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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 1.167 by root, Sat Jul 21 18:01:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
28#include <global.h> 27#include <global.h>
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
33#include <sproto.h>
34#include <loader.h> 34#include <loader.h>
35 35
36#include <bitset> 36#include <bitset>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
299 return 0; 299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2)) 300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0; 301 return 0;
302 } 302 }
303 303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self) 304 if (ob1->self || ob2->self)
306 { 305 {
307 ob1->optimise (); 306 ob1->optimise ();
308 ob2->optimise (); 307 ob2->optimise ();
309 308
310 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
311 return 0; 311 return 0;
312 } 312 }
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454int
455object::slottype () const
456{
457 if (type == SKILL)
458 {
459 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
460 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
461 }
462 else
463 {
464 if (slot [body_combat].info) return slot_combat;
465 if (slot [body_range ].info) return slot_ranged;
466 }
467
468 return slot_none;
469}
470
471bool
472object::change_weapon (object *ob)
473{
474 if (current_weapon == ob)
475 return true;
476
477 if (chosen_skill)
478 chosen_skill->flag [FLAG_APPLIED] = false;
479
480 current_weapon = ob;
481 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
482
483 if (chosen_skill)
484 chosen_skill->flag [FLAG_APPLIED] = true;
485
486 update_stats ();
487
488 if (ob)
489 {
490 // now check wether any body locations became invalid, in which case
491 // we cannot apply the weapon at the moment.
492 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
493 if (slot[i].used < 0)
494 {
495 current_weapon = chosen_skill = 0;
496 update_stats ();
497
498 new_draw_info_format (NDI_UNIQUE, 0, this,
499 "You try to balance all your items at once, "
500 "but the %s is just too much for your body. "
501 "[You need to unapply some items first.]", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
525 592
526 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
670 face = blank_face; 754 face = blank_face;
671} 755}
672 756
673object::~object () 757object::~object ()
674{ 758{
759 unlink ();
760
675 free_key_values (this); 761 free_key_values (this);
676} 762}
677 763
678static int object_count; 764static int object_count;
679 765
687 objects.insert (this); 773 objects.insert (this);
688} 774}
689 775
690void object::unlink () 776void object::unlink ()
691{ 777{
692 assert (index);//D 778 if (!index)
779 return;
780
693 objects.erase (this); 781 objects.erase (this);
694 refcnt_dec (); 782 refcnt_dec ();
695} 783}
696 784
697void 785void
771 * drop on that space. 859 * drop on that space.
772 */ 860 */
773 if (!drop_to_ground 861 if (!drop_to_ground
774 || !map 862 || !map
775 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
777 { 866 {
778 while (inv) 867 while (inv)
779 { 868 {
780 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
847 map = freed_map; 936 map = freed_map;
848 x = 1; 937 x = 1;
849 y = 1; 938 y = 1;
850 } 939 }
851 940
852 head = 0;
853
854 if (more) 941 if (more)
855 { 942 {
856 more->destroy (); 943 more->destroy ();
857 more = 0; 944 more = 0;
858 } 945 }
859 946
947 head = 0;
948
860 // clear those pointers that likely might have circular references to us 949 // clear those pointers that likely might cause circular references
861 owner = 0; 950 owner = 0;
862 enemy = 0; 951 enemy = 0;
863 attacked_by = 0; 952 attacked_by = 0;
953 current_weapon = 0;
864} 954}
865 955
866void 956void
867object::destroy (bool destroy_inventory) 957object::destroy (bool destroy_inventory)
868{ 958{
896 * 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
897 * 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
898 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
900 * the previous environment. 990 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 991 */
903void 992void
904object::remove () 993object::do_remove ()
905{ 994{
906 object *tmp, *last = 0; 995 object *tmp, *last = 0;
907 object *otmp; 996 object *otmp;
908 997
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1041 }
953 else if (map) 1042 else if (map)
954 { 1043 {
955 if (type == PLAYER) 1044 if (type == PLAYER)
956 { 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
957 --map->players; 1052 --map->players;
958 map->touch (); 1053 map->touch ();
959 } 1054 }
960 1055
961 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
962 1058
963 /* link the object above us */ 1059 /* link the object above us */
964 if (above) 1060 if (above)
965 above->below = below; 1061 above->below = below;
966 else 1062 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
968 1064
969 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
970 if (below) 1066 if (below)
971 below->above = above; 1067 below->above = above;
972 else 1068 else
974 /* 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
975 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
976 * evident 1072 * evident
977 */ 1073 */
978 if (GET_MAP_OB (map, x, y) != this) 1074 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); 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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1076
989 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
990 } 1078 }
991 1079
992 above = 0; 1080 above = 0;
993 below = 0; 1081 below = 0;
994 1082
995 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
996 return; 1084 return;
997 1085
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1087
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1089 {
1002 /* 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
1003 * being removed. 1091 * being removed.
