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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.139 by root, Sat Apr 21 17:34:22 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>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short 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,
45 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
46}; 47};
47short 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,
356/* 357/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 359 * Some error messages.
359 * 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.
360 */ 361 */
361
362char * 362char *
363dump_object (object *op) 363dump_object (object *op)
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 1); 369 op->write (freezer);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * 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
391} 391}
392 392
393/* 393/*
394 * 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.
395 */ 395 */
396
397object * 396object *
398find_object (tag_t i) 397find_object (tag_t i)
399{ 398{
400 for (object *op = object::first; op; op = op->next) 399 for_all_objects (op)
401 if (op->count == i) 400 if (op->count == i)
402 return op; 401 return op;
403 402
404 return 0; 403 return 0;
405} 404}
406 405
407/* 406/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
411 */ 410 */
412
413object * 411object *
414find_object_name (const char *str) 412find_object_name (const char *str)
415{ 413{
416 shstr_cmp str_ (str); 414 shstr_cmp str_ (str);
417 object *op; 415 object *op;
418 416
419 for (op = object::first; op != NULL; op = op->next) 417 for_all_objects (op)
420 if (op->name == str_) 418 if (op->name == str_)
421 break; 419 break;
422 420
423 return op; 421 return op;
424} 422}
456 * refcounts and freeing the links. 454 * refcounts and freeing the links.
457 */ 455 */
458static void 456static void
459free_key_values (object *op) 457free_key_values (object *op)
460{ 458{
461 for (key_value *i = op->key_values; i != 0;) 459 for (key_value *i = op->key_values; i; )
462 { 460 {
463 key_value *next = i->next; 461 key_value *next = i->next;
464 delete i; 462 delete i;
465 463
466 i = next; 464 i = next;
467 } 465 }
468 466
469 op->key_values = 0; 467 op->key_values = 0;
470} 468}
471 469
472/* 470object &
473 * copy_to first frees everything allocated by the dst object, 471object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 472{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 473 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 474 bool is_removed = flag [FLAG_REMOVED];
485 475
486 *(object_copy *)dst = *this; 476 *(object_copy *)this = src;
487 477
488 if (is_freed) 478 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 479 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 480
497 /* Copy over key_values, if any. */ 481 /* Copy over key_values, if any. */
498 if (key_values) 482 if (src.key_values)
499 { 483 {
500 key_value *tail = 0; 484 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 485 key_values = 0;
504 486
505 for (i = key_values; i; i = i->next) 487 for (key_value *i = src.key_values; i; i = i->next)
506 { 488 {
507 key_value *new_link = new key_value; 489 key_value *new_link = new key_value;
508 490
509 new_link->next = 0; 491 new_link->next = 0;
510 new_link->key = i->key; 492 new_link->key = i->key;
511 new_link->value = i->value; 493 new_link->value = i->value;
512 494
513 /* Try and be clever here, too. */ 495 /* Try and be clever here, too. */
514 if (!dst->key_values) 496 if (!key_values)
515 { 497 {
516 dst->key_values = new_link; 498 key_values = new_link;
517 tail = new_link; 499 tail = new_link;
518 } 500 }
519 else 501 else
520 { 502 {
521 tail->next = new_link; 503 tail->next = new_link;
522 tail = new_link; 504 tail = new_link;
523 } 505 }
524 } 506 }
525 } 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 ();
526 525
527 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 ();
528} 545}
529 546
530object * 547object *
531object::clone () 548object::clone ()
532{ 549{
590 * UP_OBJ_FACE: only the objects face has changed. 607 * UP_OBJ_FACE: only the objects face has changed.
