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Comparing deliantra/server/common/object.C (file contents):
Revision 1.114 by root, Sun Jan 14 22:06:05 2007 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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>
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
454/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 466 * refcounts and freeing the links.
456 */ 467 */
457static void 468static void
458free_key_values (object *op) 469free_key_values (object *op)
459{ 470{
460 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
461 { 472 {
462 key_value *next = i->next; 473 key_value *next = i->next;
463 delete i; 474 delete i;
464 475
465 i = next; 476 i = next;
466 } 477 }
467 478
468 op->key_values = 0; 479 op->key_values = 0;
469} 480}
470 481
471/* 482object &
472 * copy_to first frees everything allocated by the dst object, 483object::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{ 484{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
484 487
485 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
486 489
487 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 491 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;
495 492
496 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
497 if (key_values) 494 if (src.key_values)
498 { 495 {
499 key_value *tail = 0; 496 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 497 key_values = 0;
503 498
504 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
505 { 500 {
506 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
507 502
508 new_link->next = 0; 503 new_link->next = 0;
509 new_link->key = i->key; 504 new_link->key = i->key;
510 new_link->value = i->value; 505 new_link->value = i->value;
511 506
512 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
513 if (!dst->key_values) 508 if (!key_values)
514 { 509 {
515 dst->key_values = new_link; 510 key_values = new_link;
516 tail = new_link; 511 tail = new_link;
517 } 512 }
518 else 513 else
519 { 514 {
520 tail->next = new_link; 515 tail->next = new_link;
521 tail = new_link; 516 tail = new_link;
522 } 517 }
523 } 518 }
524 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
525 537
526 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
527} 557}
528 558
529object * 559object *
530object::clone () 560object::clone ()
531{ 561{
589 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
590 */ 620 */
591void 621void
592update_object (object *op, int action) 622update_object (object *op, int action)
593{ 623{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 624 if (op == NULL)
597 { 625 {
598 /* this should never happen */ 626 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 628 return;
670 face = blank_face; 698 face = blank_face;
671} 699}
672 700
673object::~object () 701object::~object ()
674{ 702{
703 unlink ();
704
675 free_key_values (this); 705 free_key_values (this);
676} 706}
677 707
678static int object_count; 708static int object_count;
679 709
687 objects.insert (this); 717 objects.insert (this);
688} 718}
689 719
690void object::unlink () 720void object::unlink ()
691{ 721{
692 assert (index);//D 722 if (!index)
723 return;
724
693 objects.erase (this); 725 objects.erase (this);
694 refcnt_dec (); 726 refcnt_dec ();
695} 727}
696 728
697void 729void
771 * drop on that space. 803 * drop on that space.
772 */ 804 */
773 if (!drop_to_ground 805 if (!drop_to_ground
774 || !map 806 || !map
775 || map->in_memory != MAP_IN_MEMORY 807 || map->in_memory != MAP_IN_MEMORY
808 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 809 || ms ().move_block == MOVE_ALL)
777 { 810 {
778 while (inv) 811 while (inv)
779 { 812 {
780 inv->destroy_inv (drop_to_ground); 813 inv->destroy_inv (drop_to_ground);
896 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
900 * the previous environment. 933 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 934 */
903void 935void
904object::remove () 936object::do_remove ()
905{ 937{
906 object *tmp, *last = 0; 938 object *tmp, *last = 0;
907 object *otmp; 939 object *otmp;
908 940
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 941 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 984 }
953 else if (map) 985 else if (map)
954 { 986 {
955 if (type == PLAYER) 987 if (type == PLAYER)
956 { 988 {
989 // leaving a spot always closes any open container on the ground
990 if (container && !container->env)
991 // this causes spurious floorbox updates, but it ensures
992 // that the CLOSE event is being sent.
