 else
1488 return where->map->insert (this, where->x, where->y, originator, flags); 1496 return where->map->insert (this, where->x, where->y, originator, flags);
1489} 1497}
1490 1498
1491/* 1499// find player who can see this object
1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1493 * is returned contains nr objects, and the remaining parts contains
1494 * the rest (or is removed and freed if that number is 0).
1495 * On failure, NULL is returned, and the reason put into the
1496 * global static errmsg array.
1497 */
1498object * 1500object *
1499get_split_ob (object *orig_ob, uint32 nr) 1501object::visible_to () const
1500{ 1502{
1501 object *newob; 1503 if (!flag [FLAG_REMOVED])
1502 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1503
1504 if (orig_ob->nrof < nr)
1505 {
1506 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1507 return NULL;
1508 } 1504 {
1509 1505 // see if we are in a container of sorts
1510 newob = object_create_clone (orig_ob); 1506 if (env)
1511
1512 if ((orig_ob->nrof -= nr) < 1)
1513 orig_ob->destroy (1);
1514 else if (!is_removed)
1515 {
1516 if (orig_ob->env != NULL)
1517 sub_weight (orig_ob->env, orig_ob->weight * nr);
1518 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1519 {
1520 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1521 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1522 return NULL;
1523 } 1507 {
1524 } 1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1525 1511
1526 newob->nrof = nr; 1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1527 1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1528 return newob; 1531 return 0;
1529} 1532}
1530 1533
1531/* 1534/*
1532 * decrease_ob_nr(object, number) decreases a specified number from 1535 * decrease(object, number) decreases a specified number from
1533 * the amount of an object. If the amount reaches 0, the object 1536 * the amount of an object. If the amount reaches 0, the object
1534 * is subsequently removed and freed. 1537 * is subsequently removed and freed.
1535 * 1538 *
1536 * Return value: 'op' if something is left, NULL if the amount reached 0 1539 * Return value: 'op' if something is left, NULL if the amount reached 0
1537 */ 1540 */
1541bool
1542object::decrease (sint32 nr)
1543{
1544 if (!nr)
1545 return true;
1546
1547 nr = min (nr, nrof);
1548
1549 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0
1554
1555 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this);
1557
1558 return true;
1559 }
1560 else
1561 {
1562 destroy (1);
1563 return false;
1564 }
1565}
1566
1567/*
1568 * split(ob,nr) splits up ob into two parts. The part which
1569 * is returned contains nr objects, and the remaining parts contains
1570 * the rest (or is removed and returned if that number is 0).
1571 * On failure, NULL is returned.
1572 */
1538object * 1573object *
1539decrease_ob_nr (object *op, uint32 i) 1574object::split (sint32 nr)
1540{ 1575{
1541 object *tmp; 1576 int have = number_of ();
1542 1577
1543 if (i == 0) /* objects with op->nrof require this check */ 1578 if (have < nr)
1544 return op; 1579 return 0;
1545 1580 else if (have == nr)
1546 if (i > op->nrof)
1547 i = op->nrof;
1548
1549 if (QUERY_FLAG (op, FLAG_REMOVED))
1550 op->nrof -= i;
1551 else if (op->env)
1552 { 1581 {
1553 /* is this object in the players inventory, or sub container
1554 * therein?
1555 */
1556 tmp = op->in_player ();
1557 /* nope. Is this a container the player has opened?
1558 * If so, set tmp to that player.
1559 * IMO, searching through all the players will mostly
1560 * likely be quicker than following op->env to the map,
1561 * and then searching the map for a player.
1562 */
1563 if (!tmp)
1564 for_all_players (pl)
1565 if (pl->ob->container == op->env)
1566 {
1567 tmp = pl->ob;
1568 break;
1569 }
1570
1571 if (i < op->nrof)
1572 {
1573 sub_weight (op->env, op->weight * i);
1574 op->nrof -= i;
1575 if (tmp)
1576 esrv_send_item (tmp, op);
1577 }
1578 else
1579 {
1580 op->remove (); 1582 remove ();
1581 op->nrof = 0; 1583 return this;
1582 if (tmp)
1583 esrv_del_item (tmp->contr, op->count);
1584 }
1585 } 1584 }
1586 else 1585 else
1587 { 1586 {
1588 object *above = op->above; 1587 decrease (nr);
1589 1588
1590 if (i < op->nrof) 1589 object *op = object_create_clone (this);
1591 op->nrof -= i; 1590 op->nrof = nr;
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 }
1597
1598 /* Since we just removed op, op->above is null */
1599 for (tmp = above; tmp; tmp = tmp->above)
1600 if (tmp->type == PLAYER)
1601 {
1602 if (op->nrof)
1603 esrv_send_item (tmp, op);
1604 else
1605 esrv_del_item (tmp->contr, op->count);
1606 }
1607 }
1608
1609 if (op->nrof)
1610 return op; 1591 return op;
1611 else
1612 {
1613 op->destroy ();
1614 return 0;
1615 }
1616}
1617
1618/*
1619 * add_weight(object, weight) adds the specified weight to an object,
1620 * and also updates how much the environment(s) is/are carrying.
