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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.118 by root, Thu Jan 18 19:42:09 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) 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>
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;
901 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
902 * the previous environment. 900 * the previous environment.
903 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
904 */ 902 */
905void 903void
906object::remove () 904object::remove_slow ()
907{ 905{
908 object *tmp, *last = 0; 906 object *tmp, *last = 0;
909 object *otmp; 907 object *otmp;
910 908
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
959 --map->players; 957 --map->players;
960 map->touch (); 958 map->touch ();
961 } 959 }
962 960
963 map->dirty = true; 961 map->dirty = true;
962 mapspace &ms = this->ms ();
964 963
965 /* link the object above us */ 964 /* link the object above us */
966 if (above) 965 if (above)
967 above->below = below; 966 above->below = below;
968 else 967 else
969 map->at (x, y).top = below; /* we were top, set new top */ 968 ms.top = below; /* we were top, set new top */
970 969
971 /* Relink the object below us, if there is one */ 970 /* Relink the object below us, if there is one */
972 if (below) 971 if (below)
973 below->above = above; 972 below->above = above;
974 else 973 else
976 /* Nothing below, which means we need to relink map object for this space 975 /* Nothing below, which means we need to relink map object for this space
977 * use translated coordinates in case some oddness with map tiling is 976 * use translated coordinates in case some oddness with map tiling is
978 * evident 977 * evident
979 */ 978 */
980 if (GET_MAP_OB (map, x, y) != this) 979 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "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); 980 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 ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 981
991 map->at (x, y).bot = above; /* goes on above it. */ 982 ms.bot = above; /* goes on above it. */
992 } 983 }
993 984
994 above = 0; 985 above = 0;
995 below = 0; 986 below = 0;
996 987
997 if (map->in_memory == MAP_SAVING) 988 if (map->in_memory == MAP_SAVING)
998 return; 989 return;
999 990
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 991 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 992
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 993 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 994 {
1004 /* No point updating the players look faces if he is the object 995 /* No point updating the players look faces if he is the object
1005 * being removed. 996 * being removed.
1006 */ 997 */
1007 998
1088 1079
1089 return 0; 1080 return 0;
1090} 1081}
1091 1082
1092/* 1083/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1085 * job preparing multi-part monsters.
1095 */ 1086 */
1096object * 1087object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1089{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1127 */ 1118 */
1128object * 1119object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1121{
1131 object *tmp, *top, *floor = NULL; 1122 object *tmp, *top, *floor = NULL;
1132 sint16 x, y;
1133 1123
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1124 if (QUERY_FLAG (op, FLAG_FREED))
1135 { 1125 {
1136 LOG (llevError, "Trying to insert freed object!\n"); 1126 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL; 1127 return NULL;
1138 } 1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove ();
1139 1134
1140 if (!m) 1135 if (!m)
1141 { 1136 {
1142 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1158#endif 1153#endif
1159 free (dump); 1154 free (dump);
1160 return op; 1155 return op;
1161 } 1156 }
1162 1157
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more; 1158 if (object *more = op->more)
1176 1159 {
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1160 if (!insert_ob_in_map (more, m, originator, flag))
1193 { 1161 {
1194 if (!op->head) 1162 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196 1164
1197 return 0; 1165 return 0;
1202 1170
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1171 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * of areas of callers (eg, anything that uses find_free_spot would now 1172 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1173 * need extra work
1206 */ 1174 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1175 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1176 return 0;
1209 y = op->y; 1177
1178 op->map = m;
1179 mapspace &ms = op->ms ();
1210 1180
1211 /* this has to be done after we translate the coordinates. 1181 /* this has to be done after we translate the coordinates.
1212 */ 1182 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1183 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1184 for (tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1185 if (object::can_merge (op, tmp))
1216 { 1186 {
1217 op->nrof += tmp->nrof; 1187 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1188 tmp->destroy ();
1219 } 1189 }
1236 op->below = originator->below; 1206 op->below = originator->below;
1237 1207
1238 if (op->below) 1208 if (op->below)
1239 op->below->above = op; 1209 op->below->above = op;
1240 else 1210 else
1241 op->ms ().bot = op; 1211 ms.bot = op;
1242 1212
1243 /* since *below* originator, no need to update top */ 1213 /* since *below* originator, no need to update top */
1244 originator->below = op; 1214 originator->below = op;
1245 } 1215 }
1246 else 1216 else
1247 { 1217 {
1218 top = ms.bot;
1219
1248 /* If there are other objects, then */ 1220 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1221 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1222 {
1251 object *last = 0; 1223 object *last = 0;
1252 1224
1253 /* 1225 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1226 * If there are multiple objects on this space, we do some trickier handling.