993 close_container ();
994
957 --map->players; 995 --map->players;
958 map->touch (); 996 map->touch ();
959 } 997 }
960 998
961 map->dirty = true; 999 map->dirty = true;
1000 mapspace &ms = this->ms ();
962 1001
963 /* link the object above us */ 1002 /* link the object above us */
964 if (above) 1003 if (above)
965 above->below = below; 1004 above->below = below;
966 else 1005 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1006 ms.top = below; /* we were top, set new top */
968 1007
969 /* Relink the object below us, if there is one */ 1008 /* Relink the object below us, if there is one */
970 if (below) 1009 if (below)
971 below->above = above; 1010 below->above = above;
972 else 1011 else
974 /* Nothing below, which means we need to relink map object for this space 1013 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1014 * use translated coordinates in case some oddness with map tiling is
976 * evident 1015 * evident
977 */ 1016 */
978 if (GET_MAP_OB (map, x, y) != this) 1017 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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); 1018 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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1019
989 map->at (x, y).bot = above; /* goes on above it. */ 1020 ms.bot = above; /* goes on above it. */
990 } 1021 }
991 1022
992 above = 0; 1023 above = 0;
993 below = 0; 1024 below = 0;
994 1025
995 if (map->in_memory == MAP_SAVING) 1026 if (map->in_memory == MAP_SAVING)
996 return; 1027 return;
997 1028
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1029 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1030
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1031 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1032 {
1002 /* No point updating the players look faces if he is the object 1033 /* No point updating the players look faces if he is the object
1003 * being removed. 1034 * being removed.
1004 */ 1035 */
1005 1036
1085 } 1116 }
1086 1117
1087 return 0; 1118 return 0;
1088} 1119}
1089 1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1142}
1143
1090/* 1144/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1146 * job preparing multi-part monsters.
1093 */ 1147 */
1094object * 1148object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1149insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1150{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1151 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 * just 'op' otherwise 1178 * just 'op' otherwise
1125 */ 1179 */
1126object * 1180object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1129 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1186
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1187 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1188
1138 if (!m) 1189#if 0
1139 { 1190 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1191 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1142 free (dump); 1193 else
1143 return op; 1194 op->deactivate_recursive ();
1144 } 1195#endif
1145 1196
1146 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1147 { 1198 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1200#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1203 * improperly inserted.
1154 */ 1204 */
1155 abort (); 1205 abort ();
1156#endif 1206#endif
1157 free (dump);
1158 return op; 1207 return op;
1159 } 1208 }
1160 1209
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more; 1210 if (object *more = op->more)
1174 1211 {
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1212 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1213 {
1192 if (!op->head) 1214 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1215 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1216
1195 return 0; 1217 return 0;
1200 1222
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1223 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1224 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1225 * need extra work
1204 */ 1226 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1227 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1228 return 0;
1207 y = op->y; 1229
1230 op->map = m;
1231 mapspace &ms = op->ms ();
1208 1232
1209 /* this has to be done after we translate the coordinates. 1233 /* this has to be done after we translate the coordinates.
1210 */ 1234 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1235 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1236 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1237 if (object::can_merge (op, tmp))
1214 { 1238 {
1215 op->nrof += tmp->nrof; 1239 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1240 tmp->destroy ();
1217 } 1241 }
1234 op->below = originator->below; 1258 op->below = originator->below;
1235 1259
1236 if (op->below) 1260 if (op->below)
1237 op->below->above = op; 1261 op->below->above = op;
1238 else 1262 else
1239 op->ms ().bot = op; 1263 ms.bot = op;
1240 1264
1241 /* since *below* originator, no need to update top */ 1265 /* since *below* originator, no need to update top */
1242 originator->below = op; 1266 originator->below = op;
1243 } 1267 }
1244 else 1268 else
1245 { 1269 {
1270 top = ms.bot;
1271
1246 /* If there are other objects, then */ 1272 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1273 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1274 {
1249 object *last = 0; 1275 object *last = 0;
1250 1276
1251 /* 1277 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1278 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1284 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1285 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1286 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1287 * that flying non pickable objects are spell objects.
