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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 359/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 361 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
361 */ 363 */
362
363char * 364char *
364dump_object (object *op) 365dump_object (object *op)
365{ 366{
366 if (!op) 367 if (!op)
367 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
368 369
369 object_freezer freezer; 370 object_freezer freezer;
370 save_object (freezer, op, 1); 371 op->write (freezer);
371 return freezer.as_string (); 372 return freezer.as_string ();
372} 373}
373 374
374/* 375/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455void
456object::set_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return;
460
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462
463 if (chosen_skill)
464 chosen_skill->flag [FLAG_APPLIED] = false;
465
466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468
469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = true;
471
472 update_stats ();
473}
474
454/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 476 * refcounts and freeing the links.
456 */ 477 */
457static void 478static void
458free_key_values (object *op) 479free_key_values (object *op)
459{ 480{
460 for (key_value *i = op->key_values; i != 0;) 481 for (key_value *i = op->key_values; i; )
461 { 482 {
462 key_value *next = i->next; 483 key_value *next = i->next;
463 delete i; 484 delete i;
464 485
465 i = next; 486 i = next;
466 } 487 }
467 488
468 op->key_values = 0; 489 op->key_values = 0;
469} 490}
470 491
471/* 492object &
472 * copy_to first frees everything allocated by the dst object, 493object::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{ 494{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 495 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 496 bool is_removed = flag [FLAG_REMOVED];
484 497
485 *(object_copy *)dst = *this; 498 *(object_copy *)this = src;
486 499
487 if (is_freed) 500 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 501 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;
495 502
496 /* Copy over key_values, if any. */ 503 /* Copy over key_values, if any. */
497 if (key_values) 504 if (src.key_values)
498 { 505 {
499 key_value *tail = 0; 506 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 507 key_values = 0;
503 508
504 for (i = key_values; i; i = i->next) 509 for (key_value *i = src.key_values; i; i = i->next)
505 { 510 {
506 key_value *new_link = new key_value; 511 key_value *new_link = new key_value;
507 512
508 new_link->next = 0; 513 new_link->next = 0;
509 new_link->key = i->key; 514 new_link->key = i->key;
510 new_link->value = i->value; 515 new_link->value = i->value;
511 516
512 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
513 if (!dst->key_values) 518 if (!key_values)
514 { 519 {
515 dst->key_values = new_link; 520 key_values = new_link;
516 tail = new_link; 521 tail = new_link;
517 } 522 }
518 else 523 else
519 { 524 {
520 tail->next = new_link; 525 tail->next = new_link;
521 tail = new_link; 526 tail = new_link;
522 } 527 }
523 } 528 }
524 } 529 }
530}
531
532/*
533 * copy_to first frees everything allocated by the dst object,
534 * and then copies the contents of itself into the second
535 * object, allocating what needs to be allocated. Basically, any
536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537 * if the first object is freed, the pointers in the new object
538 * will point at garbage.
539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
544
545 if (speed < 0)
546 dst->speed_left = speed_left - rndm ();
525 547
526 dst->set_speed (dst->speed); 548 dst->set_speed (dst->speed);
549}
550
551void
552object::instantiate ()
553{
554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
556
557 speed_left = -0.1f;
558 /* copy the body_info to the body_used - this is only really
559 * need for monsters, but doesn't hurt to do it for everything.
560 * by doing so, when a monster is created, it has good starting
561 * values for the body_used info, so when items are created
562 * for it, they can be properly equipped.
