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Comparing deliantra/server/common/object.C (file contents):
Revision 1.104 by root, Tue Jan 2 21:13:21 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
355/* 357/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 359 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
359 */ 361 */
360
361char * 362char *
362dump_object (object *op) 363dump_object (object *op)
363{ 364{
364 if (!op) 365 if (!op)
365 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
366 367
367 object_freezer freezer; 368 object_freezer freezer;
368 save_object (freezer, op, 1); 369 op->write (freezer);
369 return freezer.as_string (); 370 return freezer.as_string ();
370} 371}
371 372
372/* 373/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
489 488
490 if (is_removed) 489 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
492 491
493 if (speed < 0) 492 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
495 494
496 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
497 if (key_values) 496 if (key_values)
498 { 497 {
499 key_value *tail = 0; 498 key_value *tail = 0;
522 } 521 }
523 } 522 }
524 } 523 }
525 524
526 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 ();
527} 544}
528 545
529object * 546object *
530object::clone () 547object::clone ()
531{ 548{
660 677
661 if (op->more) 678 if (op->more)
662 update_object (op->more, action); 679 update_object (op->more, action);
663} 680}
664 681
665object *object::first;
666
667object::object () 682object::object ()
668{ 683{
669 SET_FLAG (this, FLAG_REMOVED); 684 SET_FLAG (this, FLAG_REMOVED);
670 685
671 expmul = 1.0; 686 expmul = 1.0;
672 face = blank_face; 687 face = blank_face;
673} 688}
674 689
675object::~object () 690object::~object ()
676{ 691{
692 unlink ();
693
677 free_key_values (this); 694 free_key_values (this);
678} 695}
679 696
697static int object_count;
698
680void object::link () 699void object::link ()
681{ 700{
682 count = ++ob_count; 701 assert (!index);//D
683 uuid = gen_uuid (); 702 uuid = gen_uuid ();
703 count = ++object_count;
684 704
685 prev = 0; 705 refcnt_inc ();
686 next = object::first; 706 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 707}
693 708
694void object::unlink () 709void object::unlink ()
695{ 710{
696 if (this == object::first) 711 if (!index)
697 object::first = next; 712 return;
698 713
699 /* Remove this object from the list of used objects */ 714 objects.erase (this);
700 if (prev) prev->next = next; 715 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 716}
712 717
713void 718void
714object::activate () 719object::activate ()
715{ 720{
716 /* If already on active list, don't do anything */ 721 /* If already on active list, don't do anything */
717 if (active ()) 722 if (active)
718 return; 723 return;
719 724
720 if (has_active_speed ()) 725 if (has_active_speed ())
721 { 726 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 727}
732 728
733void 729void
734object::activate_recursive () 730object::activate_recursive ()
735{ 731{
749 */ 745 */
750void 746void
751object::deactivate () 747object::deactivate ()
752{ 748{
753 /* If not on the active list, nothing needs to be done */ 749 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 750 if (!active)
755 return; 751 return;
756 752
757 if (active_prev == 0) 753 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 754}
773 755
774void 756void
775object::deactivate_recursive () 757object::deactivate_recursive ()
776{ 758{
777 for (object *op = inv; op; op = op->below) 759 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 760 op->deactivate_recursive ();
779 761
780 deactivate (); 762 deactivate ();
763}
764
765void
766object::set_flag_inv (int flag, int value)
767{
768 for (object *op = inv; op; op = op->below)
769 {
770 op->flag [flag] = value;
771 op->set_flag_inv (flag, value);
772 }
781} 773}
782 774
783/* 775/*
784 * Remove and free all objects in the inventory of the given object. 776 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 777 * object.c ?
800 * drop on that space. 792 * drop on that space.
801 */ 793 */
802 if (!drop_to_ground 794 if (!drop_to_ground
803 || !map 795 || !map
804 || map->in_memory != MAP_IN_MEMORY 796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 798 || ms ().move_block == MOVE_ALL)
806 { 799 {
807 while (inv) 800 while (inv)
808 { 801 {
809 inv->destroy_inv (drop_to_ground); 802 inv->destroy_inv (drop_to_ground);
818 811
819 if (op->flag [FLAG_STARTEQUIP] 812 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 813 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 814 || op->type == RUNE
822 || op->type == TRAP 815 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 816 || op->flag [FLAG_IS_A_TEMPLATE]
817 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 818 op->destroy ();
825 else 819 else
826 map->insert (op, x, y); 820 map->insert (op, x, y);
827 } 821 }
828 } 822 }
836} 830}
837 831
838void 832void
839object::do_destroy () 833object::do_destroy ()
840{ 834{
835 attachable::do_destroy ();
836
841 if (flag [FLAG_IS_LINKED]) 837 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 838 remove_button_link (this);
843 839
844 if (flag [FLAG_FRIENDLY]) 840 if (flag [FLAG_FRIENDLY])
841 {
845 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 }
846 850
847 if (!flag [FLAG_REMOVED]) 851 if (!flag [FLAG_REMOVED])
848 remove (); 852 remove ();
849 853
850 if (flag [FLAG_FREED]) 854 destroy_inv (true);
851 return;
852 855
853 set_speed (0); 856 deactivate ();
857 unlink ();
854 858
855 flag [FLAG_FREED] = 1; 859 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 860
862 // hack to ensure that freed objects still have a valid map 861 // hack to ensure that freed objects still have a valid map
863 { 862 {
864 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
865 864
890 889
891 // clear those pointers that likely might have circular references to us 890 // clear those pointers that likely might have circular references to us
892 owner = 0; 891 owner = 0;
893 enemy = 0; 892 enemy = 0;
894 attacked_by = 0; 893 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 894}
899 895
900void 896void
901object::destroy (bool destroy_inventory) 897object::destroy (bool destroy_inventory)
902{ 898{
930 * 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
931 * 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
932 * object will have no environment. If the object previously had an 928 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 929 * environment, the x and y coordinates will be updated to
934 * the previous environment. 930 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 931 */
937void 932void
938object::remove () 933object::do_remove ()
939{ 934{
940 object *tmp, *last = 0; 935 object *tmp, *last = 0;
941 object *otmp; 936 object *otmp;
942 937
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 938 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 981 }
987 else if (map) 982 else if (map)
988 { 983 {
989 if (type == PLAYER) 984 if (type == PLAYER)
990 { 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
991 --map->players; 992 --map->players;
992 map->touch (); 993 map->touch ();
993 } 994 }
994 995
995 map->dirty = true; 996 map->dirty = true;
997 mapspace &ms = this->ms ();
996 998
997 /* link the object above us */ 999 /* link the object above us */
998 if (above) 1000 if (above)
999 above->below = below; 1001 above->below = below;
1000 else 1002 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1003 ms.top = below; /* we were top, set new top */
1002 1004
1003 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1004 if (below) 1006 if (below)
1005 below->above = above; 1007 below->above = above;
1006 else 1008 else
1008 /* 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
1009 * use translated coordinates in case some oddness with map tiling is 1011 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1012 * evident
1011 */ 1013 */
1012 if (GET_MAP_OB (map, x, y) != this) 1014 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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 ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1016
1023 map->at (x, y).bot = above; /* goes on above it. */ 1017 ms.bot = above; /* goes on above it. */
1024 } 1018 }
1025 1019
1026 above = 0; 1020 above = 0;
1027 below = 0; 1021 below = 0;
1028 1022
1029 if (map->in_memory == MAP_SAVING) 1023 if (map->in_memory == MAP_SAVING)
1030 return; 1024 return;
1031 1025
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1026 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1027
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1028 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1029 {
1036 /* 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
1037 * being removed. 1031 * being removed.
1038 */ 1032 */
1039 1033
1120 1114
1121 return 0; 1115 return 0;
1122} 1116}
1123 1117
1124/* 1118/*
1125 * 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
1126 * job preparing multi-part monsters 1120 * job preparing multi-part monsters.
1127 */ 1121 */
1128object * 1122object *
1129insert_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)
1130{ 1124{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1159 */ 1153 */
1160object * 1154object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1156{
1163 object *tmp, *top, *floor = NULL; 1157 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165 1158
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1159 if (QUERY_FLAG (op, FLAG_FREED))
1167 { 1160 {
1168 LOG (llevError, "Trying to insert freed object!\n"); 1161 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL; 1162 return NULL;
1170 } 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 ();
1171 1169
1172 if (!m) 1170 if (!m)
1173 { 1171 {
1174 char *dump = dump_object (op); 1172 char *dump = dump_object (op);
1175 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);
1190#endif 1188#endif
1191 free (dump); 1189 free (dump);
1192 return op; 1190 return op;
1193 } 1191 }
1194 1192
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more; 1193 if (object *more = op->more)
1208 1194 {
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1195 if (!insert_ob_in_map (more, m, originator, flag))
1225 { 1196 {
1226 if (!op->head) 1197 if (!op->head)
1227 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");
1228 1199
1229 return 0; 1200 return 0;
1234 1205
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1206 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * 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
1237 * need extra work 1208 * need extra work
1238 */ 1209 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1210 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1211 return 0;
1241 y = op->y; 1212
1213 op->map = m;
1214 mapspace &ms = op->ms ();
1242 1215
1243 /* this has to be done after we translate the coordinates. 1216 /* this has to be done after we translate the coordinates.
1244 */ 1217 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1218 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1219 for (tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1220 if (object::can_merge (op, tmp))
1248 { 1221 {
1249 op->nrof += tmp->nrof; 1222 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1223 tmp->destroy ();
1251 } 1224 }
1268 op->below = originator->below; 1241 op->below = originator->below;
1269 1242
1270 if (op->below) 1243 if (op->below)
1271 op->below->above = op; 1244 op->below->above = op;
1272 else 1245 else
1273 op->ms ().bot = op; 1246 ms.bot = op;
1274 1247
1275 /* since *below* originator, no need to update top */ 1248 /* since *below* originator, no need to update top */
1276 originator->below = op; 1249 originator->below = op;
1277 } 1250 }
1278 else 1251 else
1279 { 1252 {
1253 top = ms.bot;
1254
1280 /* If there are other objects, then */ 1255 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1256 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1257 {
1283 object *last = 0; 1258 object *last = 0;
1284 1259
1285 /* 1260 /*
1286 * 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.
1292 * 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
1293 * 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
1294 * 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
1295 * that flying non pickable objects are spell objects. 1270 * that flying non pickable objects are spell objects.
1296 */ 1271 */
1297 while (top) 1272 for (top = ms.bot; top; top = top->above)
1298 { 1273 {
1299 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))
1300 floor = top; 1275 floor = top;
1301 1276
1302 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))
1305 top = top->below; 1280 top = top->below;
1306 break; 1281 break;
1307 } 1282 }
1308 1283
1309 last = top; 1284 last = top;
1310 top = top->above;
1311 } 1285 }
1312 1286
1313 /* 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 */
1314 top = last; 1288 top = last;
1315 1289
1322 * Unless those objects are exits, type 66 1296 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing 1297 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1298 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1299 * stacking is a bit odd.
1326 */ 1300 */
1327 if (!(flag & INS_ON_TOP) && 1301 if (!(flag & INS_ON_TOP)
1328 (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))
1329 { 1304 {
1330 for (last = top; last != floor; last = last->below) 1305 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1306 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1307 break;
1308
1333 /* Check to see if we found the object that blocks view, 1309 /* Check to see if we found the object that blocks view,
1334 * 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
1335 * we can get inserted below this one, which requires we 1311 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1312 * set top to the object below us.