1262 */ 1288 */
1263 while (top) 1289 for (top = ms.bot; top; top = top->above)
1264 { 1290 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1292 floor = top;
1267 1293
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1297 top = top->below;
1272 break; 1298 break;
1273 } 1299 }
1274 1300
1275 last = top; 1301 last = top;
1276 top = top->above;
1277 } 1302 }
1278 1303
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1304 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1305 top = last;
1281 1306
1283 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1285 */ 1310 */
1286 1311
1287 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1316 * stacking is a bit odd.
1292 */ 1317 */
1293 if (!(flag & INS_ON_TOP) && 1318 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1319 && ms.flags () & P_BLOCKSVIEW
1320 && (op->face && !faces [op->face].visibility))
1295 { 1321 {
1296 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1324 break;
1325
1299 /* Check to see if we found the object that blocks view, 1326 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1327 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1328 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1329 * set top to the object below us.
1303 */ 1330 */
1305 top = last->below; 1332 top = last->below;
1306 } 1333 }
1307 } /* If objects on this space */ 1334 } /* If objects on this space */
1308 1335
1309 if (flag & INS_MAP_LOAD) 1336 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1337 top = ms.top;
1311 1338
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1339 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1340 top = floor;
1314 1341
1315 /* Top is the object that our object (op) is going to get inserted above. 1342 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1343 */
1317 1344
1318 /* First object on this space */ 1345 /* First object on this space */
1319 if (!top) 1346 if (!top)
1320 { 1347 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1348 op->above = ms.bot;
1322 1349
1323 if (op->above) 1350 if (op->above)
1324 op->above->below = op; 1351 op->above->below = op;
1325 1352
1326 op->below = 0; 1353 op->below = 0;
1327 op->ms ().bot = op; 1354 ms.bot = op;
1328 } 1355 }
1329 else 1356 else
1330 { /* get inserted into the stack above top */ 1357 { /* get inserted into the stack above top */
1331 op->above = top->above; 1358 op->above = top->above;
1332 1359
1336 op->below = top; 1363 op->below = top;
1337 top->above = op; 1364 top->above = op;
1338 } 1365 }
1339 1366
1340 if (!op->above) 1367 if (!op->above)
1341 op->ms ().top = op; 1368 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1369 } /* else not INS_BELOW_ORIGINATOR */
1343 1370
1344 if (op->type == PLAYER) 1371 if (op->type == PLAYER)
1345 { 1372 {
1346 op->contr->do_los = 1; 1373 op->contr->do_los = 1;
1352 1379
1353 /* If we have a floor, we know the player, if any, will be above 1380 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there. 1381 * it, so save a few ticks and start from there.
1355 */ 1382 */
1356 if (!(flag & INS_MAP_LOAD)) 1383 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1384 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1385 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1386 pl->contr->ns->floorbox_update ();
1360 1387
1361 /* If this object glows, it may affect lighting conditions that are 1388 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1389 * visible to others on this map. But update_all_los is really
1424} 1451}
1425 1452
1426object * 1453object *
1427object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1428{ 1455{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1457}
1431 1458
1432/* 1459/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1476 * 1503 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1505 */
1479
1480object * 1506object *
1481decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1482{ 1508{
1483 object *tmp; 1509 object *tmp;
1484 1510
1559 1585
1560/* 1586/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1563 */ 1589 */
1564
1565void 1590void
1566add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1567{ 1592{
1568 while (op != NULL) 1593 while (op != NULL)
1569 { 1594 {
1601 * inside the object environment. 1626 * inside the object environment.