1004 */ 1092 */
1005 1093
1028 1116
1029 if (destroyed ()) 1117 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1119 }
1032 1120
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; 1121 last = tmp;
1039 } 1122 }
1040 1123
1041 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1085 } 1168 }
1086 1169
1087 return 0; 1170 return 0;
1088} 1171}
1089 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1090/* 1196/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1093 */ 1199 */
1094object * 1200object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1202{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1204 {
1099 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1101 } 1207 }
1102 1208
1103 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1104} 1210}
1105 1211
1124 * just 'op' otherwise 1230 * just 'op' otherwise
1125 */ 1231 */
1126object * 1232object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1129 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1238
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1240
1138 if (!m) 1241#if 0
1139 { 1242 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1243 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1142 free (dump); 1245 else
1143 return op; 1246 op->deactivate_recursive ();
1144 } 1247#endif
1145 1248
1146 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1147 { 1250 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1252#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1253 /* 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 1254 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1255 * improperly inserted.
1154 */ 1256 */
1155 abort (); 1257 abort ();
1156#endif 1258#endif
1157 free (dump);
1158 return op; 1259 return op;
1159 } 1260 }
1160 1261
1161 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1162 { 1263 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; 1264 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 1265
1199 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1267
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* 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 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1270 * need extra work
1204 */ 1271 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1273 return 0;
1207 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1208 1277
1209 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1210 */ 1279 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1214 { 1283 {
1215 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1285 tmp->destroy ();
1217 } 1286 }
1234 op->below = originator->below; 1303 op->below = originator->below;
1235 1304
1236 if (op->below) 1305 if (op->below)
1237 op->below->above = op; 1306 op->below->above = op;
1238 else 1307 else
1239 op->ms ().bot = op; 1308 ms.bot = op;
1240 1309
1241 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1242 originator->below = op; 1311 originator->below = op;
1243 } 1312 }
1244 else 1313 else
1245 { 1314 {
1315 top = ms.bot;
1316
1246 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1319 {
1249 object *last = 0; 1320 object *last = 0;
1250 1321
1251 /* 1322 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1323 * 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 1329 * 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 1330 * 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 1331 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1262 */ 1333 */
1263 while (top) 1334 for (top = ms.bot; top; top = top->above)
1264 { 1335 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1337 floor = top;
1267 1338
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 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; 1342 top = top->below;
1272 break; 1343 break;
1273 } 1344 }
1274 1345
1275 last = top; 1346 last = top;
1276 top = top->above;
1277 } 1347 }
1278 1348
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1350 top = last;
1281 1351
1283 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1285 */ 1355 */
1286 1356
1287 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1361 * stacking is a bit odd.
1292 */ 1362 */
1293 if (!(flag & INS_ON_TOP) && 1363 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)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1295 { 1366 {
1296 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1369 break;
1370
1299 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1374 * set top to the object below us.
