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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.162 by root, Sat Jun 16 00:12:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 359/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 361 * Some error messages.
360 * 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.
361 */ 363 */
362
363char * 364char *
364dump_object (object *op) 365dump_object (object *op)
365{ 366{
366 if (!op) 367 if (!op)
367 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
368 369
369 object_freezer freezer; 370 object_freezer freezer;
370 save_object (freezer, op, 1); 371 op->write (freezer);
371 return freezer.as_string (); 372 return freezer.as_string ();
372} 373}
373 374
374/* 375/*
375 * 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
395 * 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.
396 */ 397 */
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 return ((unsigned int)i) < objects.size () 401 for_all_objects (op)
401 ? objects [i] 402 if (op->count == i)
402 : 0; 403 return op;
404
405 return 0;
403} 406}
404 407
405/* 408/*
406 * 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.
407 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
447 owner = owner->owner; 450 owner = owner->owner;
448 451
449 this->owner = owner; 452 this->owner = owner;
450} 453}
451 454
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 all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
452/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 522 * refcounts and freeing the links.
454 */ 523 */
455static void 524static void
456free_key_values (object *op) 525free_key_values (object *op)
457{ 526{
458 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
459 { 528 {
460 key_value *next = i->next; 529 key_value *next = i->next;
461 delete i; 530 delete i;
462 531
463 i = next; 532 i = next;
464 } 533 }
465 534
466 op->key_values = 0; 535 op->key_values = 0;
467} 536}
468 537
469/* 538object &
470 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 540{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
482 543
483 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
484 545
485 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 548
494 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
495 if (key_values) 550 if (src.key_values)
496 { 551 {
497 key_value *tail = 0; 552 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 553 key_values = 0;
501 554
502 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
503 { 556 {
504 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
505 558
506 new_link->next = 0; 559 new_link->next = 0;
507 new_link->key = i->key; 560 new_link->key = i->key;
508 new_link->value = i->value; 561 new_link->value = i->value;
509 562
510 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
511 if (!dst->key_values) 564 if (!key_values)
512 { 565 {
513 dst->key_values = new_link; 566 key_values = new_link;
514 tail = new_link; 567 tail = new_link;
515 } 568 }
516 else 569 else
517 { 570 {
518 tail->next = new_link; 571 tail->next = new_link;
519 tail = new_link; 572 tail = new_link;
520 } 573 }
521 } 574 }
522 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
523 593
524 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
525} 614}
526 615
527object * 616object *
528object::clone () 617object::clone ()
529{ 618{
587 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
588 */ 677 */
589void 678void
590update_object (object *op, int action) 679update_object (object *op, int action)
591{ 680{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 681 if (op == NULL)
595 { 682 {
596 /* this should never happen */ 683 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 685 return;
658 745
659 if (op->more) 746 if (op->more)
660 update_object (op->more, action); 747 update_object (op->more, action);
661} 748}
662 749
663object *object::first;
664
665object::object () 750object::object ()
666{ 751{
667 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
668 753
669 expmul = 1.0; 754 expmul = 1.0;
670 face = blank_face; 755 face = blank_face;
671} 756}
672 757
673object::~object () 758object::~object ()
674{ 759{
760 unlink ();
761
675 free_key_values (this); 762 free_key_values (this);
676} 763}
677 764
765static int object_count;
766
678void object::link () 767void object::link ()
679{ 768{
769 assert (!index);//D
680 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
681 772
682 refcnt_inc (); 773 refcnt_inc ();
683 objects.insert (this); 774 objects.insert (this);
684} 775}
685 776
686void object::unlink () 777void object::unlink ()
687{ 778{
779 if (!index)
780 return;
781
688 objects.erase (this); 782 objects.erase (this);
689 refcnt_dec (); 783 refcnt_dec ();
690} 784}
691 785
692void 786void
766 * drop on that space. 860 * drop on that space.