563 */
564 for (int i = NUM_BODY_LOCATIONS; i--; )
565 slot[i].used = slot[i].info;
566
567 attachable::instantiate ();
527} 568}
528 569
529object * 570object *
530object::clone () 571object::clone ()
531{ 572{
589 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
590 */ 631 */
591void 632void
592update_object (object *op, int action) 633update_object (object *op, int action)
593{ 634{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 635 if (op == NULL)
597 { 636 {
598 /* this should never happen */ 637 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 639 return;
660 699
661 if (op->more) 700 if (op->more)
662 update_object (op->more, action); 701 update_object (op->more, action);
663} 702}
664 703
665object *object::first;
666
667object::object () 704object::object ()
668{ 705{
669 SET_FLAG (this, FLAG_REMOVED); 706 SET_FLAG (this, FLAG_REMOVED);
670 707
671 expmul = 1.0; 708 expmul = 1.0;
672 face = blank_face; 709 face = blank_face;
673} 710}
674 711
675object::~object () 712object::~object ()
676{ 713{
714 unlink ();
715
677 free_key_values (this); 716 free_key_values (this);
678} 717}
679 718
680static int object_count; 719static int object_count;
681 720
689 objects.insert (this); 728 objects.insert (this);
690} 729}
691 730
692void object::unlink () 731void object::unlink ()
693{ 732{
694 assert (index);//D 733 if (!index)
734 return;
735
695 objects.erase (this); 736 objects.erase (this);
696 refcnt_dec (); 737 refcnt_dec ();
697} 738}
698 739
699void 740void
773 * drop on that space. 814 * drop on that space.
774 */ 815 */
775 if (!drop_to_ground 816 if (!drop_to_ground
776 || !map 817 || !map
777 || map->in_memory != MAP_IN_MEMORY 818 || map->in_memory != MAP_IN_MEMORY
819 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 820 || ms ().move_block == MOVE_ALL)
779 { 821 {
780 while (inv) 822 while (inv)
781 { 823 {
782 inv->destroy_inv (drop_to_ground); 824 inv->destroy_inv (drop_to_ground);
898 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
899 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
902 * the previous environment. 944 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 945 */
905void 946void
906object::remove () 947object::do_remove ()
907{ 948{
908 object *tmp, *last = 0; 949 object *tmp, *last = 0;
909 object *otmp; 950 object *otmp;
910 951
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 952 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 995 }
955 else if (map) 996 else if (map)
956 { 997 {
957 if (type == PLAYER) 998 if (type == PLAYER)
958 { 999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1005
959 --map->players; 1006 --map->players;
960 map->touch (); 1007 map->touch ();
961 } 1008 }
962 1009
963 map->dirty = true; 1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
964 1012
965 /* link the object above us */ 1013 /* link the object above us */
966 if (above) 1014 if (above)
967 above->below = below; 1015 above->below = below;
968 else 1016 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
970 1018
971 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
972 if (below) 1020 if (below)
973 below->above = above; 1021 below->above = above;
974 else 1022 else
976 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
978 * evident 1026 * evident
979 */ 1027 */
980 if (GET_MAP_OB (map, x, y) != this) 1028 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1029 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1030
991 map->at (x, y).bot = above; /* goes on above it. */ 1031 ms.bot = above; /* goes on above it. */
992 } 1032 }
993 1033
994 above = 0; 1034 above = 0;
995 below = 0; 1035 below = 0;
996 1036
997 if (map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
998 return; 1038 return;
999 1039
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1041
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1043 {
1004 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1005 * being removed. 1045 * being removed.
1006 */ 1046 */
1007 1047
1087 } 1127 }
1088 1128
1089 return 0; 1129 return 0;
1090} 1130}
1091 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1092/* 1155/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1095 */ 1158 */
1096object * 1159object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1161{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 * just 'op' otherwise 1189 * just 'op' otherwise
1127 */ 1190 */
1128object * 1191object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1131 object *tmp, *top, *floor = NULL; 1196 object *tmp, *top, *floor = NULL;
1132 sint16 x, y;
1133 1197
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1198 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139 1199
1140 if (!m) 1200#if 0
1141 { 1201 if (!m->active != !op->active)
1142 char *dump = dump_object (op); 1202 if (m->active)
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1203 op->activate_recursive ();
1144 free (dump); 1204 else
1145 return op; 1205 op->deactivate_recursive ();
1146 } 1206#endif
1147 1207
1148 if (out_of_map (m, op->x, op->y)) 1208 if (out_of_map (m, op->x, op->y))
1149 { 1209 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1152#ifdef MANY_CORES 1211#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1154 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted. 1214 * improperly inserted.
