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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.131 by root, Sat Feb 10 15:20:23 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
564 } 564 }
565 565
566 this->speed = speed; 566 this->speed = speed;
567 567
568 if (has_active_speed ()) 568 if (has_active_speed ())
569 activate (false); 569 activate ();
570 else 570 else
571 deactivate (false); 571 deactivate ();
572} 572}
573 573
574/* 574/*
575 * update_object() updates the the map. 575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
624 return; 624 return;
625 } 625 }
626 626
627 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
628 628
629 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 630 /* nop */;
631 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
632 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 644 * to have move_allow right now.
645 */ 645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
649 } 649 }
650 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 652 * that is being removed.
653 */ 653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
658 else 658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
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::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 665object::object ()
669{ 666{
670 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
671 668
672 expmul = 1.0; 669 expmul = 1.0;
673 face = blank_face; 670 face = blank_face;
674} 671}
675 672
676object::~object () 673object::~object ()
677{ 674{
675 unlink ();
676
678 free_key_values (this); 677 free_key_values (this);
679} 678}
680 679
680static int object_count;
681
681void object::link () 682void object::link ()
682{ 683{
683 count = ++ob_count; 684 assert (!index);//D
684 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
685 687
686 prev = 0; 688 refcnt_inc ();
687 next = object::first; 689 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 690}
694 691
695void object::unlink () 692void object::unlink ()
696{ 693{
697 if (this == object::first) 694 if (!index)
698 object::first = next; 695 return;
699 696
700 /* Remove this object from the list of used objects */ 697 objects.erase (this);
701 if (prev) prev->next = next; 698 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 699}
707 700
708void 701void
709object::activate (bool recursive) 702object::activate ()
710{ 703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
711 if (has_active_speed ()) 708 if (has_active_speed ())
712 { 709 actives.insert (this);
713 /* If already on active list, don't do anything */ 710}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 711
717 /* process_events() expects us to insert the object at the beginning 712void
718 * of the list. */ 713object::activate_recursive ()
719 active_next = active_objects; 714{
715 activate ();
720 716
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 717 for (object *op = inv; op; op = op->below)
729 op->activate (1); 718 op->activate_recursive ();
730} 719}
731 720
732/* This function removes object 'op' from the list of active 721/* This function removes object 'op' from the list of active
733 * objects. 722 * objects.
734 * This should only be used for style maps or other such 723 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 725 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 726 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 727 * will do the right thing based on the speed of the object.
739 */ 728 */
740void 729void
741object::deactivate (bool recursive) 730object::deactivate ()
742{ 731{
743 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 733 if (!active)
745 return; 734 return;
746 735
747 if (active_prev == 0) 736 actives.erase (this);
748 { 737}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 738
760 active_next = 0; 739void
761 active_prev = 0; 740object::deactivate_recursive ()
762 741{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
765 op->deactivate (1); 745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
766} 756}
767 757
768/* 758/*
769 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 760 * object.c ?
785 * drop on that space. 775 * drop on that space.
786 */ 776 */
787 if (!drop_to_ground 777 if (!drop_to_ground
788 || !map 778 || !map
789 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
790 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
791 { 782 {
792 while (inv) 783 while (inv)
793 { 784 {
794 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
803 794
804 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 797 || op->type == RUNE
807 || op->type == TRAP 798 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 801 op->destroy ();
810 else 802 else
811 map->insert (op, x, y); 803 map->insert (op, x, y);
812 } 804 }
813 } 805 }
821} 813}
822 814
823void 815void
824object::do_destroy () 816object::do_destroy ()
825{ 817{
818 attachable::do_destroy ();
819
826 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 821 remove_button_link (this);
828 822
829 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
830 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
831 833
832 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
833 remove (); 835 remove ();
834 836
835 if (flag [FLAG_FREED]) 837 destroy_inv (true);
836 return;
837 838
838 set_speed (0); 839 deactivate ();
840 unlink ();
839 841
840 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 843
847 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
848 { 845 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 847
855 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 853 freed_map->width = 3;
857 freed_map->height = 3; 854 freed_map->height = 3;
858 855
859 freed_map->alloc (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
860 } 858 }
861 859
862 map = freed_map; 860 map = freed_map;
863 x = 1; 861 x = 1;
864 y = 1; 862 y = 1;
874 872
875 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
876 owner = 0; 874 owner = 0;
877 enemy = 0; 875 enemy = 0;
878 attacked_by = 0; 876 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 877}
883 878
884void 879void
885object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
886{ 881{
914 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
915 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
916 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
917 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
918 * the previous environment. 913 * the previous environment.
