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Comparing deliantra/server/common/object.C (file contents):
Revision 1.117 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.152 by root, Thu May 17 14:14:54 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
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 your applied items all at once, but the %s is too much. "
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);
896 * This function removes the object op from the linked list of objects 985 * 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 986 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
900 * the previous environment. 989 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 990 */
903void 991void
904object::remove_slow () 992object::do_remove ()
905{ 993{
906 object *tmp, *last = 0; 994 object *tmp, *last = 0;
907 object *otmp; 995 object *otmp;
908 996
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1040 }
953 else if (map) 1041 else if (map)
954 { 1042 {
955 if (type == PLAYER) 1043 if (type == PLAYER)
956 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
957 --map->players; 1051 --map->players;
958 map->touch (); 1052 map->touch ();
959 } 1053 }
960 1054
961 map->dirty = true; 1055 map->dirty = true;
1076 return top; 1170 return top;
1077 } 1171 }
1078 } 1172 }
1079 1173
1080 return 0; 1174 return 0;
1175}
1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1081} 1198}
1082 1199
1083/* 1200/*
1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1085 * job preparing multi-part monsters. 1202 * job preparing multi-part monsters.
1117 * just 'op' otherwise 1234 * just 'op' otherwise
1118 */ 1235 */
1119object * 1236object *
1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1121{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1122 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1123 1242
1124 if (QUERY_FLAG (op, FLAG_FREED))
1125 {
1126 LOG (llevError, "Trying to insert freed object!\n");
1127 return NULL;
1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove (); 1243 op->remove ();
1134 1244
1135 if (!m) 1245#if 0
1136 { 1246 if (!m->active != !op->active)
1137 char *dump = dump_object (op); 1247 if (m->active)
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1139 free (dump); 1249 else
1140 return op; 1250 op->deactivate_recursive ();
1141 } 1251#endif
1142 1252
1143 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1144 { 1254 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1147#ifdef MANY_CORES 1256#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted. 1259 * improperly inserted.
1151 */ 1260 */
1152 abort (); 1261 abort ();
1153#endif 1262#endif
1154 free (dump);
1155 return op; 1263 return op;
1156 } 1264 }
1157 1265
1158 if (object *more = op->more) 1266 if (object *more = op->more)
1159 { 1267 {
1256 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1257 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1258 */ 1366 */
1259 1367
1260 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1261 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1262 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1263 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1264 * stacking is a bit odd. 1372 * stacking is a bit odd.
1265 */ 1373 */
1266 if (!(flag & INS_ON_TOP) 1374 if (!(flag & INS_ON_TOP)
1267 && ms.flags () & P_BLOCKSVIEW 1375 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility)) 1376 && (op->face && !faces [op->face].visibility))
1269 { 1377 {
1270 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1272 break; 1380 break;
1273 1381
1399} 1507}
1400 1508
1401object * 1509object *
1402object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1403{ 1511{
1404 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1405} 1513}
1406 1514
1407/* 1515/*
1408 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1409 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1449 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1450 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1451 * 1559 *
1452 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1453 */ 1561 */
1454
1455object * 1562object *
1456decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1457{ 1564{
1458 object *tmp; 1565 object *tmp;
1459 1566
1534 1641
1535/* 1642/*
1536 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1537 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1538 */ 1645 */
1539
1540void 1646void
1541add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1542{ 1648{
1543 while (op != NULL) 1649 while (op != NULL)
1544 { 1650 {
1576 * inside the object environment. 1682 * inside the object environment.
1577 * 1683 *
1578 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1579 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1580 */ 1686 */
1581
1582object * 1687object *
1583object::insert (object *op) 1688object::insert (object *op)
1584{ 1689{
1585 object *tmp, *otmp; 1690 object *tmp, *otmp;
1586 1691
1746 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1747 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1748 { 1853 {
1749 1854
1750 float 1855 float
1751 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1752 1857
1753 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1754 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1755 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1756 diff /= 4.0; 1861 diff /= 4.0;
1900 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1901 { 2006 {
1902 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1903 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1904 } 2009 }
1905}
1906
1907/*
1908 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1909 * all it's inventory (recursively).
1910 * If checksums are used, a player will get set_cheat called for
1911 * him/her-self and all object carried by a call to this function.
1912 */
1913void
1914set_cheat (object *op)
1915{
1916 SET_FLAG (op, FLAG_WAS_WIZ);
1917 flag_inv (op, FLAG_WAS_WIZ);
1918} 2010}
1919 2011
1920/* 2012/*
1921 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1922 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
1963 } 2055 }
1964 2056
1965 if (!index) 2057 if (!index)
1966 return -1; 2058 return -1;
1967 2059
1968 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
1969} 2061}
1970 2062
1971/* 2063/*
1972 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
1973 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
1994{ 2086{
1995 arr += begin; 2087 arr += begin;
1996 end -= begin; 2088 end -= begin;
1997 2089
1998 while (--end) 2090 while (--end)
1999 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2000} 2092}
2001 2093
2002/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2003 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2004 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2316 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2317 2409
2318 return dst; 2410 return dst;
2319} 2411}
2320 2412
2321/* GROS - Creates an object using a string representing its content. */
2322/* Basically, we save the content of the string to a temp file, then call */
2323/* load_object on it. I admit it is a highly inefficient way to make things, */
2324/* but it was simple to make and allows reusing the load_object function. */
2325/* Remember not to use load_object_str in a time-critical situation. */
2326/* Also remember that multiparts objects are not supported for now. */
2327object *
2328load_object_str (const char *obstr)
2329{
2330 object *op;
2331 char filename[MAX_BUF];
2332
2333 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2334
2335 FILE *tempfile = fopen (filename, "w");
2336
2337 if (tempfile == NULL)
2338 {
2339 LOG (llevError, "Error - Unable to access load object temp file\n");
2340 return NULL;
2341 }
2342
2343 fprintf (tempfile, obstr);
2344 fclose (tempfile);
2345
2346 op = object::create ();
2347
2348 object_thawer thawer (filename);
2349
2350 if (thawer)
2351 load_object (thawer, op, 0);
2352
2353 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2354 CLEAR_FLAG (op, FLAG_REMOVED);
2355
2356 return op;
2357}
2358
2359/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2360 * has the same type and subtype match. 2414 * has the same type and subtype match.
2361 * returns NULL if no match. 2415 * returns NULL if no match.
2362 */ 2416 */
2363object * 2417object *
2416 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2417 return link->value; 2471 return link->value;
2418 2472
2419 return 0; 2473 return 0;
2420} 2474}
2421
2422 2475
2423/* 2476/*
2424 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2425 * 2478 *
2426 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2566{ 2619{
2567 char flagdesc[512]; 2620 char flagdesc[512];
2568 char info2[256 * 4]; 2621 char info2[256 * 4];
2569 char *p = info; 2622 char *p = info;
2570 2623
2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2572 count, uuid.seq, 2625 count, uuid.seq,
2573 &name, 2626 &name,
2574 title ? "\",title:\"" : "", 2627 title ? "\",title:\"" : "",
2575 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2585} 2638}
2586 2639
2587const char * 2640const char *
2588object::debug_desc () const 2641object::debug_desc () const
2589{ 2642{
2590 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2591 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2592} 2647}
2593 2648
2594const char * 2649struct region *
2595object::debug_desc2 () const 2650object::region () const
2596{ 2651{
2597 static char info[256 * 4]; 2652 return map ? map->region (x, y)
2598 return debug_desc (info); 2653 : region::default_region ();
2599} 2654}
2600 2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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