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Comparing deliantra/server/common/object.C (file contents):
Revision 1.99 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.135 by root, Sun Mar 11 02:12:44 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,
355/* 357/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 359 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
359 */ 361 */
360
361char * 362char *
362dump_object (object *op) 363dump_object (object *op)
363{ 364{
364 if (!op) 365 if (!op)
365 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
366 367
367 object_freezer freezer; 368 object_freezer freezer;
368 save_object (freezer, op, 1); 369 op->write (freezer);
369 return freezer.as_string (); 370 return freezer.as_string ();
370} 371}
371 372
372/* 373/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
390} 391}
391 392
392/* 393/*
393 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
394 */ 395 */
395
396object * 396object *
397find_object (tag_t i) 397find_object (tag_t i)
398{ 398{
399 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
400 if (op->count == i) 400 if (op->count == i)
401 return op; 401 return op;
402 402
403 return 0; 403 return 0;
404} 404}
405 405
406/* 406/*
407 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
410 */ 410 */
411
412object * 411object *
413find_object_name (const char *str) 412find_object_name (const char *str)
414{ 413{
415 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
416 object *op; 415 object *op;
417 416
418 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
419 if (op->name == str_) 418 if (op->name == str_)
420 break; 419 break;
421 420
422 return op; 421 return op;
423} 422}
489 488
490 if (is_removed) 489 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 490 SET_FLAG (dst, FLAG_REMOVED);
492 491
493 if (speed < 0) 492 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 493 dst->speed_left = speed_left - rndm ();
495 494
496 /* Copy over key_values, if any. */ 495 /* Copy over key_values, if any. */
497 if (key_values) 496 if (key_values)
498 { 497 {
499 key_value *tail = 0; 498 key_value *tail = 0;
522 } 521 }
523 } 522 }
524 } 523 }
525 524
526 dst->set_speed (dst->speed); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
527} 544}
528 545
529object * 546object *
530object::clone () 547object::clone ()
531{ 548{
589 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
590 */ 607 */
591void 608void
592update_object (object *op, int action) 609update_object (object *op, int action)
593{ 610{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 611 if (op == NULL)
597 { 612 {
598 /* this should never happen */ 613 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 615 return;
660 675
661 if (op->more) 676 if (op->more)
662 update_object (op->more, action); 677 update_object (op->more, action);
663} 678}
664 679
665object *object::first;
666
667object::object () 680object::object ()
668{ 681{
669 SET_FLAG (this, FLAG_REMOVED); 682 SET_FLAG (this, FLAG_REMOVED);
670 683
671 expmul = 1.0; 684 expmul = 1.0;
672 face = blank_face; 685 face = blank_face;
673} 686}
674 687
675object::~object () 688object::~object ()
676{ 689{
690 unlink ();
691
677 free_key_values (this); 692 free_key_values (this);
678} 693}
679 694
695static int object_count;
696
680void object::link () 697void object::link ()
681{ 698{
682 count = ++ob_count; 699 assert (!index);//D
683 uuid = gen_uuid (); 700 uuid = gen_uuid ();
701 count = ++object_count;
684 702
685 prev = 0; 703 refcnt_inc ();
686 next = object::first; 704 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 705}
693 706
694void object::unlink () 707void object::unlink ()
695{ 708{
696 if (this == object::first) 709 if (!index)
697 object::first = next; 710 return;
698 711
699 /* Remove this object from the list of used objects */ 712 objects.erase (this);
700 if (prev) prev->next = next; 713 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 714}
712 715
713void 716void
714object::activate () 717object::activate ()
715{ 718{
716 /* If already on active list, don't do anything */ 719 /* If already on active list, don't do anything */
717 if (active ()) 720 if (active)
718 return; 721 return;
719 722
720 if (has_active_speed ()) 723 if (has_active_speed ())
721 { 724 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 725}
732 726
733void 727void
734object::activate_recursive () 728object::activate_recursive ()
735{ 729{
736 activate (); 730 activate ();
737 731
738 for (object *op = inv; op; op = op->above) 732 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 733 op->activate_recursive ();
740} 734}
741 735
742/* This function removes object 'op' from the list of active 736/* This function removes object 'op' from the list of active
743 * objects. 737 * objects.