591 */ 608 */
592void 609void
593update_object (object *op, int action) 610update_object (object *op, int action)
594{ 611{
595 MoveType move_on, move_off, move_block, move_slow;
596
597 if (op == NULL) 612 if (op == NULL)
598 { 613 {
599 /* this should never happen */ 614 /* this should never happen */
600 LOG (llevDebug, "update_object() called for NULL object.\n"); 615 LOG (llevDebug, "update_object() called for NULL object.\n");
601 return; 616 return;
661 676
662 if (op->more) 677 if (op->more)
663 update_object (op->more, action); 678 update_object (op->more, action);
664} 679}
665 680
666object *object::first;
667
668object::object () 681object::object ()
669{ 682{
670 SET_FLAG (this, FLAG_REMOVED); 683 SET_FLAG (this, FLAG_REMOVED);
671 684
672 expmul = 1.0; 685 expmul = 1.0;
673 face = blank_face; 686 face = blank_face;
674} 687}
675 688
676object::~object () 689object::~object ()
677{ 690{
691 unlink ();
692
678 free_key_values (this); 693 free_key_values (this);
679} 694}
680 695
696static int object_count;
697
681void object::link () 698void object::link ()
682{ 699{
683 count = ++ob_count; 700 assert (!index);//D
684 uuid = gen_uuid (); 701 uuid = gen_uuid ();
702 count = ++object_count;
685 703
686 prev = 0; 704 refcnt_inc ();
687 next = object::first; 705 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 706}
694 707
695void object::unlink () 708void object::unlink ()
696{ 709{
697 if (this == object::first) 710 if (!index)
698 object::first = next; 711 return;
699 712
700 /* Remove this object from the list of used objects */ 713 objects.erase (this);
701 if (prev) prev->next = next; 714 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 715}
713 716
714void 717void
715object::activate () 718object::activate ()
716{ 719{
717 /* If already on active list, don't do anything */ 720 /* If already on active list, don't do anything */
718 if (active ()) 721 if (active)
719 return; 722 return;
720 723
721 if (has_active_speed ()) 724 if (has_active_speed ())
722 { 725 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 726}
733 727
734void 728void
735object::activate_recursive () 729object::activate_recursive ()
736{ 730{
750 */ 744 */
751void 745void
752object::deactivate () 746object::deactivate ()
753{ 747{
754 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 749 if (!active)
756 return; 750 return;
757 751
758 if (active_prev == 0) 752 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 753}
774 754
775void 755void
776object::deactivate_recursive () 756object::deactivate_recursive ()
777{ 757{
811 * drop on that space. 791 * drop on that space.
812 */ 792 */
813 if (!drop_to_ground 793 if (!drop_to_ground
814 || !map 794 || !map
815 || map->in_memory != MAP_IN_MEMORY 795 || map->in_memory != MAP_IN_MEMORY
796 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 797 || ms ().move_block == MOVE_ALL)
817 { 798 {
818 while (inv) 799 while (inv)
819 { 800 {
820 inv->destroy_inv (drop_to_ground); 801 inv->destroy_inv (drop_to_ground);
829 810
830 if (op->flag [FLAG_STARTEQUIP] 811 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 812 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 813 || op->type == RUNE
833 || op->type == TRAP 814 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 815 || op->flag [FLAG_IS_A_TEMPLATE]
816 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 817 op->destroy ();
836 else 818 else
837 map->insert (op, x, y); 819 map->insert (op, x, y);
838 } 820 }
839 } 821 }
847} 829}
848 830
849void 831void
850object::do_destroy () 832object::do_destroy ()
851{ 833{
834 attachable::do_destroy ();
835
852 if (flag [FLAG_IS_LINKED]) 836 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 837 remove_button_link (this);
854 838
855 if (flag [FLAG_FRIENDLY]) 839 if (flag [FLAG_FRIENDLY])
840 {
856 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 }
857 849
858 if (!flag [FLAG_REMOVED]) 850 if (!flag [FLAG_REMOVED])
859 remove (); 851 remove ();
860 852
861 if (flag [FLAG_FREED]) 853 destroy_inv (true);
862 return;
863 854
864 set_speed (0); 855 deactivate ();
856 unlink ();
865 857
866 flag [FLAG_FREED] = 1; 858 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 859
873 // hack to ensure that freed objects still have a valid map 860 // hack to ensure that freed objects still have a valid map
874 { 861 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes 862 static maptile *freed_map; // freed objects are moved here to avoid crashes
876 863
901 888
902 // clear those pointers that likely might have circular references to us 889 // clear those pointers that likely might have circular references to us
903 owner = 0; 890 owner = 0;
904 enemy = 0; 891 enemy = 0;
905 attacked_by = 0; 892 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 893}
910 894
911void 895void
