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Comparing deliantra/server/common/object.C (file contents):
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
322sum_weight (object *op) 324sum_weight (object *op)
323{ 325{
324 long sum; 326 long sum;
325 object *inv; 327 object *inv;
326 328
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 330 {
329 if (inv->inv) 331 if (inv->inv)
330 sum_weight (inv); 332 sum_weight (inv);
333
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 335 }
333 336
334 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 358/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 360 * Some error messages.
358 * 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.
359 */ 362 */
360
361char * 363char *
362dump_object (object *op) 364dump_object (object *op)
363{ 365{
364 if (!op) 366 if (!op)
365 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
366 368
367 object_freezer freezer; 369 object_freezer freezer;
368 save_object (freezer, op, 1); 370 op->write (freezer);
369 return freezer.as_string (); 371 return freezer.as_string ();
370} 372}
371 373
372/* 374/*
373 * 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
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
454/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 466 * refcounts and freeing the links.
456 */ 467 */
457static void 468static void
458free_key_values (object *op) 469free_key_values (object *op)
459{ 470{
460 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
461 { 472 {
462 key_value *next = i->next; 473 key_value *next = i->next;
463 delete i; 474 delete i;
464 475
465 i = next; 476 i = next;
466 } 477 }
467 478
468 op->key_values = 0; 479 op->key_values = 0;
469} 480}
470 481
471/* 482object &
472 * copy_to first frees everything allocated by the dst object, 483object::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{ 484{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
484 487
485 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
486 489
487 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 491 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;
495 492
496 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
497 if (key_values) 494 if (src.key_values)
498 { 495 {
499 key_value *tail = 0; 496 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 497 key_values = 0;
503 498
504 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
505 { 500 {
506 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
507 502
508 new_link->next = 0; 503 new_link->next = 0;
509 new_link->key = i->key; 504 new_link->key = i->key;
510 new_link->value = i->value; 505 new_link->value = i->value;
511 506
512 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
513 if (!dst->key_values) 508 if (!key_values)
514 { 509 {
515 dst->key_values = new_link; 510 key_values = new_link;
516 tail = new_link; 511 tail = new_link;
517 } 512 }
518 else 513 else
519 { 514 {
520 tail->next = new_link; 515 tail->next = new_link;
521 tail = new_link; 516 tail = new_link;
522 } 517 }
523 } 518 }
524 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
525 537
526 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
527} 557}
528 558
529object * 559object *
530object::clone () 560object::clone ()
531{ 561{
589 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
590 */ 620 */
591void 621void
592update_object (object *op, int action) 622update_object (object *op, int action)
593{ 623{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 624 if (op == NULL)
597 { 625 {
598 /* this should never happen */ 626 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 628 return;
660 688
661 if (op->more) 689 if (op->more)
662 update_object (op->more, action); 690 update_object (op->more, action);
663} 691}
664 692
665object *object::first;
666
667object::object () 693object::object ()
668{ 694{
669 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
670 696
671 expmul = 1.0; 697 expmul = 1.0;
672 face = blank_face; 698 face = blank_face;
673} 699}
674 700
675object::~object () 701object::~object ()
676{ 702{
703 unlink ();
704
677 free_key_values (this); 705 free_key_values (this);
678} 706}
679 707
708static int object_count;
709
680void object::link () 710void object::link ()
681{ 711{
682 count = ++ob_count; 712 assert (!index);//D
683 uuid = gen_uuid (); 713 uuid = gen_uuid ();
714 count = ++object_count;
684 715
685 prev = 0; 716 refcnt_inc ();
686 next = object::first; 717 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 718}
693 719
694void object::unlink () 720void object::unlink ()
695{ 721{
696 if (this == object::first) 722 if (!index)
697 object::first = next; 723 return;
698 724
699 /* Remove this object from the list of used objects */ 725 objects.erase (this);
700 if (prev) prev->next = next; 726 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 727}
712 728
713void 729void
714object::activate () 730object::activate ()
715{ 731{
716 /* If already on active list, don't do anything */ 732 /* If already on active list, don't do anything */
717 if (active ()) 733 if (active)
718 return; 734 return;
719 735
720 if (has_active_speed ()) 736 if (has_active_speed ())
721 { 737 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 738}
732 739
733void 740void
734object::activate_recursive () 741object::activate_recursive ()
735{ 742{
736 activate (); 743 activate ();
737 744
738 for (object *op = inv; op; op = op->above) 745 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 746 op->activate_recursive ();
740} 747}
741 748
742/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
743 * objects. 750 * objects.
