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Comparing deliantra/server/common/object.C (file contents):
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC vs.
Revision 1.137 by root, Mon Apr 16 06:23:40 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}
455 * refcounts and freeing the links. 454 * refcounts and freeing the links.
456 */ 455 */
457static void 456static void
458free_key_values (object *op) 457free_key_values (object *op)
459{ 458{
460 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
461 { 460 {
462 key_value *next = i->next; 461 key_value *next = i->next;
463 delete i; 462 delete i;
464 463
465 i = next; 464 i = next;
466 } 465 }
467 466
468 op->key_values = 0; 467 op->key_values = 0;
469} 468}
470 469
471/* 470object &
472 * copy_to first frees everything allocated by the dst object, 471object::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{ 472{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
484 475
485 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
486 477
487 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 479 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;
495 480
496 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
497 if (key_values) 482 if (src.key_values)
498 { 483 {
499 key_value *tail = 0; 484 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 485 key_values = 0;
503 486
504 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
505 { 488 {
506 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
507 490
508 new_link->next = 0; 491 new_link->next = 0;
509 new_link->key = i->key; 492 new_link->key = i->key;
510 new_link->value = i->value; 493 new_link->value = i->value;
511 494
512 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
513 if (!dst->key_values) 496 if (!key_values)
514 { 497 {
515 dst->key_values = new_link; 498 key_values = new_link;
516 tail = new_link; 499 tail = new_link;
517 } 500 }
518 else 501 else
519 { 502 {
520 tail->next = new_link; 503 tail->next = new_link;
521 tail = new_link; 504 tail = new_link;
522 } 505 }
523 } 506 }
524 } 507 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525 525
526 dst->set_speed (dst->speed); 526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
527} 545}
528 546
529object * 547object *
530object::clone () 548object::clone ()
531{ 549{
589 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
590 */ 608 */
591void 609void
592update_object (object *op, int action) 610update_object (object *op, int action)
593{ 611{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 612 if (op == NULL)
597 { 613 {
598 /* this should never happen */ 614 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 616 return;
660 676
661 if (op->more) 677 if (op->more)
662 update_object (op->more, action); 678 update_object (op->more, action);
663} 679}
664 680
665object *object::first;
666
667object::object () 681object::object ()
668{ 682{
669 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
670 684
671 expmul = 1.0; 685 expmul = 1.0;
672 face = blank_face; 686 face = blank_face;
673} 687}
674 688
675object::~object () 689object::~object ()
676{ 690{
691 unlink ();
692
677 free_key_values (this); 693 free_key_values (this);
678} 694}
679 695
696static int object_count;
697
680void object::link () 698void object::link ()
681{ 699{
682 count = ++ob_count; 700 assert (!index);//D
683 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
684 703
685 prev = 0; 704 refcnt_inc ();
686 next = object::first; 705 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 706}
693 707
694void object::unlink () 708void object::unlink ()
695{ 709{
696 if (this == object::first) 710 if (!index)
697 object::first = next; 711 return;
698 712
699 /* Remove this object from the list of used objects */ 713 objects.erase (this);
700 if (prev) prev->next = next; 714 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} 715}
712 716
713void 717void
714object::activate () 718object::activate ()
715{ 719{
716 /* If already on active list, don't do anything */ 720 /* If already on active list, don't do anything */
717 if (active ()) 721 if (active)
718 return; 722 return;
719 723
720 if (has_active_speed ()) 724 if (has_active_speed ())
721 { 725 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} 726}
732 727
733void 728void
734object::activate_recursive () 729object::activate_recursive ()
735{ 730{
749 */ 744 */
750void 745void
751object::deactivate () 746object::deactivate ()
752{ 747{
753 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 749 if (!active)
755 return; 750 return;
756 751
757 if (active_prev == 0) 752 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} 753}
773 754
774void 755void
775object::deactivate_recursive () 756object::deactivate_recursive ()
776{ 757{
810 * drop on that space. 791 * drop on that space.
