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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.159 by root, Mon Jun 4 13:04:00 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);
803} 898}
804 899
805void 900void
806object::do_destroy () 901object::do_destroy ()
807{ 902{
903 attachable::do_destroy ();
904
808 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 906 remove_button_link (this);
810 907
811 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 909 remove_friendly_object (this);
813 910
814 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
815 remove (); 912 remove ();
816 913
817 if (flag [FLAG_FREED]) 914 destroy_inv (true);
818 return;
819 915
820 set_speed (0); 916 deactivate ();
917 unlink ();
821 918
822 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 920
829 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
830 { 922 {
831 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
832 924
894 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
898 * the previous environment. 990 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 991 */
901void 992void
902object::remove () 993object::do_remove ()
903{ 994{
904 object *tmp, *last = 0; 995 object *tmp, *last = 0;
905 object *otmp; 996 object *otmp;
906 997
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1041 }
951 else if (map) 1042 else if (map)
952 { 1043 {
953 if (type == PLAYER) 1044 if (type == PLAYER)
954 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
955 --map->players; 1052 --map->players;
956 map->touch (); 1053 map->touch ();
957 } 1054 }
958 1055
959 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
960 1058
961 /* link the object above us */ 1059 /* link the object above us */
962 if (above) 1060 if (above)
963 above->below = below; 1061 above->below = below;
964 else 1062 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
966 1064
967 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
968 if (below) 1066 if (below)
969 below->above = above; 1067 below->above = above;
970 else 1068 else
972 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
974 * evident 1072 * evident
975 */ 1073 */
976 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "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); 1075 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 ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1076
987 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
988 } 1078 }
989 1079
990 above = 0; 1080 above = 0;
991 below = 0; 1081 below = 0;
992 1082
993 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
994 return; 1084 return;
995 1085
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1087
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1089 {
1000 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1001 * being removed. 1091 * being removed.
1002 */ 1092 */
1003 1093
1083 } 1173 }
1084 1174
1085 return 0; 1175 return 0;
1086} 1176}
1087 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1088/* 1201/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1091 */ 1204 */
1092object * 1205object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1207{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1096 { 1209 {
1097 tmp->x = x + tmp->arch->clone.x; 1210 tmp->x = x + tmp->arch->x;
1098 tmp->y = y + tmp->arch->clone.y; 1211 tmp->y = y + tmp->arch->y;
1099 } 1212 }
1100 1213
1101 return insert_ob_in_map (op, m, originator, flag); 1214 return insert_ob_in_map (op, m, originator, flag);
1102} 1215}
1103 1216
1122 * just 'op' otherwise 1235 * just 'op' otherwise
1123 */ 1236 */
1124object * 1237object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1127 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1128 sint16 x, y;
1129 1243
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1131 {
1132 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL;
1134 }
1135 1245
1136 if (!m) 1246#if 0
1137 { 1247 if (!m->active != !op->active)
1138 char *dump = dump_object (op); 1248 if (m->active)
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1140 free (dump); 1250 else
1141 return op; 1251 op->deactivate_recursive ();
1142 } 1252#endif
1143 1253
1144 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1145 { 1255 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1148#ifdef MANY_CORES 1257#ifdef MANY_CORES
1149 /* Better to catch this here, as otherwise the next use of this object 1258 /* Better to catch this here, as otherwise the next use of this object
1150 * is likely to cause a crash. Better to find out where it is getting 1259 * is likely to cause a crash. Better to find out where it is getting
1151 * improperly inserted. 1260 * improperly inserted.
1152 */ 1261 */
1153 abort (); 1262 abort ();
1154#endif 1263#endif
1155 free (dump);
1156 return op; 1264 return op;
1157 } 1265 }
1158 1266
1159 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1160 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op; 1269 return 0;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more;
1172
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1190 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192
1193 return 0;
1194 }
1195 }
1196 1270
1197 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1198 1272
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1275 * need extra work
1202 */ 1276 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1278 return 0;
1205 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1206 1282
1207 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1208 */ 1284 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1212 { 1288 {
1213 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1290 tmp->destroy ();
1215 } 1291 }
1232 op->below = originator->below; 1308 op->below = originator->below;
1233 1309
1234 if (op->below) 1310 if (op->below)
1235 op->below->above = op; 1311 op->below->above = op;
1236 else 1312 else
1237 op->ms ().bot = op; 1313 ms.bot = op;
1238 1314
1239 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1240 originator->below = op; 1316 originator->below = op;
1241 } 1317 }
1242 else 1318 else
1243 { 1319 {
1320 top = ms.bot;
1321
1244 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1246 { 1324 {
1247 object *last = 0; 1325 object *last = 0;
1248 1326
1249 /* 1327 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1328 * If there are multiple objects on this space, we do some trickier handling.
