ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.133 by root, Fri Feb 16 19:43:40 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
357/* 357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
361 */ 361 */
362
363char * 362char *
364dump_object (object *op) 363dump_object (object *op)
365{ 364{
366 if (!op) 365 if (!op)
367 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
368 367
369 object_freezer freezer; 368 object_freezer freezer;
370 save_object (freezer, op, 1); 369 op->write (freezer);
371 return freezer.as_string (); 370 return freezer.as_string ();
372} 371}
373 372
374/* 373/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
395 * 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.
396 */ 395 */
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 return ((unsigned int)i) < objects.size () 399 for_all_objects (op)
401 ? objects [i] 400 if (op->count == i)
402 : 0; 401 return op;
402
403 return 0;
403} 404}
404 405
405/* 406/*
406 * 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.
407 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
487 488
488 if (is_removed) 489 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
490 491
491 if (speed < 0) 492 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
493 494
494 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
495 if (key_values) 496 if (key_values)
496 { 497 {
497 key_value *tail = 0; 498 key_value *tail = 0;
520 } 521 }
521 } 522 }
522 } 523 }
523 524
524 dst->set_speed (dst->speed); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
525} 544}
526 545
527object * 546object *
528object::clone () 547object::clone ()
529{ 548{
658 677
659 if (op->more) 678 if (op->more)
660 update_object (op->more, action); 679 update_object (op->more, action);
661} 680}
662 681
663object *object::first;
664
665object::object () 682object::object ()
666{ 683{
667 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
668 685
669 expmul = 1.0; 686 expmul = 1.0;
670 face = blank_face; 687 face = blank_face;
671} 688}
672 689
673object::~object () 690object::~object ()
674{ 691{
692 unlink ();
693
675 free_key_values (this); 694 free_key_values (this);
676} 695}
677 696
697static int object_count;
698
678void object::link () 699void object::link ()
679{ 700{
701 assert (!index);//D
680 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
681 704
682 refcnt_inc (); 705 refcnt_inc ();
683 objects.insert (this); 706 objects.insert (this);
684} 707}
685 708
686void object::unlink () 709void object::unlink ()
687{ 710{
711 if (!index)
712 return;
713
688 objects.erase (this); 714 objects.erase (this);
689 refcnt_dec (); 715 refcnt_dec ();
690} 716}
691 717
692void 718void
766 * drop on that space. 792 * drop on that space.
767 */ 793 */
768 if (!drop_to_ground 794 if (!drop_to_ground
769 || !map 795 || !map
770 || map->in_memory != MAP_IN_MEMORY 796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 798 || ms ().move_block == MOVE_ALL)
772 { 799 {
773 while (inv) 800 while (inv)
774 { 801 {
775 inv->destroy_inv (drop_to_ground); 802 inv->destroy_inv (drop_to_ground);
803} 830}
804 831
805void 832void
806object::do_destroy () 833object::do_destroy ()
807{ 834{
835 attachable::do_destroy ();
836
808 if (flag [FLAG_IS_LINKED]) 837 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 838 remove_button_link (this);
810 839
811 if (flag [FLAG_FRIENDLY]) 840 if (flag [FLAG_FRIENDLY])
841 {
812 remove_friendly_object (this); 842 remove_friendly_object (this);
843
844 if (type == GOLEM
845 && owner
846 && owner->type == PLAYER
847 && owner->contr->ranges[range_golem] == this)
848 owner->contr->ranges[range_golem] = 0;
849 }
813 850
814 if (!flag [FLAG_REMOVED]) 851 if (!flag [FLAG_REMOVED])
815 remove (); 852 remove ();
816 853
817 if (flag [FLAG_FREED]) 854 destroy_inv (true);
818 return;
819 855
820 set_speed (0); 856 deactivate ();
857 unlink ();
821 858
822 flag [FLAG_FREED] = 1; 859 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 860
829 // hack to ensure that freed objects still have a valid map 861 // hack to ensure that freed objects still have a valid map
830 { 862 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 863 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 864
894 * This function removes the object op from the linked list of objects 926 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 927 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
898 * the previous environment. 930 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 931 */
901void 932void
902object::remove () 933object::do_remove ()
903{ 934{
904 object *tmp, *last = 0; 935 object *tmp, *last = 0;
905 object *otmp; 936 object *otmp;
906 937
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 981 }
951 else if (map) 982 else if (map)
952 { 983 {
953 if (type == PLAYER) 984 if (type == PLAYER)
954 { 985 {
986 // leaving a spot always closes any open container on the ground
987 if (container && !container->env)
988 // this causes spurious floorbox updates, but it ensures
989 // that the CLOSE event is being sent.
