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Comparing deliantra/server/common/object.C (file contents):
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.133 by root, Fri Feb 16 19:43:40 2007 UTC

357/* 357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
361 */ 361 */
362
363char * 362char *
364dump_object (object *op) 363dump_object (object *op)
365{ 364{
366 if (!op) 365 if (!op)
367 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
368 367
369 object_freezer freezer; 368 object_freezer freezer;
370 save_object (freezer, op, 1); 369 op->write (freezer);
371 return freezer.as_string (); 370 return freezer.as_string ();
372} 371}
373 372
374/* 373/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
489 488
490 if (is_removed) 489 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
492 491
493 if (speed < 0) 492 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
495 494
496 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
497 if (key_values) 496 if (key_values)
498 { 497 {
499 key_value *tail = 0; 498 key_value *tail = 0;
522 } 521 }
523 } 522 }
524 } 523 }
525 524
526 dst->set_speed (dst->speed); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
527} 544}
528 545
529object * 546object *
530object::clone () 547object::clone ()
531{ 548{
670 face = blank_face; 687 face = blank_face;
671} 688}
672 689
673object::~object () 690object::~object ()
674{ 691{
692 unlink ();
693
675 free_key_values (this); 694 free_key_values (this);
676} 695}
677 696
678static int object_count; 697static int object_count;
679 698
687 objects.insert (this); 706 objects.insert (this);
688} 707}
689 708
690void object::unlink () 709void object::unlink ()
691{ 710{
692 assert (index);//D 711 if (!index)
712 return;
713
693 objects.erase (this); 714 objects.erase (this);
694 refcnt_dec (); 715 refcnt_dec ();
695} 716}
696 717
697void 718void
771 * drop on that space. 792 * drop on that space.
772 */ 793 */
773 if (!drop_to_ground 794 if (!drop_to_ground
774 || !map 795 || !map
775 || map->in_memory != MAP_IN_MEMORY 796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 798 || ms ().move_block == MOVE_ALL)
777 { 799 {
778 while (inv) 800 while (inv)
779 { 801 {
780 inv->destroy_inv (drop_to_ground); 802 inv->destroy_inv (drop_to_ground);
814 836
815 if (flag [FLAG_IS_LINKED]) 837 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 838 remove_button_link (this);
817 839
818 if (flag [FLAG_FRIENDLY]) 840 if (flag [FLAG_FRIENDLY])
841 {
819 remove_friendly_object (this); 842 remove_friendly_object (this);
843
844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
820 850
821 if (!flag [FLAG_REMOVED]) 851 if (!flag [FLAG_REMOVED])
822 remove (); 852 remove ();
823 853
824 destroy_inv (true); 854 destroy_inv (true);
896 * This function removes the object op from the linked list of objects 926 * 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 927 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
900 * the previous environment. 930 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 931 */
903void 932void
904object::remove () 933object::do_remove ()
905{ 934{
906 object *tmp, *last = 0; 935 object *tmp, *last = 0;
907 object *otmp; 936 object *otmp;
908 937
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 981 }
953 else if (map) 982 else if (map)
954 { 983 {
955 if (type == PLAYER) 984 if (type == PLAYER)
956 { 985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
991
957 --map->players; 992 --map->players;
958 map->touch (); 993 map->touch ();
959 } 994 }
960 995
961 map->dirty = true; 996 map->dirty = true;
997 mapspace &ms = this->ms ();
962 998
963 /* link the object above us */ 999 /* link the object above us */
964 if (above) 1000 if (above)
965 above->below = below; 1001 above->below = below;
966 else 1002 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
968 1004
969 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
970 if (below) 1006 if (below)
971 below->above = above; 1007 below->above = above;
972 else 1008 else
974 /* Nothing below, which means we need to relink map object for this space 1010 /* 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 1011 * use translated coordinates in case some oddness with map tiling is
976 * evident 1012 * evident
977 */ 1013 */
978 if (GET_MAP_OB (map, x, y) != this) 1014 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); 1015 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 1016
989 map->at (x, y).bot = above; /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
990 } 1018 }
991 1019
992 above = 0; 1020 above = 0;
993 below = 0; 1021 below = 0;
994 1022
995 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
996 return; 1024 return;
997 1025
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1027
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1029 {
1002 /* No point updating the players look faces if he is the object 1030 /* No point updating the players look faces if he is the object
1003 * being removed. 1031 * being removed.