1621 */
1622void
1623add_weight (object *op, signed long weight)
1624{
1625 while (op != NULL)
1626 {
1627 if (op->type == CONTAINER)
1628 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1629
1630 op->carrying += weight;
1631 op = op->env;
1632 } 1592 }
1633} 1593}
1634 1594
1635object * 1595object *
1636insert_ob_in_ob (object *op, object *where) 1596insert_ob_in_ob (object *op, object *where)
1641 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1601 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1642 free (dump); 1602 free (dump);
1643 return op; 1603 return op;
1644 } 1604 }
1645 1605
1646 if (where->head) 1606 if (where->head_ () != where)
1647 { 1607 {
1648 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1608 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1649 where = where->head; 1609 where = where->head;
1650 } 1610 }
1651 1611
1652 return where->insert (op); 1612 return where->insert (op);
1653} 1613}
1661 * be != op, if items are merged. -Tero 1621 * be != op, if items are merged. -Tero
1662 */ 1622 */
1663object * 1623object *
1664object::insert (object *op) 1624object::insert (object *op)
1665{ 1625{
1666 object *tmp, *otmp;
1667
1668 if (!QUERY_FLAG (op, FLAG_REMOVED))
1669 op->remove ();
1670
1671 if (op->more) 1626 if (op->more)
1672 { 1627 {
1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1628 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1674 return op; 1629 return op;
1675 } 1630 }
1676 1631
1677 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1632 op->remove ();
1678 CLEAR_FLAG (op, FLAG_REMOVED); 1633
1634 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1635
1679 if (op->nrof) 1636 if (op->nrof)
1680 {
1681 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1637 for (object *tmp = inv; tmp; tmp = tmp->below)
1682 if (object::can_merge (tmp, op)) 1638 if (object::can_merge (tmp, op))
1683 { 1639 {
1684 /* return the original object and remove inserted object 1640 /* return the original object and remove inserted object
1685 (client needs the original object) */ 1641 (client needs the original object) */
1686 tmp->nrof += op->nrof; 1642 tmp->nrof += op->nrof;
1687 /* Weight handling gets pretty funky. Since we are adding to
1688 * tmp->nrof, we need to increase the weight.
1689 */
1690 add_weight (this, op->weight * op->nrof); 1643 adjust_weight (this, op->total_weight ());
1691 SET_FLAG (op, FLAG_REMOVED); 1644
1692 op->destroy (); /* free the inserted object */ 1645 op->destroy (1);
1693 op = tmp; 1646 op = tmp;
1694 op->remove (); /* and fix old object's links */ 1647 goto inserted;
1695 CLEAR_FLAG (op, FLAG_REMOVED);
1696 break;
1697 } 1648 }
1698 1649
1699 /* I assume combined objects have no inventory 1650 op->owner = 0; // it's his/hers now. period.
1700 * We add the weight - this object could have just been removed 1651 op->map = 0;
1701 * (if it was possible to merge). calling remove_ob will subtract 1652 op->x = 0;
1702 * the weight, so we need to add it in again, since we actually do 1653 op->y = 0;
1703 * the linking below
1704 */
1705 add_weight (this, op->weight * op->nrof);
1706 }
1707 else
1708 add_weight (this, (op->weight + op->carrying));
1709 1654
1710 otmp = this->in_player (); 1655 op->above = 0;
1711 if (otmp && otmp->contr) 1656 op->below = inv;
1657 op->env = this;
1658
1659 if (inv)
1660 inv->above = op;
1661
1662 inv = op;
1663
1664 op->flag [FLAG_REMOVED] = 0;
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1669 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y);
1672
1673 if (object *otmp = in_player ())
1712 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1713 otmp->update_stats (); 1675 otmp->update_stats ();
1714
1715 op->map = 0;
1716 op->env = this;
1717 op->above = 0;
1718 op->below = 0;
1719 op->x = 0, op->y = 0;
1720
1721 /* reset the light list and los of the players on the map */
1722 if ((op->glow_radius != 0) && map)
1723 {
1724#ifdef DEBUG_LIGHTS
1725 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1726#endif /* DEBUG_LIGHTS */
1727 if (map->darkness)
1728 update_all_los (map, x, y);
1729 }
1730
1731 /* Client has no idea of ordering so lets not bother ordering it here.
