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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.134 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
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,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
355/* 357/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 359 * Some error messages.
358 * 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.
359 */ 361 */
360
361char * 362char *
362dump_object (object *op) 363dump_object (object *op)
363{ 364{
364 if (!op) 365 if (!op)
365 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
366 367
367 object_freezer freezer; 368 object_freezer freezer;
368 save_object (freezer, op, 1); 369 op->write (freezer);
369 return freezer.as_string (); 370 return freezer.as_string ();
370} 371}
371 372
372/* 373/*
373 * 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
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
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;
524 } 523 }
525 524
526 dst->set_speed (dst->speed); 525 dst->set_speed (dst->speed);
527} 526}
528 527
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 ();
544}
545
529object * 546object *
530object::clone () 547object::clone ()
531{ 548{
532 object *neu = create (); 549 object *neu = create ();
533 copy_to (neu); 550 copy_to (neu);
563 speed = 0; 580 speed = 0;
564 } 581 }
565 582
566 this->speed = speed; 583 this->speed = speed;
567 584
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 585 if (has_active_speed ())
569 { 586 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 587 else
584 { 588 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 589}
608 590
609/* 591/*
610 * update_object() updates the the map. 592 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 593 * It takes into account invisible objects (and represent squares covered
624 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
625 */ 607 */
626void 608void
627update_object (object *op, int action) 609update_object (object *op, int action)
628{ 610{
629 MoveType move_on, move_off, move_block, move_slow;
630
631 if (op == NULL) 611 if (op == NULL)
632 { 612 {
633 /* this should never happen */ 613 /* this should never happen */
634 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
635 return; 615 return;
659 return; 639 return;
660 } 640 }
661 641
662 mapspace &m = op->ms (); 642 mapspace &m = op->ms ();
663 643
664 if (m.flags_ & P_NEED_UPDATE) 644 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 645 /* nop */;
666 else if (action == UP_OBJ_INSERT) 646 else if (action == UP_OBJ_INSERT)
667 { 647 {
668 // this is likely overkill, TODO: revisit (schmorp) 648 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 649 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 658 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 659 * to have move_allow right now.
680 */ 660 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 661 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 662 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 663 m.flags_ = 0;
684 } 664 }
685 /* if the object is being removed, we can't make intelligent 665 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 666 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 667 * that is being removed.
688 */ 668 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 669 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 670 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 671 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 672 /* Nothing to do for that case */ ;
693 else 673 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 674 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 675
696 if (op->more) 676 if (op->more)
697 update_object (op->more, action); 677 update_object (op->more, action);
698} 678}
699 679
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 680object::object ()
704{ 681{
705 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
706 683
707 expmul = 1.0; 684 expmul = 1.0;
708 face = blank_face; 685 face = blank_face;
709} 686}
710 687
711object::~object () 688object::~object ()
712{ 689{
690 unlink ();
691
713 free_key_values (this); 692 free_key_values (this);
714} 693}
715 694
695static int object_count;
696
716void object::link () 697void object::link ()
717{ 698{
718 count = ++ob_count; 699 assert (!index);//D
719 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
720 702
721 prev = 0; 703 refcnt_inc ();
722 next = object::first; 704 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 705}
729 706
730void object::unlink () 707void object::unlink ()
731{ 708{
732 if (this == object::first) 709 if (!index)
733 object::first = next; 710 return;
734 711
735 /* Remove this object from the list of used objects */ 712 objects.erase (this);
736 if (prev) prev->next = next; 713 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 714}
742 715
743void 716void
717object::activate ()
718{
719 /* If already on active list, don't do anything */
720 if (active)
721 return;
722
723 if (has_active_speed ())
724 actives.insert (this);
725}
726
727void
744object::activate (bool recursive) 728object::activate_recursive ()
745{ 729{
746 // uh, hack 730 activate ();
747 set_speed (speed);
748 731
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 732 for (object *op = inv; op; op = op->below)
751 op->activate (1); 733 op->activate_recursive ();
752} 734}
753 735
754/* This function removes object 'op' from the list of active 736/* This function removes object 'op' from the list of active
755 * objects. 737 * objects.
756 * This should only be used for style maps or other such 738 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 740 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 741 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 742 * will do the right thing based on the speed of the object.
