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Comparing deliantra/server/common/object.C (file contents):
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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,
311 313
312 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
313 return 1; 315 return 1;
314} 316}
315 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
316/* 324/*
317 * sum_weight() is a recursive function which calculates the weight 325 * sum_weight() is a recursive function which calculates the weight
318 * an object is carrying. It goes through in figures out how much 326 * an object is carrying. It goes through in figures out how much
319 * containers are carrying, and sums it up. 327 * containers are carrying, and sums it up.
320 */ 328 */
355/* 363/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 364 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 365 * Some error messages.
358 * The result of the dump is stored in the static global errmsg array. 366 * The result of the dump is stored in the static global errmsg array.
359 */ 367 */
360
361char * 368char *
362dump_object (object *op) 369dump_object (object *op)
363{ 370{
364 if (!op) 371 if (!op)
365 return strdup ("[NULLOBJ]"); 372 return strdup ("[NULLOBJ]");
366 373
367 object_freezer freezer; 374 object_freezer freezer;
368 save_object (freezer, op, 1); 375 op->write (freezer);
369 return freezer.as_string (); 376 return freezer.as_string ();
370} 377}
371 378
372/* 379/*
373 * get_nearest_part(multi-object, object 2) returns the part of the 380 * get_nearest_part(multi-object, object 2) returns the part of the
390} 397}
391 398
392/* 399/*
393 * Returns the object which has the count-variable equal to the argument. 400 * Returns the object which has the count-variable equal to the argument.
394 */ 401 */
395
396object * 402object *
397find_object (tag_t i) 403find_object (tag_t i)
398{ 404{
399 for (object *op = object::first; op; op = op->next) 405 for_all_objects (op)
400 if (op->count == i) 406 if (op->count == i)
401 return op; 407 return op;
402 408
403 return 0; 409 return 0;
404} 410}
405 411
406/* 412/*
407 * Returns the first object which has a name equal to the argument. 413 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 414 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 415 * Enables features like "patch <name-of-other-player> food 999"
410 */ 416 */
411
412object * 417object *
413find_object_name (const char *str) 418find_object_name (const char *str)
414{ 419{
415 shstr_cmp str_ (str); 420 shstr_cmp str_ (str);
416 object *op; 421 object *op;
417 422
418 for (op = object::first; op != NULL; op = op->next) 423 for_all_objects (op)
419 if (op->name == str_) 424 if (op->name == str_)
420 break; 425 break;
421 426
422 return op; 427 return op;
423} 428}
455 * refcounts and freeing the links. 460 * refcounts and freeing the links.
456 */ 461 */
457static void 462static void
458free_key_values (object *op) 463free_key_values (object *op)
459{ 464{
460 for (key_value *i = op->key_values; i != 0;) 465 for (key_value *i = op->key_values; i; )
461 { 466 {
462 key_value *next = i->next; 467 key_value *next = i->next;
463 delete i; 468 delete i;
464 469
465 i = next; 470 i = next;
466 } 471 }
467 472
468 op->key_values = 0; 473 op->key_values = 0;
469} 474}
470 475
471/* 476object &
472 * copy_to first frees everything allocated by the dst object, 477object::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{ 478{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 479 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 480 bool is_removed = flag [FLAG_REMOVED];
484 481
485 *(object_copy *)dst = *this; 482 *(object_copy *)this = src;
486 483
487 if (is_freed) 484 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 485 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;
495 486
496 /* Copy over key_values, if any. */ 487 /* Copy over key_values, if any. */
497 if (key_values) 488 if (src.key_values)
498 { 489 {
499 key_value *tail = 0; 490 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 491 key_values = 0;
503 492
504 for (i = key_values; i; i = i->next) 493 for (key_value *i = src.key_values; i; i = i->next)
505 { 494 {
506 key_value *new_link = new key_value; 495 key_value *new_link = new key_value;
507 496
508 new_link->next = 0; 497 new_link->next = 0;
509 new_link->key = i->key; 498 new_link->key = i->key;
510 new_link->value = i->value; 499 new_link->value = i->value;
511 500
512 /* Try and be clever here, too. */ 501 /* Try and be clever here, too. */
513 if (!dst->key_values) 502 if (!key_values)
514 { 503 {
515 dst->key_values = new_link; 504 key_values = new_link;
516 tail = new_link; 505 tail = new_link;
517 } 506 }
518 else 507 else
519 { 508 {
520 tail->next = new_link; 509 tail->next = new_link;
521 tail = new_link; 510 tail = new_link;
522 } 511 }
523 } 512 }
524 } 513 }
514}
515
516/*
517 * copy_to first frees everything allocated by the dst object,
518 * and then copies the contents of itself into the second
519 * object, allocating what needs to be allocated. Basically, any
520 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
521 * if the first object is freed, the pointers in the new object
522 * will point at garbage.