811 */ 792 */
812 if (!drop_to_ground 793 if (!drop_to_ground
813 || !map 794 || !map
814 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
815 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
816 { 798 {
817 while (inv) 799 while (inv)
818 { 800 {
819 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
828 810
829 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE 813 || op->type == RUNE
832 || op->type == TRAP 814 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
834 op->destroy (); 817 op->destroy ();
835 else 818 else
836 map->insert (op, x, y); 819 map->insert (op, x, y);
837 } 820 }
838 } 821 }
846} 829}
847 830
848void 831void
849object::do_destroy () 832object::do_destroy ()
850{ 833{
834 attachable::do_destroy ();
835
851 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this); 837 remove_button_link (this);
853 838
854 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
855 remove_friendly_object (this); 841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
856 849
857 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
858 remove (); 851 remove ();
859 852
860 if (flag [FLAG_FREED]) 853 destroy_inv (true);
861 return;
862 854
863 set_speed (0); 855 deactivate ();
856 unlink ();
864 857
865 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871 859
872 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
873 { 861 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes 862 static maptile *freed_map; // freed objects are moved here to avoid crashes
875 863
900 888
901 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
902 owner = 0; 890 owner = 0;
903 enemy = 0; 891 enemy = 0;
904 attacked_by = 0; 892 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908} 893}
909 894
910void 895void
911object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
912{ 897{
940 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
944 * the previous environment. 929 * the previous environment.
945 * Beware: This function is called from the editor as well!
946 */ 930 */
947void 931void
948object::remove () 932object::do_remove ()
949{ 933{
950 object *tmp, *last = 0; 934 object *tmp, *last = 0;
951 object *otmp; 935 object *otmp;
952 936
953 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
996 } 980 }
997 else if (map) 981 else if (map)
998 { 982 {
999 if (type == PLAYER) 983 if (type == PLAYER)
1000 { 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
1001 --map->players; 991 --map->players;
1002 map->touch (); 992 map->touch ();
1003 } 993 }
1004 994
1005 map->dirty = true; 995 map->dirty = true;
996 mapspace &ms = this->ms ();
1006 997
1007 /* link the object above us */ 998 /* link the object above us */
1008 if (above) 999 if (above)
1009 above->below = below; 1000 above->below = below;
1010 else 1001 else
1011 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1012 1003
1013 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1014 if (below) 1005 if (below)
1015 below->above = above; 1006 below->above = above;
1016 else 1007 else
1018 /* Nothing below, which means we need to relink map object for this space 1009 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1020 * evident 1011 * evident
1021 */ 1012 */
1022 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1026 "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); 1014 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 ());
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032 1015
1033 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1034 } 1017 }
1035 1018
1036 above = 0; 1019 above = 0;
1037 below = 0; 1020 below = 0;
1038 1021
1039 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1040 return; 1023 return;
1041 1024
1042 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1043 1026
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1045 { 1028 {
1046 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1047 * being removed. 1030 * being removed.
1048 */ 1031 */
1049 1032
1130 1113
1131 return 0; 1114 return 0;
1132} 1115}
1133 1116
1134/* 1117/*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1118 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1136 * job preparing multi-part monsters 1119 * job preparing multi-part monsters.
