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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 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>
357/* 357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 359 * Some error messages.
360 * 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.
361 */ 361 */
362
363char * 362char *
364dump_object (object *op) 363dump_object (object *op)
365{ 364{
366 if (!op) 365 if (!op)
367 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
368 367
369 object_freezer freezer; 368 object_freezer freezer;
370 save_object (freezer, op, 1); 369 op->write (freezer);
371 return freezer.as_string (); 370 return freezer.as_string ();
372} 371}
373 372
374/* 373/*
375 * 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
395 * 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.
396 */ 395 */
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 return ((unsigned int)i) < objects.size () 399 for_all_objects (op)
401 ? objects [i] 400 if (op->count == i)
402 : 0; 401 return op;
402
403 return 0;
403} 404}
404 405
405/* 406/*
406 * 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.
407 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
487 488
488 if (is_removed) 489 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
490 491
491 if (speed < 0) 492 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
493 494
494 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
495 if (key_values) 496 if (key_values)
496 { 497 {
497 key_value *tail = 0; 498 key_value *tail = 0;
520 } 521 }
521 } 522 }
522 } 523 }
523 524
524 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 ();
525} 544}
526 545
527object * 546object *
528object::clone () 547object::clone ()
529{ 548{
587 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
588 */ 607 */
589void 608void
590update_object (object *op, int action) 609update_object (object *op, int action)
591{ 610{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 611 if (op == NULL)
595 { 612 {
596 /* this should never happen */ 613 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 615 return;
658 675
659 if (op->more) 676 if (op->more)
660 update_object (op->more, action); 677 update_object (op->more, action);
661} 678}
662 679
663object *object::first;
664
665object::object () 680object::object ()
666{ 681{
667 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
668 683
669 expmul = 1.0; 684 expmul = 1.0;
670 face = blank_face; 685 face = blank_face;
671} 686}
672 687
673object::~object () 688object::~object ()
674{ 689{
690 unlink ();
691
675 free_key_values (this); 692 free_key_values (this);
676} 693}
677 694
695static int object_count;
696
678void object::link () 697void object::link ()
679{ 698{
699 assert (!index);//D
680 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
681 702
682 refcnt_inc (); 703 refcnt_inc ();
683 objects.insert (this); 704 objects.insert (this);
684} 705}
685 706
686void object::unlink () 707void object::unlink ()
687{ 708{
709 if (!index)
710 return;
711
688 objects.erase (this); 712 objects.erase (this);
689 refcnt_dec (); 713 refcnt_dec ();
690} 714}
691 715
692void 716void
766 * drop on that space. 790 * drop on that space.
767 */ 791 */
768 if (!drop_to_ground 792 if (!drop_to_ground
769 || !map 793 || !map
770 || map->in_memory != MAP_IN_MEMORY 794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 796 || ms ().move_block == MOVE_ALL)
772 { 797 {
773 while (inv) 798 while (inv)
774 { 799 {
775 inv->destroy_inv (drop_to_ground); 800 inv->destroy_inv (drop_to_ground);
784 809
785 if (op->flag [FLAG_STARTEQUIP] 810 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 811 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 812 || op->type == RUNE
788 || op->type == TRAP 813 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 816 op->destroy ();
791 else 817 else
792 map->insert (op, x, y); 818 map->insert (op, x, y);
793 } 819 }
794 } 820 }
802} 828}
803 829
804void 830void
805object::do_destroy () 831object::do_destroy ()
806{ 832{
833 attachable::do_destroy ();
834
807 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 836 remove_button_link (this);
809 837
810 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
811 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 }
812 848
813 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
814 remove (); 850 remove ();
815 851
816 if (flag [FLAG_FREED]) 852 destroy_inv (true);
817 return;
818 853
819 set_speed (0); 854 deactivate ();
855 unlink ();
820 856
821 flag [FLAG_FREED] = 1; 857 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827 858
828 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
829 { 860 {
830 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
831 862
893 * 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
894 * 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
895 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
897 * the previous environment. 928 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 929 */
900void 930void
901object::remove () 931object::do_remove ()
902{ 932{
903 object *tmp, *last = 0; 933 object *tmp, *last = 0;
904 object *otmp; 934 object *otmp;
