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Comparing deliantra/server/common/object.C (file contents):
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
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>
313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
318/* 324/*
319 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
320 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
321 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
322 */ 328 */
357/* 363/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 365 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
361 */ 367 */
362
363char * 368char *
364dump_object (object *op) 369dump_object (object *op)
365{ 370{
366 if (!op) 371 if (!op)
367 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
368 373
369 object_freezer freezer; 374 object_freezer freezer;
370 save_object (freezer, op, 1); 375 op->write (freezer);
371 return freezer.as_string (); 376 return freezer.as_string ();
372} 377}
373 378
374/* 379/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 380 * 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. 400 * Returns the object which has the count-variable equal to the argument.
396 */ 401 */
397object * 402object *
398find_object (tag_t i) 403find_object (tag_t i)
399{ 404{
400 return ((unsigned int)i) < objects.size () 405 for_all_objects (op)
401 ? objects [i] 406 if (op->count == i)
402 : 0; 407 return op;
408
409 return 0;
403} 410}
404 411
405/* 412/*
406 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
453 * refcounts and freeing the links. 460 * refcounts and freeing the links.
454 */ 461 */
455static void 462static void
456free_key_values (object *op) 463free_key_values (object *op)
457{ 464{
458 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
459 { 466 {
460 key_value *next = i->next; 467 key_value *next = i->next;
461 delete i; 468 delete i;
462 469
463 i = next; 470 i = next;
464 } 471 }
465 472
466 op->key_values = 0; 473 op->key_values = 0;
467} 474}
468 475
469/* 476object &
470 * copy_to first frees everything allocated by the dst object, 477object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 478{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
482 481
483 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
484 483
485 if (is_freed) 484 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 485 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 486
494 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
495 if (key_values) 488 if (src.key_values)
496 { 489 {
497 key_value *tail = 0; 490 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 491 key_values = 0;
501 492
502 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
503 { 494 {
504 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
505 496
506 new_link->next = 0; 497 new_link->next = 0;
507 new_link->key = i->key; 498 new_link->key = i->key;
508 new_link->value = i->value; 499 new_link->value = i->value;
509 500
510 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
511 if (!dst->key_values) 502 if (!key_values)
512 { 503 {
513 dst->key_values = new_link; 504 key_values = new_link;
514 tail = new_link; 505 tail = new_link;
515 } 506 }
516 else 507 else
517 { 508 {
518 tail->next = new_link; 509 tail->next = new_link;
519 tail = new_link; 510 tail = new_link;
520 } 511 }
521 } 512 }
522 } 513 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
523 531
524 dst->set_speed (dst->speed); 532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
525} 551}
526 552
527object * 553object *
528object::clone () 554object::clone ()
529{ 555{
587 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
588 */ 614 */
589void 615void
590update_object (object *op, int action) 616update_object (object *op, int action)
591{ 617{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 618 if (op == NULL)
595 { 619 {
596 /* this should never happen */ 620 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 622 return;
658 682
659 if (op->more) 683 if (op->more)
660 update_object (op->more, action); 684 update_object (op->more, action);
661} 685}
662 686
663object *object::first;
664
665object::object () 687object::object ()
666{ 688{
667 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
668 690
669 expmul = 1.0; 691 expmul = 1.0;
670 face = blank_face; 692 face = blank_face;
671} 693}
672 694
673object::~object () 695object::~object ()
674{ 696{
697 unlink ();
698
675 free_key_values (this); 699 free_key_values (this);
676} 700}
677 701
702static int object_count;
703
678void object::link () 704void object::link ()
679{ 705{
706 assert (!index);//D
680 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
681 709
710 refcnt_inc ();
682 objects.insert (this); 711 objects.insert (this);
683} 712}
684 713
685void object::unlink () 714void object::unlink ()
686{ 715{
716 if (!index)
717 return;
718
687 objects.erase (this); 719 objects.erase (this);
720 refcnt_dec ();
688} 721}
689 722
690void 723void
691object::activate () 724object::activate ()
692{ 725{
764 * drop on that space. 797 * drop on that space.