523 */
524void
525object::copy_to (object *dst)
526{
527 *dst = *this;
528
529 if (speed < 0)
530 dst->speed_left = speed_left - rndm ();
525 531
526 dst->set_speed (dst->speed); 532 dst->set_speed (dst->speed);
533}
534
535void
536object::instantiate ()
537{
538 if (!uuid.seq) // HACK
539 uuid = gen_uuid ();
540
541 speed_left = -0.1f;
542 /* copy the body_info to the body_used - this is only really
543 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped.
547 */
548 memcpy (body_used, body_info, sizeof (body_used));
549
550 attachable::instantiate ();
527} 551}
528 552
529object * 553object *
530object::clone () 554object::clone ()
531{ 555{
589 * UP_OBJ_FACE: only the objects face has changed. 613 * UP_OBJ_FACE: only the objects face has changed.
590 */ 614 */
591void 615void
592update_object (object *op, int action) 616update_object (object *op, int action)
593{ 617{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 618 if (op == NULL)
597 { 619 {
598 /* this should never happen */ 620 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 621 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 622 return;
660 682
661 if (op->more) 683 if (op->more)
662 update_object (op->more, action); 684 update_object (op->more, action);
663} 685}
664 686
665object *object::first;
666
667object::object () 687object::object ()
668{ 688{
669 SET_FLAG (this, FLAG_REMOVED); 689 SET_FLAG (this, FLAG_REMOVED);
670 690
671 expmul = 1.0; 691 expmul = 1.0;
672 face = blank_face; 692 face = blank_face;
673} 693}
674 694
675object::~object () 695object::~object ()
676{ 696{
697 unlink ();
698
677 free_key_values (this); 699 free_key_values (this);
678} 700}
679 701
702static int object_count;
703
680void object::link () 704void object::link ()
681{ 705{
682 count = ++ob_count; 706 assert (!index);//D
683 uuid = gen_uuid (); 707 uuid = gen_uuid ();
708 count = ++object_count;
684 709
685 prev = 0; 710 refcnt_inc ();
686 next = object::first; 711 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 712}
693 713
694void object::unlink () 714void object::unlink ()
695{ 715{
696 if (this == object::first) 716 if (!index)
697 object::first = next; 717 return;
698 718
699 /* Remove this object from the list of used objects */ 719 objects.erase (this);
700 if (prev) prev->next = next; 720 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} 721}
712 722
713void 723void
714object::activate () 724object::activate ()
715{ 725{
716 /* If already on active list, don't do anything */ 726 /* If already on active list, don't do anything */
717 if (active ()) 727 if (active)
718 return; 728 return;
719 729
720 if (has_active_speed ()) 730 if (has_active_speed ())
721 { 731 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} 732}
732 733
733void 734void
734object::activate_recursive () 735object::activate_recursive ()
735{ 736{
749 */ 750 */
750void 751void
751object::deactivate () 752object::deactivate ()
752{ 753{
753 /* If not on the active list, nothing needs to be done */ 754 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 755 if (!active)
755 return; 756 return;
756 757
757 if (active_prev == 0) 758 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} 759}
773 760
774void 761void
775object::deactivate_recursive () 762object::deactivate_recursive ()
776{ 763{
777 for (object *op = inv; op; op = op->below) 764 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 765 op->deactivate_recursive ();
779 766
780 deactivate (); 767 deactivate ();
768}
769
770void
771object::set_flag_inv (int flag, int value)
772{
773 for (object *op = inv; op; op = op->below)
774 {
775 op->flag [flag] = value;
776 op->set_flag_inv (flag, value);
777 }
781} 778}
782 779
783/* 780/*
784 * Remove and free all objects in the inventory of the given object. 781 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 782 * object.c ?
