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Comparing deliantra/server/common/object.C (file contents):
Revision 1.114 by root, Sun Jan 14 22:06:05 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
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance 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
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 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 ();
525 593
526 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 ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
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
678static int object_count; 765static int object_count;
679 766
687 objects.insert (this); 774 objects.insert (this);
688} 775}
689 776
690void object::unlink () 777void object::unlink ()
691{ 778{
692 assert (index);//D 779 if (!index)
780 return;
781
693 objects.erase (this); 782 objects.erase (this);
694 refcnt_dec (); 783 refcnt_dec ();
695} 784}
696 785
697void 786void
771 * drop on that space. 860 * drop on that space.
772 */ 861 */
773 if (!drop_to_ground 862 if (!drop_to_ground
774 || !map 863 || !map
775 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
777 { 867 {
778 while (inv) 868 while (inv)
779 { 869 {
780 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
847 map = freed_map; 937 map = freed_map;
848 x = 1; 938 x = 1;
849 y = 1; 939 y = 1;
850 } 940 }
851 941
852 head = 0;
853
854 if (more) 942 if (more)
855 { 943 {
856 more->destroy (); 944 more->destroy ();
857 more = 0; 945 more = 0;
858 } 946 }
859 947
948 head = 0;
949
860 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might cause circular references
861 owner = 0; 951 owner = 0;
862 enemy = 0; 952 enemy = 0;
863 attacked_by = 0; 953 attacked_by = 0;
954 current_weapon = 0;
864} 955}
865 956
866void 957void
867object::destroy (bool destroy_inventory) 958object::destroy (bool destroy_inventory)
868{ 959{
896 * 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
897 * 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
898 * object will have no environment. If the object previously had an 989 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 990 * environment, the x and y coordinates will be updated to
900 * the previous environment. 991 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 992 */
903void 993void
904object::remove () 994object::do_remove ()
905{ 995{
906 object *tmp, *last = 0; 996 object *tmp, *last = 0;
907 object *otmp; 997 object *otmp;
908 998
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 999 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1042 }
953 else if (map) 1043 else if (map)
954 { 1044 {
955 if (type == PLAYER) 1045 if (type == PLAYER)
956 { 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
957 --map->players; 1053 --map->players;
958 map->touch (); 1054 map->touch ();
959 } 1055 }
960 1056
961 map->dirty = true; 1057 map->dirty = true;
1058 mapspace &ms = this->ms ();
962 1059
963 /* link the object above us */ 1060 /* link the object above us */
964 if (above) 1061 if (above)
965 above->below = below; 1062 above->below = below;
966 else 1063 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1064 ms.top = below; /* we were top, set new top */
968 1065
969 /* Relink the object below us, if there is one */ 1066 /* Relink the object below us, if there is one */
970 if (below) 1067 if (below)
971 below->above = above; 1068 below->above = above;
972 else 1069 else
974 /* 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
975 * use translated coordinates in case some oddness with map tiling is 1072 * use translated coordinates in case some oddness with map tiling is
976 * evident 1073 * evident
977 */ 1074 */
978 if (GET_MAP_OB (map, x, y) != this) 1075 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1077
989 map->at (x, y).bot = above; /* goes on above it. */ 1078 ms.bot = above; /* goes on above it. */
990 } 1079 }
991 1080
992 above = 0; 1081 above = 0;
993 below = 0; 1082 below = 0;
994 1083
995 if (map->in_memory == MAP_SAVING) 1084 if (map->in_memory == MAP_SAVING)
996 return; 1085 return;
997 1086
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1087 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1088
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1089 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1090 {
1002 /* 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
1003 * being removed. 1092 * being removed.
1004 */ 1093 */
1005 1094
1028 1117
1029 if (destroyed ()) 1118 if (destroyed ())
1030 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 ());
1031 } 1120 }
1032 1121
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1122 last = tmp;
1039 } 1123 }
1040 1124
1041 /* last == NULL if there are no objects on this space */ 1125 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1126 //TODO: this makes little sense, why only update the topmost object?
1085 } 1169 }
1086 1170
1087 return 0; 1171 return 0;
1088} 1172}
1089 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
1090/* 1197/*
1091 * 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
1092 * job preparing multi-part monsters 1199 * job preparing multi-part monsters.
1093 */ 1200 */
1094object * 1201object *
1095insert_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)
1096{ 1203{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1205 {
1099 tmp->x = x + tmp->arch->clone.x; 1206 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1207 tmp->y = y + tmp->arch->y;
1101 } 1208 }
1102 1209
1103 return insert_ob_in_map (op, m, originator, flag); 1210 return insert_ob_in_map (op, m, originator, flag);
1104} 1211}
1105 1212
1124 * just 'op' otherwise 1231 * just 'op' otherwise
1125 */ 1232 */
1126object * 1233object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1235{
1236 assert (!op->flag [FLAG_FREED]);
1237
1129 object *tmp, *top, *floor = NULL; 1238 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1239
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1240 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1241
1138 if (!m) 1242#if 0
1139 { 1243 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1244 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1245 op->activate_recursive ();
1142 free (dump); 1246 else
1143 return op; 1247 op->deactivate_recursive ();
1144 } 1248#endif
1145 1249
1146 if (out_of_map (m, op->x, op->y)) 1250 if (out_of_map (m, op->x, op->y))
1147 { 1251 {
1148 char *dump = dump_object (op);
1149 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 ());
1150#ifdef MANY_CORES 1253#ifdef MANY_CORES
1151 /* 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
1152 * 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
1153 * improperly inserted. 1256 * improperly inserted.
1154 */ 1257 */
1155 abort (); 1258 abort ();
1156#endif 1259#endif
1157 free (dump);
1158 return op; 1260 return op;
1159 } 1261 }
1160 1262
1161 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1263 if (object *more = op->more)
1162 { 1264 if (!insert_ob_in_map (more, m, originator, flag))
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op; 1265 return 0;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198 1266
1199 CLEAR_FLAG (op, FLAG_REMOVED); 1267 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1268
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * 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
1203 * need extra work 1271 * need extra work
1204 */ 1272 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1274 return 0;
1207 y = op->y; 1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1208 1278
1209 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1210 */ 1280 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1214 { 1284 {
1215 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1286 tmp->destroy ();
1217 } 1287 }
1234 op->below = originator->below; 1304 op->below = originator->below;
1235 1305
1236 if (op->below) 1306 if (op->below)
1237 op->below->above = op; 1307 op->below->above = op;
1238 else 1308 else
1239 op->ms ().bot = op; 1309 ms.bot = op;
1240 1310
1241 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1242 originator->below = op; 1312 originator->below = op;
1243 } 1313 }
1244 else 1314 else
1245 { 1315 {
1316 top = ms.bot;
1317
1246 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1320 {
1249 object *last = 0; 1321 object *last = 0;
1250 1322
1251 /* 1323 /*
1252 * 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.
1258 * 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
1259 * 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
1260 * 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
1261 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1262 */ 1334 */
1263 while (top) 1335 for (top = ms.bot; top; top = top->above)
1264 { 1336 {
1265 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))
1266 floor = top; 1338 floor = top;
1267 1339
1268 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))
1271 top = top->below; 1343 top = top->below;
1272 break; 1344 break;
1273 } 1345 }
1274 1346
1275 last = top; 1347 last = top;
1276 top = top->above;
1277 } 1348 }
1278 1349
1279 /* 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 */
1280 top = last; 1351 top = last;
1281 1352
1283 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1285 */ 1356 */
1286 1357
1287 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1362 * stacking is a bit odd.
1292 */ 1363 */
1293 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1294 (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))
1295 { 1367 {
1296 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1370 break;
1371
1299 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1300 * 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
1301 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1375 * set top to the object below us.
1303 */ 1376 */
1305 top = last->below; 1378 top = last->below;
1306 } 1379 }
1307 } /* If objects on this space */ 1380 } /* If objects on this space */
1308 1381
1309 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1311 1384
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1386 top = floor;
1314 1387
1315 /* 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.
1316 */ 1389 */
1317 1390
1318 /* First object on this space */ 1391 /* First object on this space */
1319 if (!top) 1392 if (!top)
1320 { 1393 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1322 1395
1323 if (op->above) 1396 if (op->above)
1324 op->above->below = op; 1397 op->above->below = op;
1325 1398
1326 op->below = 0; 1399 op->below = 0;
1327 op->ms ().bot = op; 1400 ms.bot = op;
1328 } 1401 }
1329 else 1402 else
1330 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1331 op->above = top->above; 1404 op->above = top->above;
1332 1405
1336 op->below = top; 1409 op->below = top;
1337 top->above = op; 1410 top->above = op;
1338 } 1411 }
1339 1412
1340 if (!op->above) 1413 if (!op->above)
1341 op->ms ().top = op; 1414 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1343 1416
1344 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1345 { 1418 {
1346 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1352 1425
1353 /* 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
1354 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1355 */ 1428 */
1356 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1431 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1360 1433
1361 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1362 * 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
1383 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1457 * update_object().
1385 */ 1458 */
1386 1459
1387 /* 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 */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1462 {
1390 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1391 return 0; 1464 return 0;
1392 1465
1393 /* 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
1394 * walk on's. 1467 * walk on's.
1395 */ 1468 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1398 return 0; 1471 return 0;
1399 } 1472 }
1400 1473
1401 return op; 1474 return op;
1411 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1412 1485
1413 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1414 1487
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1490 tmp->destroy ();
1418 1491
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1493
1421 tmp1->x = op->x; 1494 tmp1->x = op->x;
1424} 1497}
1425 1498
1426object * 1499object *
1427object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1428{ 1501{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1502 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1503}
1431 1504
1432/* 1505/*
1433 * 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
1434 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1474 * 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
1475 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1476 * 1549 *
1477 * 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
1478 */ 1551 */
1479
1480object * 1552object *
1481decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1482{ 1554{
1483 object *tmp; 1555 object *tmp;
1484 1556
1559 1631
1560/* 1632/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1563 */ 1635 */
1564
1565void 1636void
1566add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1567{ 1638{
1568 while (op != NULL) 1639 while (op != NULL)
1569 { 1640 {
1584 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);
1585 free (dump); 1656 free (dump);
1586 return op; 1657 return op;
1587 } 1658 }
1588 1659
1589 if (where->head) 1660 if (where->head_ () != where)
1590 { 1661 {
1591 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");
1592 where = where->head; 1663 where = where->head;
1593 } 1664 }
1594 1665
1595 return where->insert (op); 1666 return where->insert (op);
1596} 1667}
1601 * inside the object environment. 1672 * inside the object environment.