761 */ 743 */
762void 744void
763object::deactivate (bool recursive) 745object::deactivate ()
764{ 746{
765 /* If not on the active list, nothing needs to be done */ 747 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 748 if (!active)
767 return; 749 return;
768 750
769 if (active_prev == 0) 751 actives.erase (this);
770 { 752}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 753
782 active_next = 0; 754void
783 active_prev = 0; 755object::deactivate_recursive ()
784 756{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 757 for (object *op = inv; op; op = op->below)
758 op->deactivate_recursive ();
759
787 op->deactivate (1); 760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
788} 771}
789 772
790/* 773/*
791 * Remove and free all objects in the inventory of the given object. 774 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 775 * object.c ?
807 * drop on that space. 790 * drop on that space.
808 */ 791 */
809 if (!drop_to_ground 792 if (!drop_to_ground
810 || !map 793 || !map
811 || map->in_memory != MAP_IN_MEMORY 794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 796 || ms ().move_block == MOVE_ALL)
813 { 797 {
814 while (inv) 798 while (inv)
815 { 799 {
816 inv->destroy_inv (drop_to_ground); 800 inv->destroy_inv (drop_to_ground);
825 809
826 if (op->flag [FLAG_STARTEQUIP] 810 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 811 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 812 || op->type == RUNE
829 || op->type == TRAP 813 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 816 op->destroy ();
832 else 817 else
833 map->insert (op, x, y); 818 map->insert (op, x, y);
834 } 819 }
835 } 820 }
843} 828}
844 829
845void 830void
846object::do_destroy () 831object::do_destroy ()
847{ 832{
833 attachable::do_destroy ();
834
848 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 836 remove_button_link (this);
850 837
851 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
852 remove_friendly_object (this); 840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
853 848
854 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
855 remove (); 850 remove ();
856 851
857 if (flag [FLAG_FREED]) 852 destroy_inv (true);
858 return;
859 853
860 set_speed (0); 854 deactivate ();
855 unlink ();
861 856
862 flag [FLAG_FREED] = 1; 857 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 858
869 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
870 { 860 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 862
877 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 868 freed_map->width = 3;
879 freed_map->height = 3; 869 freed_map->height = 3;
880 870
881 freed_map->alloc (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
882 } 873 }
883 874
884 map = freed_map; 875 map = freed_map;
885 x = 1; 876 x = 1;
886 y = 1; 877 y = 1;
896 887
897 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
898 owner = 0; 889 owner = 0;
899 enemy = 0; 890 enemy = 0;
900 attacked_by = 0; 891 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 892}
905 893
906void 894void
907object::destroy (bool destroy_inventory) 895object::destroy (bool destroy_inventory)
908{ 896{
936 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
940 * the previous environment. 928 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 929 */
943void 930void
944object::remove () 931object::do_remove ()
945{ 932{
946 object *tmp, *last = 0; 933 object *tmp, *last = 0;
947 object *otmp; 934 object *otmp;
948 935
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
992 } 979 }
993 else if (map) 980 else if (map)
994 { 981 {
995 if (type == PLAYER) 982 if (type == PLAYER)
996 { 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
997 --map->players; 990 --map->players;
998 map->last_access = runtime; 991 map->touch ();
999 } 992 }
1000 993
994 map->dirty = true;
995 mapspace &ms = this->ms ();
1001 996
1002 /* link the object above us */ 997 /* link the object above us */
1003 if (above) 998 if (above)
1004 above->below = below; 999 above->below = below;
1005 else 1000 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1007 1002
1008 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1009 if (below) 1004 if (below)
1010 below->above = above; 1005 below->above = above;
1011 else 1006 else
1013 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1015 * evident 1010 * evident
1016 */ 1011 */
1017 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "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); 1013 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 ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 1014
1028 map->at (x, y).bot = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1029 } 1016 }
1030 1017
1031 above = 0; 1018 above = 0;
1032 below = 0; 1019 below = 0;
1033 1020
1034 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1035 return; 1022 return;
1036 1023
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 1025
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 1027 {
1041 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1042 * being removed. 1029 * being removed.