749 */ 756 */
750void 757void
751object::deactivate () 758object::deactivate ()
752{ 759{
753 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 761 if (!active)
755 return; 762 return;
756 763
757 if (active_prev == 0) 764 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 765}
773 766
774void 767void
775object::deactivate_recursive () 768object::deactivate_recursive ()
776{ 769{
777 for (object *op = inv; op; op = op->above) 770 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 771 op->deactivate_recursive ();
779 772
780 deactivate (); 773 deactivate ();
774}
775
776void
777object::set_flag_inv (int flag, int value)
778{
779 for (object *op = inv; op; op = op->below)
780 {
781 op->flag [flag] = value;
782 op->set_flag_inv (flag, value);
783 }
781} 784}
782 785
783/* 786/*
784 * Remove and free all objects in the inventory of the given object. 787 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 788 * object.c ?
800 * drop on that space. 803 * drop on that space.
801 */ 804 */
802 if (!drop_to_ground 805 if (!drop_to_ground
803 || !map 806 || !map
804 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
806 { 810 {
807 while (inv) 811 while (inv)
808 { 812 {
809 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
818 822
819 if (op->flag [FLAG_STARTEQUIP] 823 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 824 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 825 || op->type == RUNE
822 || op->type == TRAP 826 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 827 || op->flag [FLAG_IS_A_TEMPLATE]
828 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 829 op->destroy ();
825 else 830 else
826 map->insert (op, x, y); 831 map->insert (op, x, y);
827 } 832 }
828 } 833 }
836} 841}
837 842
838void 843void
839object::do_destroy () 844object::do_destroy ()
840{ 845{
846 attachable::do_destroy ();
847
841 if (flag [FLAG_IS_LINKED]) 848 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 849 remove_button_link (this);
843 850
844 if (flag [FLAG_FRIENDLY]) 851 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 852 remove_friendly_object (this);
846 853
847 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
848 remove (); 855 remove ();
849 856
850 if (flag [FLAG_FREED]) 857 destroy_inv (true);
851 return;
852 858
853 set_speed (0); 859 deactivate ();
860 unlink ();
854 861
855 flag [FLAG_FREED] = 1; 862 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 863
862 // hack to ensure that freed objects still have a valid map 864 // hack to ensure that freed objects still have a valid map
863 { 865 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 866 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 867
870 freed_map->name = "/internal/freed_objects_map"; 872 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 873 freed_map->width = 3;
872 freed_map->height = 3; 874 freed_map->height = 3;
873 875
874 freed_map->alloc (); 876 freed_map->alloc ();
877 freed_map->in_memory = MAP_IN_MEMORY;
875 } 878 }
876 879
877 map = freed_map; 880 map = freed_map;
878 x = 1; 881 x = 1;
879 y = 1; 882 y = 1;
889 892
890 // clear those pointers that likely might have circular references to us 893 // clear those pointers that likely might have circular references to us
891 owner = 0; 894 owner = 0;
892 enemy = 0; 895 enemy = 0;
893 attacked_by = 0; 896 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 897}
898 898
899void 899void
900object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
901{ 901{
929 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
933 * the previous environment. 933 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 934 */
936void 935void
937object::remove () 936object::do_remove ()
938{ 937{
939 object *tmp, *last = 0; 938 object *tmp, *last = 0;
940 object *otmp; 939 object *otmp;
941 940
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 984 }
986 else if (map) 985 else if (map)
987 { 986 {
988 if (type == PLAYER) 987 if (type == PLAYER)
989 { 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
990 --map->players; 995 --map->players;
991 map->touch (); 996 map->touch ();
992 } 997 }
993 998
994 map->dirty = true; 999 map->dirty = true;
1000 mapspace &ms = this->ms ();
995 1001
996 /* link the object above us */ 1002 /* link the object above us */
997 if (above) 1003 if (above)
998 above->below = below; 1004 above->below = below;
999 else 1005 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
1001 1007
1002 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
1003 if (below) 1009 if (below)
1004 below->above = above; 1010 below->above = above;
1005 else 1011 else
1007 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1015 * evident
1010 */ 1016 */
1011 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1018 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1019
1022 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
1023 } 1021 }
1024 1022
1025 above = 0; 1023 above = 0;
1026 below = 0; 1024 below = 0;
1027 1025
1028 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
1029 return; 1027 return;
1030 1028
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1030
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1032 {
1035 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1036 * being removed. 1034 * being removed.
