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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.135 by root, Sun Mar 11 02:12:44 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short 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,
45 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
46}; 47};
47short 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,
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * 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.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 1); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * 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
391} 391}
392 392
393/* 393/*
394 * 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.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
490 488
491 if (is_removed) 489 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
493 491
494 if (speed < 0) 492 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
496 494
497 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
498 if (key_values) 496 if (key_values)
499 { 497 {
500 key_value *tail = 0; 498 key_value *tail = 0;
523 } 521 }
524 } 522 }
525 } 523 }
526 524
527 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 ();
528} 544}
529 545
530object * 546object *
531object::clone () 547object::clone ()
532{ 548{
590 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
591 */ 607 */
592void 608void
593update_object (object *op, int action) 609update_object (object *op, int action)
594{ 610{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 611 if (op == NULL)
598 { 612 {
599 /* this should never happen */ 613 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 615 return;
661 675
662 if (op->more) 676 if (op->more)
663 update_object (op->more, action); 677 update_object (op->more, action);
664} 678}
665 679
666object *object::first;
667
668object::object () 680object::object ()
669{ 681{
670 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
671 683
672 expmul = 1.0; 684 expmul = 1.0;
673 face = blank_face; 685 face = blank_face;
674} 686}
675 687
676object::~object () 688object::~object ()
677{ 689{
690 unlink ();
691
678 free_key_values (this); 692 free_key_values (this);
679} 693}
680 694
695static int object_count;
696
681void object::link () 697void object::link ()
682{ 698{
683 count = ++ob_count; 699 assert (!index);//D
684 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
685 702
686 prev = 0; 703 refcnt_inc ();
687 next = object::first; 704 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 705}
694 706
695void object::unlink () 707void object::unlink ()
696{ 708{
697 if (this == object::first) 709 if (!index)
698 object::first = next; 710 return;
699 711
700 /* Remove this object from the list of used objects */ 712 objects.erase (this);
701 if (prev) prev->next = next; 713 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 714}
713 715
714void 716void
715object::activate () 717object::activate ()
716{ 718{
717 /* If already on active list, don't do anything */ 719 /* If already on active list, don't do anything */
718 if (active ()) 720 if (active)
719 return; 721 return;
720 722
721 if (has_active_speed ()) 723 if (has_active_speed ())
722 { 724 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 725}
733 726
734void 727void
735object::activate_recursive () 728object::activate_recursive ()
736{ 729{
750 */ 743 */
751void 744void
752object::deactivate () 745object::deactivate ()
753{ 746{
754 /* If not on the active list, nothing needs to be done */ 747 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 748 if (!active)
756 return; 749 return;
757 750
758 if (active_prev == 0) 751 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 752}
774 753
775void 754void
776object::deactivate_recursive () 755object::deactivate_recursive ()
777{ 756{
811 * drop on that space. 790 * drop on that space.