767 */ 861 */
768 if (!drop_to_ground 862 if (!drop_to_ground
769 || !map 863 || !map
770 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
772 { 867 {
773 while (inv) 868 while (inv)
774 { 869 {
775 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
784 879
785 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 882 || op->type == RUNE
788 || op->type == TRAP 883 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 886 op->destroy ();
791 else 887 else
792 map->insert (op, x, y); 888 map->insert (op, x, y);
793 } 889 }
794 } 890 }
802} 898}
803 899
804void 900void
805object::do_destroy () 901object::do_destroy ()
806{ 902{
903 attachable::do_destroy ();
904
807 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 906 remove_button_link (this);
809 907
810 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this); 909 remove_friendly_object (this);
812 910
813 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
814 remove (); 912 remove ();
815 913
816 if (flag [FLAG_FREED]) 914 destroy_inv (true);
817 return;
818 915
819 set_speed (0); 916 deactivate ();
917 unlink ();
820 918
821 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827 920
828 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
829 { 922 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
831 924
844 map = freed_map; 937 map = freed_map;
845 x = 1; 938 x = 1;
846 y = 1; 939 y = 1;
847 } 940 }
848 941
849 head = 0;
850
851 if (more) 942 if (more)
852 { 943 {
853 more->destroy (); 944 more->destroy ();
854 more = 0; 945 more = 0;
855 } 946 }
856 947
948 head = 0;
949
857 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might cause circular references
858 owner = 0; 951 owner = 0;
859 enemy = 0; 952 enemy = 0;
860 attacked_by = 0; 953 attacked_by = 0;
954 current_weapon = 0;
861} 955}
862 956
863void 957void
864object::destroy (bool destroy_inventory) 958object::destroy (bool destroy_inventory)
865{ 959{
893 * This function removes the object op from the linked list of objects 987 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the 988 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an 989 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 990 * environment, the x and y coordinates will be updated to
897 * the previous environment. 991 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 992 */
900void 993void
901object::remove () 994object::do_remove ()
902{ 995{
903 object *tmp, *last = 0; 996 object *tmp, *last = 0;
904 object *otmp; 997 object *otmp;
905 998
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 999 if (QUERY_FLAG (this, FLAG_REMOVED))
949 } 1042 }
950 else if (map) 1043 else if (map)
951 { 1044 {
952 if (type == PLAYER) 1045 if (type == PLAYER)
953 { 1046 {
1047 // leaving a spot always closes any open container on the ground
1048 if (container && !container->env)
1049 // this causes spurious floorbox updates, but it ensures
1050 // that the CLOSE event is being sent.
1051 close_container ();
1052
954 --map->players; 1053 --map->players;
955 map->touch (); 1054 map->touch ();
956 } 1055 }
957 1056
958 map->dirty = true; 1057 map->dirty = true;
1058 mapspace &ms = this->ms ();
959 1059
960 /* link the object above us */ 1060 /* link the object above us */
961 if (above) 1061 if (above)
962 above->below = below; 1062 above->below = below;
963 else 1063 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1064 ms.top = below; /* we were top, set new top */
965 1065
966 /* Relink the object below us, if there is one */ 1066 /* Relink the object below us, if there is one */
967 if (below) 1067 if (below)
968 below->above = above; 1068 below->above = above;
969 else 1069 else
971 /* Nothing below, which means we need to relink map object for this space 1071 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is 1072 * use translated coordinates in case some oddness with map tiling is
973 * evident 1073 * evident
974 */ 1074 */
975 if (GET_MAP_OB (map, x, y) != this) 1075 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "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); 1076 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 ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1077
986 map->at (x, y).bot = above; /* goes on above it. */ 1078 ms.bot = above; /* goes on above it. */
987 } 1079 }
988 1080
989 above = 0; 1081 above = 0;
990 below = 0; 1082 below = 0;
991 1083
992 if (map->in_memory == MAP_SAVING) 1084 if (map->in_memory == MAP_SAVING)
993 return; 1085 return;
994 1086
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1087 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1088
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1089 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1090 {
999 /* No point updating the players look faces if he is the object 1091 /* No point updating the players look faces if he is the object
1000 * being removed. 1092 * being removed.
1001 */ 1093 */
1002 1094
1025 1117
1026 if (destroyed ()) 1118 if (destroyed ())
1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1119 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1028 } 1120 }
1029 1121
1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1032 if (tmp->above == tmp)
1033 tmp->above = 0;
1034
1035 last = tmp; 1122 last = tmp;
1036 } 1123 }
1037 1124
1038 /* last == NULL if there are no objects on this space */ 1125 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object? 1126 //TODO: this makes little sense, why only update the topmost object?
