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Comparing deliantra/server/common/object.C (file contents):
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC vs.
Revision 1.148 by root, Mon May 14 19:08:25 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 return true;
511}
512
452/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 514 * refcounts and freeing the links.
454 */ 515 */
455static void 516static void
456free_key_values (object *op) 517free_key_values (object *op)
457{ 518{
458 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
459 { 520 {
460 key_value *next = i->next; 521 key_value *next = i->next;
461 delete i; 522 delete i;
462 523
463 i = next; 524 i = next;
464 } 525 }
465 526
466 op->key_values = 0; 527 op->key_values = 0;
467} 528}
468 529
469/* 530object &
470 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
482 535
483 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
484 537
485 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 539 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;
493 540
494 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
495 if (key_values) 542 if (src.key_values)
496 { 543 {
497 key_value *tail = 0; 544 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 545 key_values = 0;
501 546
502 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
503 { 548 {
504 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
505 550
506 new_link->next = 0; 551 new_link->next = 0;
507 new_link->key = i->key; 552 new_link->key = i->key;
508 new_link->value = i->value; 553 new_link->value = i->value;
509 554
510 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
511 if (!dst->key_values) 556 if (!key_values)
512 { 557 {
513 dst->key_values = new_link; 558 key_values = new_link;
514 tail = new_link; 559 tail = new_link;
515 } 560 }
516 else 561 else
517 { 562 {
518 tail->next = new_link; 563 tail->next = new_link;
519 tail = new_link; 564 tail = new_link;
520 } 565 }
521 } 566 }
522 } 567 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
523 585
524 dst->set_speed (dst->speed); 586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
525} 606}
526 607
527object * 608object *
528object::clone () 609object::clone ()
529{ 610{
587 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
588 */ 669 */
589void 670void
590update_object (object *op, int action) 671update_object (object *op, int action)
591{ 672{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 673 if (op == NULL)
595 { 674 {
596 /* this should never happen */ 675 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 677 return;
658 737
659 if (op->more) 738 if (op->more)
660 update_object (op->more, action); 739 update_object (op->more, action);
661} 740}
662 741
663object *object::first;
664
665object::object () 742object::object ()
666{ 743{
667 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
668 745
669 expmul = 1.0; 746 expmul = 1.0;
670 face = blank_face; 747 face = blank_face;
671} 748}
672 749
673object::~object () 750object::~object ()
674{ 751{
752 unlink ();
753
675 free_key_values (this); 754 free_key_values (this);
676} 755}
677 756
757static int object_count;
758
678void object::link () 759void object::link ()
679{ 760{
680 assert (!count);//D 761 assert (!index);//D
681 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
682 764
683 refcnt_inc (); 765 refcnt_inc ();
684 objects.insert (this); 766 objects.insert (this);
685} 767}
686 768
687void object::unlink () 769void object::unlink ()
688{ 770{
689 assert (count);//D 771 if (!index)
772 return;
773
690 objects.erase (this); 774 objects.erase (this);
691 refcnt_dec (); 775 refcnt_dec ();
692} 776}
693 777
694void 778void
768 * drop on that space. 852 * drop on that space.