1137 */ 1120 */
1138object * 1121object *
1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1122insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140{ 1123{
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1124 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1169 */ 1152 */
1170object * 1153object *
1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1154insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172{ 1155{
1173 object *tmp, *top, *floor = NULL; 1156 object *tmp, *top, *floor = NULL;
1174 sint16 x, y;
1175 1157
1176 if (QUERY_FLAG (op, FLAG_FREED)) 1158 if (QUERY_FLAG (op, FLAG_FREED))
1177 { 1159 {
1178 LOG (llevError, "Trying to insert freed object!\n"); 1160 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL; 1161 return NULL;
1180 } 1162 }
1163
1164 if (!QUERY_FLAG (op, FLAG_REMOVED))
1165 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1166
1167 op->remove ();
1181 1168
1182 if (!m) 1169 if (!m)
1183 { 1170 {
1184 char *dump = dump_object (op); 1171 char *dump = dump_object (op);
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1172 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1200#endif 1187#endif
1201 free (dump); 1188 free (dump);
1202 return op; 1189 return op;
1203 } 1190 }
1204 1191
1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1207 char *dump = dump_object (op);
1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1210 return op;
1211 }
1212
1213 if (op->more)
1214 {
1215 /* The part may be on a different map. */
1216
1217 object *more = op->more; 1192 if (object *more = op->more)
1218 1193 {
1219 /* We really need the caller to normalise coordinates - if
1220 * we set the map, that doesn't work if the location is within
1221 * a map and this is straddling an edge. So only if coordinate
1222 * is clear wrong do we normalise it.
1223 */
1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 else if (!more->map)
1227 {
1228 /* For backwards compatibility - when not dealing with tiled maps,
1229 * more->map should always point to the parent.
1230 */
1231 more->map = m;
1232 }
1233
1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1194 if (!insert_ob_in_map (more, m, originator, flag))
1235 { 1195 {
1236 if (!op->head) 1196 if (!op->head)
1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1197 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238 1198
1239 return 0; 1199 return 0;
1244 1204
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1205 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now 1206 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1207 * need extra work
1248 */ 1208 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y); 1209 if (!xy_normalise (m, op->x, op->y))
1250 x = op->x; 1210 return 0;
1251 y = op->y; 1211
1212 op->map = m;
1213 mapspace &ms = op->ms ();
1252 1214
1253 /* this has to be done after we translate the coordinates. 1215 /* this has to be done after we translate the coordinates.
1254 */ 1216 */
1255 if (op->nrof && !(flag & INS_NO_MERGE)) 1217 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1218 for (tmp = ms.bot; tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp)) 1219 if (object::can_merge (op, tmp))
1258 { 1220 {
1259 op->nrof += tmp->nrof; 1221 op->nrof += tmp->nrof;
1260 tmp->destroy (); 1222 tmp->destroy ();
1261 } 1223 }
1278 op->below = originator->below; 1240 op->below = originator->below;
1279 1241
1280 if (op->below) 1242 if (op->below)
1281 op->below->above = op; 1243 op->below->above = op;
1282 else 1244 else
1283 op->ms ().bot = op; 1245 ms.bot = op;
1284 1246
1285 /* since *below* originator, no need to update top */ 1247 /* since *below* originator, no need to update top */
1286 originator->below = op; 1248 originator->below = op;
1287 } 1249 }
1288 else 1250 else
1289 { 1251 {
1252 top = ms.bot;
1253
1290 /* If there are other objects, then */ 1254 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1255 if ((!(flag & INS_MAP_LOAD)) && top)
1292 { 1256 {
1293 object *last = 0; 1257 object *last = 0;
1294 1258
1295 /* 1259 /*
1296 * If there are multiple objects on this space, we do some trickier handling. 1260 * If there are multiple objects on this space, we do some trickier handling.
1302 * once we get to them. This reduces the need to traverse over all of 1266 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time 1267 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed 1268 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects. 1269 * that flying non pickable objects are spell objects.
1306 */ 1270 */
1307 while (top) 1271 for (top = ms.bot; top; top = top->above)
1308 { 1272 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1273 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top; 1274 floor = top;
1311 1275
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1276 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1315 top = top->below; 1279 top = top->below;
1316 break; 1280 break;
1317 } 1281 }
1318 1282
1319 last = top; 1283 last = top;
1320 top = top->above;
1321 } 1284 }
1322 1285
1323 /* Don't want top to be NULL, so set it to the last valid object */ 1286 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last; 1287 top = last;
1325 1288
1327 * looks like instead of lots of conditions here. 1290 * looks like instead of lots of conditions here.