800 * drop on that space. 797 * drop on that space.
801 */ 798 */
802 if (!drop_to_ground 799 if (!drop_to_ground
803 || !map 800 || !map
804 || map->in_memory != MAP_IN_MEMORY 801 || map->in_memory != MAP_IN_MEMORY
802 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 803 || ms ().move_block == MOVE_ALL)
806 { 804 {
807 while (inv) 805 while (inv)
808 { 806 {
809 inv->destroy_inv (drop_to_ground); 807 inv->destroy_inv (drop_to_ground);
818 816
819 if (op->flag [FLAG_STARTEQUIP] 817 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 818 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 819 || op->type == RUNE
822 || op->type == TRAP 820 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 821 || op->flag [FLAG_IS_A_TEMPLATE]
822 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 823 op->destroy ();
825 else 824 else
826 map->insert (op, x, y); 825 map->insert (op, x, y);
827 } 826 }
828 } 827 }
836} 835}
837 836
838void 837void
839object::do_destroy () 838object::do_destroy ()
840{ 839{
840 attachable::do_destroy ();
841
841 if (flag [FLAG_IS_LINKED]) 842 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 843 remove_button_link (this);
843 844
844 if (flag [FLAG_FRIENDLY]) 845 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 846 remove_friendly_object (this);
846 847
847 if (!flag [FLAG_REMOVED]) 848 if (!flag [FLAG_REMOVED])
848 remove (); 849 remove ();
849 850
850 if (flag [FLAG_FREED]) 851 destroy_inv (true);
851 return;
852 852
853 set_speed (0); 853 deactivate ();
854 unlink ();
854 855
855 flag [FLAG_FREED] = 1; 856 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 857
862 // hack to ensure that freed objects still have a valid map 858 // hack to ensure that freed objects still have a valid map
863 { 859 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 860 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 861
890 886
891 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
892 owner = 0; 888 owner = 0;
893 enemy = 0; 889 enemy = 0;
894 attacked_by = 0; 890 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 891}
899 892
900void 893void
901object::destroy (bool destroy_inventory) 894object::destroy (bool destroy_inventory)
902{ 895{
930 * This function removes the object op from the linked list of objects 923 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 924 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 925 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 926 * environment, the x and y coordinates will be updated to
934 * the previous environment. 927 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 928 */
937void 929void
938object::remove () 930object::do_remove ()
939{ 931{
940 object *tmp, *last = 0; 932 object *tmp, *last = 0;
941 object *otmp; 933 object *otmp;
942 934
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 935 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 978 }
987 else if (map) 979 else if (map)
988 { 980 {
989 if (type == PLAYER) 981 if (type == PLAYER)
990 { 982 {
983 // leaving a spot always closes any open container on the ground
984 if (container && !container->env)
985 // this causes spurious floorbox updates, but it ensures
986 // that the CLOSE event is being sent.
987 close_container ();
988
991 --map->players; 989 --map->players;
992 map->touch (); 990 map->touch ();
993 } 991 }
994 992
995 map->dirty = true; 993 map->dirty = true;
994 mapspace &ms = this->ms ();
996 995
997 /* link the object above us */ 996 /* link the object above us */
998 if (above) 997 if (above)
999 above->below = below; 998 above->below = below;
1000 else 999 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1000 ms.top = below; /* we were top, set new top */
1002 1001
1003 /* Relink the object below us, if there is one */ 1002 /* Relink the object below us, if there is one */
1004 if (below) 1003 if (below)
1005 below->above = above; 1004 below->above = above;
1006 else 1005 else
1008 /* Nothing below, which means we need to relink map object for this space 1007 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1008 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1009 * evident
1011 */ 1010 */
1012 if (GET_MAP_OB (map, x, y) != this) 1011 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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); 1012 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 ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1013
1023 map->at (x, y).bot = above; /* goes on above it. */ 1014 ms.bot = above; /* goes on above it. */
1024 } 1015 }
1025 1016
1026 above = 0; 1017 above = 0;
1027 below = 0; 1018 below = 0;
1028 1019
1029 if (map->in_memory == MAP_SAVING) 1020 if (map->in_memory == MAP_SAVING)
1030 return; 1021 return;
1031 1022
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1023 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1024
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1025 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1026 {
1036 /* No point updating the players look faces if he is the object 1027 /* No point updating the players look faces if he is the object
1037 * being removed. 1028 * being removed.
