/* Do not remove the headers from this file! see /USAGE for more info. */
//### probably shouldn't be here (simul conversion)
#include <move.h>
#include <hooks.h>
private object last_location;
void call_hooks(string, int);
int query_light();
//### move these next to /std/object/environment, and merge with some of
//### the objcalls simuls
//:FUNCTION contains
//contains(o) returns 1 if o is in this object, or in an object contained
//by this object (recursively).
int contains(object o)
{
return o->is_in(this_object());
}
//:FUNCTION is_in
//is_in(o) returns 1 if this object is in o, or in an object which is in
//o (recursively).
int is_in(object o)
{
object env = this_object();
while(env = environment(env))
{
if(env == o)
return 1;
}
}
//:FUNCTION move
//move(dest, relation) moves this object to be 'relation' ("in", "on", etc)
//to the object dest, if possible. If it fails, it returns a string //error message or zero; if it succeeds it returns 1.
varargs mixed move(mixed dest, string relation)
{
object env;
string oldrelation;
object tmp;
mixed ret;
mixed err;
int light;
if (environment())
{
env=environment();
oldrelation=env->query_relation(this_object());
//:HOOK prevent_drop
//A yes/no/error type hook that can be used to prevent the object from being
//moved out of it's environment. The error value is discarded.
err = call_hooks("prevent_drop", HOOK_YES_NO_ERROR);
if (err == 0) err = MOVE_PREVENTED;
if (stringp(err)) return err;
}
if( stringp(dest) )
dest = load_object( dest );
if (!objectp(dest)) return MOVE_NO_DEST;
if (dest->is_in(this_object()))
return "You can't move an object inside itself.\n";
if(!relation)
relation = dest->query_default_relation();
if (env) {
ret = env->release_object( this_object() );
if (ret == 0) ret = MOVE_NOT_RELEASED;
if (stringp(ret)) return ret;
}
ret = dest->receive_object( this_object(), relation );
if (ret == 0) ret = MOVE_NOT_RECEIVED;
if (stringp(ret)) {
if( env )
{
env->reinsert_object(this_object(), oldrelation);
env->update_capacity();
}
return ret;
}
last_location=env;
if ( (light = query_light()) && env )
env->containee_light_changed(-light);
move_object(dest);
#ifdef USE_STATUS_LINE
if( this_object()->has_status_line())
call_out( (: this_object()->update_status_line() :), 0);
ret = all_inventory( this_object());
foreach( tmp in ret )
{
if( tmp->has_status_line()) tmp->update_status_line();
}
#endif
//:HOOK move
//Called when an object moves. The return value is ignored.
call_hooks("move", HOOK_IGNORE);
/* requery light just in case a hook changed it (e.g. a sword stopped
glowing when released) */
if ( (light = query_light()) && dest )
dest->containee_light_changed(light);
/* doing things (like desting the object) above in
* in receive_object would be bad. Give the destination
* a chance to do what it wants
*/
//:HOOK object_left
//Called when an object leaves an that object. The return value is ignored.
//The object moving is passed as the first arg.
//:HOOK object_arrived
//Called when an object arrives in an object. The return value is ignored.
//The object moving is passed as the first arg.
if (env) env->call_hooks("object_left", HOOK_IGNORE, 0, this_object());
dest->call_hooks("object_arrived", HOOK_IGNORE, 0, this_object());
return MOVE_OK;
}
//### IMO this is only used for hacks, and should be removed (-Beek)
//:FUNCTION query_last_location
//Returns the last object an object was inside before it moved to where
//it is now.
object query_last_location()
{
return last_location;
}
//:FUNCTION give_new_obj
//give_new_obj creates a new object and moves it to target. If recurse is 1
//the object will be moved to the environment if the move fails.
//The optional args are passed to the object when it is created.
varargs object give_new_obj(object target, string obj, int recurse, mixed args)
{
object ob;
if (undefinedp(args))
ob = new(absolute_path(obj));
else if (arrayp(args))
ob = new(absolute_path(obj), args...);
else
ob = new(absolute_path(obj), args);
if( !ob )
error( "give_new_obj() failed: Object could not be created: " + obj + ".\n" );
if( !target )
error( "give_new_obj() failed: Invalid target.");
while(1)
{
if( ob->move( target ) == MOVE_OK)
return ob;
if( recurse && target = environment( target )) continue;
error( "give_new_obj() failed: No room for object anywhere (recursed).");
}
}