905 935
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
949 } 979 }
950 else if (map) 980 else if (map)
951 { 981 {
952 if (type == PLAYER) 982 if (type == PLAYER)
953 { 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
954 --map->players; 990 --map->players;
955 map->touch (); 991 map->touch ();
956 } 992 }
957 993
958 map->dirty = true; 994 map->dirty = true;
995 mapspace &ms = this->ms ();
959 996
960 /* link the object above us */ 997 /* link the object above us */
961 if (above) 998 if (above)
962 above->below = below; 999 above->below = below;
963 else 1000 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
965 1002
966 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
967 if (below) 1004 if (below)
968 below->above = above; 1005 below->above = above;
969 else 1006 else
971 /* 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
972 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
973 * evident 1010 * evident
974 */ 1011 */
975 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "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 ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1014
986 map->at (x, y).bot = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
987 } 1016 }
988 1017
989 above = 0; 1018 above = 0;
990 below = 0; 1019 below = 0;
991 1020
992 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
993 return; 1022 return;
994 1023
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1025
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1027 {
999 /* 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
1000 * being removed. 1029 * being removed.
1001 */ 1030 */
1002 1031
1083 1112
1084 return 0; 1113 return 0;
1085} 1114}
1086 1115
1087/* 1116/*
1088 * 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
1089 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1090 */ 1119 */
1091object * 1120object *
1092insert_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)
1093{ 1122{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1122 */ 1151 */
1123object * 1152object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1154{
1126 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1127 sint16 x, y;
1128 1156
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1130 { 1158 {
1131 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL; 1160 return NULL;
1133 } 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 ();
1134 1167
1135 if (!m) 1168 if (!m)
1136 { 1169 {
1137 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1138 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);
1153#endif 1186#endif
1154 free (dump); 1187 free (dump);
1155 return op; 1188 return op;
1156 } 1189 }
1157 1190
1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more; 1191 if (object *more = op->more)
1171 1192 {
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1188 { 1194 {
1189 if (!op->head) 1195 if (!op->head)
1190 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");
1191 1197
1192 return 0; 1198 return 0;
1197 1203
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * 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
1200 * need extra work 1206 * need extra work
1201 */ 1207 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1209 return 0;
1204 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1205 1213
1206 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1207 */ 1215 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1211 { 1219 {
1212 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1221 tmp->destroy ();
1214 } 1222 }
1231 op->below = originator->below; 1239 op->below = originator->below;
1232 1240
1233 if (op->below) 1241 if (op->below)
1234 op->below->above = op; 1242 op->below->above = op;
1235 else 1243 else
1236 op->ms ().bot = op; 1244 ms.bot = op;
1237 1245
1238 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1239 originator->below = op; 1247 originator->below = op;
1240 } 1248 }
1241 else 1249 else
1242 { 1250 {
1251 top = ms.bot;
1252
1243 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1245 { 1255 {
1246 object *last = 0; 1256 object *last = 0;
1247 1257
1248 /* 1258 /*
1249 * 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.
1255 * 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
1256 * 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
1257 * 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
1258 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1259 */ 1269 */
1260 while (top) 1270 for (top = ms.bot; top; top = top->above)
1261 { 1271 {
1262 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))
1263 floor = top; 1273 floor = top;
1264 1274
1265 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))
1268 top = top->below; 1278 top = top->below;
1269 break; 1279 break;
1270 } 1280 }
1271 1281
1272 last = top; 1282 last = top;
1273 top = top->above;
1274 } 1283 }
1275 1284
1276 /* 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 */
1277 top = last; 1286 top = last;
1278 1287
1280 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1282 */ 1291 */
1283 1292
1284 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1297 * stacking is a bit odd.