1082 } 1169 }
1083 1170
1084 return 0; 1171 return 0;
1085} 1172}
1086 1173
1174void
1175object::expand_tail ()
1176{
1177 if (more)
1178 return;
1179
1180 object *prev = this;
1181
1182 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1183 {
1184 object *op = arch_to_object (at);
1185
1186 op->name = name;
1187 op->name_pl = name_pl;
1188 op->title = title;
1189
1190 op->head = this;
1191 prev->more = op;
1192
1193 prev = op;
1194 }
1195}
1196
1087/* 1197/*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1198 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters 1199 * job preparing multi-part monsters.
1090 */ 1200 */
1091object * 1201object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1202insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1203{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1095 { 1205 {
1096 tmp->x = x + tmp->arch->clone.x; 1206 tmp->x = x + tmp->arch->x;
1097 tmp->y = y + tmp->arch->clone.y; 1207 tmp->y = y + tmp->arch->y;
1098 } 1208 }
1099 1209
1100 return insert_ob_in_map (op, m, originator, flag); 1210 return insert_ob_in_map (op, m, originator, flag);
1101} 1211}
1102 1212
1121 * just 'op' otherwise 1231 * just 'op' otherwise
1122 */ 1232 */
1123object * 1233object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1235{
1236 assert (!op->flag [FLAG_FREED]);
1237
1126 object *tmp, *top, *floor = NULL; 1238 object *top, *floor = NULL;
1127 sint16 x, y;
1128 1239
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1240 op->remove ();
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134 1241
1135 if (!m) 1242#if 0
1136 { 1243 if (!m->active != !op->active)
1137 char *dump = dump_object (op); 1244 if (m->active)
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1245 op->activate_recursive ();
1139 free (dump); 1246 else
1140 return op; 1247 op->deactivate_recursive ();
1141 } 1248#endif
1142 1249
1143 if (out_of_map (m, op->x, op->y)) 1250 if (out_of_map (m, op->x, op->y))
1144 { 1251 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1147#ifdef MANY_CORES 1253#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object 1254 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting 1255 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted. 1256 * improperly inserted.
1151 */ 1257 */
1152 abort (); 1258 abort ();
1153#endif 1259#endif
1154 free (dump);
1155 return op; 1260 return op;
1156 } 1261 }
1157 1262
1158 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1263 if (object *more = op->more)
1159 { 1264 if (!insert_ob_in_map (more, m, originator, flag))
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op; 1265 return 0;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more;
1171
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1189 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191
1192 return 0;
1193 }
1194 }
1195 1266
1196 CLEAR_FLAG (op, FLAG_REMOVED); 1267 CLEAR_FLAG (op, FLAG_REMOVED);
1197 1268
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work 1271 * need extra work
1201 */ 1272 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1274 return 0;
1204 y = op->y; 1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1205 1278
1206 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1207 */ 1280 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1211 { 1284 {
1212 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1286 tmp->destroy ();
1214 } 1287 }
1231 op->below = originator->below; 1304 op->below = originator->below;
1232 1305
1233 if (op->below) 1306 if (op->below)
1234 op->below->above = op; 1307 op->below->above = op;
1235 else 1308 else
1236 op->ms ().bot = op; 1309 ms.bot = op;
1237 1310
1238 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1239 originator->below = op; 1312 originator->below = op;
1240 } 1313 }
1241 else 1314 else
1242 { 1315 {
1316 top = ms.bot;
1317
1243 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if ((!(flag & INS_MAP_LOAD)) && top)
1245 { 1320 {
1246 object *last = 0; 1321 object *last = 0;
1247 1322
1248 /* 1323 /*
1249 * 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.
1255 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1259 */ 1334 */
1260 while (top) 1335 for (top = ms.bot; top; top = top->above)
1261 { 1336 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top; 1338 floor = top;
1264 1339
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1268 top = top->below; 1343 top = top->below;
1269 break; 1344 break;
1270 } 1345 }
1271 1346
1272 last = top; 1347 last = top;
1273 top = top->above;
1274 } 1348 }
1275 1349
1276 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last; 1351 top = last;
1278 1352
1280 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1282 */ 1356 */
1283 1357
1284 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1362 * stacking is a bit odd.