1303 */ 1375 */
1304 if (last && last->below && last != floor) 1376 if (last && last->below && last != floor)
1305 top = last->below; 1377 top = last->below;
1306 } 1378 }
1307 } /* If objects on this space */ 1379 } /* If objects on this space */
1308
1309 if (flag & INS_MAP_LOAD) 1380 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1381 top = ms.top;
1311 1382
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1383 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1384 top = floor;
1314 1385
1315 /* Top is the object that our object (op) is going to get inserted above. 1386 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1387 */
1317 1388
1318 /* First object on this space */ 1389 /* First object on this space */
1319 if (!top) 1390 if (!top)
1320 { 1391 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1392 op->above = ms.bot;
1322 1393
1323 if (op->above) 1394 if (op->above)
1324 op->above->below = op; 1395 op->above->below = op;
1325 1396
1326 op->below = 0; 1397 op->below = 0;
1327 op->ms ().bot = op; 1398 ms.bot = op;
1328 } 1399 }
1329 else 1400 else
1330 { /* get inserted into the stack above top */ 1401 { /* get inserted into the stack above top */
1331 op->above = top->above; 1402 op->above = top->above;
1332 1403
1336 op->below = top; 1407 op->below = top;
1337 top->above = op; 1408 top->above = op;
1338 } 1409 }
1339 1410
1340 if (!op->above) 1411 if (!op->above)
1341 op->ms ().top = op; 1412 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1413 } /* else not INS_BELOW_ORIGINATOR */
1343 1414
1344 if (op->type == PLAYER) 1415 if (op->type == PLAYER)
1345 { 1416 {
1346 op->contr->do_los = 1; 1417 op->contr->do_los = 1;
1352 1423
1353 /* If we have a floor, we know the player, if any, will be above 1424 /* 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. 1425 * it, so save a few ticks and start from there.
1355 */ 1426 */
1356 if (!(flag & INS_MAP_LOAD)) 1427 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1428 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1429 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1430 pl->contr->ns->floorbox_update ();
1360 1431
1361 /* If this object glows, it may affect lighting conditions that are 1432 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1433 * visible to others on this map. But update_all_los is really
1383 * blocked() and wall() work properly), and these flags are updated by 1454 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1455 * update_object().
1385 */ 1456 */
1386 1457
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1458 /* 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) 1459 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1460 {
1390 if (check_move_on (op, originator)) 1461 if (check_move_on (op, originator))
1391 return 0; 1462 return 0;
1392 1463
1393 /* If we are a multi part object, lets work our way through the check 1464 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1465 * walk on's.
1395 */ 1466 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1467 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1468 if (check_move_on (tmp, originator))
1398 return 0; 1469 return 0;
1399 } 1470 }
1400 1471
1401 return op; 1472 return op;
1411 object *tmp, *tmp1; 1482 object *tmp, *tmp1;
1412 1483
1413 /* first search for itself and remove any old instances */ 1484 /* first search for itself and remove any old instances */
1414 1485
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1486 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1487 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1488 tmp->destroy ();
1418 1489
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1490 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1491
1421 tmp1->x = op->x; 1492 tmp1->x = op->x;
1424} 1495}
1425 1496
1426object * 1497object *
1427object::insert_at (object *where, object *originator, int flags) 1498object::insert_at (object *where, object *originator, int flags)
1428{ 1499{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1500 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1501}
1431 1502
1432/* 1503/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1504 * 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 1505 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1545 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1546 * is subsequently removed and freed.
1476 * 1547 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1548 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1549 */
1479
1480object * 1550object *
1481decrease_ob_nr (object *op, uint32 i) 1551decrease_ob_nr (object *op, uint32 i)
1482{ 1552{
1483 object *tmp; 1553 object *tmp;
1484 1554
1559 1629
1560/* 1630/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1631 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1632 * and also updates how much the environment(s) is/are carrying.
1563 */ 1633 */
1564
1565void 1634void
1566add_weight (object *op, signed long weight) 1635add_weight (object *op, signed long weight)
1567{ 1636{
1568 while (op != NULL) 1637 while (op != NULL)
1569 { 1638 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1653 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1654 free (dump);
1586 return op; 1655 return op;
1587 } 1656 }
1588 1657
1589 if (where->head) 1658 if (where->head_ () != where)
1590 { 1659 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1660 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1661 where = where->head;
1593 } 1662 }
1594 1663
1595 return where->insert (op); 1664 return where->insert (op);
1596} 1665}
1601 * inside the object environment. 1670 * inside the object environment.
1602 * 1671 *
1603 * The function returns now pointer to inserted item, and return value can 1672 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1673 * be != op, if items are merged. -Tero
1605 */ 1674 */
1606
1607object * 1675object *
1608object::insert (object *op) 1676object::insert (object *op)
1609{ 1677{
1610 object *tmp, *otmp; 1678 object *tmp, *otmp;
1611 1679
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1839 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)) 1840 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1841 {
1774 1842
1775 float 1843 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1844 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1845
1778 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1847 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))) 1848 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1849 diff /= 4.0;
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 { 1994 {
1927 CLEAR_FLAG (tmp, flag); 1995 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1996 unflag_inv (tmp, flag);
1929 } 1997 }
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} 1998}
1944 1999
1945/* 2000/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 2001 * 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 2002 * a spot at the given map and coordinates which will be able to contain
1988 } 2043 }
1989 2044
1990 if (!index) 2045 if (!index)
1991 return -1; 2046 return -1;
1992 2047
1993 return altern[RANDOM () % index]; 2048 return altern [rndm (index)];
1994} 2049}
1995 2050
1996/* 2051/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2052 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2053 * find_free_spot(), but it will search max number of squares.
2019{ 2074{
2020 arr += begin; 2075 arr += begin;
2021 end -= begin; 2076 end -= begin;
2022 2077
2023 while (--end) 2078 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2079 swap (arr [end], arr [rndm (end + 1)]);
2025} 2080}
2026 2081
2027/* new function to make monster searching more efficient, and effective! 2082/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2083 * 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 2084 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2120 object *tmp;
2066 maptile *mp; 2121 maptile *mp;
2067 2122
2068 MoveType blocked, move_type; 2123 MoveType blocked, move_type;
2069 2124
2070 if (exclude && exclude->head) 2125 if (exclude && exclude->head_ () != exclude)
2071 { 2126 {
2072 exclude = exclude->head; 2127 exclude = exclude->head;
2073 move_type = exclude->move_type; 2128 move_type = exclude->move_type;
2074 } 2129 }
2075 else 2130 else
2098 max = maxfree[i]; 2153 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2154 else if (mflags & P_IS_ALIVE)
2100 { 2155 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2159 break;
2105 2160
2106 if (tmp) 2161 if (tmp)
2107 return freedir[i]; 2162 return freedir[i];
2108 } 2163 }
2163 2218
2164 return 3; 2219 return 3;
2165} 2220}
2166 2221
2167/* 2222/*
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 2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2224 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2225 */
2189
2190int 2226int
2191dirdiff (int dir1, int dir2) 2227dirdiff (int dir1, int dir2)
2192{ 2228{
2193 int d; 2229 int d;
2194 2230
2322 * create clone from object to another 2358 * create clone from object to another
2323 */ 2359 */
2324object * 2360object *
2325object_create_clone (object *asrc) 2361object_create_clone (object *asrc)
2326{ 2362{
2327 object *dst = 0, *tmp, *src, *part, *prev, *item; 2363 object *dst = 0, *tmp, *src, *prev, *item;
2328 2364
2329 if (!asrc) 2365 if (!asrc)
2330 return 0; 2366 return 0;
2331 2367
2332 src = asrc;
2333 if (src->head)
2334 src = src->head; 2368 src = asrc->head_ ();
2335 2369
2336 prev = 0; 2370 prev = 0;
2337 for (part = src; part; part = part->more) 2371 for (object *part = src; part; part = part->more)
2338 { 2372 {
2339 tmp = part->clone (); 2373 tmp = part->clone ();
2340 tmp->x -= src->x; 2374 tmp->x -= src->x;
2341 tmp->y -= src->y; 2375 tmp->y -= src->y;
2342 2376
2360 insert_ob_in_ob (object_create_clone (item), dst); 2394 insert_ob_in_ob (object_create_clone (item), dst);
2361 2395
2362 return dst; 2396 return dst;
2363} 2397}
2364 2398
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 2399/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2400 * has the same type and subtype match.