919 * Beware: This function is called from the editor as well!
920 */ 914 */
921void 915void
922object::remove () 916object::do_remove ()
923{ 917{
924 object *tmp, *last = 0; 918 object *tmp, *last = 0;
925 object *otmp; 919 object *otmp;
926 920
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
970 } 964 }
971 else if (map) 965 else if (map)
972 { 966 {
973 if (type == PLAYER) 967 if (type == PLAYER)
974 { 968 {
969 // leaving a spot always closes any open container on the ground
970 if (container && !container->env)
971 // this causes spurious floorbox updates, but it ensures
972 // that the CLOSE event is being sent.
973 close_container ();
974
975 --map->players; 975 --map->players;
976 map->last_access = runtime; 976 map->touch ();
977 } 977 }
978 978
979 map->dirty = true;
980 mapspace &ms = this->ms ();
979 981
980 /* link the object above us */ 982 /* link the object above us */
981 if (above) 983 if (above)
982 above->below = below; 984 above->below = below;
983 else 985 else
984 map->at (x, y).top = below; /* we were top, set new top */ 986 ms.top = below; /* we were top, set new top */
985 987
986 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
987 if (below) 989 if (below)
988 below->above = above; 990 below->above = above;
989 else 991 else
991 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
993 * evident 995 * evident
994 */ 996 */
995 if (GET_MAP_OB (map, x, y) != this) 997 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 998 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 999
1006 map->at (x, y).bot = above; /* goes on above it. */ 1000 ms.bot = above; /* goes on above it. */
1007 } 1001 }
1008 1002
1009 above = 0; 1003 above = 0;
1010 below = 0; 1004 below = 0;
1011 1005
1012 if (map->in_memory == MAP_SAVING) 1006 if (map->in_memory == MAP_SAVING)
1013 return; 1007 return;
1014 1008
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 1009 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 1010
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1011 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 1012 {
1019 /* No point updating the players look faces if he is the object 1013 /* No point updating the players look faces if he is the object
1020 * being removed. 1014 * being removed.
1021 */ 1015 */
1022 1016
1056 } 1050 }
1057 1051
1058 /* last == NULL if there are no objects on this space */ 1052 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1053 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1054 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1055 map->at (x, y).flags_ = 0;
1062 else 1056 else
1063 update_object (last, UP_OBJ_REMOVE); 1057 update_object (last, UP_OBJ_REMOVE);
1064 1058
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1059 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1060 update_all_los (map, x, y);
1103 1097
1104 return 0; 1098 return 0;
1105} 1099}
1106 1100
1107/* 1101/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1103 * job preparing multi-part monsters.
