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Comparing deliantra/server/common/object.C (file contents):
Revision 1.103 by root, Tue Jan 2 20:40:34 2007 UTC vs.
Revision 1.130 by root, Sat Feb 10 01:52:25 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) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 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>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
660 660
661 if (op->more) 661 if (op->more)
662 update_object (op->more, action); 662 update_object (op->more, action);
663} 663}
664 664
665object *object::first;
666
667object::object () 665object::object ()
668{ 666{
669 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
670 668
671 expmul = 1.0; 669 expmul = 1.0;
672 face = blank_face; 670 face = blank_face;
673} 671}
674 672
675object::~object () 673object::~object ()
676{ 674{
675 unlink ();
676
677 free_key_values (this); 677 free_key_values (this);
678} 678}
679 679
680static int object_count;
681
680void object::link () 682void object::link ()
681{ 683{
682 count = ++ob_count; 684 assert (!index);//D
683 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
684 687
685 prev = 0; 688 refcnt_inc ();
686 next = object::first; 689 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 690}
693 691
694void object::unlink () 692void object::unlink ()
695{ 693{
696 if (this == object::first) 694 if (!index)
697 object::first = next; 695 return;
698 696
699 /* Remove this object from the list of used objects */ 697 objects.erase (this);
700 if (prev) prev->next = next; 698 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 699}
712 700
713void 701void
714object::activate () 702object::activate ()
715{ 703{
716 /* If already on active list, don't do anything */ 704 /* If already on active list, don't do anything */
717 if (active ()) 705 if (active)
718 return; 706 return;
719 707
720 if (has_active_speed ()) 708 if (has_active_speed ())
721 { 709 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 710}
732 711
733void 712void
734object::activate_recursive () 713object::activate_recursive ()
735{ 714{
736 activate (); 715 activate ();
737 716
738 for (object *op = inv; op; op = op->above) 717 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 718 op->activate_recursive ();
740} 719}
741 720
742/* This function removes object 'op' from the list of active 721/* This function removes object 'op' from the list of active
743 * objects. 722 * objects.
749 */ 728 */
750void 729void
751object::deactivate () 730object::deactivate ()
752{ 731{
753 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 733 if (!active)
755 return; 734 return;
756 735
757 if (active_prev == 0) 736 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 737}
773 738
774void 739void
775object::deactivate_recursive () 740object::deactivate_recursive ()
776{ 741{
777 for (object *op = inv; op; op = op->above) 742 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 743 op->deactivate_recursive ();
779 744
780 deactivate (); 745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
781} 756}
782 757
783/* 758/*
784 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 760 * object.c ?
800 * drop on that space. 775 * drop on that space.
801 */ 776 */
802 if (!drop_to_ground 777 if (!drop_to_ground
803 || !map 778 || !map
804 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
806 { 782 {
807 while (inv) 783 while (inv)
808 { 784 {
809 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
818 794
819 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 797 || op->type == RUNE
822 || op->type == TRAP 798 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 801 op->destroy ();
825 else 802 else
826 map->insert (op, x, y); 803 map->insert (op, x, y);
827 } 804 }
828 } 805 }
836} 813}
837 814
838void 815void
839object::do_destroy () 816object::do_destroy ()
840{ 817{
818 attachable::do_destroy ();
819
841 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 821 remove_button_link (this);
843 822
844 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
845 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
846 833
847 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
848 remove (); 835 remove ();
849 836
850 if (flag [FLAG_FREED]) 837 destroy_inv (true);
851 return;
852 838
853 set_speed (0); 839 deactivate ();
840 unlink ();
854 841
855 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 843
862 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
863 { 845 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 847
890 872
891 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
892 owner = 0; 874 owner = 0;
893 enemy = 0; 875 enemy = 0;
894 attacked_by = 0; 876 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 877}
899 878
900void 879void
901object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
902{ 881{
930 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
934 * the previous environment. 913 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 914 */
937void 915void
938object::remove () 916object::do_remove ()
939{ 917{
940 object *tmp, *last = 0; 918 object *tmp, *last = 0;
941 object *otmp; 919 object *otmp;
942 920
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 964 }
987 else if (map) 965 else if (map)
988 { 966 {
989 if (type == PLAYER) 967 if (type == PLAYER)
990 { 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
991 --map->players; 975 --map->players;
992 map->touch (); 976 map->touch ();
993 } 977 }
994 978
995 map->dirty = true; 979 map->dirty = true;
980 mapspace &ms = this->ms ();
996 981
997 /* link the object above us */ 982 /* link the object above us */
998 if (above) 983 if (above)
999 above->below = below; 984 above->below = below;
1000 else 985 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
1002 987
1003 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1004 if (below) 989 if (below)
1005 below->above = above; 990 below->above = above;
1006 else 991 else
1008 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1010 * evident 995 * evident
1011 */ 996 */
1012 if (GET_MAP_OB (map, x, y) != this) 997 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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); 998 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 ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 999
1023 map->at (x, y).bot = above; /* goes on above it. */ 1000 ms.bot = above; /* goes on above it. */
1024 } 1001 }
1025 1002
1026 above = 0; 1003 above = 0;
1027 below = 0; 1004 below = 0;
1028 1005
1029 if (map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1030 return; 1007 return;
1031 1008
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1010
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1012 {
1036 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1037 * being removed. 1014 * being removed.
1038 */ 1015 */
1039 1016
1120 1097
1121 return 0; 1098 return 0;
1122} 1099}
1123 1100
1124/* 1101/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1127 */ 1104 */
1128object * 1105object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1107{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1159 */ 1136 */
1160object * 1137object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1139{
1163 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165 1141
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1167 { 1143 {
1168 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL; 1145 return NULL;
1170 } 1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1171 1152
1172 if (!m) 1153 if (!m)
1173 { 1154 {
1174 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1190#endif 1171#endif
1191 free (dump); 1172 free (dump);
1192 return op; 1173 return op;
1193 } 1174 }
1194 1175
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more; 1176 if (object *more = op->more)
1208 1177 {
1209 /* We really need the caller to normalize coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalize it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1225 { 1179 {
1226 if (!op->head) 1180 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228 1182
1229 return 0; 1183 return 0;
1234 1188
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1191 * need extra work
1238 */ 1192 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1194 return 0;
1241 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1242 1198
1243 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1244 */ 1200 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1203 if (object::can_merge (op, tmp))
1248 { 1204 {
1249 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1206 tmp->destroy ();
1251 } 1207 }
1268 op->below = originator->below; 1224 op->below = originator->below;
1269 1225
1270 if (op->below) 1226 if (op->below)
1271 op->below->above = op; 1227 op->below->above = op;
1272 else 1228 else
1273 op->ms ().bot = op; 1229 ms.bot = op;
1274 1230
1275 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1276 originator->below = op; 1232 originator->below = op;
1277 } 1233 }
1278 else 1234 else
1279 { 1235 {
1236 top = ms.bot;
1237
1280 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1240 {
1283 object *last = 0; 1241 object *last = 0;
1284 1242
1285 /* 1243 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1250 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1251 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1252 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1296 */ 1254 */
1297 while (top) 1255 for (top = ms.bot; top; top = top->above)
1298 { 1256 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1258 floor = top;
1301 1259
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1263 top = top->below;
1306 break; 1264 break;
1307 } 1265 }
1308 1266
1309 last = top; 1267 last = top;
1310 top = top->above;
1311 } 1268 }
1312 1269
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1271 top = last;
1315 1272
1322 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1282 * stacking is a bit odd.
1326 */ 1283 */
1327 if (!(flag & INS_ON_TOP) && 1284 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1329 { 1287 {
1330 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1290 break;
1291
1333 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1295 * set top to the object below us.
1337 */ 1296 */
1339 top = last->below; 1298 top = last->below;
1340 } 1299 }
1341 } /* If objects on this space */ 1300 } /* If objects on this space */
1342 1301
1343 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1345 1304
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1306 top = floor;
1348 1307
1349 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1309 */
1351 1310
1352 /* First object on this space */ 1311 /* First object on this space */
1353 if (!top) 1312 if (!top)
1354 { 1313 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1356 1315
1357 if (op->above) 1316 if (op->above)
1358 op->above->below = op; 1317 op->above->below = op;
1359 1318
1360 op->below = 0; 1319 op->below = 0;
1361 op->ms ().bot = op; 1320 ms.bot = op;
1362 } 1321 }
1363 else 1322 else
1364 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1365 op->above = top->above; 1324 op->above = top->above;
1366 1325
1370 op->below = top; 1329 op->below = top;
1371 top->above = op; 1330 top->above = op;
1372 } 1331 }
1373 1332
1374 if (!op->above) 1333 if (!op->above)
1375 op->ms ().top = op; 1334 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1377 1336
1378 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1379 { 1338 {
1380 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1386 1345
1387 /* If we have a floor, we know the player, if any, will be above 1346 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1347 * it, so save a few ticks and start from there.