1328 * makes things faster, and effectively the same result. 1291 * makes things faster, and effectively the same result.
1329 */ 1292 */
1330 1293
1331 /* Have object 'fall below' other objects that block view. 1294 /* Have object 'fall below' other objects that block view.
1332 * Unless those objects are exits, type 66 1295 * Unless those objects are exits.
1333 * If INS_ON_TOP is used, don't do this processing 1296 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise 1297 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd. 1298 * stacking is a bit odd.
1336 */ 1299 */
1337 if (!(flag & INS_ON_TOP) && 1300 if (!(flag & INS_ON_TOP)
1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1301 && ms.flags () & P_BLOCKSVIEW
1302 && (op->face && !faces [op->face].visibility))
1339 { 1303 {
1340 for (last = top; last != floor; last = last->below) 1304 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1305 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break; 1306 break;
1307
1343 /* Check to see if we found the object that blocks view, 1308 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that 1309 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we 1310 * we can get inserted below this one, which requires we
1346 * set top to the object below us. 1311 * set top to the object below us.
1347 */ 1312 */
1349 top = last->below; 1314 top = last->below;
1350 } 1315 }
1351 } /* If objects on this space */ 1316 } /* If objects on this space */
1352 1317
1353 if (flag & INS_MAP_LOAD) 1318 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y); 1319 top = ms.top;
1355 1320
1356 if (flag & INS_ABOVE_FLOOR_ONLY) 1321 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor; 1322 top = floor;
1358 1323
1359 /* Top is the object that our object (op) is going to get inserted above. 1324 /* Top is the object that our object (op) is going to get inserted above.
1360 */ 1325 */
1361 1326
1362 /* First object on this space */ 1327 /* First object on this space */
1363 if (!top) 1328 if (!top)
1364 { 1329 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y); 1330 op->above = ms.bot;
1366 1331
1367 if (op->above) 1332 if (op->above)
1368 op->above->below = op; 1333 op->above->below = op;
1369 1334
1370 op->below = 0; 1335 op->below = 0;
1371 op->ms ().bot = op; 1336 ms.bot = op;
1372 } 1337 }
1373 else 1338 else
1374 { /* get inserted into the stack above top */ 1339 { /* get inserted into the stack above top */
1375 op->above = top->above; 1340 op->above = top->above;
1376 1341
1380 op->below = top; 1345 op->below = top;
1381 top->above = op; 1346 top->above = op;
1382 } 1347 }
1383 1348
1384 if (!op->above) 1349 if (!op->above)
1385 op->ms ().top = op; 1350 ms.top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */ 1351 } /* else not INS_BELOW_ORIGINATOR */
1387 1352
1388 if (op->type == PLAYER) 1353 if (op->type == PLAYER)
1389 { 1354 {
1390 op->contr->do_los = 1; 1355 op->contr->do_los = 1;
1396 1361
1397 /* If we have a floor, we know the player, if any, will be above 1362 /* If we have a floor, we know the player, if any, will be above
1398 * it, so save a few ticks and start from there. 1363 * it, so save a few ticks and start from there.