912object::destroy (bool destroy_inventory) 896object::destroy (bool destroy_inventory)
913{ 897{
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 927 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 928 * environment, the x and y coordinates will be updated to
945 * the previous environment. 929 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 930 */
948void 931void
949object::remove () 932object::do_remove ()
950{ 933{
951 object *tmp, *last = 0; 934 object *tmp, *last = 0;
952 object *otmp; 935 object *otmp;
953 936
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 937 if (QUERY_FLAG (this, FLAG_REMOVED))
997 } 980 }
998 else if (map) 981 else if (map)
999 { 982 {
1000 if (type == PLAYER) 983 if (type == PLAYER)
1001 { 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
1002 --map->players; 991 --map->players;
1003 map->touch (); 992 map->touch ();
1004 } 993 }
1005 994
1006 map->dirty = true; 995 map->dirty = true;
996 mapspace &ms = this->ms ();
1007 997
1008 /* link the object above us */ 998 /* link the object above us */
1009 if (above) 999 if (above)
1010 above->below = below; 1000 above->below = below;
1011 else 1001 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 1002 ms.top = below; /* we were top, set new top */
1013 1003
1014 /* Relink the object below us, if there is one */ 1004 /* Relink the object below us, if there is one */
1015 if (below) 1005 if (below)
1016 below->above = above; 1006 below->above = above;
1017 else 1007 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 1010 * use translated coordinates in case some oddness with map tiling is
1021 * evident 1011 * evident
1022 */ 1012 */
1023 if (GET_MAP_OB (map, x, y) != this) 1013 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 1015
1034 map->at (x, y).bot = above; /* goes on above it. */ 1016 ms.bot = above; /* goes on above it. */
1035 } 1017 }
1036 1018
1037 above = 0; 1019 above = 0;
1038 below = 0; 1020 below = 0;
1039 1021
1040 if (map->in_memory == MAP_SAVING) 1022 if (map->in_memory == MAP_SAVING)
1041 return; 1023 return;
1042 1024
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 1025 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 1026
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1027 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 1028 {
1047 /* 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
1048 * being removed. 1030 * being removed.
1049 */ 1031 */
1050 1032
1130 } 1112 }
1131 1113
1132 return 0; 1114 return 0;
1133} 1115}
1134 1116
1117void
1118object::expand_tail ()
1119{
1120 if (more)
1121 return;
1122
1123 object *prev = this;
1124
1125 for (archetype *at = arch->more; at; at = at->more)
1126 {
1127 object *op = arch_to_object (at);
1128
1129 op->name = name;
1130 op->name_pl = name_pl;
1131 op->title = title;
1132
1133 op->head = this;
1134 prev->more = op;
1135
1136 prev = op;
1137 }
1138}
1139
1135/* 1140/*
1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1141 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1137 * job preparing multi-part monsters 1142 * job preparing multi-part monsters.
1138 */ 1143 */
1139object * 1144object *
1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1145insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1141{ 1146{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1147 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1169 * just 'op' otherwise 1174 * just 'op' otherwise
1170 */ 1175 */
1171object * 1176object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1177insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1178{
1179 assert (!op->flag [FLAG_FREED]);
1180
1174 object *tmp, *top, *floor = NULL; 1181 object *tmp, *top, *floor = NULL;
1175 sint16 x, y;
1176 1182
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1183 op->remove ();
1178 {
1179 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL;
1181 }
1182 1184
1183 if (!m) 1185#if 0
1184 { 1186 if (!m->active != !op->active)
1185 char *dump = dump_object (op); 1187 if (m->active)
1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1188 op->activate_recursive ();
1187 free (dump); 1189 else
1188 return op; 1190 op->deactivate_recursive ();
1189 } 1191#endif
1190 1192
1191 if (out_of_map (m, op->x, op->y)) 1193 if (out_of_map (m, op->x, op->y))
1192 { 1194 {
1193 char *dump = dump_object (op);
1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1195 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1195#ifdef MANY_CORES 1196#ifdef MANY_CORES
1196 /* Better to catch this here, as otherwise the next use of this object 1197 /* Better to catch this here, as otherwise the next use of this object
1197 * is likely to cause a crash. Better to find out where it is getting 1198 * is likely to cause a crash. Better to find out where it is getting
1198 * improperly inserted. 1199 * improperly inserted.
