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Comparing deliantra/server/common/object.C (file contents):
Revision 1.115 by root, Mon Jan 15 01:39:42 2007 UTC vs.
Revision 1.137 by root, Mon Apr 16 06:23:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
357/* 357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 359 * Some error messages.
360 * 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.
361 */ 361 */
362
363char * 362char *
364dump_object (object *op) 363dump_object (object *op)
365{ 364{
366 if (!op) 365 if (!op)
367 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
368 367
369 object_freezer freezer; 368 object_freezer freezer;
370 save_object (freezer, op, 1); 369 op->write (freezer);
371 return freezer.as_string (); 370 return freezer.as_string ();
372} 371}
373 372
374/* 373/*
375 * 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
455 * refcounts and freeing the links. 454 * refcounts and freeing the links.
456 */ 455 */
457static void 456static void
458free_key_values (object *op) 457free_key_values (object *op)
459{ 458{
460 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
461 { 460 {
462 key_value *next = i->next; 461 key_value *next = i->next;
463 delete i; 462 delete i;
464 463
465 i = next; 464 i = next;
466 } 465 }
467 466
468 op->key_values = 0; 467 op->key_values = 0;
469} 468}
470 469
471/* 470object &
472 * copy_to first frees everything allocated by the dst object, 471object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 472{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
484 475
485 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
486 477
487 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 479 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 480
496 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
497 if (key_values) 482 if (src.key_values)
498 { 483 {
499 key_value *tail = 0; 484 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 485 key_values = 0;
503 486
504 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
505 { 488 {
506 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
507 490
508 new_link->next = 0; 491 new_link->next = 0;
509 new_link->key = i->key; 492 new_link->key = i->key;
510 new_link->value = i->value; 493 new_link->value = i->value;
511 494
512 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
513 if (!dst->key_values) 496 if (!key_values)
514 { 497 {
515 dst->key_values = new_link; 498 key_values = new_link;
516 tail = new_link; 499 tail = new_link;
517 } 500 }
518 else 501 else
519 { 502 {
520 tail->next = new_link; 503 tail->next = new_link;
521 tail = new_link; 504 tail = new_link;
522 } 505 }
523 } 506 }
524 } 507 }
508}
509
510/*
511 * copy_to first frees everything allocated by the dst object,
512 * and then copies the contents of itself into the second
513 * object, allocating what needs to be allocated. Basically, any
514 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515 * if the first object is freed, the pointers in the new object
516 * will point at garbage.
517 */
518void
519object::copy_to (object *dst)
520{
521 *dst = *this;
522
523 if (speed < 0)
524 dst->speed_left = speed_left - rndm ();
525 525
526 dst->set_speed (dst->speed); 526 dst->set_speed (dst->speed);
527}
528
529void
530object::instantiate ()
531{
532 if (!uuid.seq) // HACK
533 uuid = gen_uuid ();
534
535 speed_left = -0.1f;
536 /* copy the body_info to the body_used - this is only really
537 * need for monsters, but doesn't hurt to do it for everything.
538 * by doing so, when a monster is created, it has good starting
539 * values for the body_used info, so when items are created
540 * for it, they can be properly equipped.
541 */
542 memcpy (body_used, body_info, sizeof (body_used));
543
544 attachable::instantiate ();
527} 545}
528 546
529object * 547object *
530object::clone () 548object::clone ()
531{ 549{
589 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
590 */ 608 */
591void 609void
592update_object (object *op, int action) 610update_object (object *op, int action)
593{ 611{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 612 if (op == NULL)
597 { 613 {
598 /* this should never happen */ 614 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 616 return;
670 face = blank_face; 686 face = blank_face;
671} 687}
672 688
673object::~object () 689object::~object ()
674{ 690{
691 unlink ();
692
675 free_key_values (this); 693 free_key_values (this);
676} 694}
677 695
678static int object_count; 696static int object_count;
679 697
687 objects.insert (this); 705 objects.insert (this);
688} 706}
689 707
690void object::unlink () 708void object::unlink ()
691{ 709{
692 assert (index);//D 710 if (!index)
711 return;
712
693 objects.erase (this); 713 objects.erase (this);
694 refcnt_dec (); 714 refcnt_dec ();
695} 715}
696 716
697void 717void
771 * drop on that space. 791 * drop on that space.