1399 */ 1364 */
1400 if (!(flag & INS_MAP_LOAD)) 1365 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ()) 1366 if (object *pl = ms.player ())
1402 if (pl->contr->ns) 1367 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update (); 1368 pl->contr->ns->floorbox_update ();
1404 1369
1405 /* If this object glows, it may affect lighting conditions that are 1370 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1371 * visible to others on this map. But update_all_los is really
1465 tmp1->x = op->x; 1430 tmp1->x = op->x;
1466 tmp1->y = op->y; 1431 tmp1->y = op->y;
1467 insert_ob_in_map (tmp1, op->map, op, 0); 1432 insert_ob_in_map (tmp1, op->map, op, 0);
1468} 1433}
1469 1434
1435// XXX: function not returning object*
1470object * 1436object *
1471object::insert_at (object *where, object *originator, int flags) 1437object::insert_at (object *where, object *originator, int flags)
1472{ 1438{
1473 where->map->insert (this, where->x, where->y, originator, flags); 1439 where->map->insert (this, where->x, where->y, originator, flags);
1474} 1440}
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((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))
1817 { 1783 {
1818 1784
1819 float 1785 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1787
1822 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1823 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)) ||
1824 (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)))
1825 diff /= 4.0; 1791 diff /= 4.0;
2032 } 1998 }
2033 1999
2034 if (!index) 2000 if (!index)
2035 return -1; 2001 return -1;
2036 2002
2037 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
2038} 2004}
2039 2005
2040/* 2006/*
2041 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2063{ 2029{
2064 arr += begin; 2030 arr += begin;
2065 end -= begin; 2031 end -= begin;
2066 2032
2067 while (--end) 2033 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2069} 2035}
2070 2036
2071/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2073 * 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
2207 2173
2208 return 3; 2174 return 3;
2209} 2175}
2210 2176
2211/* 2177/*
2212 * absdir(int): Returns a number between 1 and 8, which represent
2213 * the "absolute" direction of a number (it actually takes care of
2214 * "overflow" in previous calculations of a direction).
2215 */
2216
2217int
2218absdir (int d)
2219{
2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2226 return d;
2227}
2228
2229/*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2180 */
2233
2234int 2181int
2235dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2236{ 2183{
2237 int d; 2184 int d;
2238 2185
2404 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2405 2352
2406 return dst; 2353 return dst;
2407} 2354}
2408 2355
2409/* GROS - Creates an object using a string representing its content. */
2410/* Basically, we save the content of the string to a temp file, then call */
2411/* load_object on it. I admit it is a highly inefficient way to make things, */
2412/* but it was simple to make and allows reusing the load_object function. */
2413/* Remember not to use load_object_str in a time-critical situation. */
2414/* Also remember that multiparts objects are not supported for now. */
2415object *
2416load_object_str (const char *obstr)
2417{
2418 object *op;
2419 char filename[MAX_BUF];
2420
2421 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2422
2423 FILE *tempfile = fopen (filename, "w");
2424
2425 if (tempfile == NULL)
2426 {
2427 LOG (llevError, "Error - Unable to access load object temp file\n");
2428 return NULL;
2429 }
2430
2431 fprintf (tempfile, obstr);
2432 fclose (tempfile);
2433
2434 op = object::create ();
2435
2436 object_thawer thawer (filename);
2437
2438 if (thawer)
2439 load_object (thawer, op, 0);
2440
2441 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2442 CLEAR_FLAG (op, FLAG_REMOVED);
2443
2444 return op;
2445}
2446
2447/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2448 * has the same type and subtype match. 2357 * has the same type and subtype match.
2449 * returns NULL if no match. 2358 * returns NULL if no match.
2450 */ 2359 */
2451object * 2360object *
2504 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2505 return link->value; 2414 return link->value;
2506 2415
2507 return 0; 2416 return 0;
2508} 2417}
2509
2510 2418
2511/* 2419/*
2512 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2513 * 2421 *
2514 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2654{ 2562{
2655 char flagdesc[512]; 2563 char flagdesc[512];
2656 char info2[256 * 4]; 2564 char info2[256 * 4];
2657 char *p = info; 2565 char *p = info;
2658 2566
2659 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}",
2660 count, uuid.seq, 2568 count, uuid.seq,
2661 &name, 2569 &name,
2662 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2663 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2665 2573
2666 if (env) 2574 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677{ 2585{
2678 static char info[256 * 4]; 2586 static char info[256 * 4];
2679 return debug_desc (info); 2587 return debug_desc (info);
2680} 2588}
2681 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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