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Comparing deliantra/server/common/object.C (file contents):
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC vs.
Revision 1.149 by root, Mon May 14 19:56:45 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>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 359/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 361 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
361 */ 363 */
362
363char * 364char *
364dump_object (object *op) 365dump_object (object *op)
365{ 366{
366 if (!op) 367 if (!op)
367 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
368 369
369 object_freezer freezer; 370 object_freezer freezer;
370 save_object (freezer, op, 1); 371 op->write (freezer);
371 return freezer.as_string (); 372 return freezer.as_string ();
372} 373}
373 374
374/* 375/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
395 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
396 */ 397 */
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 return ((unsigned int)i) < objects.size () 401 for_all_objects (op)
401 ? objects [i] 402 if (op->count == i)
402 : 0; 403 return op;
404
405 return 0;
403} 406}
404 407
405/* 408/*
406 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
407 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
447 owner = owner->owner; 450 owner = owner->owner;
448 451
449 this->owner = owner; 452 this->owner = owner;
450} 453}
451 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 current_weapon = ob;
479 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
480
481 update_stats ();
482
483 if (ob)
484 {
485 // now check wether any body locations became invalid, in which case
486 // we cannot apply the weapon at the moment.
487 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
488 if (slot[i].used < 0)
489 {
490 current_weapon = chosen_skill = 0;
491 update_stats ();
492
493 new_draw_info_format (NDI_UNIQUE, 0, this,
494 "You try to balance your applied items all at once, but the %s is too much. "
495 "You need to unapply some items first.", &ob->name);
496 return false;
497 }
498
499 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
500 }
501 else
502 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
503
504 return true;
505}
506
452/* Zero the key_values on op, decrementing the shared-string 507/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 508 * refcounts and freeing the links.
454 */ 509 */
455static void 510static void
456free_key_values (object *op) 511free_key_values (object *op)
457{ 512{
458 for (key_value *i = op->key_values; i != 0;) 513 for (key_value *i = op->key_values; i; )
459 { 514 {
460 key_value *next = i->next; 515 key_value *next = i->next;
461 delete i; 516 delete i;
462 517
463 i = next; 518 i = next;
464 } 519 }
465 520
466 op->key_values = 0; 521 op->key_values = 0;
467} 522}
468 523
469/* 524object &
470 * copy_to first frees everything allocated by the dst object, 525object::operator =(const object &src)
471 * and then copies the contents of itself into the second
472 * object, allocating what needs to be allocated. Basically, any
473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
474 * if the first object is freed, the pointers in the new object
475 * will point at garbage.
476 */
477void
478object::copy_to (object *dst)
479{ 526{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 527 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 528 bool is_removed = flag [FLAG_REMOVED];
482 529
483 *(object_copy *)dst = *this; 530 *(object_copy *)this = src;
484 531
485 if (is_freed) 532 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 533 flag [FLAG_REMOVED] = is_removed;
487
488 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED);
490
491 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
493 534
494 /* Copy over key_values, if any. */ 535 /* Copy over key_values, if any. */
495 if (key_values) 536 if (src.key_values)
496 { 537 {
497 key_value *tail = 0; 538 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 539 key_values = 0;
501 540
502 for (i = key_values; i; i = i->next) 541 for (key_value *i = src.key_values; i; i = i->next)
503 { 542 {
504 key_value *new_link = new key_value; 543 key_value *new_link = new key_value;
505 544
506 new_link->next = 0; 545 new_link->next = 0;
507 new_link->key = i->key; 546 new_link->key = i->key;
508 new_link->value = i->value; 547 new_link->value = i->value;
509 548
510 /* Try and be clever here, too. */ 549 /* Try and be clever here, too. */
511 if (!dst->key_values) 550 if (!key_values)
512 { 551 {
513 dst->key_values = new_link; 552 key_values = new_link;
514 tail = new_link; 553 tail = new_link;
515 } 554 }
516 else 555 else
517 { 556 {
518 tail->next = new_link; 557 tail->next = new_link;
519 tail = new_link; 558 tail = new_link;
520 } 559 }
521 } 560 }
522 } 561 }
562}
563
564/*
565 * copy_to first frees everything allocated by the dst object,
566 * and then copies the contents of itself into the second
567 * object, allocating what needs to be allocated. Basically, any
568 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
569 * if the first object is freed, the pointers in the new object
570 * will point at garbage.
571 */
572void
573object::copy_to (object *dst)
574{
575 *dst = *this;
576
577 if (speed < 0)
578 dst->speed_left = speed_left - rndm ();
523 579
524 dst->set_speed (dst->speed); 580 dst->set_speed (dst->speed);
581}
582
583void
584object::instantiate ()
585{
586 if (!uuid.seq) // HACK
587 uuid = gen_uuid ();
588
589 speed_left = -0.1f;
590 /* copy the body_info to the body_used - this is only really
591 * need for monsters, but doesn't hurt to do it for everything.