772 */ 792 */
773 if (!drop_to_ground 793 if (!drop_to_ground
774 || !map 794 || !map
775 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
777 { 798 {
778 while (inv) 799 while (inv)
779 { 800 {
780 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
814 835
815 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 837 remove_button_link (this);
817 838
818 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
819 remove_friendly_object (this); 841 remove_friendly_object (this);
842
843 if (type == GOLEM
844 && owner
845 && owner->type == PLAYER
846 && owner->contr->ranges[range_golem] == this)
847 owner->contr->ranges[range_golem] = 0;
848 }
820 849
821 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
822 remove (); 851 remove ();
823 852
824 destroy_inv (true); 853 destroy_inv (true);
896 * This function removes the object op from the linked list of objects 925 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 926 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
900 * the previous environment. 929 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 930 */
903void 931void
904object::remove () 932object::do_remove ()
905{ 933{
906 object *tmp, *last = 0; 934 object *tmp, *last = 0;
907 object *otmp; 935 object *otmp;
908 936
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 980 }
953 else if (map) 981 else if (map)
954 { 982 {
955 if (type == PLAYER) 983 if (type == PLAYER)
956 { 984 {
985 // leaving a spot always closes any open container on the ground
986 if (container && !container->env)
987 // this causes spurious floorbox updates, but it ensures
988 // that the CLOSE event is being sent.
989 close_container ();
990
957 --map->players; 991 --map->players;
958 map->touch (); 992 map->touch ();
959 } 993 }
960 994
961 map->dirty = true; 995 map->dirty = true;
996 mapspace &ms = this->ms ();
962 997
963 /* link the object above us */ 998 /* link the object above us */
964 if (above) 999 if (above)
965 above->below = below; 1000 above->below = below;
966 else 1001 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
968 1003
969 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
970 if (below) 1005 if (below)
971 below->above = above; 1006 below->above = above;
972 else 1007 else
974 /* Nothing below, which means we need to relink map object for this space 1009 /* 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 1010 * use translated coordinates in case some oddness with map tiling is
976 * evident 1011 * evident
977 */ 1012 */
978 if (GET_MAP_OB (map, x, y) != this) 1013 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); 1014 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 1015
989 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
990 } 1017 }
991 1018
992 above = 0; 1019 above = 0;
993 below = 0; 1020 below = 0;
994 1021
995 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
996 return; 1023 return;
997 1024
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1026
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1028 {
1002 /* No point updating the players look faces if he is the object 1029 /* No point updating the players look faces if he is the object
1003 * being removed. 1030 * being removed.
1004 */ 1031 */
1005 1032
1086 1113
1087 return 0; 1114 return 0;
1088} 1115}
1089 1116
1090/* 1117/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1118 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1119 * job preparing multi-part monsters.
1093 */ 1120 */
1094object * 1121object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1122insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1123{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1124 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1125 */ 1152 */
1126object * 1153object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1154insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1155{
1129 object *tmp, *top, *floor = NULL; 1156 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1157
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1158 if (QUERY_FLAG (op, FLAG_FREED))
1133 { 1159 {
1134 LOG (llevError, "Trying to insert freed object!\n"); 1160 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL; 1161 return NULL;
1136 } 1162 }
1163
1164 if (!QUERY_FLAG (op, FLAG_REMOVED))
1165 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1166
1167 op->remove ();
1137 1168
1138 if (!m) 1169 if (!m)
1139 { 1170 {
1140 char *dump = dump_object (op); 1171 char *dump = dump_object (op);
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1172 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1156#endif 1187#endif
1157 free (dump); 1188 free (dump);
1158 return op; 1189 return op;
1159 } 1190 }
1160 1191
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; 1192 if (object *more = op->more)
1174 1193 {
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) 1194 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1195 {
1192 if (!op->head) 1196 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1197 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1198
1195 return 0; 1199 return 0;
1200 1204
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1205 /* 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 1206 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1207 * need extra work
1204 */ 1208 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1209 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1210 return 0;
1207 y = op->y; 1211
1212 op->map = m;
1213 mapspace &ms = op->ms ();
1208 1214
1209 /* this has to be done after we translate the coordinates. 1215 /* this has to be done after we translate the coordinates.