990 close_container ();
991
955 --map->players; 992 --map->players;
956 map->touch (); 993 map->touch ();
957 } 994 }
958 995
959 map->dirty = true; 996 map->dirty = true;
997 mapspace &ms = this->ms ();
960 998
961 /* link the object above us */ 999 /* link the object above us */
962 if (above) 1000 if (above)
963 above->below = below; 1001 above->below = below;
964 else 1002 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
966 1004
967 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
968 if (below) 1006 if (below)
969 below->above = above; 1007 below->above = above;
970 else 1008 else
972 /* Nothing below, which means we need to relink map object for this space 1010 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
974 * evident 1012 * evident
975 */ 1013 */
976 if (GET_MAP_OB (map, x, y) != this) 1014 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1015 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1016
987 map->at (x, y).bot = above; /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
988 } 1018 }
989 1019
990 above = 0; 1020 above = 0;
991 below = 0; 1021 below = 0;
992 1022
993 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
994 return; 1024 return;
995 1025
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1027
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1029 {
1000 /* No point updating the players look faces if he is the object 1030 /* No point updating the players look faces if he is the object
1001 * being removed. 1031 * being removed.
1002 */ 1032 */
1003 1033
1084 1114
1085 return 0; 1115 return 0;
1086} 1116}
1087 1117
1088/* 1118/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1091 */ 1121 */
1092object * 1122object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1124{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1123 */ 1153 */
1124object * 1154object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1156{
1127 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1128 sint16 x, y;
1129 1158
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1131 { 1160 {
1132 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL; 1162 return NULL;
1134 } 1163 }
1164
1165 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167
1168 op->remove ();
1135 1169
1136 if (!m) 1170 if (!m)
1137 { 1171 {
1138 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1173 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1154#endif 1188#endif
1155 free (dump); 1189 free (dump);
1156 return op; 1190 return op;
1157 } 1191 }
1158 1192
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more; 1193 if (object *more = op->more)
1172 1194 {
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1189 { 1196 {
1190 if (!op->head) 1197 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1198 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192 1199
1193 return 0; 1200 return 0;
1198 1205
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1207 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1208 * need extra work
1202 */ 1209 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1211 return 0;
1205 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1206 1215
1207 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1208 */ 1217 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1212 { 1221 {
1213 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1223 tmp->destroy ();
1215 } 1224 }
1232 op->below = originator->below; 1241 op->below = originator->below;
1233 1242
1234 if (op->below) 1243 if (op->below)
1235 op->below->above = op; 1244 op->below->above = op;
1236 else 1245 else
1237 op->ms ().bot = op; 1246 ms.bot = op;
1238 1247
1239 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1240 originator->below = op; 1249 originator->below = op;
1241 } 1250 }
1242 else 1251 else
1243 { 1252 {
1253 top = ms.bot;
1254
1244 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1246 { 1257 {
1247 object *last = 0; 1258 object *last = 0;
1248 1259
1249 /* 1260 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1261 * If there are multiple objects on this space, we do some trickier handling.
1256 * once we get to them. This reduces the need to traverse over all of 1267 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1268 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1269 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1260 */ 1271 */
1261 while (top) 1272 for (top = ms.bot; top; top = top->above)
1262 { 1273 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1274 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1275 floor = top;
1265 1276
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1277 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 top = top->below; 1280 top = top->below;
1270 break; 1281 break;
1271 } 1282 }
1272 1283
1273 last = top; 1284 last = top;
1274 top = top->above;
1275 } 1285 }
1276 1286
1277 /* Don't want top to be NULL, so set it to the last valid object */ 1287 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last; 1288 top = last;
1279 1289
1286 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1287 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1299 * stacking is a bit odd.
1290 */ 1300 */
1291 if (!(flag & INS_ON_TOP) && 1301 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1302 && ms.flags () & P_BLOCKSVIEW
1303 && (op->face && !op->face->visibility))
1293 { 1304 {
1294 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1307 break;
1308
1297 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1310 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1312 * set top to the object below us.