1037 */ 1035 */
1038 1036
1118 } 1116 }
1119 1117
1120 return 0; 1118 return 0;
1121} 1119}
1122 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1123/* 1144/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1126 */ 1147 */
1127object * 1148object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1150{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1157 * just 'op' otherwise 1178 * just 'op' otherwise
1158 */ 1179 */
1159object * 1180object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1162 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1186
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1166 {
1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL;
1169 }
1170 1188
1171 if (!m) 1189#if 0
1172 { 1190 if (!m->active != !op->active)
1173 char *dump = dump_object (op); 1191 if (m->active)
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1175 free (dump); 1193 else
1176 return op; 1194 op->deactivate_recursive ();
1177 } 1195#endif
1178 1196
1179 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1180 { 1198 {
1181 char *dump = dump_object (op);
1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1183#ifdef MANY_CORES 1200#ifdef MANY_CORES
1184 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1185 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1186 * improperly inserted. 1203 * improperly inserted.
1187 */ 1204 */
1188 abort (); 1205 abort ();
1189#endif 1206#endif
1190 free (dump);
1191 return op; 1207 return op;
1192 } 1208 }
1193 1209
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1210 if (object *more = op->more)
1207 1211 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1213 {
1225 if (!op->head) 1214 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1216
1228 return 0; 1217 return 0;
1233 1222
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1225 * need extra work
1237 */ 1226 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1228 return 0;
1240 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1241 1232
1242 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1243 */ 1234 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1247 { 1238 {
1248 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1240 tmp->destroy ();
1250 } 1241 }
1267 op->below = originator->below; 1258 op->below = originator->below;
1268 1259
1269 if (op->below) 1260 if (op->below)
1270 op->below->above = op; 1261 op->below->above = op;
1271 else 1262 else
1272 op->ms ().bot = op; 1263 ms.bot = op;
1273 1264
1274 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1275 originator->below = op; 1266 originator->below = op;
1276 } 1267 }
1277 else 1268 else
1278 { 1269 {
1270 top = ms.bot;
1271
1279 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1274 {
1282 object *last = 0; 1275 object *last = 0;
1283 1276
1284 /* 1277 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1295 */ 1288 */
1296 while (top) 1289 for (top = ms.bot; top; top = top->above)
1297 { 1290 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1292 floor = top;
1300 1293
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1297 top = top->below;
1305 break; 1298 break;
1306 } 1299 }
1307 1300
1308 last = top; 1301 last = top;
1309 top = top->above;
1310 } 1302 }
1311 1303
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1305 top = last;
1314 1306
1316 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1318 */ 1310 */
1319 1311
1320 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1316 * stacking is a bit odd.
1325 */ 1317 */
1326 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1328 { 1321 {
1329 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1324 break;
1325
1332 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1329 * set top to the object below us.