1289 */ 1363 */
1290 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1292 { 1367 {
1293 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1370 break;
1371
1296 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1375 * set top to the object below us.
1300 */ 1376 */
1302 top = last->below; 1378 top = last->below;
1303 } 1379 }
1304 } /* If objects on this space */ 1380 } /* If objects on this space */
1305 1381
1306 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1308 1384
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1386 top = floor;
1311 1387
1312 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1313 */ 1389 */
1314 1390
1315 /* First object on this space */ 1391 /* First object on this space */
1316 if (!top) 1392 if (!top)
1317 { 1393 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1319 1395
1320 if (op->above) 1396 if (op->above)
1321 op->above->below = op; 1397 op->above->below = op;
1322 1398
1323 op->below = 0; 1399 op->below = 0;
1324 op->ms ().bot = op; 1400 ms.bot = op;
1325 } 1401 }
1326 else 1402 else
1327 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1328 op->above = top->above; 1404 op->above = top->above;
1329 1405
1333 op->below = top; 1409 op->below = top;
1334 top->above = op; 1410 top->above = op;
1335 } 1411 }
1336 1412
1337 if (!op->above) 1413 if (!op->above)
1338 op->ms ().top = op; 1414 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1340 1416
1341 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1342 { 1418 {
1343 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1349 1425
1350 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1352 */ 1428 */
1353 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1355 if (pl->contr->ns) 1431 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1357 1433
1358 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1380 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1381 * update_object(). 1457 * update_object().
1382 */ 1458 */
1383 1459
1384 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1385 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1386 { 1462 {
1387 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1388 return 0; 1464 return 0;
1389 1465
1390 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1391 * walk on's. 1467 * walk on's.
1392 */ 1468 */
1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1394 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1395 return 0; 1471 return 0;
1396 } 1472 }
1397 1473
1398 return op; 1474 return op;
1408 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1409 1485
1410 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1411 1487
1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1414 tmp->destroy (); 1490 tmp->destroy ();
1415 1491
1416 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1417 1493
1418 tmp1->x = op->x; 1494 tmp1->x = op->x;
1421} 1497}
1422 1498
1423object * 1499object *
1424object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1425{ 1501{
1426 where->map->insert (this, where->x, where->y, originator, flags); 1502 return where->map->insert (this, where->x, where->y, originator, flags);
1427} 1503}
1428 1504
1429/* 1505/*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1471 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1473 * 1549 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */ 1551 */
1476
1477object * 1552object *
1478decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1479{ 1554{
1480 object *tmp; 1555 object *tmp;
1481 1556
1556 1631
1557/* 1632/*
1558 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1560 */ 1635 */
1561
1562void 1636void
1563add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1564{ 1638{
1565 while (op != NULL) 1639 while (op != NULL)
1566 { 1640 {
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump); 1656 free (dump);
1583 return op; 1657 return op;
1584 } 1658 }
1585 1659
1586 if (where->head) 1660 if (where->head_ () != where)
1587 { 1661 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head; 1663 where = where->head;
1590 } 1664 }
1591 1665
1592 return where->insert (op); 1666 return where->insert (op);
1593} 1667}
1598 * inside the object environment. 1672 * inside the object environment.
1599 * 1673 *
1600 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1602 */ 1676 */
1603
1604object * 1677object *
1605object::insert (object *op) 1678object::insert (object *op)
1606{ 1679{
1607 object *tmp, *otmp; 1680 object *tmp, *otmp;
1608 1681
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1843 {
1771 1844
1772 float 1845 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1847
1775 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1851 diff /= 4.0;
1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 { 1996 {
1924 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1925 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1926 } 1999 }
1927}
1928
1929/*
1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1931 * all it's inventory (recursively).
1932 * If checksums are used, a player will get set_cheat called for
1933 * him/her-self and all object carried by a call to this function.