769 */ 853 */
770 if (!drop_to_ground 854 if (!drop_to_ground
771 || !map 855 || !map
772 || map->in_memory != MAP_IN_MEMORY 856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
773 || ms ().move_block == MOVE_ALL) 858 || ms ().move_block == MOVE_ALL)
774 { 859 {
775 while (inv) 860 while (inv)
776 { 861 {
777 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
805} 890}
806 891
807void 892void
808object::do_destroy () 893object::do_destroy ()
809{ 894{
895 attachable::do_destroy ();
896
810 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
811 remove_button_link (this); 898 remove_button_link (this);
812 899
813 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
814 remove_friendly_object (this); 901 remove_friendly_object (this);
815 902
816 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
817 remove (); 904 remove ();
818 905
819 if (flag [FLAG_FREED]) 906 destroy_inv (true);
820 return;
821 907
822 set_speed (0); 908 deactivate ();
909 unlink ();
823 910
824 flag [FLAG_FREED] = 1; 911 flag [FLAG_FREED] = 1;
825
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
830 912
831 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
832 { 914 {
833 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
834 916
896 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
900 * the previous environment. 982 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 983 */
903void 984void
904object::remove () 985object::do_remove ()
905{ 986{
906 object *tmp, *last = 0; 987 object *tmp, *last = 0;
907 object *otmp; 988 object *otmp;
908 989
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 990 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1033 }
953 else if (map) 1034 else if (map)
954 { 1035 {
955 if (type == PLAYER) 1036 if (type == PLAYER)
956 { 1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
957 --map->players; 1044 --map->players;
958 map->touch (); 1045 map->touch ();
959 } 1046 }
960 1047
961 map->dirty = true; 1048 map->dirty = true;
1049 mapspace &ms = this->ms ();
962 1050
963 /* link the object above us */ 1051 /* link the object above us */
964 if (above) 1052 if (above)
965 above->below = below; 1053 above->below = below;
966 else 1054 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1055 ms.top = below; /* we were top, set new top */
968 1056
969 /* Relink the object below us, if there is one */ 1057 /* Relink the object below us, if there is one */
970 if (below) 1058 if (below)
971 below->above = above; 1059 below->above = above;
972 else 1060 else
974 /* Nothing below, which means we need to relink map object for this space 1062 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1063 * use translated coordinates in case some oddness with map tiling is
976 * evident 1064 * evident
977 */ 1065 */
978 if (GET_MAP_OB (map, x, y) != this) 1066 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1067 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1068
989 map->at (x, y).bot = above; /* goes on above it. */ 1069 ms.bot = above; /* goes on above it. */
990 } 1070 }
991 1071
992 above = 0; 1072 above = 0;
993 below = 0; 1073 below = 0;
994 1074
995 if (map->in_memory == MAP_SAVING) 1075 if (map->in_memory == MAP_SAVING)
996 return; 1076 return;
997 1077
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1078 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1079
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1080 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1081 {
1002 /* No point updating the players look faces if he is the object 1082 /* No point updating the players look faces if he is the object
1003 * being removed. 1083 * being removed.
1004 */ 1084 */
1005 1085
1085 } 1165 }
1086 1166
1087 return 0; 1167 return 0;
1088} 1168}
1089 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = arch->more; at; at = at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1090/* 1193/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1093 */ 1196 */
1094object * 1197object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1199{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 * just 'op' otherwise 1227 * just 'op' otherwise
1125 */ 1228 */
1126object * 1229object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1129 object *tmp, *top, *floor = NULL; 1234 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1235
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1237
1138 if (!m) 1238#if 0
1139 { 1239 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1240 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1142 free (dump); 1242 else
1143 return op; 1243 op->deactivate_recursive ();
1144 } 1244#endif
1145 1245
1146 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1147 { 1247 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1249#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1250 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1251 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1252 * improperly inserted.
1154 */ 1253 */
1155 abort (); 1254 abort ();
1156#endif 1255#endif
1157 free (dump);
1158 return op; 1256 return op;
1159 } 1257 }
1160 1258
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more; 1259 if (object *more = op->more)
1174 1260 {
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1261 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1262 {
1192 if (!op->head) 1263 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1265
1195 return 0; 1266 return 0;
1200 1271
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1272 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1273 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1274 * need extra work
1204 */ 1275 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1276 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1277 return 0;
1207 y = op->y; 1278
1279 op->map = m;
1280 mapspace &ms = op->ms ();
1208 1281
1209 /* this has to be done after we translate the coordinates. 1282 /* this has to be done after we translate the coordinates.
1210 */ 1283 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1284 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1285 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1286 if (object::can_merge (op, tmp))
1214 { 1287 {
1215 op->nrof += tmp->nrof; 1288 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1289 tmp->destroy ();
1217 } 1290 }
1234 op->below = originator->below; 1307 op->below = originator->below;
1235 1308
1236 if (op->below) 1309 if (op->below)
1237 op->below->above = op; 1310 op->below->above = op;
1238 else 1311 else
1239 op->ms ().bot = op; 1312 ms.bot = op;
1240 1313
1241 /* since *below* originator, no need to update top */ 1314 /* since *below* originator, no need to update top */
1242 originator->below = op; 1315 originator->below = op;
1243 } 1316 }
1244 else 1317 else
1245 { 1318 {
1319 top = ms.bot;
1320
1246 /* If there are other objects, then */ 1321 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1322 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1323 {
1249 object *last = 0; 1324 object *last = 0;
1250 1325
1251 /* 1326 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1327 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1333 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1334 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1335 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1336 * that flying non pickable objects are spell objects.