765 */ 798 */
766 if (!drop_to_ground 799 if (!drop_to_ground
767 || !map 800 || !map
768 || map->in_memory != MAP_IN_MEMORY 801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
769 || ms ().move_block == MOVE_ALL) 803 || ms ().move_block == MOVE_ALL)
770 { 804 {
771 while (inv) 805 while (inv)
772 { 806 {
773 inv->destroy_inv (drop_to_ground); 807 inv->destroy_inv (drop_to_ground);
782 816
783 if (op->flag [FLAG_STARTEQUIP] 817 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP] 818 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE 819 || op->type == RUNE
786 || op->type == TRAP 820 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE]) 821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
788 op->destroy (); 823 op->destroy ();
789 else 824 else
790 map->insert (op, x, y); 825 map->insert (op, x, y);
791 } 826 }
792 } 827 }
800} 835}
801 836
802void 837void
803object::do_destroy () 838object::do_destroy ()
804{ 839{
840 attachable::do_destroy ();
841
805 if (flag [FLAG_IS_LINKED]) 842 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this); 843 remove_button_link (this);
807 844
808 if (flag [FLAG_FRIENDLY]) 845 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this); 846 remove_friendly_object (this);
810 847
811 if (!flag [FLAG_REMOVED]) 848 if (!flag [FLAG_REMOVED])
812 remove (); 849 remove ();
813 850
814 if (flag [FLAG_FREED]) 851 destroy_inv (true);
815 return;
816 852
817 set_speed (0); 853 deactivate ();
854 unlink ();
818 855
819 flag [FLAG_FREED] = 1; 856 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825 857
826 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
827 { 859 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
829 861
891 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
895 * the previous environment. 927 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */ 928 */
898void 929void
899object::remove () 930object::do_remove ()
900{ 931{
901 object *tmp, *last = 0; 932 object *tmp, *last = 0;
902 object *otmp; 933 object *otmp;
903 934
904 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
947 } 978 }
948 else if (map) 979 else if (map)
949 { 980 {
950 if (type == PLAYER) 981 if (type == PLAYER)
951 { 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
952 --map->players; 989 --map->players;
953 map->touch (); 990 map->touch ();
954 } 991 }
955 992
956 map->dirty = true; 993 map->dirty = true;
994 mapspace &ms = this->ms ();
957 995
958 /* link the object above us */ 996 /* link the object above us */
959 if (above) 997 if (above)
960 above->below = below; 998 above->below = below;
961 else 999 else
962 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
963 1001
964 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
965 if (below) 1003 if (below)
966 below->above = above; 1004 below->above = above;
967 else 1005 else
969 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
971 * evident 1009 * evident
972 */ 1010 */
973 if (GET_MAP_OB (map, x, y) != this) 1011 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "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); 1012 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 ());
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983 1013
984 map->at (x, y).bot = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
985 } 1015 }
986 1016
987 above = 0; 1017 above = 0;
988 below = 0; 1018 below = 0;
989 1019
990 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
991 return; 1021 return;
992 1022
993 int check_walk_off = !flag [FLAG_NO_APPLY]; 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
994 1024
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
996 { 1026 {
997 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
998 * being removed. 1028 * being removed.
999 */ 1029 */
1000 1030
1080 } 1110 }
1081 1111
1082 return 0; 1112 return 0;
1083} 1113}
1084 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1085/* 1138/*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1087 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1088 */ 1141 */
1089object * 1142object *
1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091{ 1144{
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1119 * just 'op' otherwise 1172 * just 'op' otherwise
1120 */ 1173 */
1121object * 1174object *
1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1124 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1125 sint16 x, y;
1126 1180
1127 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132 1182
1133 if (!m) 1183#if 0
1134 { 1184 if (!m->active != !op->active)
1135 char *dump = dump_object (op); 1185 if (m->active)
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1137 free (dump); 1187 else
1138 return op; 1188 op->deactivate_recursive ();
1139 } 1189#endif
1140 1190
1141 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1142 { 1192 {
1143 char *dump = dump_object (op);
1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1145#ifdef MANY_CORES 1194#ifdef MANY_CORES
1146 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1147 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1148 * improperly inserted. 1197 * improperly inserted.