1199 */ 1200 */
1200 abort (); 1201 abort ();
1201#endif 1202#endif
1202 free (dump);
1203 return op; 1203 return op;
1204 } 1204 }
1205 1205
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more; 1206 if (object *more = op->more)
1219 1207 {
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1208 if (!insert_ob_in_map (more, m, originator, flag))
1236 { 1209 {
1237 if (!op->head) 1210 if (!op->head)
1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1211 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1239 1212
1240 return 0; 1213 return 0;
1245 1218
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1219 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1220 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1221 * need extra work
1249 */ 1222 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1223 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1224 return 0;
1252 y = op->y; 1225
1226 op->map = m;
1227 mapspace &ms = op->ms ();
1253 1228
1254 /* this has to be done after we translate the coordinates. 1229 /* this has to be done after we translate the coordinates.
1255 */ 1230 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1231 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1232 for (tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1233 if (object::can_merge (op, tmp))
1259 { 1234 {
1260 op->nrof += tmp->nrof; 1235 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1236 tmp->destroy ();
1262 } 1237 }
1279 op->below = originator->below; 1254 op->below = originator->below;
1280 1255
1281 if (op->below) 1256 if (op->below)
1282 op->below->above = op; 1257 op->below->above = op;
1283 else 1258 else
1284 op->ms ().bot = op; 1259 ms.bot = op;
1285 1260
1286 /* since *below* originator, no need to update top */ 1261 /* since *below* originator, no need to update top */
1287 originator->below = op; 1262 originator->below = op;
1288 } 1263 }
1289 else 1264 else
1290 { 1265 {
1266 top = ms.bot;
1267
1291 /* If there are other objects, then */ 1268 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1269 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1270 {
1294 object *last = 0; 1271 object *last = 0;
1295 1272
1296 /* 1273 /*
1297 * If there are multiple objects on this space, we do some trickier handling. 1274 * If there are multiple objects on this space, we do some trickier handling.
1303 * once we get to them. This reduces the need to traverse over all of 1280 * once we get to them. This reduces the need to traverse over all of
1304 * them when adding another one - this saves quite a bit of cpu time 1281 * them when adding another one - this saves quite a bit of cpu time
1305 * when lots of spells are cast in one area. Currently, it is presumed 1282 * when lots of spells are cast in one area. Currently, it is presumed
1306 * that flying non pickable objects are spell objects. 1283 * that flying non pickable objects are spell objects.
1307 */ 1284 */
1308 while (top) 1285 for (top = ms.bot; top; top = top->above)
1309 { 1286 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1287 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top; 1288 floor = top;
1312 1289
1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1290 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1316 top = top->below; 1293 top = top->below;
1317 break; 1294 break;
1318 } 1295 }
1319 1296
1320 last = top; 1297 last = top;
1321 top = top->above;
1322 } 1298 }
1323 1299
1324 /* Don't want top to be NULL, so set it to the last valid object */ 1300 /* Don't want top to be NULL, so set it to the last valid object */
1325 top = last; 1301 top = last;
1326 1302
1328 * looks like instead of lots of conditions here. 1304 * looks like instead of lots of conditions here.
1329 * makes things faster, and effectively the same result. 1305 * makes things faster, and effectively the same result.
1330 */ 1306 */
1331 1307
1332 /* Have object 'fall below' other objects that block view. 1308 /* Have object 'fall below' other objects that block view.
1333 * Unless those objects are exits, type 66 1309 * Unless those objects are exits.
1334 * If INS_ON_TOP is used, don't do this processing 1310 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1311 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1312 * stacking is a bit odd.
1337 */ 1313 */
1338 if (!(flag & INS_ON_TOP) && 1314 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1315 && ms.flags () & P_BLOCKSVIEW
1316 && (op->face && !faces [op->face].visibility))
1340 { 1317 {
1341 for (last = top; last != floor; last = last->below) 1318 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1319 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1320 break;
1321
1344 /* Check to see if we found the object that blocks view, 1322 /* Check to see if we found the object that blocks view,
1345 * and make sure we have a below pointer for it so that 1323 * and make sure we have a below pointer for it so that
1346 * we can get inserted below this one, which requires we 1324 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1325 * set top to the object below us.
