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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 1.137 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) 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
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
680static int object_count; 696static int object_count;
681 697
689 objects.insert (this); 705 objects.insert (this);
690} 706}
691 707
692void object::unlink () 708void object::unlink ()
693{ 709{
694 assert (index);//D 710 if (!index)
711 return;
712
695 objects.erase (this); 713 objects.erase (this);
696 refcnt_dec (); 714 refcnt_dec ();
697} 715}
698 716
699void 717void
773 * drop on that space. 791 * drop on that space.
774 */ 792 */
775 if (!drop_to_ground 793 if (!drop_to_ground
776 || !map 794 || !map
777 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
779 { 798 {
780 while (inv) 799 while (inv)
781 { 800 {
782 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
816 835
817 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this); 837 remove_button_link (this);
819 838
820 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
821 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 }
822 849
823 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
824 remove (); 851 remove ();
825 852
826 destroy_inv (true); 853 destroy_inv (true);
898 * 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
899 * 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
900 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
902 * the previous environment. 929 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 930 */
905void 931void
906object::remove () 932object::do_remove ()
907{ 933{
908 object *tmp, *last = 0; 934 object *tmp, *last = 0;
909 object *otmp; 935 object *otmp;
910 936
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 980 }
955 else if (map) 981 else if (map)
956 { 982 {
957 if (type == PLAYER) 983 if (type == PLAYER)
958 { 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
959 --map->players; 991 --map->players;
960 map->touch (); 992 map->touch ();
961 } 993 }
962 994
963 map->dirty = true; 995 map->dirty = true;
996 mapspace &ms = this->ms ();
964 997
965 /* link the object above us */ 998 /* link the object above us */
966 if (above) 999 if (above)
967 above->below = below; 1000 above->below = below;
968 else 1001 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
970 1003
971 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
972 if (below) 1005 if (below)
973 below->above = above; 1006 below->above = above;
974 else 1007 else
976 /* 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
977 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
978 * evident 1011 * evident
979 */ 1012 */
980 if (GET_MAP_OB (map, x, y) != this) 1013 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); 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 ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1015
991 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
992 } 1017 }
993 1018
994 above = 0; 1019 above = 0;
995 below = 0; 1020 below = 0;
996 1021
997 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
998 return; 1023 return;
999 1024
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1026
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1028 {
1004 /* 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
1005 * being removed. 1030 * being removed.
1006 */ 1031 */
1007 1032
1088 1113
1089 return 0; 1114 return 0;
1090} 1115}
1091 1116
1092/* 1117/*
1093 * 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
1094 * job preparing multi-part monsters 1119 * job preparing multi-part monsters.
1095 */ 1120 */
1096object * 1121object *
1097insert_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)
1098{ 1123{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1124 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1127 */ 1152 */
1128object * 1153object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1154insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1155{
1131 object *tmp, *top, *floor = NULL; 1156 object *tmp, *top, *floor = NULL;
1132 sint16 x, y;
1133 1157
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1158 if (QUERY_FLAG (op, FLAG_FREED))
1135 { 1159 {
1136 LOG (llevError, "Trying to insert freed object!\n"); 1160 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL; 1161 return NULL;
1138 } 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 ();
1139 1168
1140 if (!m) 1169 if (!m)
1141 { 1170 {
1142 char *dump = dump_object (op); 1171 char *dump = dump_object (op);
1143 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);
1158#endif 1187#endif
1159 free (dump); 1188 free (dump);
1160 return op; 1189 return op;
1161 } 1190 }
1162 1191
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; 1192 if (object *more = op->more)
1176 1193 {
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) 1194 if (!insert_ob_in_map (more, m, originator, flag))
1193 { 1195 {
1194 if (!op->head) 1196 if (!op->head)
1195 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");
1196 1198
1197 return 0; 1199 return 0;
1202 1204
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1205 /* 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 1206 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1207 * need extra work
1206 */ 1208 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1209 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1210 return 0;
1209 y = op->y; 1211
1212 op->map = m;
1213 mapspace &ms = op->ms ();
1210 1214
1211 /* this has to be done after we translate the coordinates. 1215 /* this has to be done after we translate the coordinates.
1212 */ 1216 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1217 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1218 for (tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1219 if (object::can_merge (op, tmp))
1216 { 1220 {
1217 op->nrof += tmp->nrof; 1221 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1222 tmp->destroy ();
1219 } 1223 }
1236 op->below = originator->below; 1240 op->below = originator->below;
1237 1241
1238 if (op->below) 1242 if (op->below)
1239 op->below->above = op; 1243 op->below->above = op;
1240 else 1244 else
1241 op->ms ().bot = op; 1245 ms.bot = op;
1242 1246
1243 /* since *below* originator, no need to update top */ 1247 /* since *below* originator, no need to update top */
1244 originator->below = op; 1248 originator->below = op;
1245 } 1249 }
1246 else 1250 else
1247 { 1251 {
1252 top = ms.bot;
1253
1248 /* If there are other objects, then */ 1254 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1255 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1256 {
1251 object *last = 0; 1257 object *last = 0;
1252 1258
1253 /* 1259 /*
1254 * 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.
1260 * 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
1261 * 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
1262 * 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
1263 * that flying non pickable objects are spell objects. 1269 * that flying non pickable objects are spell objects.
1264 */ 1270 */
1265 while (top) 1271 for (top = ms.bot; top; top = top->above)
1266 { 1272 {
1267 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))
1268 floor = top; 1274 floor = top;
1269 1275
1270 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))
1273 top = top->below; 1279 top = top->below;
1274 break; 1280 break;
1275 } 1281 }
1276 1282
1277 last = top; 1283 last = top;
1278 top = top->above;
1279 } 1284 }
1280 1285
1281 /* 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 */
1282 top = last; 1287 top = last;
1283 1288
1285 * looks like instead of lots of conditions here. 1290 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1291 * makes things faster, and effectively the same result.