1256 * once we get to them. This reduces the need to traverse over all of 1334 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1335 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1336 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1260 */ 1338 */
1261 while (top) 1339 for (top = ms.bot; top; top = top->above)
1262 { 1340 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1342 floor = top;
1265 1343
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 top = top->below; 1347 top = top->below;
1270 break; 1348 break;
1271 } 1349 }
1272 1350
1273 last = top; 1351 last = top;
1274 top = top->above;
1275 } 1352 }
1276 1353
1277 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last; 1355 top = last;
1279 1356
1281 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1283 */ 1360 */
1284 1361
1285 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1366 * stacking is a bit odd.
1290 */ 1367 */
1291 if (!(flag & INS_ON_TOP) && 1368 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1293 { 1371 {
1294 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1374 break;
1375
1297 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1379 * set top to the object below us.
1301 */ 1380 */
1303 top = last->below; 1382 top = last->below;
1304 } 1383 }
1305 } /* If objects on this space */ 1384 } /* If objects on this space */
1306 1385
1307 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1309 1388
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1390 top = floor;
1312 1391
1313 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1393 */
1315 1394
1316 /* First object on this space */ 1395 /* First object on this space */
1317 if (!top) 1396 if (!top)
1318 { 1397 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1320 1399
1321 if (op->above) 1400 if (op->above)
1322 op->above->below = op; 1401 op->above->below = op;
1323 1402
1324 op->below = 0; 1403 op->below = 0;
1325 op->ms ().bot = op; 1404 ms.bot = op;
1326 } 1405 }
1327 else 1406 else
1328 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1329 op->above = top->above; 1408 op->above = top->above;
1330 1409
1334 op->below = top; 1413 op->below = top;
1335 top->above = op; 1414 top->above = op;
1336 } 1415 }
1337 1416
1338 if (!op->above) 1417 if (!op->above)
1339 op->ms ().top = op; 1418 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1341 1420
1342 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1343 { 1422 {
1344 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1350 1429
1351 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1353 */ 1432 */
1354 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1356 if (pl->contr->ns) 1435 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1358 1437
1359 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1381 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1382 * update_object(). 1461 * update_object().
1383 */ 1462 */
1384 1463
1385 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1386 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1387 { 1466 {
1388 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1389 return 0; 1468 return 0;
1390 1469
1391 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1392 * walk on's. 1471 * walk on's.
1393 */ 1472 */
1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1395 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1396 return 0; 1475 return 0;
1397 } 1476 }
1398 1477
1399 return op; 1478 return op;
1409 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1410 1489
1411 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1412 1491
1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1415 tmp->destroy (); 1494 tmp->destroy ();
1416 1495
1417 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1418 1497
1419 tmp1->x = op->x; 1498 tmp1->x = op->x;
1422} 1501}
1423 1502
1424object * 1503object *
1425object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1426{ 1505{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1507}
1429 1508
1430/* 1509/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1432 * is returned contains nr objects, and the remaining parts contains 1511 * is returned contains nr objects, and the remaining parts contains
1472 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1474 * 1553 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1555 */
1477
1478object * 1556object *
1479decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1480{ 1558{
1481 object *tmp; 1559 object *tmp;
1482 1560
1557 1635
1558/* 1636/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1561 */ 1639 */
1562
1563void 1640void
1564add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1565{ 1642{
1566 while (op != NULL) 1643 while (op != NULL)
1567 { 1644 {
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1660 free (dump);
1584 return op; 1661 return op;
1585 } 1662 }
1586 1663
1587 if (where->head) 1664 if (where->head_ () != where)
1588 { 1665 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1667 where = where->head;
1591 } 1668 }
1592 1669
1593 return where->insert (op); 1670 return where->insert (op);
1594} 1671}
1599 * inside the object environment. 1676 * inside the object environment.
