ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.152 by root, Thu May 17 14:14:54 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short 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, 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -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}; 48};
46short 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, 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,
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
390} 393}
391 394
392/* 395/*
393 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 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. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* 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.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
660 744
661 if (op->more) 745 if (op->more)
662 update_object (op->more, action); 746 update_object (op->more, action);
663} 747}
664 748
665object *object::first;
666
667object::object () 749object::object ()
668{ 750{
669 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
670 752
671 expmul = 1.0; 753 expmul = 1.0;
672 face = blank_face; 754 face = blank_face;
673} 755}
674 756
675object::~object () 757object::~object ()
676{ 758{
759 unlink ();
760
677 free_key_values (this); 761 free_key_values (this);
678} 762}
679 763
764static int object_count;
765
680void object::link () 766void object::link ()
681{ 767{
682 count = ++ob_count; 768 assert (!index);//D
683 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
684 771
685 prev = 0; 772 refcnt_inc ();
686 next = object::first; 773 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 774}
693 775
694void object::unlink () 776void object::unlink ()
695{ 777{
696 if (this == object::first) 778 if (!index)
697 object::first = next; 779 return;
698 780
699 /* Remove this object from the list of used objects */ 781 objects.erase (this);
700 if (prev) prev->next = next; 782 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 783}
712 784
713void 785void
714object::activate () 786object::activate ()
715{ 787{
716 /* If already on active list, don't do anything */ 788 /* If already on active list, don't do anything */
717 if (active ()) 789 if (active)
718 return; 790 return;
719 791
720 if (has_active_speed ()) 792 if (has_active_speed ())
721 { 793 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 794}
732 795
733void 796void
734object::activate_recursive () 797object::activate_recursive ()
735{ 798{
749 */ 812 */
750void 813void
751object::deactivate () 814object::deactivate ()
752{ 815{
753 /* If not on the active list, nothing needs to be done */ 816 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 817 if (!active)
755 return; 818 return;
756 819
757 if (active_prev == 0) 820 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 821}
773 822
774void 823void
775object::deactivate_recursive () 824object::deactivate_recursive ()
776{ 825{
777 for (object *op = inv; op; op = op->below) 826 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 827 op->deactivate_recursive ();
779 828
780 deactivate (); 829 deactivate ();
830}
831
832void
833object::set_flag_inv (int flag, int value)
834{
835 for (object *op = inv; op; op = op->below)
836 {
837 op->flag [flag] = value;
838 op->set_flag_inv (flag, value);
839 }
781} 840}
782 841
783/* 842/*
784 * Remove and free all objects in the inventory of the given object. 843 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 844 * object.c ?
800 * drop on that space. 859 * drop on that space.
801 */ 860 */
802 if (!drop_to_ground 861 if (!drop_to_ground
803 || !map 862 || !map
804 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
806 { 866 {
807 while (inv) 867 while (inv)
808 { 868 {
809 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
818 878
819 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 881 || op->type == RUNE
822 || op->type == TRAP 882 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 885 op->destroy ();
825 else 886 else
826 map->insert (op, x, y); 887 map->insert (op, x, y);
827 } 888 }
828 } 889 }
836} 897}
837 898
838void 899void
839object::do_destroy () 900object::do_destroy ()
840{ 901{
902 attachable::do_destroy ();
903
841 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 905 remove_button_link (this);
843 906
844 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 908 remove_friendly_object (this);
846 909
847 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
848 remove (); 911 remove ();
849 912
850 if (flag [FLAG_FREED]) 913 destroy_inv (true);
851 return;
852 914
853 set_speed (0); 915 deactivate ();
916 unlink ();
854 917
855 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 919
862 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
863 { 921 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 923
890 948
891 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might have circular references to us
892 owner = 0; 950 owner = 0;
893 enemy = 0; 951 enemy = 0;
894 attacked_by = 0; 952 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 953}
899 954
900void 955void
901object::destroy (bool destroy_inventory) 956object::destroy (bool destroy_inventory)
902{ 957{
930 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
934 * the previous environment. 989 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 990 */
937void 991void
938object::remove () 992object::do_remove ()
939{ 993{
940 object *tmp, *last = 0; 994 object *tmp, *last = 0;
941 object *otmp; 995 object *otmp;
942 996
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 1040 }
987 else if (map) 1041 else if (map)
988 { 1042 {
989 if (type == PLAYER) 1043 if (type == PLAYER)
990 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
991 --map->players; 1051 --map->players;
992 map->touch (); 1052 map->touch ();
993 } 1053 }
994 1054
995 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
996 1057
997 /* link the object above us */ 1058 /* link the object above us */
998 if (above) 1059 if (above)
999 above->below = below; 1060 above->below = below;
1000 else 1061 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1002 1063
1003 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1004 if (below) 1065 if (below)
1005 below->above = above; 1066 below->above = above;
1006 else 1067 else
1008 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1071 * evident
1011 */ 1072 */
1012 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1075
1023 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
1024 } 1077 }
1025 1078
1026 above = 0; 1079 above = 0;
1027 below = 0; 1080 below = 0;
1028 1081
1029 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1030 return; 1083 return;
1031 1084
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1086
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1088 {
1036 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1037 * being removed. 1090 * being removed.