1110 */ 1104 */
1111object * 1105object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1106insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1107{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1108 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 */ 1136 */
1143object * 1137object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1139{
1146 object *tmp, *top, *floor = NULL; 1140 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1141
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1142 if (QUERY_FLAG (op, FLAG_FREED))
1150 { 1143 {
1151 LOG (llevError, "Trying to insert freed object!\n"); 1144 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL; 1145 return NULL;
1153 } 1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove ();
1154 1152
1155 if (!m) 1153 if (!m)
1156 { 1154 {
1157 char *dump = dump_object (op); 1155 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1173#endif 1171#endif
1174 free (dump); 1172 free (dump);
1175 return op; 1173 return op;
1176 } 1174 }
1177 1175
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more; 1176 if (object *more = op->more)
1191 1177 {
1192 /* We really need the caller to normalize coordinates - if
1193 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1178 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1179 {
1209 if (!op->head) 1180 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1181 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1182
1212 return 0; 1183 return 0;
1217 1188
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1189 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1190 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1191 * need extra work
1221 */ 1192 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1193 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1194 return 0;
1224 y = op->y; 1195
1196 op->map = m;
1197 mapspace &ms = op->ms ();
1225 1198
1226 /* this has to be done after we translate the coordinates. 1199 /* this has to be done after we translate the coordinates.
1227 */ 1200 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1201 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1202 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1203 if (object::can_merge (op, tmp))
1231 { 1204 {
1232 op->nrof += tmp->nrof; 1205 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1206 tmp->destroy ();
1234 } 1207 }
1251 op->below = originator->below; 1224 op->below = originator->below;
1252 1225
1253 if (op->below) 1226 if (op->below)
1254 op->below->above = op; 1227 op->below->above = op;
1255 else 1228 else
1256 op->ms ().bot = op; 1229 ms.bot = op;
1257 1230
1258 /* since *below* originator, no need to update top */ 1231 /* since *below* originator, no need to update top */
1259 originator->below = op; 1232 originator->below = op;
1260 } 1233 }
1261 else 1234 else
1262 { 1235 {
1236 top = ms.bot;
1237
1263 /* If there are other objects, then */ 1238 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1239 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1240 {
1266 object *last = 0; 1241 object *last = 0;
1267 1242
1268 /* 1243 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1244 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1250 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1251 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1252 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1253 * that flying non pickable objects are spell objects.
1279 */ 1254 */
1280 while (top) 1255 for (top = ms.bot; top; top = top->above)
1281 { 1256 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1257 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1258 floor = top;
1284 1259
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1263 top = top->below;
1289 break; 1264 break;
1290 } 1265 }
1291 1266
1292 last = top; 1267 last = top;
1293 top = top->above;
1294 } 1268 }
1295 1269
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1270 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1271 top = last;
1298 1272
1305 * Unless those objects are exits, type 66 1279 * Unless those objects are exits, type 66
1306 * If INS_ON_TOP is used, don't do this processing 1280 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1281 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1282 * stacking is a bit odd.
1309 */ 1283 */
1310 if (!(flag & INS_ON_TOP) && 1284 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1285 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility))
1312 { 1287 {
1313 for (last = top; last != floor; last = last->below) 1288 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1290 break;
1291
1316 /* Check to see if we found the object that blocks view, 1292 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1293 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1294 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1295 * set top to the object below us.
1320 */ 1296 */
1322 top = last->below; 1298 top = last->below;
1323 } 1299 }
1324 } /* If objects on this space */ 1300 } /* If objects on this space */
1325 1301
1326 if (flag & INS_MAP_LOAD) 1302 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1303 top = ms.top;
1328 1304
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1305 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1306 top = floor;
1331 1307
1332 /* Top is the object that our object (op) is going to get inserted above. 1308 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1309 */
1334 1310
1335 /* First object on this space */ 1311 /* First object on this space */
1336 if (!top) 1312 if (!top)
1337 { 1313 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1314 op->above = ms.bot;
1339 1315
1340 if (op->above) 1316 if (op->above)
1341 op->above->below = op; 1317 op->above->below = op;
1342 1318
1343 op->below = 0; 1319 op->below = 0;
1344 op->ms ().bot = op; 1320 ms.bot = op;
1345 } 1321 }
1346 else 1322 else
1347 { /* get inserted into the stack above top */ 1323 { /* get inserted into the stack above top */
1348 op->above = top->above; 1324 op->above = top->above;
1349 1325
1353 op->below = top; 1329 op->below = top;
1354 top->above = op; 1330 top->above = op;
1355 } 1331 }
1356 1332
1357 if (!op->above) 1333 if (!op->above)
1358 op->ms ().top = op; 1334 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1335 } /* else not INS_BELOW_ORIGINATOR */
1360 1336
1361 if (op->type == PLAYER) 1337 if (op->type == PLAYER)
1362 { 1338 {
1363 op->contr->do_los = 1; 1339 op->contr->do_los = 1;
1364 ++op->map->players; 1340 ++op->map->players;
1365 op->map->last_access = runtime; 1341 op->map->touch ();
1366 } 1342 }
1343
1344 op->map->dirty = true;
1367 1345
1368 /* If we have a floor, we know the player, if any, will be above 1346 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1347 * it, so save a few ticks and start from there.