1389 */ 1348 */
1390 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1350 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1351 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1352 pl->contr->ns->floorbox_update ();
1394 1353
1395 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1355 * visible to others on this map. But update_all_los is really
1444{ 1403{
1445 object *tmp, *tmp1; 1404 object *tmp, *tmp1;
1446 1405
1447 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1448 1407
1449 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1451 tmp->destroy (); 1410 tmp->destroy ();
1452 1411
1453 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1454 1413
1777 1736
1778 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1779 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1780 */ 1739 */
1781 1740
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1783 { 1742 {
1784 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1785 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1786 * we don't need to check all of them. 1745 * we don't need to check all of them.
1787 */ 1746 */
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1766 {
1808 1767
1809 float 1768 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1770
1812 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1774 diff /= 4.0;
1845 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1846 */ 1805 */
1847object * 1806object *
1848present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1849{ 1808{
1850 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1851 { 1810 {
1852 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1853 return NULL; 1812 return NULL;
1854 } 1813 }
1855 1814
1856 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 if (tmp->arch == at) 1816 if (tmp->arch == at)
1858 return tmp; 1817 return tmp;
1859 1818
1860 return NULL; 1819 return NULL;
1861} 1820}
1872 { 1831 {
1873 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1833 return NULL;
1875 } 1834 }
1876 1835
1877 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1878 if (tmp->type == type) 1837 if (tmp->type == type)
1879 return tmp; 1838 return tmp;
1880 1839
1881 return NULL; 1840 return NULL;
1882} 1841}
2022 } 1981 }
2023 1982
2024 if (!index) 1983 if (!index)
2025 return -1; 1984 return -1;
2026 1985
2027 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2028} 1987}
2029 1988
2030/* 1989/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2053{ 2012{
2054 arr += begin; 2013 arr += begin;
2055 end -= begin; 2014 end -= begin;
2056 2015
2057 while (--end) 2016 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2017 swap (arr [end], arr [rndm (end + 1)]);
2059} 2018}
2060 2019
2061/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2021 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2022 * the spaces to find monsters. In this way, it won't always look for
2197 2156
2198 return 3; 2157 return 3;
2199} 2158}
2200 2159
2201/* 2160/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2163 */
2223
2224int 2164int
2225dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2226{ 2166{
2227 int d; 2167 int d;
2228 2168
2644{ 2584{
2645 char flagdesc[512]; 2585 char flagdesc[512];
2646 char info2[256 * 4]; 2586 char info2[256 * 4];
2647 char *p = info; 2587 char *p = info;
2648 2588
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2590 count, uuid.seq,
2651 &name, 2591 &name,
2652 title ? "\",title:" : "", 2592 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2655 2595
2656 if (env) 2596 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2667{ 2607{
2668 static char info[256 * 4]; 2608 static char info[256 * 4];
2669 return debug_desc (info); 2609 return debug_desc (info);
2670} 2610}
2671 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (object *old_container = container)
2645 {
2646 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2647 return;
2648
2649#if 0
2650 // remove the "Close old_container" object.
2651 if (object *closer = old_container->inv)
2652 if (closer->type == CLOSE_CON)
2653 closer->destroy ();
2654#endif
2655
2656 old_container->flag [FLAG_APPLIED] = 0;
2657 container = 0;
2658
2659 esrv_update_item (UPD_FLAGS, this, old_container);
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2661 }
2662
2663 if (new_container)
2664 {
2665 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2666 return;
2667
2668 // TODO: this does not seem to serve any purpose anymore?
2669#if 0
2670 // insert the "Close Container" object.
2671 if (archetype *closer = new_container->other_arch)
2672 {
2673 object *closer = arch_to_object (new_container->other_arch);
2674 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2675 new_container->insert (closer);
2676 }
2677#endif
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2684 }
2685
2686 if (contr && contr->ns)
2687 contr->ns->floorbox_update ();
2688}
2689
2690

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