592 * by doing so, when a monster is created, it has good starting
593 * values for the body_used info, so when items are created
594 * for it, they can be properly equipped.
595 */
596 for (int i = NUM_BODY_LOCATIONS; i--; )
597 slot[i].used = slot[i].info;
598
599 attachable::instantiate ();
525} 600}
526 601
527object * 602object *
528object::clone () 603object::clone ()
529{ 604{
587 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
588 */ 663 */
589void 664void
590update_object (object *op, int action) 665update_object (object *op, int action)
591{ 666{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 667 if (op == NULL)
595 { 668 {
596 /* this should never happen */ 669 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 670 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 671 return;
658 731
659 if (op->more) 732 if (op->more)
660 update_object (op->more, action); 733 update_object (op->more, action);
661} 734}
662 735
663object *object::first;
664
665object::object () 736object::object ()
666{ 737{
667 SET_FLAG (this, FLAG_REMOVED); 738 SET_FLAG (this, FLAG_REMOVED);
668 739
669 expmul = 1.0; 740 expmul = 1.0;
670 face = blank_face; 741 face = blank_face;
671} 742}
672 743
673object::~object () 744object::~object ()
674{ 745{
746 unlink ();
747
675 free_key_values (this); 748 free_key_values (this);
676} 749}
677 750
751static int object_count;
752
678void object::link () 753void object::link ()
679{ 754{
755 assert (!index);//D
680 uuid = gen_uuid (); 756 uuid = gen_uuid ();
757 count = ++object_count;
681 758
682 refcnt_inc (); 759 refcnt_inc ();
683 objects.insert (this); 760 objects.insert (this);
684} 761}
685 762
686void object::unlink () 763void object::unlink ()
687{ 764{
765 if (!index)
766 return;
767
688 objects.erase (this); 768 objects.erase (this);
689 refcnt_dec (); 769 refcnt_dec ();
690} 770}
691 771
692void 772void
766 * drop on that space. 846 * drop on that space.
767 */ 847 */
768 if (!drop_to_ground 848 if (!drop_to_ground
769 || !map 849 || !map
770 || map->in_memory != MAP_IN_MEMORY 850 || map->in_memory != MAP_IN_MEMORY
851 || map->nodrop
771 || ms ().move_block == MOVE_ALL) 852 || ms ().move_block == MOVE_ALL)
772 { 853 {
773 while (inv) 854 while (inv)
774 { 855 {
775 inv->destroy_inv (drop_to_ground); 856 inv->destroy_inv (drop_to_ground);
784 865
785 if (op->flag [FLAG_STARTEQUIP] 866 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP] 867 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE 868 || op->type == RUNE
788 || op->type == TRAP 869 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]) 870 || op->flag [FLAG_IS_A_TEMPLATE]
871 || op->flag [FLAG_DESTROY_ON_DEATH])
790 op->destroy (); 872 op->destroy ();
791 else 873 else
792 map->insert (op, x, y); 874 map->insert (op, x, y);
793 } 875 }
794 } 876 }
802} 884}
803 885
804void 886void
805object::do_destroy () 887object::do_destroy ()
806{ 888{
889 attachable::do_destroy ();
890
807 if (flag [FLAG_IS_LINKED]) 891 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this); 892 remove_button_link (this);
809 893
810 if (flag [FLAG_FRIENDLY]) 894 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this); 895 remove_friendly_object (this);
812 896
813 if (!flag [FLAG_REMOVED]) 897 if (!flag [FLAG_REMOVED])
814 remove (); 898 remove ();
815 899
816 if (flag [FLAG_FREED]) 900 destroy_inv (true);
817 return;
818 901
819 set_speed (0); 902 deactivate ();
903 unlink ();
820 904
821 flag [FLAG_FREED] = 1; 905 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827 906
828 // hack to ensure that freed objects still have a valid map 907 // hack to ensure that freed objects still have a valid map
829 { 908 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes 909 static maptile *freed_map; // freed objects are moved here to avoid crashes
831 910
893 * This function removes the object op from the linked list of objects 972 * This function removes the object op from the linked list of objects
894 * which it is currently tied to. When this function is done, the 973 * which it is currently tied to. When this function is done, the
895 * object will have no environment. If the object previously had an 974 * object will have no environment. If the object previously had an
896 * environment, the x and y coordinates will be updated to 975 * environment, the x and y coordinates will be updated to
897 * the previous environment. 976 * the previous environment.