1038 */ 1029 */
1039 1030
1119 } 1110 }
1120 1111
1121 return 0; 1112 return 0;
1122} 1113}
1123 1114
1115void
1116object::expand_tail ()
1117{
1118 if (more)
1119 return;
1120
1121 object *prev = this;
1122
1123 for (archetype *at = arch->more; at; at = at->more)
1124 {
1125 object *op = arch_to_object (at);
1126
1127 op->name = name;
1128 op->name_pl = name_pl;
1129 op->title = title;
1130
1131 op->head = this;
1132 prev->more = op;
1133
1134 prev = op;
1135 }
1136}
1137
1124/* 1138/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1139 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1140 * job preparing multi-part monsters.
1127 */ 1141 */
1128object * 1142object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1143insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1144{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1145 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 * just 'op' otherwise 1172 * just 'op' otherwise
1159 */ 1173 */
1160object * 1174object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1175insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1176{
1177 assert (!op->flag [FLAG_FREED]);
1178
1163 object *tmp, *top, *floor = NULL; 1179 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165 1180
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1181 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171 1182
1172 if (!m) 1183#if 0
1173 { 1184 if (!m->active != !op->active)
1174 char *dump = dump_object (op); 1185 if (m->active)
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 op->activate_recursive ();
1176 free (dump); 1187 else
1177 return op; 1188 op->deactivate_recursive ();
1178 } 1189#endif
1179 1190
1180 if (out_of_map (m, op->x, op->y)) 1191 if (out_of_map (m, op->x, op->y))
1181 { 1192 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1193 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1194#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1195 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting 1196 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1197 * improperly inserted.
1188 */ 1198 */
1189 abort (); 1199 abort ();
1190#endif 1200#endif
1191 free (dump);
1192 return op; 1201 return op;
1193 } 1202 }
1194 1203
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more; 1204 if (object *more = op->more)
1208 1205 {
1209 /* We really need the caller to normalise coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalise it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1206 if (!insert_ob_in_map (more, m, originator, flag))
1225 { 1207 {
1226 if (!op->head) 1208 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1209 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228 1210
1229 return 0; 1211 return 0;
1234 1216
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1217 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1218 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1219 * need extra work
1238 */ 1220 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1221 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1222 return 0;
1241 y = op->y; 1223
1224 op->map = m;
1225 mapspace &ms = op->ms ();
1242 1226
1243 /* this has to be done after we translate the coordinates. 1227 /* this has to be done after we translate the coordinates.
1244 */ 1228 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1229 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1230 for (tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1231 if (object::can_merge (op, tmp))
1248 { 1232 {
1249 op->nrof += tmp->nrof; 1233 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1234 tmp->destroy ();
1251 } 1235 }
1268 op->below = originator->below; 1252 op->below = originator->below;
1269 1253
1270 if (op->below) 1254 if (op->below)
1271 op->below->above = op; 1255 op->below->above = op;
1272 else 1256 else
1273 op->ms ().bot = op; 1257 ms.bot = op;
1274 1258
1275 /* since *below* originator, no need to update top */ 1259 /* since *below* originator, no need to update top */
1276 originator->below = op; 1260 originator->below = op;
1277 } 1261 }
1278 else 1262 else
1279 { 1263 {
1264 top = ms.bot;
1265
1280 /* If there are other objects, then */ 1266 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1267 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1268 {
1283 object *last = 0; 1269 object *last = 0;
1284 1270
1285 /* 1271 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1272 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1278 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1279 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1280 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1281 * that flying non pickable objects are spell objects.
1296 */ 1282 */
1297 while (top) 1283 for (top = ms.bot; top; top = top->above)
1298 { 1284 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1286 floor = top;
1301 1287
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1288 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1291 top = top->below;
1306 break; 1292 break;
1307 } 1293 }
1308 1294
1309 last = top; 1295 last = top;
1310 top = top->above;
1311 } 1296 }
1312 1297
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1298 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1299 top = last;
1315 1300
1317 * looks like instead of lots of conditions here. 1302 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1303 * makes things faster, and effectively the same result.