1043 */ 1030 */
1044 1031
1078 } 1065 }
1079 1066
1080 /* last == NULL if there are no objects on this space */ 1067 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1068 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1069 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1070 map->at (x, y).flags_ = 0;
1084 else 1071 else
1085 update_object (last, UP_OBJ_REMOVE); 1072 update_object (last, UP_OBJ_REMOVE);
1086 1073
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1074 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1075 update_all_los (map, x, y);
1125 1112
1126 return 0; 1113 return 0;
1127} 1114}
1128 1115
1129/* 1116/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1132 */ 1119 */
1133object * 1120object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1122{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1164 */ 1151 */
1165object * 1152object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1154{
1168 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1156
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1158 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1160 return NULL;
1175 } 1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1176 1167
1177 if (!m) 1168 if (!m)
1178 { 1169 {
1179 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1195#endif 1186#endif
1196 free (dump); 1187 free (dump);
1197 return op; 1188 return op;
1198 } 1189 }
1199 1190
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1191 if (object *more = op->more)
1213 1192 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1194 {
1231 if (!op->head) 1195 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1197
1234 return 0; 1198 return 0;
1239 1203
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1206 * need extra work
1243 */ 1207 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1209 return 0;
1246 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1247 1213
1248 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1249 */ 1215 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1253 { 1219 {
1254 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1221 tmp->destroy ();
1256 } 1222 }
1273 op->below = originator->below; 1239 op->below = originator->below;
1274 1240
1275 if (op->below) 1241 if (op->below)
1276 op->below->above = op; 1242 op->below->above = op;
1277 else 1243 else
1278 op->ms ().bot = op; 1244 ms.bot = op;
1279 1245
1280 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1281 originator->below = op; 1247 originator->below = op;
1282 } 1248 }
1283 else 1249 else
1284 { 1250 {
1251 top = ms.bot;
1252
1285 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1255 {
1288 object *last = 0; 1256 object *last = 0;
1289 1257
1290 /* 1258 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1265 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1266 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1267 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1301 */ 1269 */
1302 while (top) 1270 for (top = ms.bot; top; top = top->above)
1303 { 1271 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1273 floor = top;
1306 1274
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1278 top = top->below;
1311 break; 1279 break;
1312 } 1280 }
1313 1281
1314 last = top; 1282 last = top;
1315 top = top->above;
1316 } 1283 }
1317 1284
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1286 top = last;
1320 1287
1327 * Unless those objects are exits, type 66 1294 * Unless those objects are exits, type 66
1328 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1297 * stacking is a bit odd.
1331 */ 1298 */
1332 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !op->face->visibility))
1334 { 1302 {
1335 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1305 break;
1306
1338 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1310 * set top to the object below us.
1342 */ 1311 */
1344 top = last->below; 1313 top = last->below;
1345 } 1314 }
1346 } /* If objects on this space */ 1315 } /* If objects on this space */
1347 1316
1348 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1350 1319
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1321 top = floor;
1353 1322
1354 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1324 */
1356 1325
1357 /* First object on this space */ 1326 /* First object on this space */
1358 if (!top) 1327 if (!top)
1359 { 1328 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1361 1330
1362 if (op->above) 1331 if (op->above)
1363 op->above->below = op; 1332 op->above->below = op;
1364 1333
1365 op->below = 0; 1334 op->below = 0;
1366 op->ms ().bot = op; 1335 ms.bot = op;
1367 } 1336 }
1368 else 1337 else
1369 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1370 op->above = top->above; 1339 op->above = top->above;
1371 1340
1375 op->below = top; 1344 op->below = top;
1376 top->above = op; 1345 top->above = op;
1377 } 1346 }
1378 1347
1379 if (!op->above) 1348 if (!op->above)
1380 op->ms ().top = op; 1349 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1382 1351
1383 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1384 { 1353 {
1385 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1386 ++op->map->players; 1355 ++op->map->players;
1387 op->map->last_access = runtime; 1356 op->map->touch ();
1388 } 1357 }
1358
1359 op->map->dirty = true;
1389 1360
1390 /* If we have a floor, we know the player, if any, will be above 1361 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1392 */ 1363 */
1393 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1366 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1397 1368
1398 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1370 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1371 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1372 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1373 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1374 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1375 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1376 * of effect may be sufficient.
1406 */ 1377 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1378 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1379 update_all_los (op->map, op->x, op->y);
1409 1380
1447{ 1418{
1448 object *tmp, *tmp1; 1419 object *tmp, *tmp1;
1449 1420
1450 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1451 1422
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1425 tmp->destroy ();
1455 1426
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1428
1458 tmp1->x = op->x; 1429 tmp1->x = op->x;
1459 tmp1->y = op->y; 1430 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1461} 1432}
1462 1433
1434// XXX: function not returning object*
1463object * 1435object *
1464object::insert_at (object *where, object *originator, int flags) 1436object::insert_at (object *where, object *originator, int flags)
1465{ 1437{
1466 where->map->insert (this, where->x, where->y, originator, flags); 1438 where->map->insert (this, where->x, where->y, originator, flags);
1467} 1439}
1780 1752
1781 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1783 */ 1755 */
1784 1756
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1758 {
1787 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1761 * we don't need to check all of them.
