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Comparing deliantra/server/common/object.C (file contents):
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.147 by root, Sat May 12 16:06:42 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 359/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 361 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
361 */ 363 */
362
363char * 364char *
364dump_object (object *op) 365dump_object (object *op)
365{ 366{
366 if (!op) 367 if (!op)
367 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
368 369
369 object_freezer freezer; 370 object_freezer freezer;
370 save_object (freezer, op, 1); 371 op->write (freezer);
371 return freezer.as_string (); 372 return freezer.as_string ();
372} 373}
373 374
374/* 375/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
395 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
396 */ 397 */
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 return ((unsigned int)i) < objects.size () 401 for_all_objects (op)
401 ? objects [i] 402 if (op->count == i)
402 : 0; 403 return op;
404
405 return 0;
403} 406}
404 407
405/* 408/*
406 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
447 owner = owner->owner; 450 owner = owner->owner;
448 451
449 this->owner = owner; 452 this->owner = owner;
450} 453}
451 454
455bool
456object::change_weapon (object *ob)
457{
458 if (current_weapon == ob)
459 return true;
460
461 if (chosen_skill)
462 chosen_skill->flag [FLAG_APPLIED] = false;
463
464 current_weapon = ob;
465 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
466
467 if (chosen_skill)
468 chosen_skill->flag [FLAG_APPLIED] = true;
469
470 update_stats ();
471
472 if (ob)
473 {
474 // now check wether any body locations became invalid, in which case
475 // we cannot apply the weapon at the moment.
476 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
477 if (slot[i].used < 0)
478 {
479 current_weapon = chosen_skill = 0;
480 update_stats ();
481
482 new_draw_info_format (NDI_UNIQUE, 0, this,
483 "You try to balance your applied items all at once, but the %s is too much. "
484 "You need to unapply some items first.", &ob->name);
485 return false;
486 }
487
488 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
489 }
490 else
491 new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
492
493 return true;
494}
495
452/* Zero the key_values on op, decrementing the shared-string 496/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 497 * refcounts and freeing the links.
454 */ 498 */
455static void 499static void
456free_key_values (object *op) 500free_key_values (object *op)
457{ 501{
458 for (key_value *i = op->key_values; i != 0;) 502 for (key_value *i = op->key_values; i; )
459 { 503 {
460 key_value *next = i->next; 504 key_value *next = i->next;
461 delete i; 505 delete i;
462 506
463 i = next; 507 i = next;
464 } 508 }
465 509
466 op->key_values = 0; 510 op->key_values = 0;
467} 511}
468 512
469/* 513object &
470 * copy_to first frees everything allocated by the dst object, 514object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 515{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 516 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 517 bool is_removed = flag [FLAG_REMOVED];
482 518
483 *(object_copy *)dst = *this; 519 *(object_copy *)this = src;
484 520
485 if (is_freed) 521 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 522 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 523
494 /* Copy over key_values, if any. */ 524 /* Copy over key_values, if any. */
495 if (key_values) 525 if (src.key_values)
496 { 526 {
497 key_value *tail = 0; 527 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 528 key_values = 0;
501 529
502 for (i = key_values; i; i = i->next) 530 for (key_value *i = src.key_values; i; i = i->next)
503 { 531 {
504 key_value *new_link = new key_value; 532 key_value *new_link = new key_value;
505 533
506 new_link->next = 0; 534 new_link->next = 0;
507 new_link->key = i->key; 535 new_link->key = i->key;
508 new_link->value = i->value; 536 new_link->value = i->value;
509 537
510 /* Try and be clever here, too. */ 538 /* Try and be clever here, too. */
511 if (!dst->key_values) 539 if (!key_values)
512 { 540 {
513 dst->key_values = new_link; 541 key_values = new_link;
514 tail = new_link; 542 tail = new_link;
515 } 543 }
516 else 544 else
517 { 545 {
518 tail->next = new_link; 546 tail->next = new_link;
519 tail = new_link; 547 tail = new_link;
520 } 548 }
521 } 549 }
522 } 550 }
551}
552
553/*
554 * copy_to first frees everything allocated by the dst object,
555 * and then copies the contents of itself into the second
556 * object, allocating what needs to be allocated. Basically, any
557 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
558 * if the first object is freed, the pointers in the new object
559 * will point at garbage.
560 */
561void
562object::copy_to (object *dst)
563{
564 *dst = *this;
565
566 if (speed < 0)
567 dst->speed_left = speed_left - rndm ();
523 568
524 dst->set_speed (dst->speed); 569 dst->set_speed (dst->speed);
570}
571
572void
573object::instantiate ()
574{
575 if (!uuid.seq) // HACK
576 uuid = gen_uuid ();
577
578 speed_left = -0.1f;
579 /* copy the body_info to the body_used - this is only really
580 * need for monsters, but doesn't hurt to do it for everything.
581 * by doing so, when a monster is created, it has good starting
582 * values for the body_used info, so when items are created
583 * for it, they can be properly equipped.
584 */
585 for (int i = NUM_BODY_LOCATIONS; i--; )
586 slot[i].used = slot[i].info;
587
588 attachable::instantiate ();
525} 589}
526 590
527object * 591object *
528object::clone () 592object::clone ()
529{ 593{
587 * UP_OBJ_FACE: only the objects face has changed. 651 * UP_OBJ_FACE: only the objects face has changed.
588 */ 652 */
589void 653void
590update_object (object *op, int action) 654update_object (object *op, int action)
591{ 655{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 656 if (op == NULL)
595 { 657 {
596 /* this should never happen */ 658 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 659 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 660 return;
658 720
659 if (op->more) 721 if (op->more)
660 update_object (op->more, action); 722 update_object (op->more, action);
661} 723}
662 724
663object *object::first;
664
665object::object () 725object::object ()
666{ 726{
667 SET_FLAG (this, FLAG_REMOVED); 727 SET_FLAG (this, FLAG_REMOVED);
668 728
669 expmul = 1.0; 729 expmul = 1.0;
670 face = blank_face; 730 face = blank_face;
671} 731}
672 732
673object::~object () 733object::~object ()
674{ 734{
735 unlink ();
736
675 free_key_values (this); 737 free_key_values (this);
676} 738}
677 739
740static int object_count;
741
678void object::link () 742void object::link ()
679{ 743{
744 assert (!index);//D
680 uuid = gen_uuid (); 745 uuid = gen_uuid ();
746 count = ++object_count;
681 747
748 refcnt_inc ();
682 objects.insert (this); 749 objects.insert (this);
683} 750}
684 751
685void object::unlink () 752void object::unlink ()
686{ 753{
754 if (!index)
755 return;
756
687 objects.erase (this); 757 objects.erase (this);
758 refcnt_dec ();
688} 759}
689 760
690void 761void
691object::activate () 762object::activate ()
692{ 763{
764 * drop on that space. 835 * drop on that space.
765 */ 836 */
766 if (!drop_to_ground 837 if (!drop_to_ground
767 || !map 838 || !map
768 || map->in_memory != MAP_IN_MEMORY 839 || map->in_memory != MAP_IN_MEMORY
840 || map->nodrop
769 || ms ().move_block == MOVE_ALL) 841 || ms ().move_block == MOVE_ALL)
770 { 842 {
771 while (inv) 843 while (inv)
772 { 844 {
773 inv->destroy_inv (drop_to_ground); 845 inv->destroy_inv (drop_to_ground);
782 854
783 if (op->flag [FLAG_STARTEQUIP] 855 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP] 856 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE 857 || op->type == RUNE
786 || op->type == TRAP 858 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE]) 859 || op->flag [FLAG_IS_A_TEMPLATE]
860 || op->flag [FLAG_DESTROY_ON_DEATH])
788 op->destroy (); 861 op->destroy ();
789 else 862 else
790 map->insert (op, x, y); 863 map->insert (op, x, y);
791 } 864 }
792 } 865 }
800} 873}
801 874
802void 875void
803object::do_destroy () 876object::do_destroy ()
804{ 877{
878 attachable::do_destroy ();
879
805 if (flag [FLAG_IS_LINKED]) 880 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this); 881 remove_button_link (this);
807 882
808 if (flag [FLAG_FRIENDLY]) 883 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this); 884 remove_friendly_object (this);
810 885
811 if (!flag [FLAG_REMOVED]) 886 if (!flag [FLAG_REMOVED])
812 remove (); 887 remove ();
813 888
814 if (flag [FLAG_FREED]) 889 destroy_inv (true);
815 return;
816 890
817 set_speed (0); 891 deactivate ();
892 unlink ();
818 893
819 flag [FLAG_FREED] = 1; 894 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825 895
826 // hack to ensure that freed objects still have a valid map 896 // hack to ensure that freed objects still have a valid map
827 { 897 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes 898 static maptile *freed_map; // freed objects are moved here to avoid crashes
829 899
891 * This function removes the object op from the linked list of objects 961 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the 962 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an 963 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to 964 * environment, the x and y coordinates will be updated to
895 * the previous environment. 965 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */ 966 */
898void 967void
899object::remove () 968object::do_remove ()
900{ 969{
901 object *tmp, *last = 0; 970 object *tmp, *last = 0;
902 object *otmp; 971 object *otmp;
903 972
904 if (QUERY_FLAG (this, FLAG_REMOVED)) 973 if (QUERY_FLAG (this, FLAG_REMOVED))
947 } 1016 }
948 else if (map) 1017 else if (map)
949 { 1018 {
950 if (type == PLAYER) 1019 if (type == PLAYER)
951 { 1020 {
1021 // leaving a spot always closes any open container on the ground
1022 if (container && !container->env)
1023 // this causes spurious floorbox updates, but it ensures
1024 // that the CLOSE event is being sent.