749 */ 743 */
750void 744void
751object::deactivate () 745object::deactivate ()
752{ 746{
753 /* If not on the active list, nothing needs to be done */ 747 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 748 if (!active)
755 return; 749 return;
756 750
757 if (active_prev == 0) 751 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 752}
773 753
774void 754void
775object::deactivate_recursive () 755object::deactivate_recursive ()
776{ 756{
777 for (object *op = inv; op; op = op->above) 757 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 758 op->deactivate_recursive ();
779 759
780 deactivate (); 760 deactivate ();
761}
762
763void
764object::set_flag_inv (int flag, int value)
765{
766 for (object *op = inv; op; op = op->below)
767 {
768 op->flag [flag] = value;
769 op->set_flag_inv (flag, value);
770 }
781} 771}
782 772
783/* 773/*
784 * Remove and free all objects in the inventory of the given object. 774 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 775 * object.c ?
800 * drop on that space. 790 * drop on that space.
801 */ 791 */
802 if (!drop_to_ground 792 if (!drop_to_ground
803 || !map 793 || !map
804 || map->in_memory != MAP_IN_MEMORY 794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 796 || ms ().move_block == MOVE_ALL)
806 { 797 {
807 while (inv) 798 while (inv)
808 { 799 {
809 inv->destroy_inv (drop_to_ground); 800 inv->destroy_inv (drop_to_ground);
818 809
819 if (op->flag [FLAG_STARTEQUIP] 810 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 811 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 812 || op->type == RUNE
822 || op->type == TRAP 813 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 814 || op->flag [FLAG_IS_A_TEMPLATE]
815 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 816 op->destroy ();
825 else 817 else
826 map->insert (op, x, y); 818 map->insert (op, x, y);
827 } 819 }
828 } 820 }
836} 828}
837 829
838void 830void
839object::do_destroy () 831object::do_destroy ()
840{ 832{
833 attachable::do_destroy ();
834
841 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 836 remove_button_link (this);
843 837
844 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
845 remove_friendly_object (this); 840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
846 848
847 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
848 remove (); 850 remove ();
849 851
850 if (flag [FLAG_FREED]) 852 destroy_inv (true);
851 return;
852 853
853 set_speed (0); 854 deactivate ();
855 unlink ();
854 856
855 flag [FLAG_FREED] = 1; 857 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 858
862 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
863 { 860 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 862
870 freed_map->name = "/internal/freed_objects_map"; 867 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 868 freed_map->width = 3;
872 freed_map->height = 3; 869 freed_map->height = 3;
873 870
874 freed_map->alloc (); 871 freed_map->alloc ();
872 freed_map->in_memory = MAP_IN_MEMORY;
875 } 873 }
876 874
877 map = freed_map; 875 map = freed_map;
878 x = 1; 876 x = 1;
879 y = 1; 877 y = 1;
889 887
890 // clear those pointers that likely might have circular references to us 888 // clear those pointers that likely might have circular references to us
891 owner = 0; 889 owner = 0;
892 enemy = 0; 890 enemy = 0;
893 attacked_by = 0; 891 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 892}
898 893
899void 894void
900object::destroy (bool destroy_inventory) 895object::destroy (bool destroy_inventory)
901{ 896{
929 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
933 * the previous environment. 928 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 929 */
936void 930void
937object::remove () 931object::do_remove ()
938{ 932{
939 object *tmp, *last = 0; 933 object *tmp, *last = 0;
940 object *otmp; 934 object *otmp;
941 935
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
985 } 979 }
986 else if (map) 980 else if (map)
987 { 981 {
988 if (type == PLAYER) 982 if (type == PLAYER)
989 { 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
990 --map->players; 990 --map->players;
991 map->last_access = runtime; 991 map->touch ();
992 } 992 }
993 993
994 map->dirty = true; 994 map->dirty = true;
995 mapspace &ms = this->ms ();
995 996
996 /* link the object above us */ 997 /* link the object above us */
997 if (above) 998 if (above)
998 above->below = below; 999 above->below = below;
999 else 1000 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 1001 ms.top = below; /* we were top, set new top */
1001 1002
1002 /* Relink the object below us, if there is one */ 1003 /* Relink the object below us, if there is one */
1003 if (below) 1004 if (below)
1004 below->above = above; 1005 below->above = above;
1005 else 1006 else
1007 /* Nothing below, which means we need to relink map object for this space 1008 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 1009 * use translated coordinates in case some oddness with map tiling is
1009 * evident 1010 * evident
1010 */ 1011 */
1011 if (GET_MAP_OB (map, x, y) != this) 1012 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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); 1013 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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 1014
1022 map->at (x, y).bot = above; /* goes on above it. */ 1015 ms.bot = above; /* goes on above it. */
1023 } 1016 }
1024 1017
1025 above = 0; 1018 above = 0;
1026 below = 0; 1019 below = 0;
1027 1020
1028 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1029 return; 1022 return;
1030 1023
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 1025
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1026 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 1027 {
1035 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1036 * being removed. 1029 * being removed.