1348 */ 1326 */
1350 top = last->below; 1328 top = last->below;
1351 } 1329 }
1352 } /* If objects on this space */ 1330 } /* If objects on this space */
1353 1331
1354 if (flag & INS_MAP_LOAD) 1332 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1333 top = ms.top;
1356 1334
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1335 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1336 top = floor;
1359 1337
1360 /* Top is the object that our object (op) is going to get inserted above. 1338 /* Top is the object that our object (op) is going to get inserted above.
1361 */ 1339 */
1362 1340
1363 /* First object on this space */ 1341 /* First object on this space */
1364 if (!top) 1342 if (!top)
1365 { 1343 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1344 op->above = ms.bot;
1367 1345
1368 if (op->above) 1346 if (op->above)
1369 op->above->below = op; 1347 op->above->below = op;
1370 1348
1371 op->below = 0; 1349 op->below = 0;
1372 op->ms ().bot = op; 1350 ms.bot = op;
1373 } 1351 }
1374 else 1352 else
1375 { /* get inserted into the stack above top */ 1353 { /* get inserted into the stack above top */
1376 op->above = top->above; 1354 op->above = top->above;
1377 1355
1381 op->below = top; 1359 op->below = top;
1382 top->above = op; 1360 top->above = op;
1383 } 1361 }
1384 1362
1385 if (!op->above) 1363 if (!op->above)
1386 op->ms ().top = op; 1364 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1365 } /* else not INS_BELOW_ORIGINATOR */
1388 1366
1389 if (op->type == PLAYER) 1367 if (op->type == PLAYER)
1390 { 1368 {
1391 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1397 1375
1398 /* If we have a floor, we know the player, if any, will be above 1376 /* If we have a floor, we know the player, if any, will be above
1399 * it, so save a few ticks and start from there. 1377 * it, so save a few ticks and start from there.
1400 */ 1378 */
1401 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1380 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1381 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1382 pl->contr->ns->floorbox_update ();
1405 1383
1406 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1407 * visible to others on this map. But update_all_los is really 1385 * visible to others on this map. But update_all_los is really
1469} 1447}
1470 1448
1471object * 1449object *
1472object::insert_at (object *where, object *originator, int flags) 1450object::insert_at (object *where, object *originator, int flags)
1473{ 1451{
1474 where->map->insert (this, where->x, where->y, originator, flags); 1452 return where->map->insert (this, where->x, where->y, originator, flags);
1475} 1453}
1476 1454
1477/* 1455/*
1478 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1479 * is returned contains nr objects, and the remaining parts contains 1457 * is returned contains nr objects, and the remaining parts contains
1519 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1520 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1521 * 1499 *
1522 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1523 */ 1501 */
1524
1525object * 1502object *
1526decrease_ob_nr (object *op, uint32 i) 1503decrease_ob_nr (object *op, uint32 i)
1527{ 1504{
1528 object *tmp; 1505 object *tmp;
1529 1506
1604 1581
1605/* 1582/*
1606 * add_weight(object, weight) adds the specified weight to an object, 1583 * add_weight(object, weight) adds the specified weight to an object,
1607 * and also updates how much the environment(s) is/are carrying. 1584 * and also updates how much the environment(s) is/are carrying.
1608 */ 1585 */
1609
1610void 1586void
1611add_weight (object *op, signed long weight) 1587add_weight (object *op, signed long weight)
1612{ 1588{
1613 while (op != NULL) 1589 while (op != NULL)
1614 { 1590 {
1646 * inside the object environment. 1622 * inside the object environment.
1647 * 1623 *
1648 * The function returns now pointer to inserted item, and return value can 1624 * The function returns now pointer to inserted item, and return value can
1649 * be != op, if items are merged. -Tero 1625 * be != op, if items are merged. -Tero
1650 */ 1626 */
1651
1652object * 1627object *
1653object::insert (object *op) 1628object::insert (object *op)
1654{ 1629{
1655 object *tmp, *otmp; 1630 object *tmp, *otmp;
1656 1631
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1791 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1792 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 { 1793 {
1819 1794
1820 float 1795 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1796 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1797
1823 if (op->type == PLAYER) 1798 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1799 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1800 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0; 1801 diff /= 4.0;
2033 } 2008 }
2034 2009
2035 if (!index) 2010 if (!index)
2036 return -1; 2011 return -1;
2037 2012
2038 return altern[RANDOM () % index]; 2013 return altern [rndm (index)];
2039} 2014}
2040 2015
2041/* 2016/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 2017 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 2018 * find_free_spot(), but it will search max number of squares.
