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Comparing deliantra/server/common/object.C (file contents):
Revision 1.116 by pippijn, Mon Jan 15 21:06:18 2007 UTC vs.
Revision 1.120 by root, Sun Jan 21 21:28:27 2007 UTC

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;
670 face = blank_face; 670 face = blank_face;
671} 671}
672 672
673object::~object () 673object::~object ()
674{ 674{
675 if (index)
676 unlink ();
677
675 free_key_values (this); 678 free_key_values (this);
676} 679}
677 680
678static int object_count; 681static int object_count;
679 682
899 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
900 * the previous environment. 903 * the previous environment.
901 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
902 */ 905 */
903void 906void
904object::remove () 907object::remove_slow ()
905{ 908{
906 object *tmp, *last = 0; 909 object *tmp, *last = 0;
907 object *otmp; 910 object *otmp;
908 911
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
957 --map->players; 960 --map->players;
958 map->touch (); 961 map->touch ();
959 } 962 }
960 963
961 map->dirty = true; 964 map->dirty = true;
965 mapspace &ms = this->ms ();
962 966
963 /* link the object above us */ 967 /* link the object above us */
964 if (above) 968 if (above)
965 above->below = below; 969 above->below = below;
966 else 970 else
967 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
968 972
969 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
970 if (below) 974 if (below)
971 below->above = above; 975 below->above = above;
972 else 976 else
974 /* Nothing below, which means we need to relink map object for this space 978 /* 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 979 * use translated coordinates in case some oddness with map tiling is
976 * evident 980 * evident
977 */ 981 */
978 if (GET_MAP_OB (map, x, y) != this) 982 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); 983 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 }
988 984
989 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
990 } 986 }
991 987
992 above = 0; 988 above = 0;
993 below = 0; 989 below = 0;
994 990
995 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
996 return; 992 return;
997 993
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
999 995
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 997 {
1002 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1003 * being removed. 999 * being removed.
1004 */ 1000 */
1005 1001
1086 1082
1087 return 0; 1083 return 0;
1088} 1084}
1089 1085
1090/* 1086/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1093 */ 1089 */
1094object * 1090object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1092{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1125 */ 1121 */
1126object * 1122object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1124{
1129 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1126
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1133 { 1128 {
1134 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL; 1130 return NULL;
1136 } 1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137 1137
1138 if (!m) 1138 if (!m)
1139 { 1139 {
1140 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1156#endif 1156#endif
1157 free (dump); 1157 free (dump);
1158 return op; 1158 return op;
1159 } 1159 }
1160 1160
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; 1161 if (object *more = op->more)
1174 1162 {
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) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1164 {
1192 if (!op->head) 1165 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1167
1195 return 0; 1168 return 0;
1200 1173
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* 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 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1176 * need extra work
1204 */ 1177 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1179 return 0;
1207 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1208 1183
1209 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1210 */ 1185 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1214 { 1189 {
1215 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1191 tmp->destroy ();
1217 } 1192 }
1234 op->below = originator->below; 1209 op->below = originator->below;
1235 1210
1236 if (op->below) 1211 if (op->below)
1237 op->below->above = op; 1212 op->below->above = op;
1238 else 1213 else
1239 op->ms ().bot = op; 1214 ms.bot = op;
1240 1215
1241 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1242 originator->below = op; 1217 originator->below = op;
1243 } 1218 }
1244 else 1219 else
1245 { 1220 {
1221 top = ms.bot;
1222
1246 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1225 {
1249 object *last = 0; 1226 object *last = 0;
1250 1227
1251 /* 1228 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1229 * 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 1235 * 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 1236 * 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 1237 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1262 */ 1239 */
1263 while (top) 1240 for (top = ms.bot; top; top = top->above)
1264 { 1241 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1243 floor = top;
1267 1244
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 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; 1248 top = top->below;
1272 break; 1249 break;
1273 } 1250 }
1274 1251
1275 last = top; 1252 last = top;
1276 top = top->above;
1277 } 1253 }
1278 1254
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1256 top = last;
1281 1257
1288 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1289 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1267 * stacking is a bit odd.
1292 */ 1268 */
1293 if (!(flag & INS_ON_TOP) && 1269 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)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1295 { 1272 {
1296 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1275 break;
1276
1299 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1280 * set top to the object below us.
1303 */ 1281 */
1305 top = last->below; 1283 top = last->below;
1306 } 1284 }
1307 } /* If objects on this space */ 1285 } /* If objects on this space */
1308 1286
1309 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1311 1289
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1291 top = floor;
1314 1292
1315 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1294 */
1317 1295
1318 /* First object on this space */ 1296 /* First object on this space */
1319 if (!top) 1297 if (!top)
1320 { 1298 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1322 1300
1323 if (op->above) 1301 if (op->above)
1324 op->above->below = op; 1302 op->above->below = op;
1325 1303
1326 op->below = 0; 1304 op->below = 0;
1327 op->ms ().bot = op; 1305 ms.bot = op;
1328 } 1306 }
1329 else 1307 else
1330 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1331 op->above = top->above; 1309 op->above = top->above;
1332 1310
1336 op->below = top; 1314 op->below = top;
1337 top->above = op; 1315 top->above = op;
1338 } 1316 }
1339 1317
1340 if (!op->above) 1318 if (!op->above)
1341 op->ms ().top = op; 1319 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1343 1321
1344 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1345 { 1323 {
1346 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1352 1330
1353 /* If we have a floor, we know the player, if any, will be above 1331 /* 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. 1332 * it, so save a few ticks and start from there.
1355 */ 1333 */
1356 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1336 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1360 1338
1361 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1340 * visible to others on this map. But update_all_los is really
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1749 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)) 1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1751 {
1774 1752
1775 float 1753 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1754 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1755
1778 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1757 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))) 1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1759 diff /= 4.0;
2591{ 2569{
2592 char flagdesc[512]; 2570 char flagdesc[512];
2593 char info2[256 * 4]; 2571 char info2[256 * 4];
2594 char *p = info; 2572 char *p = info;
2595 2573
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2575 count, uuid.seq,
2598 &name, 2576 &name,
2599 title ? "\",title:" : "", 2577 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2578 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2579 flag_desc (flagdesc, 512), type);
2602 2580
2603 if (env) 2581 if (env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));

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