1149 */ 1198 */
1150 abort (); 1199 abort ();
1151#endif 1200#endif
1152 free (dump);
1153 return op; 1201 return op;
1154 } 1202 }
1155 1203
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more; 1204 if (object *more = op->more)
1169 1205 {
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1186 { 1207 {
1187 if (!op->head) 1208 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189 1210
1190 return 0; 1211 return 0;
1195 1216
1196 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work 1219 * need extra work
1199 */ 1220 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1201 x = op->x; 1222 return 0;
1202 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1203 1226
1204 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1205 */ 1228 */
1206 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1209 { 1232 {
1210 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1211 tmp->destroy (); 1234 tmp->destroy ();
1212 } 1235 }
1229 op->below = originator->below; 1252 op->below = originator->below;
1230 1253
1231 if (op->below) 1254 if (op->below)
1232 op->below->above = op; 1255 op->below->above = op;
1233 else 1256 else
1234 op->ms ().bot = op; 1257 ms.bot = op;
1235 1258
1236 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1237 originator->below = op; 1260 originator->below = op;
1238 } 1261 }
1239 else 1262 else
1240 { 1263 {
1264 top = ms.bot;
1265
1241 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1243 { 1268 {
1244 object *last = 0; 1269 object *last = 0;
1245 1270
1246 /* 1271 /*
1247 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1253 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1257 */ 1282 */
1258 while (top) 1283 for (top = ms.bot; top; top = top->above)
1259 { 1284 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top; 1286 floor = top;
1262 1287
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 top = top->below; 1291 top = top->below;
1267 break; 1292 break;
1268 } 1293 }
1269 1294
1270 last = top; 1295 last = top;
1271 top = top->above;
1272 } 1296 }
1273 1297
1274 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last; 1299 top = last;
1276 1300
1278 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1279 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1280 */ 1304 */
1281 1305
1282 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1283 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1284 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd. 1310 * stacking is a bit odd.
1287 */ 1311 */
1288 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1290 { 1315 {
1291 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break; 1318 break;
1319
1294 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1297 * set top to the object below us. 1323 * set top to the object below us.
1298 */ 1324 */
1300 top = last->below; 1326 top = last->below;
1301 } 1327 }
1302 } /* If objects on this space */ 1328 } /* If objects on this space */
1303 1329
1304 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1306 1332
1307 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor; 1334 top = floor;
1309 1335
1310 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1311 */ 1337 */
1312 1338
1313 /* First object on this space */ 1339 /* First object on this space */
1314 if (!top) 1340 if (!top)
1315 { 1341 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1317 1343
1318 if (op->above) 1344 if (op->above)
1319 op->above->below = op; 1345 op->above->below = op;
1320 1346
1321 op->below = 0; 1347 op->below = 0;
1322 op->ms ().bot = op; 1348 ms.bot = op;
1323 } 1349 }
1324 else 1350 else
1325 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1326 op->above = top->above; 1352 op->above = top->above;
1327 1353
1331 op->below = top; 1357 op->below = top;
1332 top->above = op; 1358 top->above = op;
1333 } 1359 }
1334 1360
1335 if (!op->above) 1361 if (!op->above)
1336 op->ms ().top = op; 1362 ms.top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1338 1364
1339 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1340 { 1366 {
1341 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1347 1373
1348 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1350 */ 1376 */
1351 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1353 if (pl->contr->ns) 1379 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1355 1381
1356 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1419} 1445}
1420 1446
1421object * 1447object *
1422object::insert_at (object *where, object *originator, int flags) 1448object::insert_at (object *where, object *originator, int flags)
1423{ 1449{
1424 where->map->insert (this, where->x, where->y, originator, flags); 1450 return where->map->insert (this, where->x, where->y, originator, flags);
1425} 1451}
1426 1452
1427/* 1453/*
1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1429 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1469 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1470 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1471 * 1497 *
1472 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1473 */ 1499 */
1474
1475object * 1500object *
1476decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1477{ 1502{
1478 object *tmp; 1503 object *tmp;
1479 1504
1554 1579
1555/* 1580/*
1556 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1557 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1558 */ 1583 */
1559
1560void 1584void
1561add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1562{ 1586{
1563 while (op != NULL) 1587 while (op != NULL)
1564 { 1588 {
1596 * inside the object environment. 1620 * inside the object environment.