1038 */ 1091 */
1039 1092
1119 } 1172 }
1120 1173
1121 return 0; 1174 return 0;
1122} 1175}
1123 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1124/* 1200/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1127 */ 1203 */
1128object * 1204object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1206{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 * just 'op' otherwise 1234 * just 'op' otherwise
1159 */ 1235 */
1160object * 1236object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1163 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165 1242
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171 1244
1172 if (!m) 1245#if 0
1173 { 1246 if (!m->active != !op->active)
1174 char *dump = dump_object (op); 1247 if (m->active)
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1176 free (dump); 1249 else
1177 return op; 1250 op->deactivate_recursive ();
1178 } 1251#endif
1179 1252
1180 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1181 { 1254 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1256#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1259 * improperly inserted.
1188 */ 1260 */
1189 abort (); 1261 abort ();
1190#endif 1262#endif
1191 free (dump);
1192 return op; 1263 return op;
1193 } 1264 }
1194 1265
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more; 1266 if (object *more = op->more)
1208 1267 {
1209 /* We really need the caller to normalise coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalise it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1225 { 1269 {
1226 if (!op->head) 1270 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228 1272
1229 return 0; 1273 return 0;
1234 1278
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1281 * need extra work
1238 */ 1282 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1284 return 0;
1241 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1242 1288
1243 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1244 */ 1290 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1248 { 1294 {
1249 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1296 tmp->destroy ();
1251 } 1297 }
1268 op->below = originator->below; 1314 op->below = originator->below;
1269 1315
1270 if (op->below) 1316 if (op->below)
1271 op->below->above = op; 1317 op->below->above = op;
1272 else 1318 else
1273 op->ms ().bot = op; 1319 ms.bot = op;
1274 1320
1275 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1276 originator->below = op; 1322 originator->below = op;
1277 } 1323 }
1278 else 1324 else
1279 { 1325 {
1326 top = ms.bot;
1327
1280 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1330 {
1283 object *last = 0; 1331 object *last = 0;
1284 1332
1285 /* 1333 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1296 */ 1344 */
1297 while (top) 1345 for (top = ms.bot; top; top = top->above)
1298 { 1346 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1348 floor = top;
1301 1349
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1353 top = top->below;
1306 break; 1354 break;
1307 } 1355 }
1308 1356
1309 last = top; 1357 last = top;
1310 top = top->above;
1311 } 1358 }
1312 1359
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1361 top = last;
1315 1362
1317 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1319 */ 1366 */
1320 1367
1321 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1372 * stacking is a bit odd.
1326 */ 1373 */
1327 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1329 { 1377 {
1330 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1380 break;
1381
1333 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1385 * set top to the object below us.
1337 */ 1386 */
1339 top = last->below; 1388 top = last->below;
1340 } 1389 }
1341 } /* If objects on this space */ 1390 } /* If objects on this space */
1342 1391
1343 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1345 1394
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1396 top = floor;
1348 1397
1349 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1399 */
1351 1400
1352 /* First object on this space */ 1401 /* First object on this space */
1353 if (!top) 1402 if (!top)
1354 { 1403 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1356 1405
1357 if (op->above) 1406 if (op->above)
1358 op->above->below = op; 1407 op->above->below = op;
1359 1408
1360 op->below = 0; 1409 op->below = 0;
1361 op->ms ().bot = op; 1410 ms.bot = op;
1362 } 1411 }
1363 else 1412 else
1364 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1365 op->above = top->above; 1414 op->above = top->above;
1366 1415
1370 op->below = top; 1419 op->below = top;
1371 top->above = op; 1420 top->above = op;
1372 } 1421 }
1373 1422
1374 if (!op->above) 1423 if (!op->above)
1375 op->ms ().top = op; 1424 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1377 1426
1378 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1379 { 1428 {
1380 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1386 1435
1387 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1389 */ 1438 */
1390 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1441 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1394 1443
1395 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1458} 1507}
1459 1508
1460object * 1509object *
1461object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1462{ 1511{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1513}
1465 1514
1466/* 1515/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1510 * 1559 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1561 */
1513
1514object * 1562object *
1515decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1516{ 1564{
1517 object *tmp; 1565 object *tmp;
1518 1566
1593 1641
1594/* 1642/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1597 */ 1645 */
1598
1599void 1646void
1600add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1601{ 1648{
1602 while (op != NULL) 1649 while (op != NULL)
1603 { 1650 {
1635 * inside the object environment. 1682 * inside the object environment.
1636 * 1683 *
1637 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1639 */ 1686 */
1640
1641object * 1687object *
1642object::insert (object *op) 1688object::insert (object *op)
1643{ 1689{
1644 object *tmp, *otmp; 1690 object *tmp, *otmp;
1645 1691
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1853 {
1808 1854
1809 float 1855 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1857
1812 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1861 diff /= 4.0;
1959 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1960 { 2006 {
1961 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1962 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1963 } 2009 }
1964}
1965
1966/*
1967 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1968 * all it's inventory (recursively).
1969 * If checksums are used, a player will get set_cheat called for
1970 * him/her-self and all object carried by a call to this function.
1971 */
1972void
1973set_cheat (object *op)
1974{
1975 SET_FLAG (op, FLAG_WAS_WIZ);
1976 flag_inv (op, FLAG_WAS_WIZ);
1977} 2010}
1978 2011
1979/* 2012/*
1980 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1981 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
2022 } 2055 }
2023 2056
2024 if (!index) 2057 if (!index)
2025 return -1; 2058 return -1;
2026 2059
2027 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
2028} 2061}
2029 2062
2030/* 2063/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2053{ 2086{
2054 arr += begin; 2087 arr += begin;
2055 end -= begin; 2088 end -= begin;
2056 2089
2057 while (--end) 2090 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2059} 2092}
2060 2093
2061/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2197 2230
2198 return 3; 2231 return 3;
2199} 2232}
2200 2233
2201/* 2234/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2237 */
2223
2224int 2238int
2225dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2226{ 2240{
2227 int d; 2241 int d;
2228 2242
2394 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2395 2409
2396 return dst; 2410 return dst;
2397} 2411}
2398 2412
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2414 * has the same type and subtype match.
2439 * returns NULL if no match. 2415 * returns NULL if no match.
2440 */ 2416 */
2441object * 2417object *
2494 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2495 return link->value; 2471 return link->value;
2496 2472
2497 return 0; 2473 return 0;
2498} 2474}
2499
2500 2475
2501/* 2476/*
2502 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2503 * 2478 *
2504 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2644{ 2619{
2645 char flagdesc[512]; 2620 char flagdesc[512];
2646 char info2[256 * 4]; 2621 char info2[256 * 4];
2647 char *p = info; 2622 char *p = info;
2648 2623
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2625 count, uuid.seq,
2651 &name, 2626 &name,
2652 title ? "\",title:" : "", 2627 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2655 2630
2656 if (env) 2631 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2663} 2638}
2664 2639
2665const char * 2640const char *
2666object::debug_desc () const 2641object::debug_desc () const
2667{ 2642{
2668 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2669 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2670} 2647}
2671 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines