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 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 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>
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
454/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 466 * refcounts and freeing the links.
456 */ 467 */
457static void 468static void
458free_key_values (object *op) 469free_key_values (object *op)
459{ 470{
460 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
461 { 472 {
462 key_value *next = i->next; 473 key_value *next = i->next;
463 delete i; 474 delete i;
464 475
465 i = next; 476 i = next;
466 } 477 }
467 478
468 op->key_values = 0; 479 op->key_values = 0;
469} 480}
470 481
471/* 482object &
472 * copy_to first frees everything allocated by the dst object, 483object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 484{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
484 487
485 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
486 489
487 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 491 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 492
496 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
497 if (key_values) 494 if (src.key_values)
498 { 495 {
499 key_value *tail = 0; 496 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 497 key_values = 0;
503 498
504 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
505 { 500 {
506 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
507 502
508 new_link->next = 0; 503 new_link->next = 0;
509 new_link->key = i->key; 504 new_link->key = i->key;
510 new_link->value = i->value; 505 new_link->value = i->value;
511 506
512 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
513 if (!dst->key_values) 508 if (!key_values)
514 { 509 {
515 dst->key_values = new_link; 510 key_values = new_link;
516 tail = new_link; 511 tail = new_link;
517 } 512 }
518 else 513 else
519 { 514 {
520 tail->next = new_link; 515 tail->next = new_link;
521 tail = new_link; 516 tail = new_link;
522 } 517 }
523 } 518 }
524 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
525 537
526 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
527} 557}
528 558
529object * 559object *
530object::clone () 560object::clone ()
531{ 561{
589 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
590 */ 620 */
591void 621void
592update_object (object *op, int action) 622update_object (object *op, int action)
593{ 623{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 624 if (op == NULL)
597 { 625 {
598 /* this should never happen */ 626 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 628 return;
660 688
661 if (op->more) 689 if (op->more)
662 update_object (op->more, action); 690 update_object (op->more, action);
663} 691}
664 692
665object *object::first;
666
667object::object () 693object::object ()
668{ 694{
669 SET_FLAG (this, FLAG_REMOVED); 695 SET_FLAG (this, FLAG_REMOVED);
670 696
671 expmul = 1.0; 697 expmul = 1.0;
672 face = blank_face; 698 face = blank_face;
673} 699}
674 700
675object::~object () 701object::~object ()
676{ 702{
703 unlink ();
704
677 free_key_values (this); 705 free_key_values (this);
678} 706}
679 707
680static int object_count; 708static int object_count;
681 709
689 objects.insert (this); 717 objects.insert (this);
690} 718}
691 719
692void object::unlink () 720void object::unlink ()
693{ 721{
694 assert (index);//D 722 if (!index)
723 return;
724
695 objects.erase (this); 725 objects.erase (this);
696 refcnt_dec (); 726 refcnt_dec ();
697} 727}
698 728
699void 729void
773 * drop on that space. 803 * drop on that space.
774 */ 804 */
775 if (!drop_to_ground 805 if (!drop_to_ground
776 || !map 806 || !map
777 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
779 { 810 {
780 while (inv) 811 while (inv)
781 { 812 {
782 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
898 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
902 * the previous environment. 933 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 934 */
905void 935void
906object::remove () 936object::do_remove ()
907{ 937{
908 object *tmp, *last = 0; 938 object *tmp, *last = 0;
909 object *otmp; 939 object *otmp;
910 940
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 984 }
955 else if (map) 985 else if (map)
956 { 986 {
957 if (type == PLAYER) 987 if (type == PLAYER)
958 { 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
959 --map->players; 995 --map->players;
960 map->touch (); 996 map->touch ();
961 } 997 }
962 998
963 map->dirty = true; 999 map->dirty = true;
1000 mapspace &ms = this->ms ();
964 1001
965 /* link the object above us */ 1002 /* link the object above us */
966 if (above) 1003 if (above)
967 above->below = below; 1004 above->below = below;
968 else 1005 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
970 1007
971 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
972 if (below) 1009 if (below)
973 below->above = above; 1010 below->above = above;
974 else 1011 else
976 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
978 * evident 1015 * evident
979 */ 1016 */
980 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1018 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1019
991 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
992 } 1021 }
993 1022
994 above = 0; 1023 above = 0;
995 below = 0; 1024 below = 0;
996 1025
997 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
998 return; 1027 return;
999 1028
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1030
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1032 {
1004 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1005 * being removed. 1034 * being removed.
1006 */ 1035 */
1007 1036
1087 } 1116 }
1088 1117
1089 return 0; 1118 return 0;
1090} 1119}
1091 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1092/* 1144/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1095 */ 1147 */
1096object * 1148object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1150{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 * just 'op' otherwise 1178 * just 'op' otherwise
1127 */ 1179 */
1128object * 1180object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1131 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1132 sint16 x, y;
1133 1186
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139 1188
1140 if (!m) 1189#if 0
1141 { 1190 if (!m->active != !op->active)
1142 char *dump = dump_object (op); 1191 if (m->active)
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1144 free (dump); 1193 else
1145 return op; 1194 op->deactivate_recursive ();
1146 } 1195#endif
1147 1196
1148 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1149 { 1198 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1152#ifdef MANY_CORES 1200#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted. 1203 * improperly inserted.