2405 * returns NULL if no match. 2401 * returns NULL if no match.
2406 */ 2402 */
2407object * 2403object *
2460 if (link->key == canonical_key) 2456 if (link->key == canonical_key)
2461 return link->value; 2457 return link->value;
2462 2458
2463 return 0; 2459 return 0;
2464} 2460}
2465
2466 2461
2467/* 2462/*
2468 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2469 * 2464 *
2470 * canonical_key is a shared string (value doesn't have to be). 2465 * canonical_key is a shared string (value doesn't have to be).
2494 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2495 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2496 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2497 * we get this value back again. 2492 * we get this value back again.
2498 */ 2493 */
2499 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0; 2495 field->value = 0;
2501 else 2496 else
2502 { 2497 {
2503 if (last) 2498 if (last)
2504 last->next = field->next; 2499 last->next = field->next;
2573 } 2568 }
2574 else 2569 else
2575 item = item->env; 2570 item = item->env;
2576} 2571}
2577 2572
2578
2579const char * 2573const char *
2580object::flag_desc (char *desc, int len) const 2574object::flag_desc (char *desc, int len) const
2581{ 2575{
2582 char *p = desc; 2576 char *p = desc;
2583 bool first = true; 2577 bool first = true;
2610{ 2604{
2611 char flagdesc[512]; 2605 char flagdesc[512];
2612 char info2[256 * 4]; 2606 char info2[256 * 4];
2613 char *p = info; 2607 char *p = info;
2614 2608
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2609 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2610 count, uuid.seq,
2617 &name, 2611 &name,
2618 title ? "\",title:" : "", 2612 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2613 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2614 flag_desc (flagdesc, 512), type);
2621 2615
2622 if (env) 2616 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2617 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629} 2623}
2630 2624
2631const char * 2625const char *
2632object::debug_desc () const 2626object::debug_desc () const
2633{ 2627{
2634 static char info[256 * 4]; 2628 static char info[3][256 * 4];
2629 static int info_idx;
2630
2635 return debug_desc (info); 2631 return debug_desc (info [++info_idx % 3]);
2636} 2632}
2637 2633
2638const char * 2634struct region *
2639object::debug_desc2 () const 2635object::region () const
2640{ 2636{
2641 static char info[256 * 4]; 2637 return map ? map->region (x, y)
2642 return debug_desc (info); 2638 : region::default_region ();
2643} 2639}
2644 2640
2641const materialtype_t *
2642object::dominant_material () const
2643{
2644 if (materialtype_t *mt = name_to_material (materialname))
2645 return mt;
2646
2647 return name_to_material (shstr_unknown);
2648}
2649
2650void
2651object::open_container (object *new_container)
2652{
2653 if (container == new_container)
2654 return;
2655
2656 if (object *old_container = container)
2657 {
2658 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2659 return;
2660
2661#if 0
2662 // remove the "Close old_container" object.
2663 if (object *closer = old_container->inv)
2664 if (closer->type == CLOSE_CON)
2665 closer->destroy ();
2666#endif
2667
2668 old_container->flag [FLAG_APPLIED] = 0;
2669 container = 0;
2670
2671 esrv_update_item (UPD_FLAGS, this, old_container);
2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2673 }
2674
2675 if (new_container)
2676 {
2677 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2678 return;
2679
2680 // TODO: this does not seem to serve any purpose anymore?
2681#if 0
2682 // insert the "Close Container" object.
2683 if (archetype *closer = new_container->other_arch)
2684 {
2685 object *closer = arch_to_object (new_container->other_arch);
2686 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2687 new_container->insert (closer);
2688 }
2689#endif
2690
2691 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2692
2693 new_container->flag [FLAG_APPLIED] = 1;
2694 container = new_container;
2695
2696 esrv_update_item (UPD_FLAGS, this, new_container);
2697 esrv_send_inventory (this, new_container);
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733

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