1289 */ 1298 */
1290 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1291 (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))
1292 { 1302 {
1293 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1305 break;
1306
1296 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1297 * 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
1298 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1310 * set top to the object below us.
1300 */ 1311 */
1302 top = last->below; 1313 top = last->below;
1303 } 1314 }
1304 } /* If objects on this space */ 1315 } /* If objects on this space */
1305 1316
1306 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1308 1319
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1321 top = floor;
1311 1322
1312 /* 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.
1313 */ 1324 */
1314 1325
1315 /* First object on this space */ 1326 /* First object on this space */
1316 if (!top) 1327 if (!top)
1317 { 1328 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1319 1330
1320 if (op->above) 1331 if (op->above)
1321 op->above->below = op; 1332 op->above->below = op;
1322 1333
1323 op->below = 0; 1334 op->below = 0;
1324 op->ms ().bot = op; 1335 ms.bot = op;
1325 } 1336 }
1326 else 1337 else
1327 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1328 op->above = top->above; 1339 op->above = top->above;
1329 1340
1333 op->below = top; 1344 op->below = top;
1334 top->above = op; 1345 top->above = op;
1335 } 1346 }
1336 1347
1337 if (!op->above) 1348 if (!op->above)
1338 op->ms ().top = op; 1349 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1340 1351
1341 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1342 { 1353 {
1343 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1349 1360
1350 /* 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
1351 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1352 */ 1363 */
1353 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1355 if (pl->contr->ns) 1366 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1357 1368
1358 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1359 * 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
1418 tmp1->x = op->x; 1429 tmp1->x = op->x;
1419 tmp1->y = op->y; 1430 tmp1->y = op->y;
1420 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1421} 1432}
1422 1433
1434// XXX: function not returning object*
1423object * 1435object *
1424object::insert_at (object *where, object *originator, int flags) 1436object::insert_at (object *where, object *originator, int flags)
1425{ 1437{
1426 where->map->insert (this, where->x, where->y, originator, flags); 1438 where->map->insert (this, where->x, where->y, originator, flags);
1427} 1439}
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((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))
1770 { 1782 {
1771 1783
1772 float 1784 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1786
1775 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1776 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)) ||
1777 (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)))
1778 diff /= 4.0; 1790 diff /= 4.0;
1985 } 1997 }
1986 1998
1987 if (!index) 1999 if (!index)
1988 return -1; 2000 return -1;
1989 2001
1990 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
1991} 2003}
1992 2004
1993/* 2005/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2016{ 2028{
2017 arr += begin; 2029 arr += begin;
2018 end -= begin; 2030 end -= begin;
2019 2031
2020 while (--end) 2032 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2022} 2034}
2023 2035
2024/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2026 * 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
2160 2172
2161 return 3; 2173 return 3;
2162} 2174}
2163 2175
2164/* 2176/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2179 */
2186
2187int 2180int
2188dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2189{ 2182{
2190 int d; 2183 int d;
2191 2184
2357 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2358 2351
2359 return dst; 2352 return dst;
2360} 2353}
2361 2354
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398}
2399
2400/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2356 * has the same type and subtype match.
2402 * returns NULL if no match. 2357 * returns NULL if no match.
2403 */ 2358 */
2404object * 2359object *
2607{ 2562{
2608 char flagdesc[512]; 2563 char flagdesc[512];
2609 char info2[256 * 4]; 2564 char info2[256 * 4];
2610 char *p = info; 2565 char *p = info;
2611 2566
2612 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}",
2613 count, uuid.seq, 2568 count, uuid.seq,
2614 &name, 2569 &name,
2615 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2618 2573
2619 if (env) 2574 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630{ 2585{
2631 static char info[256 * 4]; 2586 static char info[256 * 4];
2632 return debug_desc (info); 2587 return debug_desc (info);
2633} 2588}
2634 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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