1156 */ 1215 */
1157 abort (); 1216 abort ();
1158#endif 1217#endif
1159 free (dump);
1160 return op; 1218 return op;
1161 } 1219 }
1162 1220
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more; 1221 if (object *more = op->more)
1176 1222 {
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (!insert_ob_in_map (more, m, originator, flag))
1193 { 1224 {
1194 if (!op->head) 1225 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196 1227
1197 return 0; 1228 return 0;
1202 1233
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1236 * need extra work
1206 */ 1237 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1239 return 0;
1209 y = op->y; 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1210 1243
1211 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1212 */ 1245 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1248 if (object::can_merge (op, tmp))
1216 { 1249 {
1217 op->nrof += tmp->nrof; 1250 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1251 tmp->destroy ();
1219 } 1252 }
1236 op->below = originator->below; 1269 op->below = originator->below;
1237 1270
1238 if (op->below) 1271 if (op->below)
1239 op->below->above = op; 1272 op->below->above = op;
1240 else 1273 else
1241 op->ms ().bot = op; 1274 ms.bot = op;
1242 1275
1243 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1244 originator->below = op; 1277 originator->below = op;
1245 } 1278 }
1246 else 1279 else
1247 { 1280 {
1281 top = ms.bot;
1282
1248 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1285 {
1251 object *last = 0; 1286 object *last = 0;
1252 1287
1253 /* 1288 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1260 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1264 */ 1299 */
1265 while (top) 1300 for (top = ms.bot; top; top = top->above)
1266 { 1301 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1303 floor = top;
1269 1304
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1273 top = top->below; 1308 top = top->below;
1274 break; 1309 break;
1275 } 1310 }
1276 1311
1277 last = top; 1312 last = top;
1278 top = top->above;
1279 } 1313 }
1280 1314
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1316 top = last;
1283 1317
1285 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1287 */ 1321 */
1288 1322
1289 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1327 * stacking is a bit odd.
1294 */ 1328 */
1295 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1330 && ms.flags () & P_BLOCKSVIEW
1331 && (op->face && !faces [op->face].visibility))
1297 { 1332 {
1298 for (last = top; last != floor; last = last->below) 1333 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1335 break;
1336
1301 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1340 * set top to the object below us.
1305 */ 1341 */
1307 top = last->below; 1343 top = last->below;
1308 } 1344 }
1309 } /* If objects on this space */ 1345 } /* If objects on this space */
1310 1346
1311 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1348 top = ms.top;
1313 1349
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1351 top = floor;
1316 1352
1317 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1354 */
1319 1355
1320 /* First object on this space */ 1356 /* First object on this space */
1321 if (!top) 1357 if (!top)
1322 { 1358 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1359 op->above = ms.bot;
1324 1360
1325 if (op->above) 1361 if (op->above)
1326 op->above->below = op; 1362 op->above->below = op;
1327 1363
1328 op->below = 0; 1364 op->below = 0;
1329 op->ms ().bot = op; 1365 ms.bot = op;
1330 } 1366 }
1331 else 1367 else
1332 { /* get inserted into the stack above top */ 1368 { /* get inserted into the stack above top */
1333 op->above = top->above; 1369 op->above = top->above;
1334 1370
1338 op->below = top; 1374 op->below = top;
1339 top->above = op; 1375 top->above = op;
1340 } 1376 }
1341 1377
1342 if (!op->above) 1378 if (!op->above)
1343 op->ms ().top = op; 1379 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1345 1381
1346 if (op->type == PLAYER) 1382 if (op->type == PLAYER)
1347 { 1383 {
1348 op->contr->do_los = 1; 1384 op->contr->do_los = 1;
1354 1390
1355 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1357 */ 1393 */
1358 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1395 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1396 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1397 pl->contr->ns->floorbox_update ();
1362 1398
1363 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1426} 1462}
1427 1463
1428object * 1464object *
1429object::insert_at (object *where, object *originator, int flags) 1465object::insert_at (object *where, object *originator, int flags)
1430{ 1466{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1467 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1468}
1433 1469
1434/* 1470/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1436 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1476 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1478 * 1514 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1516 */
1481
1482object * 1517object *
1483decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1484{ 1519{
1485 object *tmp; 1520 object *tmp;
1486 1521
1561 1596
1562/* 1597/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1565 */ 1600 */
1566
1567void 1601void
1568add_weight (object *op, signed long weight) 1602add_weight (object *op, signed long weight)
1569{ 1603{
1570 while (op != NULL) 1604 while (op != NULL)
1571 { 1605 {
1603 * inside the object environment. 1637 * inside the object environment.