1319 */ 1304 */
1320 1305
1321 /* Have object 'fall below' other objects that block view. 1306 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1307 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1308 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1309 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1310 * stacking is a bit odd.
1326 */ 1311 */
1327 if (!(flag & INS_ON_TOP) && 1312 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1313 && ms.flags () & P_BLOCKSVIEW
1314 && (op->face && !faces [op->face].visibility))
1329 { 1315 {
1330 for (last = top; last != floor; last = last->below) 1316 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1317 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1318 break;
1319
1333 /* Check to see if we found the object that blocks view, 1320 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1321 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1322 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1323 * set top to the object below us.
1337 */ 1324 */
1339 top = last->below; 1326 top = last->below;
1340 } 1327 }
1341 } /* If objects on this space */ 1328 } /* If objects on this space */
1342 1329
1343 if (flag & INS_MAP_LOAD) 1330 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1331 top = ms.top;
1345 1332
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1333 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1334 top = floor;
1348 1335
1349 /* Top is the object that our object (op) is going to get inserted above. 1336 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1337 */
1351 1338
1352 /* First object on this space */ 1339 /* First object on this space */
1353 if (!top) 1340 if (!top)
1354 { 1341 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1342 op->above = ms.bot;
1356 1343
1357 if (op->above) 1344 if (op->above)
1358 op->above->below = op; 1345 op->above->below = op;
1359 1346
1360 op->below = 0; 1347 op->below = 0;
1361 op->ms ().bot = op; 1348 ms.bot = op;
1362 } 1349 }
1363 else 1350 else
1364 { /* get inserted into the stack above top */ 1351 { /* get inserted into the stack above top */
1365 op->above = top->above; 1352 op->above = top->above;
1366 1353
1370 op->below = top; 1357 op->below = top;
1371 top->above = op; 1358 top->above = op;
1372 } 1359 }
1373 1360
1374 if (!op->above) 1361 if (!op->above)
1375 op->ms ().top = op; 1362 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1363 } /* else not INS_BELOW_ORIGINATOR */
1377 1364
1378 if (op->type == PLAYER) 1365 if (op->type == PLAYER)
1379 { 1366 {
1380 op->contr->do_los = 1; 1367 op->contr->do_los = 1;
1386 1373
1387 /* If we have a floor, we know the player, if any, will be above 1374 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1375 * it, so save a few ticks and start from there.
1389 */ 1376 */
1390 if (!(flag & INS_MAP_LOAD)) 1377 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1378 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1379 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1380 pl->contr->ns->floorbox_update ();
1394 1381
1395 /* If this object glows, it may affect lighting conditions that are 1382 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1383 * visible to others on this map. But update_all_los is really
1458} 1445}
1459 1446
1460object * 1447object *
1461object::insert_at (object *where, object *originator, int flags) 1448object::insert_at (object *where, object *originator, int flags)
1462{ 1449{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1450 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1451}
1465 1452
1466/* 1453/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1454 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains 1455 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1495 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1496 * is subsequently removed and freed.
1510 * 1497 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1498 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1499 */
1513
1514object * 1500object *
1515decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1516{ 1502{
1517 object *tmp; 1503 object *tmp;
1518 1504
1593 1579
1594/* 1580/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1582 * and also updates how much the environment(s) is/are carrying.
1597 */ 1583 */
1598
1599void 1584void
1600add_weight (object *op, signed long weight) 1585add_weight (object *op, signed long weight)
1601{ 1586{
1602 while (op != NULL) 1587 while (op != NULL)
1603 { 1588 {
1635 * inside the object environment. 1620 * inside the object environment.