1370 */ 1348 */
1371 if (!(flag & INS_MAP_LOAD)) 1349 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1350 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1351 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1352 pl->contr->ns->floorbox_update ();
1375 1353
1376 /* If this object glows, it may affect lighting conditions that are 1354 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1355 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1356 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1357 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1358 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1359 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1360 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1361 * of effect may be sufficient.
1384 */ 1362 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1363 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1364 update_all_los (op->map, op->x, op->y);
1387 1365
1425{ 1403{
1426 object *tmp, *tmp1; 1404 object *tmp, *tmp1;
1427 1405
1428 /* first search for itself and remove any old instances */ 1406 /* first search for itself and remove any old instances */
1429 1407
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1408 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1409 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1410 tmp->destroy ();
1433 1411
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1412 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1413
1758 1736
1759 /* The objects have to be checked from top to bottom. 1737 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1738 * Hence, we first go to the top:
1761 */ 1739 */
1762 1740
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1741 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1742 {
1765 /* Trim the search when we find the first other spell effect 1743 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1744 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1745 * we don't need to check all of them.
1768 */ 1746 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1764 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1765 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1766 {
1789 1767
1790 float 1768 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1769 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1770
1793 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1772 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1773 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1774 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1804 * The first matching object is returned, or NULL if none.
1827 */ 1805 */
1828object * 1806object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1807present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1808{
1831 if (m == NULL || out_of_map (m, x, y)) 1809 if (!m || out_of_map (m, x, y))
1832 { 1810 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1811 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1812 return NULL;
1835 } 1813 }
1836 1814
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1815 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1816 if (tmp->arch == at)
1839 return tmp; 1817 return tmp;
1840 1818
1841 return NULL; 1819 return NULL;
1842} 1820}
1853 { 1831 {
1854 LOG (llevError, "Present called outside map.\n"); 1832 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1833 return NULL;
1856 } 1834 }
1857 1835
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1837 if (tmp->type == type)
1860 return tmp; 1838 return tmp;
1861 1839
1862 return NULL; 1840 return NULL;
1863} 1841}
2003 } 1981 }
2004 1982
2005 if (!index) 1983 if (!index)
2006 return -1; 1984 return -1;
2007 1985
2008 return altern[RANDOM () % index]; 1986 return altern [rndm (index)];
2009} 1987}
2010 1988
2011/* 1989/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 1990 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 1991 * find_free_spot(), but it will search max number of squares.
2034{ 2012{
2035 arr += begin; 2013 arr += begin;
2036 end -= begin; 2014 end -= begin;
2037 2015
2038 while (--end) 2016 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2017 swap (arr [end], arr [rndm (end + 1)]);
2040} 2018}
2041 2019
2042/* new function to make monster searching more efficient, and effective! 2020/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2021 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2022 * the spaces to find monsters. In this way, it won't always look for
2178 2156
2179 return 3; 2157 return 3;
2180} 2158}
2181 2159
2182/* 2160/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2161 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2162 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2163 */
2204
2205int 2164int
2206dirdiff (int dir1, int dir2) 2165dirdiff (int dir1, int dir2)
2207{ 2166{
2208 int d; 2167 int d;
2209 2168
2595object::flag_desc (char *desc, int len) const 2554object::flag_desc (char *desc, int len) const
2596{ 2555{
2597 char *p = desc; 2556 char *p = desc;
2598 bool first = true; 2557 bool first = true;
2599 2558
2559 *p = 0;
2560
2600 for (int i = 0; i < NUM_FLAGS; i++) 2561 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2562 {
2602 if (len <= 10) // magic constant! 2563 if (len <= 10) // magic constant!