1336 */ 1330 */
1338 top = last->below; 1332 top = last->below;
1339 } 1333 }
1340 } /* If objects on this space */ 1334 } /* If objects on this space */
1341 1335
1342 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1344 1338
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1340 top = floor;
1347 1341
1348 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1343 */
1350 1344
1351 /* First object on this space */ 1345 /* First object on this space */
1352 if (!top) 1346 if (!top)
1353 { 1347 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1355 1349
1356 if (op->above) 1350 if (op->above)
1357 op->above->below = op; 1351 op->above->below = op;
1358 1352
1359 op->below = 0; 1353 op->below = 0;
1360 op->ms ().bot = op; 1354 ms.bot = op;
1361 } 1355 }
1362 else 1356 else
1363 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1364 op->above = top->above; 1358 op->above = top->above;
1365 1359
1369 op->below = top; 1363 op->below = top;
1370 top->above = op; 1364 top->above = op;
1371 } 1365 }
1372 1366
1373 if (!op->above) 1367 if (!op->above)
1374 op->ms ().top = op; 1368 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1376 1370
1377 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1378 { 1372 {
1379 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1385 1379
1386 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1388 */ 1382 */
1389 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1385 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1393 1387
1394 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1443{ 1437{
1444 object *tmp, *tmp1; 1438 object *tmp, *tmp1;
1445 1439
1446 /* first search for itself and remove any old instances */ 1440 /* first search for itself and remove any old instances */
1447 1441
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1442 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1443 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1444 tmp->destroy ();
1451 1445
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1446 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1447
1457} 1451}
1458 1452
1459object * 1453object *
1460object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1461{ 1455{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1463} 1457}
1464 1458
1465/* 1459/*
1466 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1467 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1507 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1508 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1509 * 1503 *
1510 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1511 */ 1505 */
1512
1513object * 1506object *
1514decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1515{ 1508{
1516 object *tmp; 1509 object *tmp;
1517 1510
1592 1585
1593/* 1586/*
1594 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1595 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1596 */ 1589 */
1597
1598void 1590void
1599add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1600{ 1592{
1601 while (op != NULL) 1593 while (op != NULL)
1602 { 1594 {
1634 * inside the object environment. 1626 * inside the object environment.
1635 * 1627 *
1636 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1637 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1638 */ 1630 */
1639
1640object * 1631object *
1641object::insert (object *op) 1632object::insert (object *op)
1642{ 1633{
1643 object *tmp, *otmp; 1634 object *tmp, *otmp;
1644 1635
1776 1767
1777 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1779 */ 1770 */
1780 1771
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1772 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1773 {
1783 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1776 * we don't need to check all of them.
1786 */ 1777 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1797 {
1807 1798
1808 float 1799 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1801
1811 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1805 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1845 */ 1836 */
1846object * 1837object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1839{
1849 if (m == NULL || out_of_map (m, x, y)) 1840 if (!m || out_of_map (m, x, y))
1850 { 1841 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1843 return NULL;
1853 } 1844 }
1854 1845
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1847 if (tmp->arch == at)
1857 return tmp; 1848 return tmp;
1858 1849
1859 return NULL; 1850 return NULL;
1860} 1851}
1871 { 1862 {
1872 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1864 return NULL;
1874 } 1865 }
1875 1866
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1868 if (tmp->type == type)
1878 return tmp; 1869 return tmp;
1879 1870
1880 return NULL; 1871 return NULL;
1881} 1872}
2021 } 2012 }
2022 2013
2023 if (!index) 2014 if (!index)
2024 return -1; 2015 return -1;
2025 2016
2026 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
2027} 2018}
2028 2019
2029/* 2020/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2052{ 2043{
2053 arr += begin; 2044 arr += begin;
2054 end -= begin; 2045 end -= begin;
2055 2046
2056 while (--end) 2047 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2058} 2049}
2059 2050
2060/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2196 2187
2197 return 3; 2188 return 3;
2198} 2189}
2199 2190
2200/* 2191/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2194 */
2222
2223int 2195int
2224dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2225{ 2197{
2226 int d; 2198 int d;
2227 2199
2393 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2394 2366
2395 return dst; 2367 return dst;
2396} 2368}
2397 2369
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2371 * has the same type and subtype match.
2438 * returns NULL if no match. 2372 * returns NULL if no match.
2439 */ 2373 */
2440object * 2374object *
2493 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2494 return link->value; 2428 return link->value;
2495 2429
2496 return 0; 2430 return 0;
2497} 2431}
2498
2499 2432
2500/* 2433/*
2501 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2502 * 2435 *
2503 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2643{ 2576{
2644 char flagdesc[512]; 2577 char flagdesc[512];
2645 char info2[256 * 4]; 2578 char info2[256 * 4];
2646 char *p = info; 2579 char *p = info;
2647 2580
2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2649 count, uuid.seq, 2582 count, uuid.seq,
2650 &name, 2583 &name,
2651 title ? "\",title:" : "", 2584 title ? "\",title:\"" : "",
2652 title ? (const char *)title : "", 2585 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type); 2586 flag_desc (flagdesc, 512), type);
2654 2587
2655 if (env) 2588 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2662} 2595}
2663 2596
2664const char * 2597const char *
2665object::debug_desc () const 2598object::debug_desc () const
2666{ 2599{
2667 static char info[256 * 4]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2668 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2669} 2604}
2670 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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