1210 */ 1216 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1217 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1218 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1219 if (object::can_merge (op, tmp))
1214 { 1220 {
1215 op->nrof += tmp->nrof; 1221 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1222 tmp->destroy ();
1217 } 1223 }
1234 op->below = originator->below; 1240 op->below = originator->below;
1235 1241
1236 if (op->below) 1242 if (op->below)
1237 op->below->above = op; 1243 op->below->above = op;
1238 else 1244 else
1239 op->ms ().bot = op; 1245 ms.bot = op;
1240 1246
1241 /* since *below* originator, no need to update top */ 1247 /* since *below* originator, no need to update top */
1242 originator->below = op; 1248 originator->below = op;
1243 } 1249 }
1244 else 1250 else
1245 { 1251 {
1252 top = ms.bot;
1253
1246 /* If there are other objects, then */ 1254 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1255 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1256 {
1249 object *last = 0; 1257 object *last = 0;
1250 1258
1251 /* 1259 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1260 * 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 1266 * 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 1267 * 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 1268 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1269 * that flying non pickable objects are spell objects.
1262 */ 1270 */
1263 while (top) 1271 for (top = ms.bot; top; top = top->above)
1264 { 1272 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1273 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1274 floor = top;
1267 1275
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1276 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; 1279 top = top->below;
1272 break; 1280 break;
1273 } 1281 }
1274 1282
1275 last = top; 1283 last = top;
1276 top = top->above;
1277 } 1284 }
1278 1285
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1286 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1287 top = last;
1281 1288
1283 * looks like instead of lots of conditions here. 1290 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1291 * makes things faster, and effectively the same result.
1285 */ 1292 */
1286 1293
1287 /* Have object 'fall below' other objects that block view. 1294 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1295 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1296 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1297 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1298 * stacking is a bit odd.
1292 */ 1299 */
1293 if (!(flag & INS_ON_TOP) && 1300 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)) 1301 && ms.flags () & P_BLOCKSVIEW
1302 && (op->face && !faces [op->face].visibility))
1295 { 1303 {
1296 for (last = top; last != floor; last = last->below) 1304 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1305 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1306 break;
1307
1299 /* Check to see if we found the object that blocks view, 1308 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1309 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1310 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1311 * set top to the object below us.
1303 */ 1312 */
1305 top = last->below; 1314 top = last->below;
1306 } 1315 }
1307 } /* If objects on this space */ 1316 } /* If objects on this space */
1308 1317
1309 if (flag & INS_MAP_LOAD) 1318 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1319 top = ms.top;
1311 1320
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1321 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1322 top = floor;
1314 1323
1315 /* Top is the object that our object (op) is going to get inserted above. 1324 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1325 */
1317 1326
1318 /* First object on this space */ 1327 /* First object on this space */
1319 if (!top) 1328 if (!top)
1320 { 1329 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1330 op->above = ms.bot;
1322 1331
1323 if (op->above) 1332 if (op->above)
1324 op->above->below = op; 1333 op->above->below = op;
1325 1334
1326 op->below = 0; 1335 op->below = 0;
1327 op->ms ().bot = op; 1336 ms.bot = op;
1328 } 1337 }
1329 else 1338 else
1330 { /* get inserted into the stack above top */ 1339 { /* get inserted into the stack above top */
1331 op->above = top->above; 1340 op->above = top->above;
1332 1341
1336 op->below = top; 1345 op->below = top;
1337 top->above = op; 1346 top->above = op;
1338 } 1347 }
1339 1348
1340 if (!op->above) 1349 if (!op->above)
1341 op->ms ().top = op; 1350 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1351 } /* else not INS_BELOW_ORIGINATOR */
1343 1352
1344 if (op->type == PLAYER) 1353 if (op->type == PLAYER)
1345 { 1354 {
1346 op->contr->do_los = 1; 1355 op->contr->do_los = 1;
1352 1361
1353 /* If we have a floor, we know the player, if any, will be above 1362 /* 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. 1363 * it, so save a few ticks and start from there.