1025 close_container ();
1026
952 --map->players; 1027 --map->players;
953 map->touch (); 1028 map->touch ();
954 } 1029 }
955 1030
956 map->dirty = true; 1031 map->dirty = true;
1032 mapspace &ms = this->ms ();
957 1033
958 /* link the object above us */ 1034 /* link the object above us */
959 if (above) 1035 if (above)
960 above->below = below; 1036 above->below = below;
961 else 1037 else
962 map->at (x, y).top = below; /* we were top, set new top */ 1038 ms.top = below; /* we were top, set new top */
963 1039
964 /* Relink the object below us, if there is one */ 1040 /* Relink the object below us, if there is one */
965 if (below) 1041 if (below)
966 below->above = above; 1042 below->above = above;
967 else 1043 else
969 /* Nothing below, which means we need to relink map object for this space 1045 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is 1046 * use translated coordinates in case some oddness with map tiling is
971 * evident 1047 * evident
972 */ 1048 */
973 if (GET_MAP_OB (map, x, y) != this) 1049 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "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); 1050 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 ());
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983 1051
984 map->at (x, y).bot = above; /* goes on above it. */ 1052 ms.bot = above; /* goes on above it. */
985 } 1053 }
986 1054
987 above = 0; 1055 above = 0;
988 below = 0; 1056 below = 0;
989 1057
990 if (map->in_memory == MAP_SAVING) 1058 if (map->in_memory == MAP_SAVING)
991 return; 1059 return;
992 1060
993 int check_walk_off = !flag [FLAG_NO_APPLY]; 1061 int check_walk_off = !flag [FLAG_NO_APPLY];
994 1062
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1063 for (tmp = ms.bot; tmp; tmp = tmp->above)
996 { 1064 {
997 /* No point updating the players look faces if he is the object 1065 /* No point updating the players look faces if he is the object
998 * being removed. 1066 * being removed.
999 */ 1067 */
1000 1068
1080 } 1148 }
1081 1149
1082 return 0; 1150 return 0;
1083} 1151}
1084 1152
1153void
1154object::expand_tail ()
1155{
1156 if (more)
1157 return;
1158
1159 object *prev = this;
1160
1161 for (archetype *at = arch->more; at; at = at->more)
1162 {
1163 object *op = arch_to_object (at);
1164
1165 op->name = name;
1166 op->name_pl = name_pl;
1167 op->title = title;
1168
1169 op->head = this;
1170 prev->more = op;
1171
1172 prev = op;
1173 }
1174}
1175
1085/* 1176/*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1177 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1087 * job preparing multi-part monsters 1178 * job preparing multi-part monsters.
1088 */ 1179 */
1089object * 1180object *
1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1181insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091{ 1182{
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1183 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1119 * just 'op' otherwise 1210 * just 'op' otherwise
1120 */ 1211 */
1121object * 1212object *
1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1213insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123{ 1214{
1215 assert (!op->flag [FLAG_FREED]);
1216
1124 object *tmp, *top, *floor = NULL; 1217 object *tmp, *top, *floor = NULL;
1125 sint16 x, y;
1126 1218
1127 if (QUERY_FLAG (op, FLAG_FREED)) 1219 op->remove ();
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132 1220
1133 if (!m) 1221#if 0
1134 { 1222 if (!m->active != !op->active)
1135 char *dump = dump_object (op); 1223 if (m->active)
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1224 op->activate_recursive ();
1137 free (dump); 1225 else
1138 return op; 1226 op->deactivate_recursive ();
1139 } 1227#endif
1140 1228
1141 if (out_of_map (m, op->x, op->y)) 1229 if (out_of_map (m, op->x, op->y))
1142 { 1230 {
1143 char *dump = dump_object (op);
1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1145#ifdef MANY_CORES 1232#ifdef MANY_CORES
1146 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1147 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1148 * improperly inserted. 1235 * improperly inserted.
1149 */ 1236 */
1150 abort (); 1237 abort ();
1151#endif 1238#endif
1152 free (dump);
1153 return op; 1239 return op;
1154 } 1240 }
1155 1241
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more; 1242 if (object *more = op->more)
1169 1243 {
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1244 if (!insert_ob_in_map (more, m, originator, flag))
1186 { 1245 {
1187 if (!op->head) 1246 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1247 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189 1248
1190 return 0; 1249 return 0;
1195 1254
1196 /* Ideally, the caller figures this out. However, it complicates a lot 1255 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now 1256 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work 1257 * need extra work
1199 */ 1258 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y); 1259 if (!xy_normalise (m, op->x, op->y))
1201 x = op->x; 1260 return 0;
1202 y = op->y; 1261
1262 op->map = m;
1263 mapspace &ms = op->ms ();
1203 1264
1204 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1205 */ 1266 */
1206 if (op->nrof && !(flag & INS_NO_MERGE)) 1267 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1268 for (tmp = ms.bot; tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp)) 1269 if (object::can_merge (op, tmp))
1209 { 1270 {
1210 op->nrof += tmp->nrof; 1271 op->nrof += tmp->nrof;
1211 tmp->destroy (); 1272 tmp->destroy ();
1212 } 1273 }
1229 op->below = originator->below; 1290 op->below = originator->below;
1230 1291
1231 if (op->below) 1292 if (op->below)
1232 op->below->above = op; 1293 op->below->above = op;
1233 else 1294 else
1234 op->ms ().bot = op; 1295 ms.bot = op;
1235 1296
1236 /* since *below* originator, no need to update top */ 1297 /* since *below* originator, no need to update top */
1237 originator->below = op; 1298 originator->below = op;
1238 } 1299 }
1239 else 1300 else
1240 { 1301 {
1302 top = ms.bot;
1303
1241 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1305 if ((!(flag & INS_MAP_LOAD)) && top)
1243 { 1306 {
1244 object *last = 0; 1307 object *last = 0;
1245 1308
1246 /* 1309 /*
1247 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1253 * once we get to them. This reduces the need to traverse over all of 1316 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time 1317 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed 1318 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects. 1319 * that flying non pickable objects are spell objects.
1257 */ 1320 */
1258 while (top) 1321 for (top = ms.bot; top; top = top->above)
1259 { 1322 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1323 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top; 1324 floor = top;
1262 1325
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1326 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 top = top->below; 1329 top = top->below;
1267 break; 1330 break;
1268 } 1331 }
1269 1332
1270 last = top; 1333 last = top;
1271 top = top->above;
1272 } 1334 }
1273 1335
1274 /* Don't want top to be NULL, so set it to the last valid object */ 1336 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last; 1337 top = last;
1276 1338
1278 * looks like instead of lots of conditions here. 1340 * looks like instead of lots of conditions here.
1279 * makes things faster, and effectively the same result. 1341 * makes things faster, and effectively the same result.
1280 */ 1342 */
1281 1343
1282 /* Have object 'fall below' other objects that block view. 1344 /* Have object 'fall below' other objects that block view.
1283 * Unless those objects are exits, type 66 1345 * Unless those objects are exits.
1284 * If INS_ON_TOP is used, don't do this processing 1346 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise 1347 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd. 1348 * stacking is a bit odd.
1287 */ 1349 */
1288 if (!(flag & INS_ON_TOP) && 1350 if (!(flag & INS_ON_TOP)
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1351 && ms.flags () & P_BLOCKSVIEW
1352 && (op->face && !faces [op->face].visibility))
1290 { 1353 {
1291 for (last = top; last != floor; last = last->below) 1354 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1355 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break; 1356 break;
1357
1294 /* Check to see if we found the object that blocks view, 1358 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that 1359 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we 1360 * we can get inserted below this one, which requires we
1297 * set top to the object below us. 1361 * set top to the object below us.
1298 */ 1362 */
1300 top = last->below; 1364 top = last->below;
1301 } 1365 }
1302 } /* If objects on this space */ 1366 } /* If objects on this space */
1303 1367
1304 if (flag & INS_MAP_LOAD) 1368 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y); 1369 top = ms.top;
1306 1370
1307 if (flag & INS_ABOVE_FLOOR_ONLY) 1371 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor; 1372 top = floor;
1309 1373
1310 /* Top is the object that our object (op) is going to get inserted above. 1374 /* Top is the object that our object (op) is going to get inserted above.
1311 */ 1375 */
1312 1376
1313 /* First object on this space */ 1377 /* First object on this space */
1314 if (!top) 1378 if (!top)
1315 { 1379 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y); 1380 op->above = ms.bot;
1317 1381
1318 if (op->above) 1382 if (op->above)
1319 op->above->below = op; 1383 op->above->below = op;
1320 1384
1321 op->below = 0; 1385 op->below = 0;
1322 op->ms ().bot = op; 1386 ms.bot = op;
1323 } 1387 }
1324 else 1388 else
1325 { /* get inserted into the stack above top */ 1389 { /* get inserted into the stack above top */
1326 op->above = top->above; 1390 op->above = top->above;
1327 1391
1331 op->below = top; 1395 op->below = top;
1332 top->above = op; 1396 top->above = op;
1333 } 1397 }
1334 1398
1335 if (!op->above) 1399 if (!op->above)
1336 op->ms ().top = op; 1400 ms.top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */ 1401 } /* else not INS_BELOW_ORIGINATOR */
1338 1402
1339 if (op->type == PLAYER) 1403 if (op->type == PLAYER)
1340 { 1404 {
1341 op->contr->do_los = 1; 1405 op->contr->do_los = 1;
1347 1411
1348 /* If we have a floor, we know the player, if any, will be above 1412 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there. 1413 * it, so save a few ticks and start from there.
1350 */ 1414 */
1351 if (!(flag & INS_MAP_LOAD)) 1415 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ()) 1416 if (object *pl = ms.player ())
1353 if (pl->contr->ns) 1417 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update (); 1418 pl->contr->ns->floorbox_update ();
1355 1419
1356 /* If this object glows, it may affect lighting conditions that are 1420 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really 1421 * visible to others on this map. But update_all_los is really
1419} 1483}
1420 1484
1421object * 1485object *
1422object::insert_at (object *where, object *originator, int flags) 1486object::insert_at (object *where, object *originator, int flags)
1423{ 1487{
1424 where->map->insert (this, where->x, where->y, originator, flags); 1488 return where->map->insert (this, where->x, where->y, originator, flags);
1425} 1489}
1426 1490
1427/* 1491/*
1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1492 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1429 * is returned contains nr objects, and the remaining parts contains 1493 * is returned contains nr objects, and the remaining parts contains
1469 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1470 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1471 * 1535 *
1472 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1473 */ 1537 */
1474
1475object * 1538object *
1476decrease_ob_nr (object *op, uint32 i) 1539decrease_ob_nr (object *op, uint32 i)
1477{ 1540{
1478 object *tmp; 1541 object *tmp;
1479 1542
1554 1617
1555/* 1618/*
1556 * add_weight(object, weight) adds the specified weight to an object, 1619 * add_weight(object, weight) adds the specified weight to an object,
1557 * and also updates how much the environment(s) is/are carrying. 1620 * and also updates how much the environment(s) is/are carrying.
1558 */ 1621 */
1559
1560void 1622void
1561add_weight (object *op, signed long weight) 1623add_weight (object *op, signed long weight)
1562{ 1624{
1563 while (op != NULL) 1625 while (op != NULL)
1564 { 1626 {
1596 * inside the object environment. 1658 * inside the object environment.
1597 * 1659 *
1598 * The function returns now pointer to inserted item, and return value can 1660 * The function returns now pointer to inserted item, and return value can
1599 * be != op, if items are merged. -Tero 1661 * be != op, if items are merged. -Tero
1600 */ 1662 */
1601
1602object * 1663object *
1603object::insert (object *op) 1664object::insert (object *op)
1604{ 1665{
1605 object *tmp, *otmp; 1666 object *tmp, *otmp;
1606 1667
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1827 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1828 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1829 {
1769 1830
1770 float 1831 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed); 1832 diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1833
1773 if (op->type == PLAYER) 1834 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1835 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1836 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1837 diff /= 4.0;
1983 } 2044 }
1984 2045
1985 if (!index) 2046 if (!index)
1986 return -1; 2047 return -1;
1987 2048
1988 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
1989} 2050}
1990 2051
1991/* 2052/*
1992 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2014{ 2075{
2015 arr += begin; 2076 arr += begin;
2016 end -= begin; 2077 end -= begin;
2017 2078
2018 while (--end) 2079 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2020} 2081}
2021 2082
2022/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2158 2219
2159 return 3; 2220 return 3;
2160} 2221}
2161 2222
2162/* 2223/*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168int
2169absdir (int d)
2170{
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178}
2179
2180/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2226 */
2184
2185int 2227int
2186dirdiff (int dir1, int dir2) 2228dirdiff (int dir1, int dir2)
2187{ 2229{
2188 int d; 2230 int d;
2189 2231
2355 insert_ob_in_ob (object_create_clone (item), dst); 2397 insert_ob_in_ob (object_create_clone (item), dst);
2356 2398
2357 return dst; 2399 return dst;
2358} 2400}
2359 2401
2360/* GROS - Creates an object using a string representing its content. */
2361/* Basically, we save the content of the string to a temp file, then call */
2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2363/* but it was simple to make and allows reusing the load_object function. */
2364/* Remember not to use load_object_str in a time-critical situation. */
2365/* Also remember that multiparts objects are not supported for now. */
2366object *
2367load_object_str (const char *obstr)
2368{
2369 object *op;
2370 char filename[MAX_BUF];
2371
2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2374 FILE *tempfile = fopen (filename, "w");
2375
2376 if (tempfile == NULL)
2377 {
2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2379 return NULL;
2380 }
2381
2382 fprintf (tempfile, obstr);
2383 fclose (tempfile);
2384
2385 op = object::create ();
2386
2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2390 load_object (thawer, op, 0);
2391
2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2393 CLEAR_FLAG (op, FLAG_REMOVED);
2394
2395 return op;
2396}
2397
2398/* This returns the first object in who's inventory that 2402/* This returns the first object in who's inventory that
2399 * has the same type and subtype match. 2403 * has the same type and subtype match.
2400 * returns NULL if no match. 2404 * returns NULL if no match.
2401 */ 2405 */
2402object * 2406object *
2455 if (link->key == canonical_key) 2459 if (link->key == canonical_key)
2456 return link->value; 2460 return link->value;
2457 2461
2458 return 0; 2462 return 0;
2459} 2463}
2460
2461 2464
2462/* 2465/*
2463 * Updates the canonical_key in op to value. 2466 * Updates the canonical_key in op to value.
2464 * 2467 *
2465 * canonical_key is a shared string (value doesn't have to be). 2468 * canonical_key is a shared string (value doesn't have to be).
2605{ 2608{
2606 char flagdesc[512]; 2609 char flagdesc[512];
2607 char info2[256 * 4]; 2610 char info2[256 * 4];
2608 char *p = info; 2611 char *p = info;
2609 2612
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2614 count, uuid.seq,
2612 &name, 2615 &name,
2613 title ? "\",title:" : "", 2616 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2617 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2618 flag_desc (flagdesc, 512), type);
2616 2619
2617 if (env) 2620 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624} 2627}
2625 2628
2626const char * 2629const char *
2627object::debug_desc () const 2630object::debug_desc () const
2628{ 2631{
2629 static char info[256 * 4]; 2632 static char info[3][256 * 4];
2633 static int info_idx;
2634
2630 return debug_desc (info); 2635 return debug_desc (info [++info_idx % 3]);
2631} 2636}
2632 2637
2638struct region *
2639object::region () const
2640{
2641 return map ? map->region (x, y)
2642 : region::default_region ();
2643}
2644
2645const materialtype_t *
2646object::dominant_material () const
2647{
2648 if (materialtype_t *mat = name_to_material (materialname))
2649 return mat;
2650
2651 // omfg this is slow, this has to be temporary :)
2652 shstr unknown ("unknown");
2653
2654 return name_to_material (unknown);
2655}
2656
2657void
2658object::open_container (object *new_container)
2659{
2660 if (container == new_container)
2661 return;
2662
2663 if (object *old_container = container)
2664 {
2665 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2666 return;
2667
2668#if 0
2669 // remove the "Close old_container" object.
2670 if (object *closer = old_container->inv)
2671 if (closer->type == CLOSE_CON)
2672 closer->destroy ();
2673#endif
2674
2675 old_container->flag [FLAG_APPLIED] = 0;
2676 container = 0;
2677
2678 esrv_update_item (UPD_FLAGS, this, old_container);
2679 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 }
2706}
2707
2708

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