1037 */ 1030 */
1038 1031
1119 1112
1120 return 0; 1113 return 0;
1121} 1114}
1122 1115
1123/* 1116/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1118 * job preparing multi-part monsters.
1126 */ 1119 */
1127object * 1120object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1121insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1122{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1123 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 */ 1151 */
1159object * 1152object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1153insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1154{
1162 object *tmp, *top, *floor = NULL; 1155 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1156
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1157 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1158 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1159 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1160 return NULL;
1169 } 1161 }
1162
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165
1166 op->remove ();
1170 1167
1171 if (!m) 1168 if (!m)
1172 { 1169 {
1173 char *dump = dump_object (op); 1170 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1171 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189#endif 1186#endif
1190 free (dump); 1187 free (dump);
1191 return op; 1188 return op;
1192 } 1189 }
1193 1190
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1191 if (object *more = op->more)
1207 1192 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1193 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1194 {
1225 if (!op->head) 1195 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1196 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1197
1228 return 0; 1198 return 0;
1233 1203
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1204 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1205 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1206 * need extra work
1237 */ 1207 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1208 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1209 return 0;
1240 y = op->y; 1210
1211 op->map = m;
1212 mapspace &ms = op->ms ();
1241 1213
1242 /* this has to be done after we translate the coordinates. 1214 /* this has to be done after we translate the coordinates.
1243 */ 1215 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1216 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1217 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1218 if (object::can_merge (op, tmp))
1247 { 1219 {
1248 op->nrof += tmp->nrof; 1220 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1221 tmp->destroy ();
1250 } 1222 }
1267 op->below = originator->below; 1239 op->below = originator->below;
1268 1240
1269 if (op->below) 1241 if (op->below)
1270 op->below->above = op; 1242 op->below->above = op;
1271 else 1243 else
1272 op->ms ().bot = op; 1244 ms.bot = op;
1273 1245
1274 /* since *below* originator, no need to update top */ 1246 /* since *below* originator, no need to update top */
1275 originator->below = op; 1247 originator->below = op;
1276 } 1248 }
1277 else 1249 else
1278 { 1250 {
1251 top = ms.bot;
1252
1279 /* If there are other objects, then */ 1253 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1254 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1255 {
1282 object *last = 0; 1256 object *last = 0;
1283 1257
1284 /* 1258 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1259 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1265 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1266 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1267 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1268 * that flying non pickable objects are spell objects.
1295 */ 1269 */
1296 while (top) 1270 for (top = ms.bot; top; top = top->above)
1297 { 1271 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1272 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1273 floor = top;
1300 1274
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1275 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1278 top = top->below;
1305 break; 1279 break;
1306 } 1280 }
1307 1281
1308 last = top; 1282 last = top;
1309 top = top->above;
1310 } 1283 }
1311 1284
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1285 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1286 top = last;
1314 1287
1316 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1317 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1318 */ 1291 */
1319 1292
1320 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1321 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1322 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1297 * stacking is a bit odd.
1325 */ 1298 */
1326 if (!(flag & INS_ON_TOP) && 1299 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1300 && ms.flags () & P_BLOCKSVIEW
1301 && (op->face && !faces [op->face].visibility))
1328 { 1302 {
1329 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1305 break;
1306
1332 /* Check to see if we found the object that blocks view, 1307 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1308 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1309 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1310 * set top to the object below us.