1260 * once we get to them. This reduces the need to traverse over all of 1232 * once we get to them. This reduces the need to traverse over all of
1261 * them when adding another one - this saves quite a bit of cpu time 1233 * them when adding another one - this saves quite a bit of cpu time
1262 * when lots of spells are cast in one area. Currently, it is presumed 1234 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1235 * that flying non pickable objects are spell objects.
1264 */ 1236 */
1265 while (top) 1237 for (top = ms.bot; top; top = top->above)
1266 { 1238 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1240 floor = top;
1269 1241
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1273 top = top->below; 1245 top = top->below;
1274 break; 1246 break;
1275 } 1247 }
1276 1248
1277 last = top; 1249 last = top;
1278 top = top->above;
1279 } 1250 }
1280 1251
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1252 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1253 top = last;
1283 1254
1290 * Unless those objects are exits, type 66 1261 * Unless those objects are exits, type 66
1291 * If INS_ON_TOP is used, don't do this processing 1262 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1263 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1264 * stacking is a bit odd.
1294 */ 1265 */
1295 if (!(flag & INS_ON_TOP) && 1266 if (!(flag & INS_ON_TOP)
1296 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1267 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility))
1297 { 1269 {
1298 for (last = top; last != floor; last = last->below) 1270 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1272 break;
1273
1301 /* Check to see if we found the object that blocks view, 1274 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1275 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1276 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1277 * set top to the object below us.
1305 */ 1278 */
1307 top = last->below; 1280 top = last->below;
1308 } 1281 }
1309 } /* If objects on this space */ 1282 } /* If objects on this space */
1310 1283
1311 if (flag & INS_MAP_LOAD) 1284 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1285 top = ms.top;
1313 1286
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1287 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1288 top = floor;
1316 1289
1317 /* Top is the object that our object (op) is going to get inserted above. 1290 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1291 */
1319 1292
1320 /* First object on this space */ 1293 /* First object on this space */
1321 if (!top) 1294 if (!top)
1322 { 1295 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1296 op->above = ms.bot;
1324 1297
1325 if (op->above) 1298 if (op->above)
1326 op->above->below = op; 1299 op->above->below = op;
1327 1300
1328 op->below = 0; 1301 op->below = 0;
1329 op->ms ().bot = op; 1302 ms.bot = op;
1330 } 1303 }
1331 else 1304 else
1332 { /* get inserted into the stack above top */ 1305 { /* get inserted into the stack above top */
1333 op->above = top->above; 1306 op->above = top->above;
1334 1307
1338 op->below = top; 1311 op->below = top;
1339 top->above = op; 1312 top->above = op;
1340 } 1313 }
1341 1314
1342 if (!op->above) 1315 if (!op->above)
1343 op->ms ().top = op; 1316 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1317 } /* else not INS_BELOW_ORIGINATOR */
1345 1318
1346 if (op->type == PLAYER) 1319 if (op->type == PLAYER)
1347 { 1320 {
1348 op->contr->do_los = 1; 1321 op->contr->do_los = 1;
1354 1327
1355 /* If we have a floor, we know the player, if any, will be above 1328 /* If we have a floor, we know the player, if any, will be above
1356 * it, so save a few ticks and start from there. 1329 * it, so save a few ticks and start from there.
1357 */ 1330 */
1358 if (!(flag & INS_MAP_LOAD)) 1331 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1332 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1333 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1334 pl->contr->ns->floorbox_update ();
1362 1335
1363 /* If this object glows, it may affect lighting conditions that are 1336 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1337 * visible to others on this map. But update_all_los is really
2165 2138
2166 return 3; 2139 return 3;
2167} 2140}
2168 2141
2169/* 2142/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2144 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2145 */
2191
2192int 2146int
2193dirdiff (int dir1, int dir2) 2147dirdiff (int dir1, int dir2)
2194{ 2148{
2195 int d; 2149 int d;
2196 2150
2612{ 2566{
2613 char flagdesc[512]; 2567 char flagdesc[512];
2614 char info2[256 * 4]; 2568 char info2[256 * 4];
2615 char *p = info; 2569 char *p = info;
2616 2570
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2572 count, uuid.seq,
2619 &name, 2573 &name,
2620 title ? "\",title:" : "", 2574 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2575 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2576 flag_desc (flagdesc, 512), type);
2623 2577
2624 if (env) 2578 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2635{ 2589{
2636 static char info[256 * 4]; 2590 static char info[256 * 4];
2637 return debug_desc (info); 2591 return debug_desc (info);
2638} 2592}
2639 2593
2594const char *
2595object::debug_desc2 () const
2596{
2597 static char info[256 * 4];
2598 return debug_desc (info);
2599}
2600

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