1732 * It sure simplifies this function...
1733 */
1734 if (!inv)
1735 inv = op;
1736 else
1737 {
1738 op->below = inv;
1739 op->below->above = op;
1740 inv = op;
1741 }
1742 1676
1743 INVOKE_OBJECT (INSERT, this); 1677 INVOKE_OBJECT (INSERT, this);
1744 1678
1745 return op; 1679 return op;
1746} 1680}
1961 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
1962 */ 1896 */
1963void 1897void
1964flag_inv (object *op, int flag) 1898flag_inv (object *op, int flag)
1965{ 1899{
1966 if (op->inv)
1967 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1968 { 1901 {
1969 SET_FLAG (tmp, flag); 1902 SET_FLAG (tmp, flag);
1970 flag_inv (tmp, flag); 1903 flag_inv (tmp, flag);
1971 } 1904 }
1972} 1905}
1973 1906
1974/* 1907/*
1975 * deactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
1976 */ 1909 */
1977void 1910void
1978unflag_inv (object *op, int flag) 1911unflag_inv (object *op, int flag)
1979{ 1912{
1980 if (op->inv)
1981 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1982 { 1914 {
1983 CLEAR_FLAG (tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
1984 unflag_inv (tmp, flag); 1916 unflag_inv (tmp, flag);
1985 } 1917 }
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} 1918}
2000 1919
2001/* 1920/*
2002 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * 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 1922 * a spot at the given map and coordinates which will be able to contain
2005 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
2006 * It returns a random choice among the alternatives found. 1925 * 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 1926 * 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 1927 * 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) 1928 * 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 1929 * Note: This function does correctly handle tiled maps, but does not
2014 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
2015 * necessary, so the caller shouldn't need to do any special work. 1931 * 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 1932 * 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 1933 * 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 1934 * to know if the space in question will block the object. We can't use
2020 * customized, changed states, etc. 1936 * customized, changed states, etc.
2021 */ 1937 */
2022int 1938int
2023find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2024{ 1940{
1941 int altern[SIZEOFFREE];
2025 int index = 0, flag; 1942 int index = 0, flag;
2026 int altern[SIZEOFFREE];
2027 1943
2028 for (int i = start; i < stop; i++) 1944 for (int i = start; i < stop; i++)
2029 { 1945 {
2030 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1946 mapxy pos (m, x, y); pos.move (i);
2031 if (!flag) 1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2032 altern [index++] = i; 1962 altern [index++] = i;
1963 continue;
1964 }
2033 1965
2034 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* 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. 1967 * 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 - 1968 * 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 1969 * 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 1970 * spaces in all the other directions, this will reduce the search space
2039 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2040 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2041 */ 1973 */
2042 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2043 stop = maxfree[i]; 1976 stop = maxfree[i];
1977 continue;
1978 }
1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
2044 } 1990 }
2045 1991
2046 if (!index) 1992 if (!index)
2047 return -1; 1993 return -1;
2048 1994
2057 */ 2003 */
2058int 2004int
2059find_first_free_spot (const object *ob, maptile *m, int x, int y) 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2060{ 2006{
2061 for (int i = 0; i < SIZEOFFREE; i++) 2007 for (int i = 0; i < SIZEOFFREE; i++)
2062 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2063 return i; 2009 return i;
2064 2010
2065 return -1; 2011 return -1;
2066} 2012}
2067 2013
2121 object *tmp; 2067 object *tmp;
2122 maptile *mp; 2068 maptile *mp;
2123 2069
2124 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2125 2071
2126 if (exclude && exclude->head) 2072 if (exclude && exclude->head_ () != exclude)
2127 { 2073 {
2128 exclude = exclude->head; 2074 exclude = exclude->head;
2129 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2130 } 2076 }
2131 else 2077 else
2154 max = maxfree[i]; 2100 max = maxfree[i];
2155 else if (mflags & P_IS_ALIVE) 2101 else if (mflags & P_IS_ALIVE)
2156 { 2102 {
2157 for (tmp = ms.bot; tmp; tmp = tmp->above) 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2159 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2160 break; 2106 break;
2161 2107
2162 if (tmp) 2108 if (tmp)
2163 return freedir[i]; 2109 return freedir[i];
2164 } 2110 }
2344 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2345 * core dumps if they do. 2291 * core dumps if they do.