1790 */ 1762 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1782 {
1811 1783
1812 float 1784 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1786
1815 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1790 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1849 */ 1821 */
1850object * 1822object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1824{
1853 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1854 { 1826 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1828 return NULL;
1857 } 1829 }
1858 1830
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1832 if (tmp->arch == at)
1861 return tmp; 1833 return tmp;
1862 1834
1863 return NULL; 1835 return NULL;
1864} 1836}
1875 { 1847 {
1876 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1849 return NULL;
1878 } 1850 }
1879 1851
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1853 if (tmp->type == type)
1882 return tmp; 1854 return tmp;
1883 1855
1884 return NULL; 1856 return NULL;
1885} 1857}
2025 } 1997 }
2026 1998
2027 if (!index) 1999 if (!index)
2028 return -1; 2000 return -1;
2029 2001
2030 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2031} 2003}
2032 2004
2033/* 2005/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2056{ 2028{
2057 arr += begin; 2029 arr += begin;
2058 end -= begin; 2030 end -= begin;
2059 2031
2060 while (--end) 2032 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2062} 2034}
2063 2035
2064/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2200 2172
2201 return 3; 2173 return 3;
2202} 2174}
2203 2175
2204/* 2176/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2179 */
2226
2227int 2180int
2228dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2229{ 2182{
2230 int d; 2183 int d;
2231 2184
2397 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2398 2351
2399 return dst; 2352 return dst;
2400} 2353}
2401 2354
2402/* GROS - Creates an object using a string representing its content. */
2403/* Basically, we save the content of the string to a temp file, then call */
2404/* load_object on it. I admit it is a highly inefficient way to make things, */
2405/* but it was simple to make and allows reusing the load_object function. */
2406/* Remember not to use load_object_str in a time-critical situation. */
2407/* Also remember that multiparts objects are not supported for now. */
2408object *
2409load_object_str (const char *obstr)
2410{
2411 object *op;
2412 char filename[MAX_BUF];
2413
2414 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2415
2416 FILE *tempfile = fopen (filename, "w");
2417
2418 if (tempfile == NULL)
2419 {
2420 LOG (llevError, "Error - Unable to access load object temp file\n");
2421 return NULL;
2422 }
2423
2424 fprintf (tempfile, obstr);
2425 fclose (tempfile);
2426
2427 op = object::create ();
2428
2429 object_thawer thawer (filename);
2430
2431 if (thawer)
2432 load_object (thawer, op, 0);
2433
2434 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2435 CLEAR_FLAG (op, FLAG_REMOVED);
2436
2437 return op;
2438}
2439
2440/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2441 * has the same type and subtype match. 2356 * has the same type and subtype match.
2442 * returns NULL if no match. 2357 * returns NULL if no match.
2443 */ 2358 */
2444object * 2359object *
2610 } 2525 }
2611 else 2526 else
2612 item = item->env; 2527 item = item->env;
2613} 2528}
2614 2529
2530
2531const char *
2532object::flag_desc (char *desc, int len) const
2533{
2534 char *p = desc;
2535 bool first = true;
2536
2537 *p = 0;
2538
2539 for (int i = 0; i < NUM_FLAGS; i++)
2540 {
2541 if (len <= 10) // magic constant!
2542 {
2543 snprintf (p, len, ",...");
2544 break;
2545 }
2546
2547 if (flag [i])
2548 {
2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550 len -= cnt;
2551 p += cnt;
2552 first = false;
2553 }
2554 }
2555
2556 return desc;
2557}
2558
2615// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2616const char * 2560const char *
2617object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2618{ 2562{
2563 char flagdesc[512];
2619 char info2[256 * 3]; 2564 char info2[256 * 4];
2620 char *p = info; 2565 char *p = info;
2621 2566
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2568 count, uuid.seq,
2624 &name, 2569 &name,
2625 title ? " " : "", 2570 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2571 title ? (const char *)title : "",
2572 flag_desc (flagdesc, 512), type);
2627 2573
2628 if (env) 2574 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2576
2631 if (map) 2577 if (map)
2635} 2581}
2636 2582
2637const char * 2583const char *
2638object::debug_desc () const 2584object::debug_desc () const
2639{ 2585{
2640 static char info[256 * 3]; 2586 static char info[256 * 4];
2641 return debug_desc (info); 2587 return debug_desc (info);
2642} 2588}
2643 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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