2064{ 2039{
2065 arr += begin; 2040 arr += begin;
2066 end -= begin; 2041 end -= begin;
2067 2042
2068 while (--end) 2043 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2044 swap (arr [end], arr [rndm (end + 1)]);
2070} 2045}
2071 2046
2072/* new function to make monster searching more efficient, and effective! 2047/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2048 * This basically returns a randomized array (in the passed pointer) of
2074 * the spaces to find monsters. In this way, it won't always look for 2049 * the spaces to find monsters. In this way, it won't always look for
2208 2183
2209 return 3; 2184 return 3;
2210} 2185}
2211 2186
2212/* 2187/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2190 */
2234
2235int 2191int
2236dirdiff (int dir1, int dir2) 2192dirdiff (int dir1, int dir2)
2237{ 2193{
2238 int d; 2194 int d;
2239 2195
2405 insert_ob_in_ob (object_create_clone (item), dst); 2361 insert_ob_in_ob (object_create_clone (item), dst);
2406 2362
2407 return dst; 2363 return dst;
2408} 2364}
2409 2365
2410/* GROS - Creates an object using a string representing its content. */
2411/* Basically, we save the content of the string to a temp file, then call */
2412/* load_object on it. I admit it is a highly inefficient way to make things, */
2413/* but it was simple to make and allows reusing the load_object function. */
2414/* Remember not to use load_object_str in a time-critical situation. */
2415/* Also remember that multiparts objects are not supported for now. */
2416object *
2417load_object_str (const char *obstr)
2418{
2419 object *op;
2420 char filename[MAX_BUF];
2421
2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2424 FILE *tempfile = fopen (filename, "w");
2425
2426 if (tempfile == NULL)
2427 {
2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2429 return NULL;
2430 }
2431
2432 fprintf (tempfile, obstr);
2433 fclose (tempfile);
2434
2435 op = object::create ();
2436
2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2440 load_object (thawer, op, 0);
2441
2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2443 CLEAR_FLAG (op, FLAG_REMOVED);
2444
2445 return op;
2446}
2447
2448/* This returns the first object in who's inventory that 2366/* This returns the first object in who's inventory that
2449 * has the same type and subtype match. 2367 * has the same type and subtype match.
2450 * returns NULL if no match. 2368 * returns NULL if no match.
2451 */ 2369 */
2452object * 2370object *
2505 if (link->key == canonical_key) 2423 if (link->key == canonical_key)
2506 return link->value; 2424 return link->value;
2507 2425
2508 return 0; 2426 return 0;
2509} 2427}
2510
2511 2428
2512/* 2429/*
2513 * Updates the canonical_key in op to value. 2430 * Updates the canonical_key in op to value.
2514 * 2431 *
2515 * canonical_key is a shared string (value doesn't have to be). 2432 * canonical_key is a shared string (value doesn't have to be).
2655{ 2572{
2656 char flagdesc[512]; 2573 char flagdesc[512];
2657 char info2[256 * 4]; 2574 char info2[256 * 4];
2658 char *p = info; 2575 char *p = info;
2659 2576
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2577 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2578 count, uuid.seq,
2662 &name, 2579 &name,
2663 title ? "\",title:" : "", 2580 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2581 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2582 flag_desc (flagdesc, 512), type);
2666 2583
2667 if (env) 2584 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2678{ 2595{
2679 static char info[256 * 4]; 2596 static char info[256 * 4];
2680 return debug_desc (info); 2597 return debug_desc (info);
2681} 2598}
2682 2599
2600const char *
2601object::debug_desc2 () const
2602{
2603 static char info[256 * 4];
2604 return debug_desc (info);
2605}
2606
2607struct region *
2608object::region () const
2609{
2610 return map ? map->region (x, y)
2611 : region::default_region ();
2612}
2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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