1604 * 1638 *
1605 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1607 */ 1641 */
1608
1609object * 1642object *
1610object::insert (object *op) 1643object::insert (object *op)
1611{ 1644{
1612 object *tmp, *otmp; 1645 object *tmp, *otmp;
1613 1646
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1808 {
1776 1809
1777 float 1810 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1812
1780 if (op->type == PLAYER) 1813 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1816 diff /= 4.0;
1990 } 2023 }
1991 2024
1992 if (!index) 2025 if (!index)
1993 return -1; 2026 return -1;
1994 2027
1995 return altern[RANDOM () % index]; 2028 return altern [rndm (index)];
1996} 2029}
1997 2030
1998/* 2031/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2021{ 2054{
2022 arr += begin; 2055 arr += begin;
2023 end -= begin; 2056 end -= begin;
2024 2057
2025 while (--end) 2058 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2059 swap (arr [end], arr [rndm (end + 1)]);
2027} 2060}
2028 2061
2029/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2031 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2165 2198
2166 return 3; 2199 return 3;
2167} 2200}
2168 2201
2169/* 2202/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2205 */
2191
2192int 2206int
2193dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2194{ 2208{
2195 int d; 2209 int d;
2196 2210
2362 insert_ob_in_ob (object_create_clone (item), dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2363 2377
2364 return dst; 2378 return dst;
2365} 2379}
2366 2380
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403}
2404
2405/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2382 * has the same type and subtype match.
2407 * returns NULL if no match. 2383 * returns NULL if no match.
2408 */ 2384 */
2409object * 2385object *
2462 if (link->key == canonical_key) 2438 if (link->key == canonical_key)
2463 return link->value; 2439 return link->value;
2464 2440
2465 return 0; 2441 return 0;
2466} 2442}
2467
2468 2443
2469/* 2444/*
2470 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2471 * 2446 *
2472 * canonical_key is a shared string (value doesn't have to be). 2447 * canonical_key is a shared string (value doesn't have to be).
2612{ 2587{
2613 char flagdesc[512]; 2588 char flagdesc[512];
2614 char info2[256 * 4]; 2589 char info2[256 * 4];
2615 char *p = info; 2590 char *p = info;
2616 2591
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2593 count, uuid.seq,
2619 &name, 2594 &name,
2620 title ? "\",title:" : "", 2595 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2596 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2597 flag_desc (flagdesc, 512), type);
2623 2598
2624 if (env) 2599 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631} 2606}
2632 2607
2633const char * 2608const char *
2634object::debug_desc () const 2609object::debug_desc () const
2635{ 2610{
2636 static char info[256 * 4]; 2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2637 return debug_desc (info); 2614 return debug_desc (info [++info_idx % 3]);
2638} 2615}
2639 2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2643 {
2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2685}
2686
2687

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