1355 */ 1364 */
1356 if (!(flag & INS_MAP_LOAD)) 1365 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1366 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1367 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1368 pl->contr->ns->floorbox_update ();
1360 1369
1361 /* If this object glows, it may affect lighting conditions that are 1370 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1371 * visible to others on this map. But update_all_los is really
1421 tmp1->x = op->x; 1430 tmp1->x = op->x;
1422 tmp1->y = op->y; 1431 tmp1->y = op->y;
1423 insert_ob_in_map (tmp1, op->map, op, 0); 1432 insert_ob_in_map (tmp1, op->map, op, 0);
1424} 1433}
1425 1434
1435// XXX: function not returning object*
1426object * 1436object *
1427object::insert_at (object *where, object *originator, int flags) 1437object::insert_at (object *where, object *originator, int flags)
1428{ 1438{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1439 where->map->insert (this, where->x, where->y, originator, flags);
1430} 1440}
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1781 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)) 1782 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1783 {
1774 1784
1775 float 1785 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1786 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1787
1778 if (op->type == PLAYER) 1788 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1789 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))) 1790 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1791 diff /= 4.0;
1988 } 1998 }
1989 1999
1990 if (!index) 2000 if (!index)
1991 return -1; 2001 return -1;
1992 2002
1993 return altern[RANDOM () % index]; 2003 return altern [rndm (index)];
1994} 2004}
1995 2005
1996/* 2006/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2007 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2008 * find_free_spot(), but it will search max number of squares.
2019{ 2029{
2020 arr += begin; 2030 arr += begin;
2021 end -= begin; 2031 end -= begin;
2022 2032
2023 while (--end) 2033 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2034 swap (arr [end], arr [rndm (end + 1)]);
2025} 2035}
2026 2036
2027/* new function to make monster searching more efficient, and effective! 2037/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2038 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2039 * the spaces to find monsters. In this way, it won't always look for
2341 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2342 2352
2343 return dst; 2353 return dst;
2344} 2354}
2345 2355
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382}
2383
2384/* This returns the first object in who's inventory that 2356/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2357 * has the same type and subtype match.
2386 * returns NULL if no match. 2358 * returns NULL if no match.
2387 */ 2359 */
2388object * 2360object *
2441 if (link->key == canonical_key) 2413 if (link->key == canonical_key)
2442 return link->value; 2414 return link->value;
2443 2415
2444 return 0; 2416 return 0;
2445} 2417}
2446
2447 2418
2448/* 2419/*
2449 * Updates the canonical_key in op to value. 2420 * Updates the canonical_key in op to value.
2450 * 2421 *
2451 * canonical_key is a shared string (value doesn't have to be). 2422 * canonical_key is a shared string (value doesn't have to be).
2591{ 2562{
2592 char flagdesc[512]; 2563 char flagdesc[512];
2593 char info2[256 * 4]; 2564 char info2[256 * 4];
2594 char *p = info; 2565 char *p = info;
2595 2566
2596 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}",
2597 count, uuid.seq, 2568 count, uuid.seq,
2598 &name, 2569 &name,
2599 title ? "\",title:" : "", 2570 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2602 2573
2603 if (env) 2574 if (env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621{ 2592{
2622 static char info[256 * 4]; 2593 static char info[256 * 4];
2623 return debug_desc (info); 2594 return debug_desc (info);
2624} 2595}
2625 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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