1262 */ 1337 */
1263 while (top) 1338 for (top = ms.bot; top; top = top->above)
1264 { 1339 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1341 floor = top;
1267 1342
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1346 top = top->below;
1272 break; 1347 break;
1273 } 1348 }
1274 1349
1275 last = top; 1350 last = top;
1276 top = top->above;
1277 } 1351 }
1278 1352
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1353 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1354 top = last;
1281 1355
1283 * looks like instead of lots of conditions here. 1357 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1358 * makes things faster, and effectively the same result.
1285 */ 1359 */
1286 1360
1287 /* Have object 'fall below' other objects that block view. 1361 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1362 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1363 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1364 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1365 * stacking is a bit odd.
1292 */ 1366 */
1293 if (!(flag & INS_ON_TOP) && 1367 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1368 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility))
1295 { 1370 {
1296 for (last = top; last != floor; last = last->below) 1371 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1373 break;
1374
1299 /* Check to see if we found the object that blocks view, 1375 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1376 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1377 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1378 * set top to the object below us.
1303 */ 1379 */
1305 top = last->below; 1381 top = last->below;
1306 } 1382 }
1307 } /* If objects on this space */ 1383 } /* If objects on this space */
1308 1384
1309 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1311 1387
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1389 top = floor;
1314 1390
1315 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1392 */
1317 1393
1318 /* First object on this space */ 1394 /* First object on this space */
1319 if (!top) 1395 if (!top)
1320 { 1396 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1322 1398
1323 if (op->above) 1399 if (op->above)
1324 op->above->below = op; 1400 op->above->below = op;
1325 1401
1326 op->below = 0; 1402 op->below = 0;
1327 op->ms ().bot = op; 1403 ms.bot = op;
1328 } 1404 }
1329 else 1405 else
1330 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1331 op->above = top->above; 1407 op->above = top->above;
1332 1408
1336 op->below = top; 1412 op->below = top;
1337 top->above = op; 1413 top->above = op;
1338 } 1414 }
1339 1415
1340 if (!op->above) 1416 if (!op->above)
1341 op->ms ().top = op; 1417 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1343 1419
1344 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1345 { 1421 {
1346 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1352 1428
1353 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1355 */ 1431 */
1356 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1433 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1434 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1435 pl->contr->ns->floorbox_update ();
1360 1436
1361 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1424} 1500}
1425 1501
1426object * 1502object *
1427object::insert_at (object *where, object *originator, int flags) 1503object::insert_at (object *where, object *originator, int flags)
1428{ 1504{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1506}
1431 1507
1432/* 1508/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1476 * 1552 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1554 */
1479
1480object * 1555object *
1481decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1482{ 1557{
1483 object *tmp; 1558 object *tmp;
1484 1559
1559 1634
1560/* 1635/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1563 */ 1638 */
1564
1565void 1639void
1566add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1567{ 1641{
1568 while (op != NULL) 1642 while (op != NULL)
1569 { 1643 {
1601 * inside the object environment. 1675 * inside the object environment.