1287 */ 1292 */
1288 1293
1289 /* Have object 'fall below' other objects that block view. 1294 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1295 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1296 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1297 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1298 * stacking is a bit odd.
1294 */ 1299 */
1295 if (!(flag & INS_ON_TOP) && 1300 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)) 1301 && ms.flags () & P_BLOCKSVIEW
1302 && (op->face && !faces [op->face].visibility))
1297 { 1303 {
1298 for (last = top; last != floor; last = last->below) 1304 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1305 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1306 break;
1307
1301 /* Check to see if we found the object that blocks view, 1308 /* Check to see if we found the object that blocks view,
1302 * 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
1303 * we can get inserted below this one, which requires we 1310 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1311 * set top to the object below us.
1305 */ 1312 */
1307 top = last->below; 1314 top = last->below;
1308 } 1315 }
1309 } /* If objects on this space */ 1316 } /* If objects on this space */
1310 1317
1311 if (flag & INS_MAP_LOAD) 1318 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1319 top = ms.top;
1313 1320
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1321 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1322 top = floor;
1316 1323
1317 /* 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.
1318 */ 1325 */
1319 1326
1320 /* First object on this space */ 1327 /* First object on this space */
1321 if (!top) 1328 if (!top)
1322 { 1329 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1330 op->above = ms.bot;
1324 1331
1325 if (op->above) 1332 if (op->above)
1326 op->above->below = op; 1333 op->above->below = op;
1327 1334
1328 op->below = 0; 1335 op->below = 0;
1329 op->ms ().bot = op; 1336 ms.bot = op;
1330 } 1337 }
1331 else 1338 else
1332 { /* get inserted into the stack above top */ 1339 { /* get inserted into the stack above top */
1333 op->above = top->above; 1340 op->above = top->above;
1334 1341
1338 op->below = top; 1345 op->below = top;
1339 top->above = op; 1346 top->above = op;
1340 } 1347 }
1341 1348
1342 if (!op->above) 1349 if (!op->above)
1343 op->ms ().top = op; 1350 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1351 } /* else not INS_BELOW_ORIGINATOR */
1345 1352
1346 if (op->type == PLAYER) 1353 if (op->type == PLAYER)
1347 { 1354 {
1348 op->contr->do_los = 1; 1355 op->contr->do_los = 1;
1354 1361
1355 /* 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
1356 * it, so save a few ticks and start from there. 1363 * it, so save a few ticks and start from there.
1357 */ 1364 */
1358 if (!(flag & INS_MAP_LOAD)) 1365 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1366 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1367 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1368 pl->contr->ns->floorbox_update ();
1362 1369
1363 /* If this object glows, it may affect lighting conditions that are 1370 /* If this object glows, it may affect lighting conditions that are
1364 * 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
1423 tmp1->x = op->x; 1430 tmp1->x = op->x;
1424 tmp1->y = op->y; 1431 tmp1->y = op->y;
1425 insert_ob_in_map (tmp1, op->map, op, 0); 1432 insert_ob_in_map (tmp1, op->map, op, 0);
1426} 1433}
1427 1434
1435// XXX: function not returning object*
1428object * 1436object *
1429object::insert_at (object *where, object *originator, int flags) 1437object::insert_at (object *where, object *originator, int flags)
1430{ 1438{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1439 where->map->insert (this, where->x, where->y, originator, flags);
1432} 1440}
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 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)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1783 {
1776 1784
1777 float 1785 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1787
1780 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1781 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)) ||
1782 (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)))
1783 diff /= 4.0; 1791 diff /= 4.0;
1990 } 1998 }
1991 1999
1992 if (!index) 2000 if (!index)
1993 return -1; 2001 return -1;
1994 2002
1995 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
1996} 2004}
1997 2005
1998/* 2006/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2021{ 2029{
2022 arr += begin; 2030 arr += begin;
2023 end -= begin; 2031 end -= begin;
2024 2032
2025 while (--end) 2033 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2027} 2035}
2028 2036
2029/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2038 * 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 2039 * the spaces to find monsters. In this way, it won't always look for
2165 2173
2166 return 3; 2174 return 3;
2167} 2175}
2168 2176
2169/* 2177/*
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 2178 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2179 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2180 */
2191
2192int 2181int
2193dirdiff (int dir1, int dir2) 2182dirdiff (int dir1, int dir2)
2194{ 2183{
2195 int d; 2184 int d;
2196 2185
2362 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2363 2352
2364 return dst; 2353 return dst;
2365} 2354}
2366 2355
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 2356/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2357 * has the same type and subtype match.
2407 * returns NULL if no match. 2358 * returns NULL if no match.
2408 */ 2359 */
2409object * 2360object *
2462 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2463 return link->value; 2414 return link->value;
2464 2415
2465 return 0; 2416 return 0;
2466} 2417}
2467
2468 2418
2469/* 2419/*
2470 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2471 * 2421 *
2472 * 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).
2612{ 2562{
2613 char flagdesc[512]; 2563 char flagdesc[512];
2614 char info2[256 * 4]; 2564 char info2[256 * 4];
2615 char *p = info; 2565 char *p = info;
2616 2566
2617 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}",
2618 count, uuid.seq, 2568 count, uuid.seq,
2619 &name, 2569 &name,
2620 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2623 2573
2624 if (env) 2574 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2635{ 2585{
2636 static char info[256 * 4]; 2586 static char info[256 * 4];
2637 return debug_desc (info); 2587 return debug_desc (info);
2638} 2588}
2639 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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