1156 */ 1204 */
1157 abort (); 1205 abort ();
1158#endif 1206#endif
1159 free (dump);
1160 return op; 1207 return op;
1161 } 1208 }
1162 1209
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more; 1210 if (object *more = op->more)
1176 1211 {
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1193 { 1213 {
1194 if (!op->head) 1214 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196 1216
1197 return 0; 1217 return 0;
1202 1222
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1225 * need extra work
1206 */ 1226 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1228 return 0;
1209 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1210 1232
1211 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1212 */ 1234 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1216 { 1238 {
1217 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1240 tmp->destroy ();
1219 } 1241 }
1236 op->below = originator->below; 1258 op->below = originator->below;
1237 1259
1238 if (op->below) 1260 if (op->below)
1239 op->below->above = op; 1261 op->below->above = op;
1240 else 1262 else
1241 op->ms ().bot = op; 1263 ms.bot = op;
1242 1264
1243 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1244 originator->below = op; 1266 originator->below = op;
1245 } 1267 }
1246 else 1268 else
1247 { 1269 {
1270 top = ms.bot;
1271
1248 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1274 {
1251 object *last = 0; 1275 object *last = 0;
1252 1276
1253 /* 1277 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1260 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1264 */ 1288 */
1265 while (top) 1289 for (top = ms.bot; top; top = top->above)
1266 { 1290 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1292 floor = top;
1269 1293
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1273 top = top->below; 1297 top = top->below;
1274 break; 1298 break;
1275 } 1299 }
1276 1300
1277 last = top; 1301 last = top;
1278 top = top->above;
1279 } 1302 }
1280 1303
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1305 top = last;
1283 1306
1285 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1287 */ 1310 */
1288 1311
1289 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1316 * stacking is a bit odd.
1294 */ 1317 */
1295 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1297 { 1321 {
1298 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1324 break;
1325
1301 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1329 * set top to the object below us.
1305 */ 1330 */
1307 top = last->below; 1332 top = last->below;
1308 } 1333 }
1309 } /* If objects on this space */ 1334 } /* If objects on this space */
1310 1335
1311 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1313 1338
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1340 top = floor;
1316 1341
1317 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1343 */
1319 1344
1320 /* First object on this space */ 1345 /* First object on this space */
1321 if (!top) 1346 if (!top)
1322 { 1347 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1324 1349
1325 if (op->above) 1350 if (op->above)
1326 op->above->below = op; 1351 op->above->below = op;
1327 1352
1328 op->below = 0; 1353 op->below = 0;
1329 op->ms ().bot = op; 1354 ms.bot = op;
1330 } 1355 }
1331 else 1356 else
1332 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1333 op->above = top->above; 1358 op->above = top->above;
1334 1359
1338 op->below = top; 1363 op->below = top;
1339 top->above = op; 1364 top->above = op;
1340 } 1365 }
1341 1366
1342 if (!op->above) 1367 if (!op->above)
1343 op->ms ().top = op; 1368 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1345 1370
1346 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1347 { 1372 {
1348 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1354 1379
1355 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1357 */ 1382 */
1358 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1385 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1362 1387
1363 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1426} 1451}
1427 1452
1428object * 1453object *
1429object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1430{ 1455{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1457}
1433 1458
1434/* 1459/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1436 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1476 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1478 * 1503 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1505 */
1481
1482object * 1506object *
1483decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1484{ 1508{
1485 object *tmp; 1509 object *tmp;
1486 1510
1561 1585
1562/* 1586/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1565 */ 1589 */
1566
1567void 1590void
1568add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1569{ 1592{
1570 while (op != NULL) 1593 while (op != NULL)
1571 { 1594 {
1603 * inside the object environment. 1626 * inside the object environment.
1604 * 1627 *
1605 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1607 */ 1630 */
1608
1609object * 1631object *
1610object::insert (object *op) 1632object::insert (object *op)
1611{ 1633{
1612 object *tmp, *otmp; 1634 object *tmp, *otmp;
1613 1635
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1797 {
1776 1798
1777 float 1799 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1801
1780 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1805 diff /= 4.0;
1990 } 2012 }
1991 2013
1992 if (!index) 2014 if (!index)
1993 return -1; 2015 return -1;
1994 2016
1995 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
1996} 2018}
1997 2019
1998/* 2020/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2021{ 2043{
2022 arr += begin; 2044 arr += begin;
2023 end -= begin; 2045 end -= begin;
2024 2046
2025 while (--end) 2047 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2027} 2049}
2028 2050
2029/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2165 2187
2166 return 3; 2188 return 3;
2167} 2189}
2168 2190
2169/* 2191/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2194 */
2191
2192int 2195int
2193dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2194{ 2197{
2195 int d; 2198 int d;
2196 2199
2362 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2363 2366
2364 return dst; 2367 return dst;
2365} 2368}
2366 2369
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403}
2404
2405/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2371 * has the same type and subtype match.
2407 * returns NULL if no match. 2372 * returns NULL if no match.
2408 */ 2373 */
2409object * 2374object *
2462 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2463 return link->value; 2428 return link->value;
2464 2429
2465 return 0; 2430 return 0;
2466} 2431}
2467
2468 2432
2469/* 2433/*
2470 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2471 * 2435 *
2472 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2612{ 2576{
2613 char flagdesc[512]; 2577 char flagdesc[512];
2614 char info2[256 * 4]; 2578 char info2[256 * 4];
2615 char *p = info; 2579 char *p = info;
2616 2580
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2582 count, uuid.seq,
2619 &name, 2583 &name,
2620 title ? "\",title:" : "", 2584 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2585 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2586 flag_desc (flagdesc, 512), type);
2623 2587
2624 if (env) 2588 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631} 2595}
2632 2596
2633const char * 2597const char *
2634object::debug_desc () const 2598object::debug_desc () const
2635{ 2599{
2636 static char info[256 * 4]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2637 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2638} 2604}
2639 2605
2606struct region *
2607object::region () const
2608{
2609 return map ? map->region (x, y)
2610 : region::default_region ();
2611}
2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines