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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 1.142 by root, Mon Apr 30 04:25:29 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) 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>
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
455 * refcounts and freeing the links. 455 * refcounts and freeing the links.
456 */ 456 */
457static void 457static void
458free_key_values (object *op) 458free_key_values (object *op)
459{ 459{
460 for (key_value *i = op->key_values; i != 0;) 460 for (key_value *i = op->key_values; i; )
461 { 461 {
462 key_value *next = i->next; 462 key_value *next = i->next;
463 delete i; 463 delete i;
464 464
465 i = next; 465 i = next;
466 } 466 }
467 467
468 op->key_values = 0; 468 op->key_values = 0;
469} 469}
470 470
471/* 471object &
472 * copy_to first frees everything allocated by the dst object, 472object::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{ 473{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 474 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 475 bool is_removed = flag [FLAG_REMOVED];
484 476
485 *(object_copy *)dst = *this; 477 *(object_copy *)this = src;
486 478
487 if (is_freed) 479 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 480 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;
495 481
496 /* Copy over key_values, if any. */ 482 /* Copy over key_values, if any. */
497 if (key_values) 483 if (src.key_values)
498 { 484 {
499 key_value *tail = 0; 485 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 486 key_values = 0;
503 487
504 for (i = key_values; i; i = i->next) 488 for (key_value *i = src.key_values; i; i = i->next)
505 { 489 {
506 key_value *new_link = new key_value; 490 key_value *new_link = new key_value;
507 491
508 new_link->next = 0; 492 new_link->next = 0;
509 new_link->key = i->key; 493 new_link->key = i->key;
510 new_link->value = i->value; 494 new_link->value = i->value;
511 495
512 /* Try and be clever here, too. */ 496 /* Try and be clever here, too. */
513 if (!dst->key_values) 497 if (!key_values)
514 { 498 {
515 dst->key_values = new_link; 499 key_values = new_link;
516 tail = new_link; 500 tail = new_link;
517 } 501 }
518 else 502 else
519 { 503 {
520 tail->next = new_link; 504 tail->next = new_link;
521 tail = new_link; 505 tail = new_link;
522 } 506 }
523 } 507 }
524 } 508 }
509}
510
511/*
512 * copy_to first frees everything allocated by the dst object,
513 * and then copies the contents of itself into the second
514 * object, allocating what needs to be allocated. Basically, any
515 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516 * if the first object is freed, the pointers in the new object
517 * will point at garbage.
518 */
519void
520object::copy_to (object *dst)
521{
522 *dst = *this;
523
524 if (speed < 0)
525 dst->speed_left = speed_left - rndm ();
525 526
526 dst->set_speed (dst->speed); 527 dst->set_speed (dst->speed);
528}
529
530void
531object::instantiate ()
532{
533 if (!uuid.seq) // HACK
534 uuid = gen_uuid ();
535
536 speed_left = -0.1f;
537 /* copy the body_info to the body_used - this is only really
538 * need for monsters, but doesn't hurt to do it for everything.
539 * by doing so, when a monster is created, it has good starting
540 * values for the body_used info, so when items are created
541 * for it, they can be properly equipped.
542 */
543 memcpy (body_used, body_info, sizeof (body_used));
544
545 attachable::instantiate ();
527} 546}
528 547
529object * 548object *
530object::clone () 549object::clone ()
531{ 550{
589 * UP_OBJ_FACE: only the objects face has changed. 608 * UP_OBJ_FACE: only the objects face has changed.