1602 * 1627 *
1603 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1605 */ 1630 */
1606
1607object * 1631object *
1608object::insert (object *op) 1632object::insert (object *op)
1609{ 1633{
1610 object *tmp, *otmp; 1634 object *tmp, *otmp;
1611 1635
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1797 {
1774 1798
1775 float 1799 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1800 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1801
1778 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1805 diff /= 4.0;
1988 } 2012 }
1989 2013
1990 if (!index) 2014 if (!index)
1991 return -1; 2015 return -1;
1992 2016
1993 return altern[RANDOM () % index]; 2017 return altern [rndm (index)];
1994} 2018}
1995 2019
1996/* 2020/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2019{ 2043{
2020 arr += begin; 2044 arr += begin;
2021 end -= begin; 2045 end -= begin;
2022 2046
2023 while (--end) 2047 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2048 swap (arr [end], arr [rndm (end + 1)]);
2025} 2049}
2026 2050
2027/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2163 2187
2164 return 3; 2188 return 3;
2165} 2189}
2166 2190
2167/* 2191/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2192 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2193 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2194 */
2189
2190int 2195int
2191dirdiff (int dir1, int dir2) 2196dirdiff (int dir1, int dir2)
2192{ 2197{
2193 int d; 2198 int d;
2194 2199
2360 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2361 2366
2362 return dst; 2367 return dst;
2363} 2368}
2364 2369
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401}
2402
2403/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2371 * has the same type and subtype match.
2405 * returns NULL if no match. 2372 * returns NULL if no match.
2406 */ 2373 */
2407object * 2374object *
2460 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2461 return link->value; 2428 return link->value;
2462 2429
2463 return 0; 2430 return 0;
2464} 2431}
2465
2466 2432
2467/* 2433/*
2468 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2469 * 2435 *
2470 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2610{ 2576{
2611 char flagdesc[512]; 2577 char flagdesc[512];
2612 char info2[256 * 4]; 2578 char info2[256 * 4];
2613 char *p = info; 2579 char *p = info;
2614 2580
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2581 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2582 count, uuid.seq,
2617 &name, 2583 &name,
2618 title ? "\",title:" : "", 2584 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2585 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2586 flag_desc (flagdesc, 512), type);
2621 2587
2622 if (env) 2588 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2589 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629} 2595}
2630 2596
2631const char * 2597const char *
2632object::debug_desc () const 2598object::debug_desc () const
2633{ 2599{
2634 static char info[256 * 4]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2635 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2636} 2604}
2637 2605
2638const char * 2606struct region *
2639object::debug_desc2 () const 2607object::region () const
2640{ 2608{
2641 static char info[256 * 4]; 2609 return map ? map->region (x, y)
2642 return debug_desc (info); 2610 : region::default_region ();
2643} 2611}
2644 2612
2613const materialtype_t *
2614object::dominant_material () const
2615{
2616 if (materialtype_t *mat = name_to_material (materialname))
2617 return mat;
2618
2619 // omfg this is slow, this has to be temporary :)
2620 shstr unknown ("unknown");
2621
2622 return name_to_material (unknown);
2623}
2624
2625void
2626object::open_container (object *new_container)
2627{
2628 if (container == new_container)
2629 return;
2630
2631 if (object *old_container = container)
2632 {
2633 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634 return;
2635
2636#if 0
2637 // remove the "Close old_container" object.
2638 if (object *closer = old_container->inv)
2639 if (closer->type == CLOSE_CON)
2640 closer->destroy ();
2641#endif
2642
2643 old_container->flag [FLAG_APPLIED] = 0;
2644 container = 0;
2645
2646 esrv_update_item (UPD_FLAGS, this, old_container);
2647 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648 }
2649
2650 if (new_container)
2651 {
2652 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653 return;
2654
2655 // TODO: this does not seem to serve any purpose anymore?
2656#if 0
2657 // insert the "Close Container" object.
2658 if (archetype *closer = new_container->other_arch)
2659 {
2660 object *closer = arch_to_object (new_container->other_arch);
2661 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662 new_container->insert (closer);
2663 }
2664#endif
2665
2666 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667
2668 new_container->flag [FLAG_APPLIED] = 1;
2669 container = new_container;
2670
2671 esrv_update_item (UPD_FLAGS, this, new_container);
2672 esrv_send_inventory (this, new_container);
2673 }
2674}
2675
2676

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