1301 */ 1313 */
1303 top = last->below; 1315 top = last->below;
1304 } 1316 }
1305 } /* If objects on this space */ 1317 } /* If objects on this space */
1306 1318
1307 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1309 1321
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1323 top = floor;
1312 1324
1313 /* Top is the object that our object (op) is going to get inserted above. 1325 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1326 */
1315 1327
1316 /* First object on this space */ 1328 /* First object on this space */
1317 if (!top) 1329 if (!top)
1318 { 1330 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1320 1332
1321 if (op->above) 1333 if (op->above)
1322 op->above->below = op; 1334 op->above->below = op;
1323 1335
1324 op->below = 0; 1336 op->below = 0;
1325 op->ms ().bot = op; 1337 ms.bot = op;
1326 } 1338 }
1327 else 1339 else
1328 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1329 op->above = top->above; 1341 op->above = top->above;
1330 1342
1334 op->below = top; 1346 op->below = top;
1335 top->above = op; 1347 top->above = op;
1336 } 1348 }
1337 1349
1338 if (!op->above) 1350 if (!op->above)
1339 op->ms ().top = op; 1351 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1341 1353
1342 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1343 { 1355 {
1344 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1350 1362
1351 /* If we have a floor, we know the player, if any, will be above 1363 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1353 */ 1365 */
1354 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1367 if (object *pl = ms.player ())
1356 if (pl->contr->ns) 1368 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1369 pl->contr->ns->floorbox_update ();
1358 1370
1359 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1372 * visible to others on this map. But update_all_los is really
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1783 {
1772 1784
1773 float 1785 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1787
1776 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1791 diff /= 4.0;
1986 } 1998 }
1987 1999
1988 if (!index) 2000 if (!index)
1989 return -1; 2001 return -1;
1990 2002
1991 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
1992} 2004}
1993 2005
1994/* 2006/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2017{ 2029{
2018 arr += begin; 2030 arr += begin;
2019 end -= begin; 2031 end -= begin;
2020 2032
2021 while (--end) 2033 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2023} 2035}
2024 2036
2025/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2161 2173
2162 return 3; 2174 return 3;
2163} 2175}
2164 2176
2165/* 2177/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2180 */
2187
2188int 2181int
2189dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2190{ 2183{
2191 int d; 2184 int d;
2192 2185
2358 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2359 2352
2360 return dst; 2353 return dst;
2361} 2354}
2362 2355
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399}
2400
2401/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2357 * has the same type and subtype match.
2403 * returns NULL if no match. 2358 * returns NULL if no match.
2404 */ 2359 */
2405object * 2360object *
2608{ 2563{
2609 char flagdesc[512]; 2564 char flagdesc[512];
2610 char info2[256 * 4]; 2565 char info2[256 * 4];
2611 char *p = info; 2566 char *p = info;
2612 2567
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2568 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2569 count, uuid.seq,
2615 &name, 2570 &name,
2616 title ? "\",title:" : "", 2571 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2572 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2619 2574
2620 if (env) 2575 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631{ 2586{
2632 static char info[256 * 4]; 2587 static char info[256 * 4];
2633 return debug_desc (info); 2588 return debug_desc (info);
2634} 2589}
2635 2590
2591const char *
2592object::debug_desc2 () const
2593{
2594 static char info[256 * 4];
2595 return debug_desc (info);
2596}
2597
2598struct region *
2599object::region () const
2600{
2601 return map ? map->region (x, y)
2602 : region::default_region ();
2603}
2604
2605const materialtype_t *
2606object::dominant_material () const
2607{
2608 if (materialtype_t *mat = name_to_material (materialname))
2609 return mat;
2610
2611 // omfg this is slow, this has to be temporary :)
2612 shstr unknown ("unknown");
2613
2614 return name_to_material (unknown);
2615}
2616
2617void
2618object::open_container (object *new_container)
2619{
2620 if (container == new_container)
2621 return;
2622
2623 if (object *old_container = container)
2624 {
2625 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626 return;
2627
2628#if 0
2629 // remove the "Close old_container" object.
2630 if (object *closer = old_container->inv)
2631 if (closer->type == CLOSE_CON)
2632 closer->destroy ();
2633#endif
2634
2635 old_container->flag [FLAG_APPLIED] = 0;
2636 container = 0;
2637
2638 esrv_update_item (UPD_FLAGS, this, old_container);
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640 }
2641
2642 if (new_container)
2643 {
2644 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645 return;
2646
2647 // TODO: this does not seem to serve any purpose anymore?
2648#if 0
2649 // insert the "Close Container" object.
2650 if (archetype *closer = new_container->other_arch)
2651 {
2652 object *closer = arch_to_object (new_container->other_arch);
2653 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654 new_container->insert (closer);
2655 }
2656#endif
2657
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659
2660 new_container->flag [FLAG_APPLIED] = 1;
2661 container = new_container;
2662
2663 esrv_update_item (UPD_FLAGS, this, new_container);
2664 esrv_send_inventory (this, new_container);
2665 }
2666}
2667
2668

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines