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Comparing deliantra/server/common/object.C (file contents):
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC vs.
Revision 1.154 by root, Thu May 17 21:11:42 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
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
452/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 521 * refcounts and freeing the links.
454 */ 522 */
455static void 523static void
456free_key_values (object *op) 524free_key_values (object *op)
457{ 525{
458 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
459 { 527 {
460 key_value *next = i->next; 528 key_value *next = i->next;
461 delete i; 529 delete i;
462 530
463 i = next; 531 i = next;
464 } 532 }
465 533
466 op->key_values = 0; 534 op->key_values = 0;
467} 535}
468 536
469/* 537object &
470 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
482 542
483 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
484 544
485 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 546 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;
493 547
494 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
495 if (key_values) 549 if (src.key_values)
496 { 550 {
497 key_value *tail = 0; 551 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 552 key_values = 0;
501 553
502 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
503 { 555 {
504 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
505 557
506 new_link->next = 0; 558 new_link->next = 0;
507 new_link->key = i->key; 559 new_link->key = i->key;
508 new_link->value = i->value; 560 new_link->value = i->value;
509 561
510 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
511 if (!dst->key_values) 563 if (!key_values)
512 { 564 {
513 dst->key_values = new_link; 565 key_values = new_link;
514 tail = new_link; 566 tail = new_link;
515 } 567 }
516 else 568 else
517 { 569 {
518 tail->next = new_link; 570 tail->next = new_link;
519 tail = new_link; 571 tail = new_link;
520 } 572 }
521 } 573 }
522 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
523 592
524 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
525} 613}
526 614
527object * 615object *
528object::clone () 616object::clone ()
529{ 617{
587 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
588 */ 676 */
589void 677void
590update_object (object *op, int action) 678update_object (object *op, int action)
591{ 679{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 680 if (op == NULL)
595 { 681 {
596 /* this should never happen */ 682 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 684 return;
658 744
659 if (op->more) 745 if (op->more)
660 update_object (op->more, action); 746 update_object (op->more, action);
661} 747}
662 748
663object *object::first;
664
665object::object () 749object::object ()
666{ 750{
667 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
668 752
669 expmul = 1.0; 753 expmul = 1.0;
670 face = blank_face; 754 face = blank_face;
671} 755}
672 756
673object::~object () 757object::~object ()
674{ 758{
759 unlink ();
760
675 free_key_values (this); 761 free_key_values (this);
676} 762}
677 763
764static int object_count;
765
678void object::link () 766void object::link ()
679{ 767{
768 assert (!index);//D
680 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
681 771
682 refcnt_inc (); 772 refcnt_inc ();
683 objects.insert (this); 773 objects.insert (this);
684} 774}
685 775
686void object::unlink () 776void object::unlink ()
687{ 777{
778 if (!index)
779 return;
780
688 objects.erase (this); 781 objects.erase (this);
689 refcnt_dec (); 782 refcnt_dec ();
690} 783}
691 784
692void 785void
766 * drop on that space. 859 * drop on that space.
767 */ 860 */
768 if (!drop_to_ground 861 if (!drop_to_ground
769 || !map 862 || !map
770 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
772 { 866 {
773 while (inv) 867 while (inv)
774 { 868 {
775 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
803} 897}
804 898
805void 899void
806object::do_destroy () 900object::do_destroy ()
807{ 901{
902 attachable::do_destroy ();
903
808 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this); 905 remove_button_link (this);
810 906
811 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this); 908 remove_friendly_object (this);
813 909
814 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
815 remove (); 911 remove ();
816 912
817 if (flag [FLAG_FREED]) 913 destroy_inv (true);
818 return;
819 914
820 set_speed (0); 915 deactivate ();
916 unlink ();
821 917
822 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828 919
829 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
830 { 921 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
832 923
894 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
895 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
896 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
897 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
898 * the previous environment. 989 * the previous environment.
899 * Beware: This function is called from the editor as well!