1336 */ 1311 */
1338 top = last->below; 1313 top = last->below;
1339 } 1314 }
1340 } /* If objects on this space */ 1315 } /* If objects on this space */
1341 1316
1342 if (flag & INS_MAP_LOAD) 1317 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1318 top = ms.top;
1344 1319
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1320 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1321 top = floor;
1347 1322
1348 /* Top is the object that our object (op) is going to get inserted above. 1323 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1324 */
1350 1325
1351 /* First object on this space */ 1326 /* First object on this space */
1352 if (!top) 1327 if (!top)
1353 { 1328 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1329 op->above = ms.bot;
1355 1330
1356 if (op->above) 1331 if (op->above)
1357 op->above->below = op; 1332 op->above->below = op;
1358 1333
1359 op->below = 0; 1334 op->below = 0;
1360 op->ms ().bot = op; 1335 ms.bot = op;
1361 } 1336 }
1362 else 1337 else
1363 { /* get inserted into the stack above top */ 1338 { /* get inserted into the stack above top */
1364 op->above = top->above; 1339 op->above = top->above;
1365 1340
1369 op->below = top; 1344 op->below = top;
1370 top->above = op; 1345 top->above = op;
1371 } 1346 }
1372 1347
1373 if (!op->above) 1348 if (!op->above)
1374 op->ms ().top = op; 1349 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1350 } /* else not INS_BELOW_ORIGINATOR */
1376 1351
1377 if (op->type == PLAYER) 1352 if (op->type == PLAYER)
1378 { 1353 {
1379 op->contr->do_los = 1; 1354 op->contr->do_los = 1;
1380 ++op->map->players; 1355 ++op->map->players;
1381 op->map->last_access = runtime; 1356 op->map->touch ();
1382 } 1357 }
1383 1358
1384 op->map->dirty = true; 1359 op->map->dirty = true;
1385 1360
1386 /* If we have a floor, we know the player, if any, will be above 1361 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there. 1362 * it, so save a few ticks and start from there.
1388 */ 1363 */
1389 if (!(flag & INS_MAP_LOAD)) 1364 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1365 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1366 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1367 pl->contr->ns->floorbox_update ();
1393 1368
1394 /* If this object glows, it may affect lighting conditions that are 1369 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1370 * visible to others on this map. But update_all_los is really
1443{ 1418{
1444 object *tmp, *tmp1; 1419 object *tmp, *tmp1;
1445 1420
1446 /* first search for itself and remove any old instances */ 1421 /* first search for itself and remove any old instances */
1447 1422
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1423 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1424 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1425 tmp->destroy ();
1451 1426
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1427 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1428
1454 tmp1->x = op->x; 1429 tmp1->x = op->x;
1455 tmp1->y = op->y; 1430 tmp1->y = op->y;
1456 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1457} 1432}
1458 1433
1434// XXX: function not returning object*
1459object * 1435object *
1460object::insert_at (object *where, object *originator, int flags) 1436object::insert_at (object *where, object *originator, int flags)
1461{ 1437{
1462 where->map->insert (this, where->x, where->y, originator, flags); 1438 where->map->insert (this, where->x, where->y, originator, flags);
1463} 1439}
1776 1752
1777 /* The objects have to be checked from top to bottom. 1753 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1754 * Hence, we first go to the top:
1779 */ 1755 */
1780 1756
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1757 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1758 {
1783 /* Trim the search when we find the first other spell effect 1759 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1760 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1761 * we don't need to check all of them.