1597 * 1621 *
1598 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1599 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1600 */ 1624 */
1601
1602object * 1625object *
1603object::insert (object *op) 1626object::insert (object *op)
1604{ 1627{
1605 object *tmp, *otmp; 1628 object *tmp, *otmp;
1606 1629
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1791 {
1769 1792
1770 float 1793 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1795
1773 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1799 diff /= 4.0;
1983 } 2006 }
1984 2007
1985 if (!index) 2008 if (!index)
1986 return -1; 2009 return -1;
1987 2010
1988 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
1989} 2012}
1990 2013
1991/* 2014/*
1992 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2014{ 2037{
2015 arr += begin; 2038 arr += begin;
2016 end -= begin; 2039 end -= begin;
2017 2040
2018 while (--end) 2041 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2020} 2043}
2021 2044
2022/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2158 2181
2159 return 3; 2182 return 3;
2160} 2183}
2161 2184
2162/* 2185/*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168int
2169absdir (int d)
2170{
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178}
2179
2180/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2188 */
2184
2185int 2189int
2186dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2187{ 2191{
2188 int d; 2192 int d;
2189 2193
2355 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2356 2360
2357 return dst; 2361 return dst;
2358} 2362}
2359 2363
2360/* GROS - Creates an object using a string representing its content. */
2361/* Basically, we save the content of the string to a temp file, then call */
2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2363/* but it was simple to make and allows reusing the load_object function. */
2364/* Remember not to use load_object_str in a time-critical situation. */
2365/* Also remember that multiparts objects are not supported for now. */
2366object *
2367load_object_str (const char *obstr)
2368{
2369 object *op;
2370 char filename[MAX_BUF];
2371
2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2374 FILE *tempfile = fopen (filename, "w");
2375
2376 if (tempfile == NULL)
2377 {
2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2379 return NULL;
2380 }
2381
2382 fprintf (tempfile, obstr);
2383 fclose (tempfile);
2384
2385 op = object::create ();
2386
2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2390 load_object (thawer, op, 0);
2391
2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2393 CLEAR_FLAG (op, FLAG_REMOVED);
2394
2395 return op;
2396}
2397
2398/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2399 * has the same type and subtype match. 2365 * has the same type and subtype match.
2400 * returns NULL if no match. 2366 * returns NULL if no match.
2401 */ 2367 */
2402object * 2368object *
2455 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2456 return link->value; 2422 return link->value;
2457 2423
2458 return 0; 2424 return 0;
2459} 2425}
2460
2461 2426
2462/* 2427/*
2463 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2464 * 2429 *
2465 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2605{ 2570{
2606 char flagdesc[512]; 2571 char flagdesc[512];
2607 char info2[256 * 4]; 2572 char info2[256 * 4];
2608 char *p = info; 2573 char *p = info;
2609 2574
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2576 count, uuid.seq,
2612 &name, 2577 &name,
2613 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2616 2581
2617 if (env) 2582 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628{ 2593{
2629 static char info[256 * 4]; 2594 static char info[256 * 4];
2630 return debug_desc (info); 2595 return debug_desc (info);
2631} 2596}
2632 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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