1602 * 1676 *
1603 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1605 */ 1679 */
1606
1607object * 1680object *
1608object::insert (object *op) 1681object::insert (object *op)
1609{ 1682{
1610 object *tmp, *otmp; 1683 object *tmp, *otmp;
1611 1684
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1846 {
1774 1847
1775 float 1848 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1850
1778 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1854 diff /= 4.0;
1988 } 2061 }
1989 2062
1990 if (!index) 2063 if (!index)
1991 return -1; 2064 return -1;
1992 2065
1993 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
1994} 2067}
1995 2068
1996/* 2069/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2019{ 2092{
2020 arr += begin; 2093 arr += begin;
2021 end -= begin; 2094 end -= begin;
2022 2095
2023 while (--end) 2096 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2097 swap (arr [end], arr [rndm (end + 1)]);
2025} 2098}
2026 2099
2027/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2163 2236
2164 return 3; 2237 return 3;
2165} 2238}
2166 2239
2167/* 2240/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2241 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2242 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2243 */
2189
2190int 2244int
2191dirdiff (int dir1, int dir2) 2245dirdiff (int dir1, int dir2)
2192{ 2246{
2193 int d; 2247 int d;
2194 2248
2360 insert_ob_in_ob (object_create_clone (item), dst); 2414 insert_ob_in_ob (object_create_clone (item), dst);
2361 2415
2362 return dst; 2416 return dst;
2363} 2417}
2364 2418
2365/* GROS - Creates an object using a string representing its content. */
2366/* Basically, we save the content of the string to a temp file, then call */
2367/* load_object on it. I admit it is a highly inefficient way to make things, */
2368/* but it was simple to make and allows reusing the load_object function. */
2369/* Remember not to use load_object_str in a time-critical situation. */
2370/* Also remember that multiparts objects are not supported for now. */
2371object *
2372load_object_str (const char *obstr)
2373{
2374 object *op;
2375 char filename[MAX_BUF];
2376
2377 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2378
2379 FILE *tempfile = fopen (filename, "w");
2380
2381 if (tempfile == NULL)
2382 {
2383 LOG (llevError, "Error - Unable to access load object temp file\n");
2384 return NULL;
2385 }
2386
2387 fprintf (tempfile, obstr);
2388 fclose (tempfile);
2389
2390 op = object::create ();
2391
2392 object_thawer thawer (filename);
2393
2394 if (thawer)
2395 load_object (thawer, op, 0);
2396
2397 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2398 CLEAR_FLAG (op, FLAG_REMOVED);
2399
2400 return op;
2401}
2402
2403/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2404 * has the same type and subtype match. 2420 * has the same type and subtype match.
2405 * returns NULL if no match. 2421 * returns NULL if no match.
2406 */ 2422 */
2407object * 2423object *
2460 if (link->key == canonical_key) 2476 if (link->key == canonical_key)
2461 return link->value; 2477 return link->value;
2462 2478
2463 return 0; 2479 return 0;
2464} 2480}
2465
2466 2481
2467/* 2482/*
2468 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2469 * 2484 *
2470 * canonical_key is a shared string (value doesn't have to be). 2485 * canonical_key is a shared string (value doesn't have to be).
2610{ 2625{
2611 char flagdesc[512]; 2626 char flagdesc[512];
2612 char info2[256 * 4]; 2627 char info2[256 * 4];
2613 char *p = info; 2628 char *p = info;
2614 2629
2615 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2616 count, uuid.seq, 2631 count, uuid.seq,
2617 &name, 2632 &name,
2618 title ? "\",title:" : "", 2633 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2634 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2635 flag_desc (flagdesc, 512), type);
2621 2636
2622 if (env) 2637 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2629} 2644}
2630 2645
2631const char * 2646const char *
2632object::debug_desc () const 2647object::debug_desc () const
2633{ 2648{
2634 static char info[256 * 4]; 2649 static char info[3][256 * 4];
2650 static int info_idx;
2651
2635 return debug_desc (info); 2652 return debug_desc (info [++info_idx % 3]);
2636} 2653}
2637 2654
2655struct region *
2656object::region () const
2657{
2658 return map ? map->region (x, y)
2659 : region::default_region ();
2660}
2661
2662const materialtype_t *
2663object::dominant_material () const
2664{
2665 if (materialtype_t *mat = name_to_material (materialname))
2666 return mat;
2667
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown);
2672}
2673
2674void
2675object::open_container (object *new_container)
2676{
2677 if (container == new_container)
2678 return;
2679
2680 if (object *old_container = container)
2681 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return;
2684
2685#if 0
2686 // remove the "Close old_container" object.
2687 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON)
2689 closer->destroy ();
2690#endif
2691
2692 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0;
2694
2695 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2697 }
2698
2699 if (new_container)
2700 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 return;
2703
2704 // TODO: this does not seem to serve any purpose anymore?
2705#if 0
2706 // insert the "Close Container" object.
2707 if (archetype *closer = new_container->other_arch)
2708 {
2709 object *closer = arch_to_object (new_container->other_arch);
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer);
2712 }
2713#endif
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716
2717 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container;
2719
2720 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container);
2722 }
2723}
2724
2725

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