590 */ 609 */
591void 610void
592update_object (object *op, int action) 611update_object (object *op, int action)
593{ 612{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 613 if (op == NULL)
597 { 614 {
598 /* this should never happen */ 615 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 616 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 617 return;
670 face = blank_face; 687 face = blank_face;
671} 688}
672 689
673object::~object () 690object::~object ()
674{ 691{
692 unlink ();
693
675 free_key_values (this); 694 free_key_values (this);
676} 695}
677 696
678static int object_count; 697static int object_count;
679 698
687 objects.insert (this); 706 objects.insert (this);
688} 707}
689 708
690void object::unlink () 709void object::unlink ()
691{ 710{
692 assert (index);//D 711 if (!index)
712 return;
713
693 objects.erase (this); 714 objects.erase (this);
694 refcnt_dec (); 715 refcnt_dec ();
695} 716}
696 717
697void 718void
771 * drop on that space. 792 * drop on that space.
772 */ 793 */
773 if (!drop_to_ground 794 if (!drop_to_ground
774 || !map 795 || !map
775 || map->in_memory != MAP_IN_MEMORY 796 || map->in_memory != MAP_IN_MEMORY
797 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 798 || ms ().move_block == MOVE_ALL)
777 { 799 {
778 while (inv) 800 while (inv)
779 { 801 {
780 inv->destroy_inv (drop_to_ground); 802 inv->destroy_inv (drop_to_ground);
896 * This function removes the object op from the linked list of objects 918 * 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 919 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 920 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 921 * environment, the x and y coordinates will be updated to
900 * the previous environment. 922 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 923 */
903void 924void
904object::remove () 925object::do_remove ()
905{ 926{
906 object *tmp, *last = 0; 927 object *tmp, *last = 0;
907 object *otmp; 928 object *otmp;
908 929
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 930 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 973 }
953 else if (map) 974 else if (map)
954 { 975 {
955 if (type == PLAYER) 976 if (type == PLAYER)
956 { 977 {
978 // leaving a spot always closes any open container on the ground
979 if (container && !container->env)
980 // this causes spurious floorbox updates, but it ensures
981 // that the CLOSE event is being sent.
982 close_container ();
983
957 --map->players; 984 --map->players;
958 map->touch (); 985 map->touch ();
959 } 986 }
960 987
961 map->dirty = true; 988 map->dirty = true;
989 mapspace &ms = this->ms ();
962 990
963 /* link the object above us */ 991 /* link the object above us */
964 if (above) 992 if (above)
965 above->below = below; 993 above->below = below;
966 else 994 else
967 map->at (x, y).top = below; /* we were top, set new top */ 995 ms.top = below; /* we were top, set new top */
968 996
969 /* Relink the object below us, if there is one */ 997 /* Relink the object below us, if there is one */
970 if (below) 998 if (below)
971 below->above = above; 999 below->above = above;
972 else 1000 else
974 /* Nothing below, which means we need to relink map object for this space 1002 /* 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 1003 * use translated coordinates in case some oddness with map tiling is
976 * evident 1004 * evident
977 */ 1005 */
978 if (GET_MAP_OB (map, x, y) != this) 1006 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); 1007 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 1008
989 map->at (x, y).bot = above; /* goes on above it. */ 1009 ms.bot = above; /* goes on above it. */
990 } 1010 }
991 1011
992 above = 0; 1012 above = 0;
993 below = 0; 1013 below = 0;
994 1014
995 if (map->in_memory == MAP_SAVING) 1015 if (map->in_memory == MAP_SAVING)
996 return; 1016 return;
997 1017
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1018 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1019
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1020 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1021 {
1002 /* No point updating the players look faces if he is the object 1022 /* No point updating the players look faces if he is the object
1003 * being removed. 1023 * being removed.
1004 */ 1024 */
1005 1025
1085 } 1105 }
1086 1106
1087 return 0; 1107 return 0;
1088} 1108}
1089 1109
1110void
1111object::expand_tail ()
1112{
1113 if (more)
1114 return;
1115
1116 object *prev = this;
1117
1118 for (archetype *at = arch->more; at; at = at->more)
1119 {
1120 object *op = arch_to_object (at);
1121
1122 op->name = name;
1123 op->name_pl = name_pl;
1124 op->title = title;
1125
1126 op->head = this;
1127 prev->more = op;
1128
1129 prev = op;
1130 }
1131}
1132
1090/* 1133/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1134 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1135 * job preparing multi-part monsters.
1093 */ 1136 */
1094object * 1137object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1138insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1139{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1140 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 * just 'op' otherwise 1167 * just 'op' otherwise
1125 */ 1168 */
1126object * 1169object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1170insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1171{
1172 assert (!op->flag [FLAG_FREED]);
1173
1129 object *tmp, *top, *floor = NULL; 1174 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1175
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1176 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1177
1138 if (!m) 1178#if 0
1139 { 1179 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1180 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1181 op->activate_recursive ();
1142 free (dump); 1182 else
1143 return op; 1183 op->deactivate_recursive ();
1144 } 1184#endif
1145 1185
1146 if (out_of_map (m, op->x, op->y)) 1186 if (out_of_map (m, op->x, op->y))
1147 { 1187 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1189#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1190 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1191 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1192 * improperly inserted.
1154 */ 1193 */
1155 abort (); 1194 abort ();
1156#endif 1195#endif
1157 free (dump);
1158 return op; 1196 return op;
1159 } 1197 }
1160 1198
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; 1199 if (object *more = op->more)
1174 1200 {
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) 1201 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1202 {
1192 if (!op->head) 1203 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1204 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194 1205
1195 return 0; 1206 return 0;
1200 1211
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1212 /* 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 1213 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1214 * need extra work
1204 */ 1215 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1216 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1217 return 0;
1207 y = op->y; 1218
1219 op->map = m;
1220 mapspace &ms = op->ms ();
1208 1221
1209 /* this has to be done after we translate the coordinates. 1222 /* this has to be done after we translate the coordinates.
1210 */ 1223 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1224 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1225 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1226 if (object::can_merge (op, tmp))
1214 { 1227 {
1215 op->nrof += tmp->nrof; 1228 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1229 tmp->destroy ();
1217 } 1230 }
1234 op->below = originator->below; 1247 op->below = originator->below;
1235 1248
1236 if (op->below) 1249 if (op->below)
1237 op->below->above = op; 1250 op->below->above = op;
1238 else 1251 else
1239 op->ms ().bot = op; 1252 ms.bot = op;
1240 1253
1241 /* since *below* originator, no need to update top */ 1254 /* since *below* originator, no need to update top */
1242 originator->below = op; 1255 originator->below = op;
1243 } 1256 }
1244 else 1257 else
1245 { 1258 {
1259 top = ms.bot;
1260
1246 /* If there are other objects, then */ 1261 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1262 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1263 {
1249 object *last = 0; 1264 object *last = 0;
1250 1265
1251 /* 1266 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1267 * 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 1273 * 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 1274 * 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 1275 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1276 * that flying non pickable objects are spell objects.
1262 */ 1277 */
1263 while (top) 1278 for (top = ms.bot; top; top = top->above)
1264 { 1279 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1280 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1281 floor = top;
1267 1282
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1283 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; 1286 top = top->below;
1272 break; 1287 break;
1273 } 1288 }
1274 1289
1275 last = top; 1290 last = top;
1276 top = top->above;
1277 } 1291 }
1278 1292
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1293 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1294 top = last;
1281 1295
1283 * looks like instead of lots of conditions here. 1297 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1298 * makes things faster, and effectively the same result.
1285 */ 1299 */
1286 1300
1287 /* Have object 'fall below' other objects that block view. 1301 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1302 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1303 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1304 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1305 * stacking is a bit odd.
1292 */ 1306 */
1293 if (!(flag & INS_ON_TOP) && 1307 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)) 1308 && ms.flags () & P_BLOCKSVIEW
1309 && (op->face && !faces [op->face].visibility))
1295 { 1310 {
1296 for (last = top; last != floor; last = last->below) 1311 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1312 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1313 break;
1314
1299 /* Check to see if we found the object that blocks view, 1315 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1316 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1317 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1318 * set top to the object below us.
1303 */ 1319 */
1305 top = last->below; 1321 top = last->below;
1306 } 1322 }
1307 } /* If objects on this space */ 1323 } /* If objects on this space */
1308 1324
1309 if (flag & INS_MAP_LOAD) 1325 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1326 top = ms.top;
1311 1327
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1328 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1329 top = floor;
1314 1330
1315 /* Top is the object that our object (op) is going to get inserted above. 1331 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1332 */
1317 1333
1318 /* First object on this space */ 1334 /* First object on this space */
1319 if (!top) 1335 if (!top)
1320 { 1336 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1337 op->above = ms.bot;
1322 1338
1323 if (op->above) 1339 if (op->above)
1324 op->above->below = op; 1340 op->above->below = op;
1325 1341
1326 op->below = 0; 1342 op->below = 0;
1327 op->ms ().bot = op; 1343 ms.bot = op;
1328 } 1344 }
1329 else 1345 else
1330 { /* get inserted into the stack above top */ 1346 { /* get inserted into the stack above top */
1331 op->above = top->above; 1347 op->above = top->above;
1332 1348
1336 op->below = top; 1352 op->below = top;
1337 top->above = op; 1353 top->above = op;
1338 } 1354 }
1339 1355
1340 if (!op->above) 1356 if (!op->above)
1341 op->ms ().top = op; 1357 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1358 } /* else not INS_BELOW_ORIGINATOR */
1343 1359
1344 if (op->type == PLAYER) 1360 if (op->type == PLAYER)
1345 { 1361 {
1346 op->contr->do_los = 1; 1362 op->contr->do_los = 1;
1352 1368
1353 /* If we have a floor, we know the player, if any, will be above 1369 /* 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. 1370 * it, so save a few ticks and start from there.
1355 */ 1371 */
1356 if (!(flag & INS_MAP_LOAD)) 1372 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1373 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1374 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1375 pl->contr->ns->floorbox_update ();
1360 1376
1361 /* If this object glows, it may affect lighting conditions that are 1377 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1378 * visible to others on this map. But update_all_los is really
1424} 1440}
1425 1441
1426object * 1442object *
1427object::insert_at (object *where, object *originator, int flags) 1443object::insert_at (object *where, object *originator, int flags)
1428{ 1444{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1445 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1446}
1431 1447
1432/* 1448/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1449 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1450 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1490 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1491 * is subsequently removed and freed.
1476 * 1492 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1493 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1494 */
1479
1480object * 1495object *
1481decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1482{ 1497{
1483 object *tmp; 1498 object *tmp;
1484 1499
1559 1574
1560/* 1575/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1577 * and also updates how much the environment(s) is/are carrying.
1563 */ 1578 */
1564
1565void 1579void
1566add_weight (object *op, signed long weight) 1580add_weight (object *op, signed long weight)
1567{ 1581{
1568 while (op != NULL) 1582 while (op != NULL)
1569 { 1583 {
1601 * inside the object environment. 1615 * inside the object environment.
1602 * 1616 *
1603 * The function returns now pointer to inserted item, and return value can 1617 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1618 * be != op, if items are merged. -Tero
1605 */ 1619 */
1606
1607object * 1620object *
1608object::insert (object *op) 1621object::insert (object *op)
1609{ 1622{
1610 object *tmp, *otmp; 1623 object *tmp, *otmp;
1611 1624
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1784 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)) 1785 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1786 {
1774 1787
1775 float 1788 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1789 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1790
1778 if (op->type == PLAYER) 1791 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1792 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))) 1793 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1794 diff /= 4.0;
1988 } 2001 }
1989 2002
1990 if (!index) 2003 if (!index)
1991 return -1; 2004 return -1;
1992 2005
1993 return altern[RANDOM () % index]; 2006 return altern [rndm (index)];
1994} 2007}
1995 2008
1996/* 2009/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2010 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2011 * find_free_spot(), but it will search max number of squares.
2019{ 2032{
2020 arr += begin; 2033 arr += begin;
2021 end -= begin; 2034 end -= begin;
2022 2035
2023 while (--end) 2036 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2037 swap (arr [end], arr [rndm (end + 1)]);
2025} 2038}
2026 2039
2027/* new function to make monster searching more efficient, and effective! 2040/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2041 * 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 2042 * the spaces to find monsters. In this way, it won't always look for
2341 insert_ob_in_ob (object_create_clone (item), dst); 2354 insert_ob_in_ob (object_create_clone (item), dst);
2342 2355
2343 return dst; 2356 return dst;
2344} 2357}
2345 2358
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 2359/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2360 * has the same type and subtype match.
2386 * returns NULL if no match. 2361 * returns NULL if no match.
2387 */ 2362 */
2388object * 2363object *
2441 if (link->key == canonical_key) 2416 if (link->key == canonical_key)
2442 return link->value; 2417 return link->value;
2443 2418
2444 return 0; 2419 return 0;
2445} 2420}
2446
2447 2421
2448/* 2422/*
2449 * Updates the canonical_key in op to value. 2423 * Updates the canonical_key in op to value.
2450 * 2424 *
2451 * canonical_key is a shared string (value doesn't have to be). 2425 * canonical_key is a shared string (value doesn't have to be).
2591{ 2565{
2592 char flagdesc[512]; 2566 char flagdesc[512];
2593 char info2[256 * 4]; 2567 char info2[256 * 4];
2594 char *p = info; 2568 char *p = info;
2595 2569
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2570 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2571 count, uuid.seq,
2598 &name, 2572 &name,
2599 title ? "\",title:" : "", 2573 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2574 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2575 flag_desc (flagdesc, 512), type);
2602 2576
2603 if (env) 2577 if (env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2578 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621{ 2595{
2622 static char info[256 * 4]; 2596 static char info[256 * 4];
2623 return debug_desc (info); 2597 return debug_desc (info);
2624} 2598}
2625 2599
2600struct region *
2601object::region () const
2602{
2603 return map ? map->region (x, y)
2604 : region::default_region ();
2605}
2606
2607const materialtype_t *
2608object::dominant_material () const
2609{
2610 if (materialtype_t *mat = name_to_material (materialname))
2611 return mat;
2612
2613 // omfg this is slow, this has to be temporary :)
2614 shstr unknown ("unknown");
2615
2616 return name_to_material (unknown);
2617}
2618
2619void
2620object::open_container (object *new_container)
2621{
2622 if (container == new_container)
2623 return;
2624
2625 if (object *old_container = container)
2626 {
2627 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2628 return;
2629
2630#if 0
2631 // remove the "Close old_container" object.
2632 if (object *closer = old_container->inv)
2633 if (closer->type == CLOSE_CON)
2634 closer->destroy ();
2635#endif
2636
2637 old_container->flag [FLAG_APPLIED] = 0;
2638 container = 0;
2639
2640 esrv_update_item (UPD_FLAGS, this, old_container);
2641 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2642 }
2643
2644 if (new_container)
2645 {
2646 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2647 return;
2648
2649 // TODO: this does not seem to serve any purpose anymore?
2650#if 0
2651 // insert the "Close Container" object.
2652 if (archetype *closer = new_container->other_arch)
2653 {
2654 object *closer = arch_to_object (new_container->other_arch);
2655 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2656 new_container->insert (closer);
2657 }
2658#endif
2659
2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2661
2662 new_container->flag [FLAG_APPLIED] = 1;
2663 container = new_container;
2664
2665 esrv_update_item (UPD_FLAGS, this, new_container);
2666 esrv_send_inventory (this, new_container);
2667 }
2668}
2669
2670

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