1600 * 1677 *
1601 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1603 */ 1680 */
1604
1605object * 1681object *
1606object::insert (object *op) 1682object::insert (object *op)
1607{ 1683{
1608 object *tmp, *otmp; 1684 object *tmp, *otmp;
1609 1685
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1847 {
1772 1848
1773 float 1849 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1851
1776 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1855 diff /= 4.0;
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 { 2000 {
1925 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1927 } 2003 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 2004}
1942 2005
1943/* 2006/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 2008 * a spot at the given map and coordinates which will be able to contain
1986 } 2049 }
1987 2050
1988 if (!index) 2051 if (!index)
1989 return -1; 2052 return -1;
1990 2053
1991 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
1992} 2055}
1993 2056
1994/* 2057/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2017{ 2080{
2018 arr += begin; 2081 arr += begin;
2019 end -= begin; 2082 end -= begin;
2020 2083
2021 while (--end) 2084 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2023} 2086}
2024 2087
2025/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2063 object *tmp; 2126 object *tmp;
2064 maptile *mp; 2127 maptile *mp;
2065 2128
2066 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2067 2130
2068 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2069 { 2132 {
2070 exclude = exclude->head; 2133 exclude = exclude->head;
2071 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2072 } 2135 }
2073 else 2136 else
2096 max = maxfree[i]; 2159 max = maxfree[i];
2097 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2098 { 2161 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2101 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break; 2165 break;
2103 2166
2104 if (tmp) 2167 if (tmp)
2105 return freedir[i]; 2168 return freedir[i];
2106 } 2169 }
2161 2224
2162 return 3; 2225 return 3;
2163} 2226}
2164 2227
2165/* 2228/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2231 */
2187
2188int 2232int
2189dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2190{ 2234{
2191 int d; 2235 int d;
2192 2236
2320 * create clone from object to another 2364 * create clone from object to another
2321 */ 2365 */
2322object * 2366object *
2323object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2324{ 2368{
2325 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2326 2370
2327 if (!asrc) 2371 if (!asrc)
2328 return 0; 2372 return 0;
2329 2373
2330 src = asrc;
2331 if (src->head)
2332 src = src->head; 2374 src = asrc->head_ ();
2333 2375
2334 prev = 0; 2376 prev = 0;
2335 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2336 { 2378 {
2337 tmp = part->clone (); 2379 tmp = part->clone ();
2338 tmp->x -= src->x; 2380 tmp->x -= src->x;
2339 tmp->y -= src->y; 2381 tmp->y -= src->y;
2340 2382
2358 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2359 2401
2360 return dst; 2402 return dst;
2361} 2403}
2362 2404
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399}
2400
2401/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2406 * has the same type and subtype match.
2403 * returns NULL if no match. 2407 * returns NULL if no match.
2404 */ 2408 */
2405object * 2409object *
2458 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2459 return link->value; 2463 return link->value;
2460 2464
2461 return 0; 2465 return 0;
2462} 2466}
2463
2464 2467
2465/* 2468/*
2466 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2467 * 2470 *
2468 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2492 /* Basically, if the archetype has this key set, 2495 /* Basically, if the archetype has this key set,
2493 * we need to store the null value so when we save 2496 * we need to store the null value so when we save
2494 * it, we save the empty value so that when we load, 2497 * it, we save the empty value so that when we load,
2495 * we get this value back again. 2498 * we get this value back again.
2496 */ 2499 */
2497 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2500 if (get_ob_key_link (op->arch, canonical_key))
2498 field->value = 0; 2501 field->value = 0;
2499 else 2502 else
2500 { 2503 {
2501 if (last) 2504 if (last)
2502 last->next = field->next; 2505 last->next = field->next;
2608{ 2611{
2609 char flagdesc[512]; 2612 char flagdesc[512];
2610 char info2[256 * 4]; 2613 char info2[256 * 4];
2611 char *p = info; 2614 char *p = info;
2612 2615
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2617 count, uuid.seq,
2615 &name, 2618 &name,
2616 title ? "\",title:" : "", 2619 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2620 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2621 flag_desc (flagdesc, 512), type);
2619 2622
2620 if (env) 2623 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627} 2630}
2628 2631
2629const char * 2632const char *
2630object::debug_desc () const 2633object::debug_desc () const
2631{ 2634{
2632 static char info[256 * 4]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2633 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2634} 2639}
2635 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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