1337 */ 1313 */
1339 top = last->below; 1315 top = last->below;
1340 } 1316 }
1341 } /* If objects on this space */ 1317 } /* If objects on this space */
1342 1318
1343 if (flag & INS_MAP_LOAD) 1319 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1320 top = ms.top;
1345 1321
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1322 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1323 top = floor;
1348 1324
1349 /* 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.
1350 */ 1326 */
1351 1327
1352 /* First object on this space */ 1328 /* First object on this space */
1353 if (!top) 1329 if (!top)
1354 { 1330 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1331 op->above = ms.bot;
1356 1332
1357 if (op->above) 1333 if (op->above)
1358 op->above->below = op; 1334 op->above->below = op;
1359 1335
1360 op->below = 0; 1336 op->below = 0;
1361 op->ms ().bot = op; 1337 ms.bot = op;
1362 } 1338 }
1363 else 1339 else
1364 { /* get inserted into the stack above top */ 1340 { /* get inserted into the stack above top */
1365 op->above = top->above; 1341 op->above = top->above;
1366 1342
1370 op->below = top; 1346 op->below = top;
1371 top->above = op; 1347 top->above = op;
1372 } 1348 }
1373 1349
1374 if (!op->above) 1350 if (!op->above)
1375 op->ms ().top = op; 1351 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1352 } /* else not INS_BELOW_ORIGINATOR */
1377 1353
1378 if (op->type == PLAYER) 1354 if (op->type == PLAYER)
1379 { 1355 {
1380 op->contr->do_los = 1; 1356 op->contr->do_los = 1;
1386 1362
1387 /* 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
1388 * it, so save a few ticks and start from there. 1364 * it, so save a few ticks and start from there.
1389 */ 1365 */
1390 if (!(flag & INS_MAP_LOAD)) 1366 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1367 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1368 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1369 pl->contr->ns->floorbox_update ();
1394 1370
1395 /* If this object glows, it may affect lighting conditions that are 1371 /* If this object glows, it may affect lighting conditions that are
1396 * 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
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((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))
1807 { 1783 {
1808 1784
1809 float 1785 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1787
1812 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1813 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)) ||
1814 (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)))
1815 diff /= 4.0; 1791 diff /= 4.0;
2022 } 1998 }
2023 1999
2024 if (!index) 2000 if (!index)
2025 return -1; 2001 return -1;
2026 2002
2027 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2028} 2004}
2029 2005
2030/* 2006/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2053{ 2029{
2054 arr += begin; 2030 arr += begin;
2055 end -= begin; 2031 end -= begin;
2056 2032
2057 while (--end) 2033 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2059} 2035}
2060 2036
2061/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2063 * 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
2197 2173
2198 return 3; 2174 return 3;
2199} 2175}
2200 2176
2201/* 2177/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2180 */
2223
2224int 2181int
2225dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2226{ 2183{
2227 int d; 2184 int d;
2228 2185
2394 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2395 2352
2396 return dst; 2353 return dst;
2397} 2354}
2398 2355
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2357 * has the same type and subtype match.
2439 * returns NULL if no match. 2358 * returns NULL if no match.
2440 */ 2359 */
2441object * 2360object *
2644{ 2563{
2645 char flagdesc[512]; 2564 char flagdesc[512];
2646 char info2[256 * 4]; 2565 char info2[256 * 4];
2647 char *p = info; 2566 char *p = info;
2648 2567
2649 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}",
2650 count, uuid.seq, 2569 count, uuid.seq,
2651 &name, 2570 &name,
2652 title ? "\",title:" : "", 2571 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2572 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2573 flag_desc (flagdesc, 512), type);
2655 2574
2656 if (env) 2575 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2576 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2667{ 2586{
2668 static char info[256 * 4]; 2587 static char info[256 * 4];
2669 return debug_desc (info); 2588 return debug_desc (info);
2670} 2589}
2671 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

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