812 */ 791 */
813 if (!drop_to_ground 792 if (!drop_to_ground
814 || !map 793 || !map
815 || map->in_memory != MAP_IN_MEMORY 794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 796 || ms ().move_block == MOVE_ALL)
817 { 797 {
818 while (inv) 798 while (inv)
819 { 799 {
820 inv->destroy_inv (drop_to_ground); 800 inv->destroy_inv (drop_to_ground);
829 809
830 if (op->flag [FLAG_STARTEQUIP] 810 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 811 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 812 || op->type == RUNE
833 || op->type == TRAP 813 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 816 op->destroy ();
836 else 817 else
837 map->insert (op, x, y); 818 map->insert (op, x, y);
838 } 819 }
839 } 820 }
847} 828}
848 829
849void 830void
850object::do_destroy () 831object::do_destroy ()
851{ 832{
833 attachable::do_destroy ();
834
852 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 836 remove_button_link (this);
854 837
855 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
856 remove_friendly_object (this); 840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
857 848
858 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
859 remove (); 850 remove ();
860 851
861 if (flag [FLAG_FREED]) 852 destroy_inv (true);
862 return;
863 853
864 set_speed (0); 854 deactivate ();
855 unlink ();
865 856
866 flag [FLAG_FREED] = 1; 857 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 858
873 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
874 { 860 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
876 862
901 887
902 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
903 owner = 0; 889 owner = 0;
904 enemy = 0; 890 enemy = 0;
905 attacked_by = 0; 891 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 892}
910 893
911void 894void
912object::destroy (bool destroy_inventory) 895object::destroy (bool destroy_inventory)
913{ 896{
941 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
942 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
943 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
945 * the previous environment. 928 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 929 */
948void 930void
949object::remove () 931object::do_remove ()
950{ 932{
951 object *tmp, *last = 0; 933 object *tmp, *last = 0;
952 object *otmp; 934 object *otmp;
953 935
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 979 }
998 else if (map) 980 else if (map)
999 { 981 {
1000 if (type == PLAYER) 982 if (type == PLAYER)
1001 { 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
1002 --map->players; 990 --map->players;
1003 map->touch (); 991 map->touch ();
1004 } 992 }
1005 993
1006 map->dirty = true; 994 map->dirty = true;
995 mapspace &ms = this->ms ();
1007 996
1008 /* link the object above us */ 997 /* link the object above us */
1009 if (above) 998 if (above)
1010 above->below = below; 999 above->below = below;
1011 else 1000 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1013 1002
1014 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1015 if (below) 1004 if (below)
1016 below->above = above; 1005 below->above = above;
1017 else 1006 else
1019 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1020 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1010 * evident
1022 */ 1011 */
1023 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1013 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1014
1034 map->at (x, y).bot = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1035 } 1016 }
1036 1017
1037 above = 0; 1018 above = 0;
1038 below = 0; 1019 below = 0;
1039 1020
1040 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1041 return; 1022 return;
1042 1023
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1025
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1027 {
1047 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1048 * being removed. 1029 * being removed.
1049 */ 1030 */
1050 1031
1131 1112
1132 return 0; 1113 return 0;
1133} 1114}
1134 1115
1135/* 1116/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1138 */ 1119 */
1139object * 1120object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1122{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1170 */ 1151 */
1171object * 1152object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1154{
1174 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1175 sint16 x, y;
1176 1156
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1178 { 1158 {
1179 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL; 1160 return NULL;
1181 } 1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1182 1167
1183 if (!m) 1168 if (!m)
1184 { 1169 {
1185 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1201#endif 1186#endif
1202 free (dump); 1187 free (dump);
1203 return op; 1188 return op;
1204 } 1189 }
1205 1190
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more; 1191 if (object *more = op->more)
1219 1192 {
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1236 { 1194 {
1237 if (!op->head) 1195 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239 1197
1240 return 0; 1198 return 0;
1245 1203
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1206 * need extra work
1249 */ 1207 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1209 return 0;
1252 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1253 1213
1254 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1255 */ 1215 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1259 { 1219 {
1260 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1221 tmp->destroy ();
1262 } 1222 }
1279 op->below = originator->below; 1239 op->below = originator->below;
1280 1240
1281 if (op->below) 1241 if (op->below)
1282 op->below->above = op; 1242 op->below->above = op;
1283 else 1243 else
1284 op->ms ().bot = op; 1244 ms.bot = op;
1285 1245
1286 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1287 originator->below = op; 1247 originator->below = op;
1288 } 1248 }
1289 else 1249 else
1290 { 1250 {
1251 top = ms.bot;
1252
1291 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1255 {
1294 object *last = 0; 1256 object *last = 0;
1295 1257
1296 /* 1258 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1265 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1266 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1267 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1307 */ 1269 */
1308 while (top) 1270 for (top = ms.bot; top; top = top->above)
1309 { 1271 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1273 floor = top;
1312 1274
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1278 top = top->below;
1317 break; 1279 break;
1318 } 1280 }
1319 1281
1320 last = top; 1282 last = top;
1321 top = top->above;
1322 } 1283 }
1323 1284
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1286 top = last;
1326 1287
1328 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1330 */ 1291 */
1331 1292
1332 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1297 * stacking is a bit odd.