900 */ 990 */
901void 991void
902object::remove () 992object::do_remove ()
903{ 993{
904 object *tmp, *last = 0; 994 object *tmp, *last = 0;
905 object *otmp; 995 object *otmp;
906 996
907 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
950 } 1040 }
951 else if (map) 1041 else if (map)
952 { 1042 {
953 if (type == PLAYER) 1043 if (type == PLAYER)
954 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
955 --map->players; 1051 --map->players;
956 map->touch (); 1052 map->touch ();
957 } 1053 }
958 1054
959 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
960 1057
961 /* link the object above us */ 1058 /* link the object above us */
962 if (above) 1059 if (above)
963 above->below = below; 1060 above->below = below;
964 else 1061 else
965 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
966 1063
967 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
968 if (below) 1065 if (below)
969 below->above = above; 1066 below->above = above;
970 else 1067 else
972 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
973 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
974 * evident 1071 * evident
975 */ 1072 */
976 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
977 {
978 char *dump = dump_object (this);
979 LOG (llevError,
980 "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); 1074 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 ());
981 free (dump);
982 dump = dump_object (GET_MAP_OB (map, x, y));
983 LOG (llevError, "%s\n", dump);
984 free (dump);
985 }
986 1075
987 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
988 } 1077 }
989 1078
990 above = 0; 1079 above = 0;
991 below = 0; 1080 below = 0;
992 1081
993 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
994 return; 1083 return;
995 1084
996 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
997 1086
998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
999 { 1088 {
1000 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
1001 * being removed. 1090 * being removed.
1002 */ 1091 */
1003 1092
1083 } 1172 }
1084 1173
1085 return 0; 1174 return 0;
1086} 1175}
1087 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1088/* 1200/*
1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1090 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1091 */ 1203 */
1092object * 1204object *
1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1094{ 1206{
1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1122 * just 'op' otherwise 1234 * just 'op' otherwise
1123 */ 1235 */
1124object * 1236object *
1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1126{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1127 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1128 sint16 x, y;
1129 1242
1130 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1131 {
1132 LOG (llevError, "Trying to insert freed object!\n");
1133 return NULL;
1134 }
1135 1244
1136 if (!m) 1245#if 0
1137 { 1246 if (!m->active != !op->active)
1138 char *dump = dump_object (op); 1247 if (m->active)
1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1140 free (dump); 1249 else
1141 return op; 1250 op->deactivate_recursive ();
1142 } 1251#endif
1143 1252
1144 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1145 { 1254 {
1146 char *dump = dump_object (op);
1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1148#ifdef MANY_CORES 1256#ifdef MANY_CORES
1149 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1150 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1151 * improperly inserted. 1259 * improperly inserted.
1152 */ 1260 */
1153 abort (); 1261 abort ();
1154#endif 1262#endif
1155 free (dump);
1156 return op; 1263 return op;
1157 } 1264 }
1158 1265
1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1160 {
1161 char *dump = dump_object (op);
1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1168 {
1169 /* The part may be on a different map. */
1170
1171 object *more = op->more; 1266 if (object *more = op->more)
1172 1267 {
1173 /* We really need the caller to normalise coordinates - if
1174 * we set the map, that doesn't work if the location is within
1175 * a map and this is straddling an edge. So only if coordinate
1176 * is clear wrong do we normalise it.
1177 */
1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1180 else if (!more->map)
1181 {
1182 /* For backwards compatibility - when not dealing with tiled maps,
1183 * more->map should always point to the parent.