2603 { 2564 {
2604 snprintf (p, len, ",..."); 2565 snprintf (p, len, ",...");
2605 break; 2566 break;
2606 } 2567 }
2607 2568
2608 if (flag[i]) 2569 if (flag [i])
2609 { 2570 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2571 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2572 len -= cnt;
2612 p += cnt; 2573 p += cnt;
2613 first = false; 2574 first = false;
2615 } 2576 }
2616 2577
2617 return desc; 2578 return desc;
2618} 2579}
2619 2580
2620// return a suitable string describing an objetc in enough detail to find it 2581// return a suitable string describing an object in enough detail to find it
2621const char * 2582const char *
2622object::debug_desc (char *info) const 2583object::debug_desc (char *info) const
2623{ 2584{
2624 char flagdesc[512]; 2585 char flagdesc[512];
2625 char info2[256 * 4]; 2586 char info2[256 * 4];
2626 char *p = info; 2587 char *p = info;
2627 2588
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2589 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2590 count, uuid.seq,
2630 &name, 2591 &name,
2631 title ? "\",title:" : "", 2592 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2593 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2594 flag_desc (flagdesc, 512), type);
2634 2595
2635 if (env) 2596 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2597 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2603}
2643 2604
2644const char * 2605const char *
2645object::debug_desc () const 2606object::debug_desc () const
2646{ 2607{
2647 static char info[256 * 3]; 2608 static char info[256 * 4];
2648 return debug_desc (info); 2609 return debug_desc (info);
2649} 2610}
2650 2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617}
2618
2619struct region *
2620object::region () const
2621{
2622 return map ? map->region (x, y)
2623 : region::default_region ();
2624}
2625
2626const materialtype_t *
2627object::dominant_material () const
2628{
2629 if (materialtype_t *mat = name_to_material (materialname))
2630 return mat;
2631
2632 // omfg this is slow, this has to be temporary :)
2633 shstr unknown ("unknown");
2634
2635 return name_to_material (unknown);
2636}
2637
2638void
2639object::open_container (object *new_container)
2640{
2641 if (container == new_container)
2642 return;
2643
2644 if (contr && contr->ns)
2645 contr->ns->floorbox_reset ();
2646
2647 if (object *old_container = container)
2648 {
2649 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2650 return;
2651
2652#if 0
2653 // remove the "Close old_container" object.
2654 if (object *closer = old_container->inv)
2655 if (closer->type == CLOSE_CON)
2656 closer->destroy ();
2657#endif
2658
2659 old_container->flag [FLAG_APPLIED] = 0;
2660 container = 0;
2661
2662 esrv_update_item (UPD_FLAGS, this, old_container);
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2664 }
2665
2666 if (new_container)
2667 {
2668 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2669 return;
2670
2671 // TODO: this does not seem to serve any purpose anymore?
2672#if 0
2673 // insert the "Close Container" object.
2674 if (archetype *closer = new_container->other_arch)
2675 {
2676 object *closer = arch_to_object (new_container->other_arch);
2677 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2678 new_container->insert (closer);
2679 }
2680#endif
2681
2682 new_container->flag [FLAG_APPLIED] = 1;
2683 container = new_container;
2684
2685 esrv_update_item (UPD_FLAGS, this, new_container);
2686 esrv_send_inventory (this, new_container);
2687 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2688 }
2689}
2690
2691

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