1337 */ 1298 */
1338 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !faces [op->face].visibility))
1340 { 1302 {
1341 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1305 break;
1306
1344 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1310 * set top to the object below us.
1348 */ 1311 */
1350 top = last->below; 1313 top = last->below;
1351 } 1314 }
1352 } /* If objects on this space */ 1315 } /* If objects on this space */
1353 1316
1354 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1356 1319
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1321 top = floor;
1359 1322
1360 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1324 */
1362 1325
1363 /* First object on this space */ 1326 /* First object on this space */
1364 if (!top) 1327 if (!top)
1365 { 1328 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1367 1330
1368 if (op->above) 1331 if (op->above)
1369 op->above->below = op; 1332 op->above->below = op;
1370 1333
1371 op->below = 0; 1334 op->below = 0;
1372 op->ms ().bot = op; 1335 ms.bot = op;
1373 } 1336 }
1374 else 1337 else
1375 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1376 op->above = top->above; 1339 op->above = top->above;
1377 1340
1381 op->below = top; 1344 op->below = top;
1382 top->above = op; 1345 top->above = op;
1383 } 1346 }
1384 1347
1385 if (!op->above) 1348 if (!op->above)
1386 op->ms ().top = op; 1349 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1388 1351
1389 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1390 { 1353 {
1391 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1397 1360
1398 /* If we have a floor, we know the player, if any, will be above 1361 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1400 */ 1363 */
1401 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1366 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1405 1368
1406 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1370 * visible to others on this map. But update_all_los is really
1466 tmp1->x = op->x; 1429 tmp1->x = op->x;
1467 tmp1->y = op->y; 1430 tmp1->y = op->y;
1468 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1469} 1432}
1470 1433
1434// XXX: function not returning object*
1471object * 1435object *
1472object::insert_at (object *where, object *originator, int flags) 1436object::insert_at (object *where, object *originator, int flags)
1473{ 1437{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1438 where->map->insert (this, where->x, where->y, originator, flags);
1475} 1439}
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1782 {
1819 1783
1820 float 1784 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1786
1823 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1790 diff /= 4.0;
2033 } 1997 }
2034 1998
2035 if (!index) 1999 if (!index)
2036 return -1; 2000 return -1;
2037 2001
2038 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2039} 2003}
2040 2004
2041/* 2005/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2064{ 2028{
2065 arr += begin; 2029 arr += begin;
2066 end -= begin; 2030 end -= begin;
2067 2031
2068 while (--end) 2032 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2070} 2034}
2071 2035
2072/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2208 2172
2209 return 3; 2173 return 3;
2210} 2174}
2211 2175
2212/* 2176/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2179 */
2234
2235int 2180int
2236dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2237{ 2182{
2238 int d; 2183 int d;
2239 2184
2405 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2406 2351
2407 return dst; 2352 return dst;
2408} 2353}
2409 2354
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446}
2447
2448/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2356 * has the same type and subtype match.
2450 * returns NULL if no match. 2357 * returns NULL if no match.
2451 */ 2358 */
2452object * 2359object *
2655{ 2562{
2656 char flagdesc[512]; 2563 char flagdesc[512];
2657 char info2[256 * 4]; 2564 char info2[256 * 4];
2658 char *p = info; 2565 char *p = info;
2659 2566
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2568 count, uuid.seq,
2662 &name, 2569 &name,
2663 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2666 2573
2667 if (env) 2574 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2678{ 2585{
2679 static char info[256 * 4]; 2586 static char info[256 * 4];
2680 return debug_desc (info); 2587 return debug_desc (info);
2681} 2588}
2682 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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