1934 */
1935void
1936set_cheat (object *op)
1937{
1938 SET_FLAG (op, FLAG_WAS_WIZ);
1939 flag_inv (op, FLAG_WAS_WIZ);
1940} 2000}
1941 2001
1942/* 2002/*
1943 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
1944 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
1985 } 2045 }
1986 2046
1987 if (!index) 2047 if (!index)
1988 return -1; 2048 return -1;
1989 2049
1990 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
1991} 2051}
1992 2052
1993/* 2053/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2016{ 2076{
2017 arr += begin; 2077 arr += begin;
2018 end -= begin; 2078 end -= begin;
2019 2079
2020 while (--end) 2080 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2081 swap (arr [end], arr [rndm (end + 1)]);
2022} 2082}
2023 2083
2024/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2062 object *tmp; 2122 object *tmp;
2063 maptile *mp; 2123 maptile *mp;
2064 2124
2065 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2066 2126
2067 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2068 { 2128 {
2069 exclude = exclude->head; 2129 exclude = exclude->head;
2070 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2071 } 2131 }
2072 else 2132 else
2095 max = maxfree[i]; 2155 max = maxfree[i];
2096 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2097 { 2157 {
2098 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2100 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2101 break; 2161 break;
2102 2162
2103 if (tmp) 2163 if (tmp)
2104 return freedir[i]; 2164 return freedir[i];
2105 } 2165 }
2160 2220
2161 return 3; 2221 return 3;
2162} 2222}
2163 2223
2164/* 2224/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2227 */
2186
2187int 2228int
2188dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2189{ 2230{
2190 int d; 2231 int d;
2191 2232
2319 * create clone from object to another 2360 * create clone from object to another
2320 */ 2361 */
2321object * 2362object *
2322object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2323{ 2364{
2324 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2325 2366
2326 if (!asrc) 2367 if (!asrc)
2327 return 0; 2368 return 0;
2328 2369
2329 src = asrc;
2330 if (src->head)
2331 src = src->head; 2370 src = asrc->head_ ();
2332 2371
2333 prev = 0; 2372 prev = 0;
2334 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2335 { 2374 {
2336 tmp = part->clone (); 2375 tmp = part->clone ();
2337 tmp->x -= src->x; 2376 tmp->x -= src->x;
2338 tmp->y -= src->y; 2377 tmp->y -= src->y;
2339 2378
2357 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2358 2397
2359 return dst; 2398 return dst;
2360} 2399}
2361 2400
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398}
2399
2400/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2402 * has the same type and subtype match.
2402 * returns NULL if no match. 2403 * returns NULL if no match.
2403 */ 2404 */
2404object * 2405object *
2457 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2458 return link->value; 2459 return link->value;
2459 2460
2460 return 0; 2461 return 0;
2461} 2462}
2462
2463 2463
2464/* 2464/*
2465 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2466 * 2466 *
2467 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2491 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2492 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2493 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2494 * we get this value back again. 2494 * we get this value back again.
2495 */ 2495 */
2496 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2497 field->value = 0; 2497 field->value = 0;
2498 else 2498 else
2499 { 2499 {
2500 if (last) 2500 if (last)
2501 last->next = field->next; 2501 last->next = field->next;
2570 } 2570 }
2571 else 2571 else
2572 item = item->env; 2572 item = item->env;
2573} 2573}
2574 2574
2575
2576const char * 2575const char *
2577object::flag_desc (char *desc, int len) const 2576object::flag_desc (char *desc, int len) const
2578{ 2577{
2579 char *p = desc; 2578 char *p = desc;
2580 bool first = true; 2579 bool first = true;
2607{ 2606{
2608 char flagdesc[512]; 2607 char flagdesc[512];
2609 char info2[256 * 4]; 2608 char info2[256 * 4];
2610 char *p = info; 2609 char *p = info;
2611 2610
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2612 count, uuid.seq,
2614 &name, 2613 &name,
2615 title ? "\",title:" : "", 2614 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2615 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2616 flag_desc (flagdesc, 512), type);
2618 2617
2619 if (env) 2618 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626} 2625}
2627 2626
2628const char * 2627const char *
2629object::debug_desc () const 2628object::debug_desc () const
2630{ 2629{
2631 static char info[256 * 4]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2632 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2633} 2634}
2634 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

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