1184 */
1185 more->map = m;
1186 }
1187
1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1189 { 1269 {
1190 if (!op->head) 1270 if (!op->head)
1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1192 1272
1193 return 0; 1273 return 0;
1198 1278
1199 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1200 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1201 * need extra work 1281 * need extra work
1202 */ 1282 */
1203 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1204 x = op->x; 1284 return 0;
1205 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1206 1288
1207 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1208 */ 1290 */
1209 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1211 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1212 { 1294 {
1213 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1214 tmp->destroy (); 1296 tmp->destroy ();
1215 } 1297 }
1232 op->below = originator->below; 1314 op->below = originator->below;
1233 1315
1234 if (op->below) 1316 if (op->below)
1235 op->below->above = op; 1317 op->below->above = op;
1236 else 1318 else
1237 op->ms ().bot = op; 1319 ms.bot = op;
1238 1320
1239 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1240 originator->below = op; 1322 originator->below = op;
1241 } 1323 }
1242 else 1324 else
1243 { 1325 {
1326 top = ms.bot;
1327
1244 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1246 { 1330 {
1247 object *last = 0; 1331 object *last = 0;
1248 1332
1249 /* 1333 /*
1250 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1256 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1257 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1258 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1259 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1260 */ 1344 */
1261 while (top) 1345 for (top = ms.bot; top; top = top->above)
1262 { 1346 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top; 1348 floor = top;
1265 1349
1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1269 top = top->below; 1353 top = top->below;
1270 break; 1354 break;
1271 } 1355 }
1272 1356
1273 last = top; 1357 last = top;
1274 top = top->above;
1275 } 1358 }
1276 1359
1277 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1278 top = last; 1361 top = last;
1279 1362
1281 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1282 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1283 */ 1366 */
1284 1367
1285 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1286 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1287 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1288 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1289 * stacking is a bit odd. 1372 * stacking is a bit odd.
1290 */ 1373 */
1291 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1292 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1293 { 1377 {
1294 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break; 1380 break;
1381
1297 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1298 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1299 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1300 * set top to the object below us. 1385 * set top to the object below us.
1301 */ 1386 */
1303 top = last->below; 1388 top = last->below;
1304 } 1389 }
1305 } /* If objects on this space */ 1390 } /* If objects on this space */
1306 1391
1307 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1308 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1309 1394
1310 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor; 1396 top = floor;
1312 1397
1313 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1314 */ 1399 */
1315 1400
1316 /* First object on this space */ 1401 /* First object on this space */
1317 if (!top) 1402 if (!top)
1318 { 1403 {
1319 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1320 1405
1321 if (op->above) 1406 if (op->above)
1322 op->above->below = op; 1407 op->above->below = op;
1323 1408
1324 op->below = 0; 1409 op->below = 0;
1325 op->ms ().bot = op; 1410 ms.bot = op;
1326 } 1411 }
1327 else 1412 else
1328 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1329 op->above = top->above; 1414 op->above = top->above;
1330 1415
1334 op->below = top; 1419 op->below = top;
1335 top->above = op; 1420 top->above = op;
1336 } 1421 }
1337 1422
1338 if (!op->above) 1423 if (!op->above)
1339 op->ms ().top = op; 1424 ms.top = op;
1340 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1341 1426
1342 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1343 { 1428 {
1344 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1350 1435
1351 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1352 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1353 */ 1438 */
1354 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1355 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1356 if (pl->contr->ns) 1441 if (pl->contr->ns)
1357 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1358 1443
1359 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1360 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1422} 1507}
1423 1508
1424object * 1509object *
1425object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1426{ 1511{
1427 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1428} 1513}
1429 1514
1430/* 1515/*
1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1432 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1472 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1473 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1474 * 1559 *
1475 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1476 */ 1561 */
1477
1478object * 1562object *
1479decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1480{ 1564{
1481 object *tmp; 1565 object *tmp;
1482 1566
1557 1641
1558/* 1642/*
1559 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1560 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1561 */ 1645 */
1562
1563void 1646void
1564add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1565{ 1648{
1566 while (op != NULL) 1649 while (op != NULL)
1567 { 1650 {
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1665 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump); 1666 free (dump);
1584 return op; 1667 return op;
1585 } 1668 }
1586 1669
1587 if (where->head) 1670 if (where->head_ () != where)
1588 { 1671 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head; 1673 where = where->head;
1591 } 1674 }
1592 1675
1593 return where->insert (op); 1676 return where->insert (op);
1594} 1677}
1599 * inside the object environment. 1682 * inside the object environment.