1004 */ 1032 */
1005 1033
1086 1114
1087 return 0; 1115 return 0;
1088} 1116}
1089 1117
1090/* 1118/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1093 */ 1121 */
1094object * 1122object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1124{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1125 */ 1153 */
1126object * 1154object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1156{
1129 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1158
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1133 { 1160 {
1134 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL; 1162 return NULL;
1136 } 1163 }
1164
1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167
1168 op->remove ();
1137 1169
1138 if (!m) 1170 if (!m)
1139 { 1171 {
1140 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1156#endif 1188#endif
1157 free (dump); 1189 free (dump);
1158 return op; 1190 return op;
1159 } 1191 }
1160 1192
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
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;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more; 1193 if (object *more = op->more)
1174 1194 {
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) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1196 {
1192 if (!op->head) 1197 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1199
1195 return 0; 1200 return 0;
1200 1205
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* 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 1207 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1208 * need extra work
1204 */ 1209 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1211 return 0;
1207 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1208 1215
1209 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1210 */ 1217 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1214 { 1221 {
1215 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1223 tmp->destroy ();
1217 } 1224 }
1234 op->below = originator->below; 1241 op->below = originator->below;
1235 1242
1236 if (op->below) 1243 if (op->below)
1237 op->below->above = op; 1244 op->below->above = op;
1238 else 1245 else
1239 op->ms ().bot = op; 1246 ms.bot = op;
1240 1247
1241 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1242 originator->below = op; 1249 originator->below = op;
1243 } 1250 }
1244 else 1251 else
1245 { 1252 {
1253 top = ms.bot;
1254
1246 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1257 {
1249 object *last = 0; 1258 object *last = 0;
1250 1259
1251 /* 1260 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1261 * 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 1267 * 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 1268 * 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 1269 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1262 */ 1271 */
1263 while (top) 1272 for (top = ms.bot; top; top = top->above)
1264 { 1273 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1274 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1275 floor = top;
1267 1276
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1277 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; 1280 top = top->below;
1272 break; 1281 break;
1273 } 1282 }
1274 1283
1275 last = top; 1284 last = top;
1276 top = top->above;
1277 } 1285 }
1278 1286
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1287 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1288 top = last;
1281 1289
1288 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1289 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1299 * stacking is a bit odd.
1292 */ 1300 */
1293 if (!(flag & INS_ON_TOP) && 1301 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)) 1302 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility))
1295 { 1304 {
1296 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1307 break;
1308
1299 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1310 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1312 * set top to the object below us.
1303 */ 1313 */
1305 top = last->below; 1315 top = last->below;
1306 } 1316 }
1307 } /* If objects on this space */ 1317 } /* If objects on this space */
1308 1318
1309 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1311 1321
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1323 top = floor;
1314 1324
1315 /* Top is the object that our object (op) is going to get inserted above. 1325 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1326 */
1317 1327
1318 /* First object on this space */ 1328 /* First object on this space */
1319 if (!top) 1329 if (!top)
1320 { 1330 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1322 1332
1323 if (op->above) 1333 if (op->above)
1324 op->above->below = op; 1334 op->above->below = op;
1325 1335
1326 op->below = 0; 1336 op->below = 0;
1327 op->ms ().bot = op; 1337 ms.bot = op;
1328 } 1338 }
1329 else 1339 else
1330 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1331 op->above = top->above; 1341 op->above = top->above;
1332 1342
1336 op->below = top; 1346 op->below = top;
1337 top->above = op; 1347 top->above = op;
1338 } 1348 }
1339 1349
1340 if (!op->above) 1350 if (!op->above)
1341 op->ms ().top = op; 1351 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1343 1353
1344 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1345 { 1355 {
1346 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1352 1362
1353 /* If we have a floor, we know the player, if any, will be above 1363 /* 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. 1364 * it, so save a few ticks and start from there.
1355 */ 1365 */
1356 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1367 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1368 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1369 pl->contr->ns->floorbox_update ();
1360 1370
1361 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1372 * visible to others on this map. But update_all_los is really
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 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)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1783 {
1774 1784
1775 float 1785 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1787
1778 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 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))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1791 diff /= 4.0;
1988 } 1998 }
1989 1999
1990 if (!index) 2000 if (!index)
1991 return -1; 2001 return -1;
1992 2002
1993 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
1994} 2004}
1995 2005
1996/* 2006/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2019{ 2029{
2020 arr += begin; 2030 arr += begin;
2021 end -= begin; 2031 end -= begin;
2022 2032
2023 while (--end) 2033 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2025} 2035}
2026 2036
2027/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2038 * 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 2039 * the spaces to find monsters. In this way, it won't always look for
2341 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2342 2352
2343 return dst; 2353 return dst;
2344} 2354}
2345 2355
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382}
2383
2384/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2357 * has the same type and subtype match.
2386 * returns NULL if no match. 2358 * returns NULL if no match.
2387 */ 2359 */
2388object * 2360object *
2591{ 2563{
2592 char flagdesc[512]; 2564 char flagdesc[512];
2593 char info2[256 * 4]; 2565 char info2[256 * 4];
2594 char *p = info; 2566 char *p = info;
2595 2567
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2569 count, uuid.seq,
2598 &name, 2570 &name,
2599 title ? "\",title:" : "", 2571 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2572 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2602 2574
2603 if (env) 2575 if (env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621{ 2593{
2622 static char info[256 * 4]; 2594 static char info[256 * 4];
2623 return debug_desc (info); 2595 return debug_desc (info);
2624} 2596}
2625 2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mat = name_to_material (materialname))
2609 return mat;
2610
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 if (object *old_container = container)
2624 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return;
2627
2628#if 0
2629 // remove the "Close old_container" object.
2630 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON)
2632 closer->destroy ();
2633#endif
2634
2635 old_container->flag [FLAG_APPLIED] = 0;
2636 container = 0;
2637
2638 esrv_update_item (UPD_FLAGS, this, old_container);
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640 }
2641
2642 if (new_container)
2643 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 return;
2646
2647 // TODO: this does not seem to serve any purpose anymore?
2648#if 0
2649 // insert the "Close Container" object.
2650 if (archetype *closer = new_container->other_arch)
2651 {
2652 object *closer = arch_to_object (new_container->other_arch);
2653 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654 new_container->insert (closer);
2655 }
2656#endif
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659
2660 new_container->flag [FLAG_APPLIED] = 1;
2661 container = new_container;
2662
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 }
2666}
2667
2668

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