2346 * 2292 *
2347 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2348 */ 2294 */
2349
2350int 2295int
2351can_pick (const object *who, const object *item) 2296can_pick (const object *who, const object *item)
2352{ 2297{
2353 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2354 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2359 * create clone from object to another 2304 * create clone from object to another
2360 */ 2305 */
2361object * 2306object *
2362object_create_clone (object *asrc) 2307object_create_clone (object *asrc)
2363{ 2308{
2364 object *dst = 0, *tmp, *src, *part, *prev, *item; 2309 object *dst = 0, *tmp, *src, *prev, *item;
2365 2310
2366 if (!asrc) 2311 if (!asrc)
2367 return 0; 2312 return 0;
2368 2313
2369 src = asrc;
2370 if (src->head)
2371 src = src->head; 2314 src = asrc->head_ ();
2372 2315
2373 prev = 0; 2316 prev = 0;
2374 for (part = src; part; part = part->more) 2317 for (object *part = src; part; part = part->more)
2375 { 2318 {
2376 tmp = part->clone (); 2319 tmp = part->clone ();
2377 tmp->x -= src->x; 2320 tmp->x -= src->x;
2378 tmp->y -= src->y; 2321 tmp->y -= src->y;
2379 2322
2492 /* Basically, if the archetype has this key set, 2435 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2436 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2437 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2438 * we get this value back again.
2496 */ 2439 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2440 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2441 field->value = 0;
2499 else 2442 else
2500 { 2443 {
2501 if (last) 2444 if (last)
2502 last->next = field->next; 2445 last->next = field->next;
2571 } 2514 }
2572 else 2515 else
2573 item = item->env; 2516 item = item->env;
2574} 2517}
2575 2518
2576
2577const char * 2519const char *
2578object::flag_desc (char *desc, int len) const 2520object::flag_desc (char *desc, int len) const
2579{ 2521{
2580 char *p = desc; 2522 char *p = desc;
2581 bool first = true; 2523 bool first = true;
2608{ 2550{
2609 char flagdesc[512]; 2551 char flagdesc[512];
2610 char info2[256 * 4]; 2552 char info2[256 * 4];
2611 char *p = info; 2553 char *p = info;
2612 2554
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2556 count,
2557 uuid.c_str (),
2615 &name, 2558 &name,
2616 title ? "\",title:\"" : "", 2559 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2560 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2561 flag_desc (flagdesc, 512), type);
2619 2562
2620 if (env) 2563 if (!this->flag[FLAG_REMOVED] && env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622 2565
2623 if (map) 2566 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625 2568
2643} 2586}
2644 2587
2645const materialtype_t * 2588const materialtype_t *
2646object::dominant_material () const 2589object::dominant_material () const
2647{ 2590{
2648 if (materialtype_t *mat = name_to_material (materialname)) 2591 if (materialtype_t *mt = name_to_material (materialname))
2649 return mat; 2592 return mt;
2650 2593
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown); 2594 return name_to_material (shstr_unknown);
2655} 2595}
2656 2596
2657void 2597void
2658object::open_container (object *new_container) 2598object::open_container (object *new_container)
2659{ 2599{
2675 old_container->flag [FLAG_APPLIED] = 0; 2615 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0; 2616 container = 0;
2677 2617
2678 esrv_update_item (UPD_FLAGS, this, old_container); 2618 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close"));
2680 } 2621 }
2681 2622
2682 if (new_container) 2623 if (new_container)
2683 { 2624 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) 2625 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2700 new_container->flag [FLAG_APPLIED] = 1; 2641 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container; 2642 container = new_container;
2702 2643
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2644 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2645 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open"));
2647 }
2648}
2649
2650object *
2651object::force_find (const shstr name)
2652{
2653 /* cycle through his inventory to look for the MARK we want to
2654 * place
2655 */
2656 for (object *tmp = inv; tmp; tmp = tmp->below)
2657 if (tmp->type == FORCE && tmp->slaying == name)
2658 return splay (tmp);
2659
2660 return 0;
2661}
2662
2663void
2664object::force_add (const shstr name, int duration)
2665{
2666 if (object *force = force_find (name))
2667 force->destroy ();
2668
2669 object *force = get_archetype (FORCE_NAME);
2670
2671 force->slaying = name;
2672 force->stats.food = 1;
2673 force->speed_left = -1.f;
2674
2675 force->set_speed (duration ? 1.f / duration : 0.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2680}
2681
2682void
2683object::play_sound (faceidx sound)
2684{
2685 if (!sound)
2686 return;
2687
2688 if (flag [FLAG_REMOVED])
2689 return;
2690
2691 if (env)
2705 } 2692 {
2693 if (object *pl = in_player ())
2694 pl->contr->play_sound (sound);
2695 }
2696 else
2697 map->play_sound (sound, x, y);
2706} 2698}
2707 2699
2708

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