1636 * 1621 *
1637 * The function returns now pointer to inserted item, and return value can 1622 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1623 * be != op, if items are merged. -Tero
1639 */ 1624 */
1640
1641object * 1625object *
1642object::insert (object *op) 1626object::insert (object *op)
1643{ 1627{
1644 object *tmp, *otmp; 1628 object *tmp, *otmp;
1645 1629
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1789 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1790 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1791 {
1808 1792
1809 float 1793 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1794 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1795
1812 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1797 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1798 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1799 diff /= 4.0;
2022 } 2006 }
2023 2007
2024 if (!index) 2008 if (!index)
2025 return -1; 2009 return -1;
2026 2010
2027 return altern[RANDOM () % index]; 2011 return altern [rndm (index)];
2028} 2012}
2029 2013
2030/* 2014/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2015 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2016 * find_free_spot(), but it will search max number of squares.
2053{ 2037{
2054 arr += begin; 2038 arr += begin;
2055 end -= begin; 2039 end -= begin;
2056 2040
2057 while (--end) 2041 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2042 swap (arr [end], arr [rndm (end + 1)]);
2059} 2043}
2060 2044
2061/* new function to make monster searching more efficient, and effective! 2045/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2046 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2047 * the spaces to find monsters. In this way, it won't always look for
2197 2181
2198 return 3; 2182 return 3;
2199} 2183}
2200 2184
2201/* 2185/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2187 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2188 */
2223
2224int 2189int
2225dirdiff (int dir1, int dir2) 2190dirdiff (int dir1, int dir2)
2226{ 2191{
2227 int d; 2192 int d;
2228 2193
2394 insert_ob_in_ob (object_create_clone (item), dst); 2359 insert_ob_in_ob (object_create_clone (item), dst);
2395 2360
2396 return dst; 2361 return dst;
2397} 2362}
2398 2363
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2364/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2365 * has the same type and subtype match.
2439 * returns NULL if no match. 2366 * returns NULL if no match.
2440 */ 2367 */
2441object * 2368object *
2494 if (link->key == canonical_key) 2421 if (link->key == canonical_key)
2495 return link->value; 2422 return link->value;
2496 2423
2497 return 0; 2424 return 0;
2498} 2425}
2499
2500 2426
2501/* 2427/*
2502 * Updates the canonical_key in op to value. 2428 * Updates the canonical_key in op to value.
2503 * 2429 *
2504 * canonical_key is a shared string (value doesn't have to be). 2430 * canonical_key is a shared string (value doesn't have to be).
2644{ 2570{
2645 char flagdesc[512]; 2571 char flagdesc[512];
2646 char info2[256 * 4]; 2572 char info2[256 * 4];
2647 char *p = info; 2573 char *p = info;
2648 2574
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2576 count, uuid.seq,
2651 &name, 2577 &name,
2652 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2655 2581
2656 if (env) 2582 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2667{ 2593{
2668 static char info[256 * 4]; 2594 static char info[256 * 4];
2669 return debug_desc (info); 2595 return debug_desc (info);
2670} 2596}
2671 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mat = name_to_material (materialname))
2616 return mat;
2617
2618 // omfg this is slow, this has to be temporary :)
2619 shstr unknown ("unknown");
2620
2621 return name_to_material (unknown);
2622}
2623
2624void
2625object::open_container (object *new_container)
2626{
2627 if (container == new_container)
2628 return;
2629
2630 if (object *old_container = container)
2631 {
2632 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633 return;
2634
2635#if 0
2636 // remove the "Close old_container" object.
2637 if (object *closer = old_container->inv)
2638 if (closer->type == CLOSE_CON)
2639 closer->destroy ();
2640#endif
2641
2642 old_container->flag [FLAG_APPLIED] = 0;
2643 container = 0;
2644
2645 esrv_update_item (UPD_FLAGS, this, old_container);
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647 }
2648
2649 if (new_container)
2650 {
2651 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652 return;
2653
2654 // TODO: this does not seem to serve any purpose anymore?
2655#if 0
2656 // insert the "Close Container" object.
2657 if (archetype *closer = new_container->other_arch)
2658 {
2659 object *closer = arch_to_object (new_container->other_arch);
2660 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661 new_container->insert (closer);
2662 }
2663#endif
2664
2665 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666
2667 new_container->flag [FLAG_APPLIED] = 1;
2668 container = new_container;
2669
2670 esrv_update_item (UPD_FLAGS, this, new_container);
2671 esrv_send_inventory (this, new_container);
2672 }
2673}
2674
2675

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