1602 * 1673 *
1603 * 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
1604 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1605 */ 1676 */
1606
1607object * 1677object *
1608object::insert (object *op) 1678object::insert (object *op)
1609{ 1679{
1610 object *tmp, *otmp; 1680 object *tmp, *otmp;
1611 1681
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((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))
1773 { 1843 {
1774 1844
1775 float 1845 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1847
1778 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1779 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)) ||
1780 (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)))
1781 diff /= 4.0; 1851 diff /= 4.0;
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 { 1996 {
1927 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1929 } 1999 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 2000}
1944 2001
1945/* 2002/*
1946 * 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
1947 * 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
1988 } 2045 }
1989 2046
1990 if (!index) 2047 if (!index)
1991 return -1; 2048 return -1;
1992 2049
1993 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
1994} 2051}
1995 2052
1996/* 2053/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2019{ 2076{
2020 arr += begin; 2077 arr += begin;
2021 end -= begin; 2078 end -= begin;
2022 2079
2023 while (--end) 2080 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2081 swap (arr [end], arr [rndm (end + 1)]);
2025} 2082}
2026 2083
2027/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2029 * 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
2065 object *tmp; 2122 object *tmp;
2066 maptile *mp; 2123 maptile *mp;
2067 2124
2068 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2069 2126
2070 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2071 { 2128 {
2072 exclude = exclude->head; 2129 exclude = exclude->head;
2073 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2074 } 2131 }
2075 else 2132 else
2098 max = maxfree[i]; 2155 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2100 { 2157 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2161 break;
2105 2162
2106 if (tmp) 2163 if (tmp)
2107 return freedir[i]; 2164 return freedir[i];
2108 } 2165 }
2163 2220
2164 return 3; 2221 return 3;
2165} 2222}
2166 2223
2167/* 2224/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2227 */
2189
2190int 2228int
2191dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2192{ 2230{
2193 int d; 2231 int d;
2194 2232
2322 * create clone from object to another 2360 * create clone from object to another
2323 */ 2361 */
2324object * 2362object *
2325object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2326{ 2364{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2328 2366
2329 if (!asrc) 2367 if (!asrc)
2330 return 0; 2368 return 0;
2331 2369
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2370 src = asrc->head_ ();
2335 2371
2336 prev = 0; 2372 prev = 0;
2337 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2338 { 2374 {
2339 tmp = part->clone (); 2375 tmp = part->clone ();
2340 tmp->x -= src->x; 2376 tmp->x -= src->x;
2341 tmp->y -= src->y; 2377 tmp->y -= src->y;
2342 2378
2360 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2361 2397
2362 return dst; 2398 return dst;
2363} 2399}
2364 2400
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401}
2402
2403/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2402 * has the same type and subtype match.
2405 * returns NULL if no match. 2403 * returns NULL if no match.
2406 */ 2404 */
2407object * 2405object *
2460 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2461 return link->value; 2459 return link->value;
2462 2460
2463 return 0; 2461 return 0;
2464} 2462}
2465
2466 2463
2467/* 2464/*
2468 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2469 * 2466 *
2470 * 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).
2494 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2494 * we get this value back again.
2498 */ 2495 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2497 field->value = 0;
2501 else 2498 else
2502 { 2499 {
2503 if (last) 2500 if (last)
2504 last->next = field->next; 2501 last->next = field->next;
2573 } 2570 }
2574 else 2571 else
2575 item = item->env; 2572 item = item->env;
2576} 2573}
2577 2574
2578
2579const char * 2575const char *
2580object::flag_desc (char *desc, int len) const 2576object::flag_desc (char *desc, int len) const
2581{ 2577{
2582 char *p = desc; 2578 char *p = desc;
2583 bool first = true; 2579 bool first = true;
2610{ 2606{
2611 char flagdesc[512]; 2607 char flagdesc[512];
2612 char info2[256 * 4]; 2608 char info2[256 * 4];
2613 char *p = info; 2609 char *p = info;
2614 2610
2615 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}",
2616 count, uuid.seq, 2612 count, uuid.seq,
2617 &name, 2613 &name,
2618 title ? "\",title:" : "", 2614 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2615 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2616 flag_desc (flagdesc, 512), type);
2621 2617
2622 if (env) 2618 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629} 2625}
2630 2626
2631const char * 2627const char *
2632object::debug_desc () const 2628object::debug_desc () const
2633{ 2629{
2634 static char info[256 * 4]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2635 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2636} 2634}
2637 2635
2638const char * 2636struct region *
2639object::debug_desc2 () const 2637object::region () const
2640{ 2638{
2641 static char info[256 * 4]; 2639 return map ? map->region (x, y)
2642 return debug_desc (info); 2640 : region::default_region ();
2643} 2641}
2644 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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