1600 * 1683 *
1601 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1602 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1603 */ 1686 */
1604
1605object * 1687object *
1606object::insert (object *op) 1688object::insert (object *op)
1607{ 1689{
1608 object *tmp, *otmp; 1690 object *tmp, *otmp;
1609 1691
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 { 1853 {
1772 1854
1773 float 1855 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1775 1857
1776 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0; 1861 diff /= 4.0;
1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 { 2006 {
1925 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1926 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1927 } 2009 }
1928}
1929
1930/*
1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1932 * all it's inventory (recursively).
1933 * If checksums are used, a player will get set_cheat called for
1934 * him/her-self and all object carried by a call to this function.
1935 */
1936void
1937set_cheat (object *op)
1938{
1939 SET_FLAG (op, FLAG_WAS_WIZ);
1940 flag_inv (op, FLAG_WAS_WIZ);
1941} 2010}
1942 2011
1943/* 2012/*
1944 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1945 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
1986 } 2055 }
1987 2056
1988 if (!index) 2057 if (!index)
1989 return -1; 2058 return -1;
1990 2059
1991 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
1992} 2061}
1993 2062
1994/* 2063/*
1995 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
1996 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2017{ 2086{
2018 arr += begin; 2087 arr += begin;
2019 end -= begin; 2088 end -= begin;
2020 2089
2021 while (--end) 2090 while (--end)
2022 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2023} 2092}
2024 2093
2025/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2161 2230
2162 return 3; 2231 return 3;
2163} 2232}
2164 2233
2165/* 2234/*
2166 * absdir(int): Returns a number between 1 and 8, which represent
2167 * the "absolute" direction of a number (it actually takes care of
2168 * "overflow" in previous calculations of a direction).
2169 */
2170
2171int
2172absdir (int d)
2173{
2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2180 return d;
2181}
2182
2183/*
2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2185 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2186 */ 2237 */
2187
2188int 2238int
2189dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2190{ 2240{
2191 int d; 2241 int d;
2192 2242
2358 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2359 2409
2360 return dst; 2410 return dst;
2361} 2411}
2362 2412
2363/* GROS - Creates an object using a string representing its content. */
2364/* Basically, we save the content of the string to a temp file, then call */
2365/* load_object on it. I admit it is a highly inefficient way to make things, */
2366/* but it was simple to make and allows reusing the load_object function. */
2367/* Remember not to use load_object_str in a time-critical situation. */
2368/* Also remember that multiparts objects are not supported for now. */
2369object *
2370load_object_str (const char *obstr)
2371{
2372 object *op;
2373 char filename[MAX_BUF];
2374
2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2377 FILE *tempfile = fopen (filename, "w");
2378
2379 if (tempfile == NULL)
2380 {
2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2382 return NULL;
2383 }
2384
2385 fprintf (tempfile, obstr);
2386 fclose (tempfile);
2387
2388 op = object::create ();
2389
2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2393 load_object (thawer, op, 0);
2394
2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2396 CLEAR_FLAG (op, FLAG_REMOVED);
2397
2398 return op;
2399}
2400
2401/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2402 * has the same type and subtype match. 2414 * has the same type and subtype match.
2403 * returns NULL if no match. 2415 * returns NULL if no match.
2404 */ 2416 */
2405object * 2417object *
2458 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2459 return link->value; 2471 return link->value;
2460 2472
2461 return 0; 2473 return 0;
2462} 2474}
2463
2464 2475
2465/* 2476/*
2466 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2467 * 2478 *
2468 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2608{ 2619{
2609 char flagdesc[512]; 2620 char flagdesc[512];
2610 char info2[256 * 4]; 2621 char info2[256 * 4];
2611 char *p = info; 2622 char *p = info;
2612 2623
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2614 count, uuid.seq, 2625 count, uuid.seq,
2615 &name, 2626 &name,
2616 title ? "\",title:" : "", 2627 title ? "\",title:\"" : "",
2617 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2619 2630
2620 if (env) 2631 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627} 2638}
2628 2639
2629const char * 2640const char *
2630object::debug_desc () const 2641object::debug_desc () const
2631{ 2642{
2632 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2633 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2634} 2647}
2635 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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