1786 */ 1762 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1780 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1781 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1782 {
1807 1783
1808 float 1784 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1785 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1786
1811 if (op->type == PLAYER) 1787 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1788 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1789 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1790 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
1845 */ 1821 */
1846object * 1822object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1823present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1824{
1849 if (m == NULL || out_of_map (m, x, y)) 1825 if (!m || out_of_map (m, x, y))
1850 { 1826 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1827 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1828 return NULL;
1853 } 1829 }
1854 1830
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1832 if (tmp->arch == at)
1857 return tmp; 1833 return tmp;
1858 1834
1859 return NULL; 1835 return NULL;
1860} 1836}
1871 { 1847 {
1872 LOG (llevError, "Present called outside map.\n"); 1848 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1849 return NULL;
1874 } 1850 }
1875 1851
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1852 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1853 if (tmp->type == type)
1878 return tmp; 1854 return tmp;
1879 1855
1880 return NULL; 1856 return NULL;
1881} 1857}
2021 } 1997 }
2022 1998
2023 if (!index) 1999 if (!index)
2024 return -1; 2000 return -1;
2025 2001
2026 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
2027} 2003}
2028 2004
2029/* 2005/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
2052{ 2028{
2053 arr += begin; 2029 arr += begin;
2054 end -= begin; 2030 end -= begin;
2055 2031
2056 while (--end) 2032 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2058} 2034}
2059 2035
2060/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2196 2172
2197 return 3; 2173 return 3;
2198} 2174}
2199 2175
2200/* 2176/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2177 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2178 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2179 */
2222
2223int 2180int
2224dirdiff (int dir1, int dir2) 2181dirdiff (int dir1, int dir2)
2225{ 2182{
2226 int d; 2183 int d;
2227 2184
2393 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2394 2351
2395 return dst; 2352 return dst;
2396} 2353}
2397 2354
2398/* GROS - Creates an object using a string representing its content. */
2399/* Basically, we save the content of the string to a temp file, then call */
2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2401/* but it was simple to make and allows reusing the load_object function. */
2402/* Remember not to use load_object_str in a time-critical situation. */
2403/* Also remember that multiparts objects are not supported for now. */
2404object *
2405load_object_str (const char *obstr)
2406{
2407 object *op;
2408 char filename[MAX_BUF];
2409
2410 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2411
2412 FILE *tempfile = fopen (filename, "w");
2413
2414 if (tempfile == NULL)
2415 {
2416 LOG (llevError, "Error - Unable to access load object temp file\n");
2417 return NULL;
2418 }
2419
2420 fprintf (tempfile, obstr);
2421 fclose (tempfile);
2422
2423 op = object::create ();
2424
2425 object_thawer thawer (filename);
2426
2427 if (thawer)
2428 load_object (thawer, op, 0);
2429
2430 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2431 CLEAR_FLAG (op, FLAG_REMOVED);
2432
2433 return op;
2434}
2435
2436/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2437 * has the same type and subtype match. 2356 * has the same type and subtype match.
2438 * returns NULL if no match. 2357 * returns NULL if no match.
2439 */ 2358 */
2440object * 2359object *
2613object::flag_desc (char *desc, int len) const 2532object::flag_desc (char *desc, int len) const
2614{ 2533{
2615 char *p = desc; 2534 char *p = desc;
2616 bool first = true; 2535 bool first = true;
2617 2536
2537 *p = 0;
2538
2618 for (int i = 0; i < NUM_FLAGS; i++) 2539 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2540 {
2620 if (len <= 10) // magic constant! 2541 if (len <= 10) // magic constant!
2621 { 2542 {
2622 snprintf (p, len, ",..."); 2543 snprintf (p, len, ",...");
2623 break; 2544 break;
2624 } 2545 }
2625 2546
2626 if (flag[i]) 2547 if (flag [i])
2627 { 2548 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2549 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2550 len -= cnt;
2630 p += cnt; 2551 p += cnt;
2631 first = false; 2552 first = false;
2633 } 2554 }
2634 2555
2635 return desc; 2556 return desc;
2636} 2557}
2637 2558
2638// return a suitable string describing an objetc in enough detail to find it 2559// return a suitable string describing an object in enough detail to find it
2639const char * 2560const char *
2640object::debug_desc (char *info) const 2561object::debug_desc (char *info) const
2641{ 2562{
2642 char flagdesc[512]; 2563 char flagdesc[512];
2643 char info2[256 * 4]; 2564 char info2[256 * 4];
2644 char *p = info; 2565 char *p = info;
2645 2566
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2568 count, uuid.seq,
2648 &name, 2569 &name,
2649 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2652 2573
2653 if (env) 2574 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2660} 2581}
2661 2582
2662const char * 2583const char *
2663object::debug_desc () const 2584object::debug_desc () const
2664{ 2585{
2665 static char info[256 * 3]; 2586 static char info[256 * 4];
2666 return debug_desc (info); 2587 return debug_desc (info);
2667} 2588}
2668 2589
2590const char *
2591object::debug_desc2 () const
2592{
2593 static char info[256 * 4];
2594 return debug_desc (info);
2595}
2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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