898 * Beware: This function is called from the editor as well!
899 */ 977 */
900void 978void
901object::remove () 979object::do_remove ()
902{ 980{
903 object *tmp, *last = 0; 981 object *tmp, *last = 0;
904 object *otmp; 982 object *otmp;
905 983
906 if (QUERY_FLAG (this, FLAG_REMOVED)) 984 if (QUERY_FLAG (this, FLAG_REMOVED))
949 } 1027 }
950 else if (map) 1028 else if (map)
951 { 1029 {
952 if (type == PLAYER) 1030 if (type == PLAYER)
953 { 1031 {
1032 // leaving a spot always closes any open container on the ground
1033 if (container && !container->env)
1034 // this causes spurious floorbox updates, but it ensures
1035 // that the CLOSE event is being sent.
1036 close_container ();
1037
954 --map->players; 1038 --map->players;
955 map->touch (); 1039 map->touch ();
956 } 1040 }
957 1041
958 map->dirty = true; 1042 map->dirty = true;
1043 mapspace &ms = this->ms ();
959 1044
960 /* link the object above us */ 1045 /* link the object above us */
961 if (above) 1046 if (above)
962 above->below = below; 1047 above->below = below;
963 else 1048 else
964 map->at (x, y).top = below; /* we were top, set new top */ 1049 ms.top = below; /* we were top, set new top */
965 1050
966 /* Relink the object below us, if there is one */ 1051 /* Relink the object below us, if there is one */
967 if (below) 1052 if (below)
968 below->above = above; 1053 below->above = above;
969 else 1054 else
971 /* Nothing below, which means we need to relink map object for this space 1056 /* Nothing below, which means we need to relink map object for this space
972 * use translated coordinates in case some oddness with map tiling is 1057 * use translated coordinates in case some oddness with map tiling is
973 * evident 1058 * evident
974 */ 1059 */
975 if (GET_MAP_OB (map, x, y) != this) 1060 if (GET_MAP_OB (map, x, y) != this)
976 {
977 char *dump = dump_object (this);
978 LOG (llevError,
979 "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); 1061 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 ());
980 free (dump);
981 dump = dump_object (GET_MAP_OB (map, x, y));
982 LOG (llevError, "%s\n", dump);
983 free (dump);
984 }
985 1062
986 map->at (x, y).bot = above; /* goes on above it. */ 1063 ms.bot = above; /* goes on above it. */
987 } 1064 }
988 1065
989 above = 0; 1066 above = 0;
990 below = 0; 1067 below = 0;
991 1068
992 if (map->in_memory == MAP_SAVING) 1069 if (map->in_memory == MAP_SAVING)
993 return; 1070 return;
994 1071
995 int check_walk_off = !flag [FLAG_NO_APPLY]; 1072 int check_walk_off = !flag [FLAG_NO_APPLY];
996 1073
997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1074 for (tmp = ms.bot; tmp; tmp = tmp->above)
998 { 1075 {
999 /* No point updating the players look faces if he is the object 1076 /* No point updating the players look faces if he is the object
1000 * being removed. 1077 * being removed.
1001 */ 1078 */
1002 1079
1082 } 1159 }
1083 1160
1084 return 0; 1161 return 0;
1085} 1162}
1086 1163
1164void
1165object::expand_tail ()
1166{
1167 if (more)
1168 return;
1169
1170 object *prev = this;
1171
1172 for (archetype *at = arch->more; at; at = at->more)
1173 {
1174 object *op = arch_to_object (at);
1175
1176 op->name = name;
1177 op->name_pl = name_pl;
1178 op->title = title;
1179
1180 op->head = this;
1181 prev->more = op;
1182
1183 prev = op;
1184 }
1185}
1186
1087/* 1187/*
1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1188 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters 1189 * job preparing multi-part monsters.
1090 */ 1190 */
1091object * 1191object *
1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1192insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1093{ 1193{
1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1194 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 * just 'op' otherwise 1221 * just 'op' otherwise
1122 */ 1222 */
1123object * 1223object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1224insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1225{
1226 assert (!op->flag [FLAG_FREED]);
1227
1126 object *tmp, *top, *floor = NULL; 1228 object *tmp, *top, *floor = NULL;
1127 sint16 x, y;
1128 1229
1129 if (QUERY_FLAG (op, FLAG_FREED)) 1230 op->remove ();
1130 {
1131 LOG (llevError, "Trying to insert freed object!\n");
1132 return NULL;
1133 }
1134 1231
1135 if (!m) 1232#if 0
1136 { 1233 if (!m->active != !op->active)
1137 char *dump = dump_object (op); 1234 if (m->active)
1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1235 op->activate_recursive ();
1139 free (dump); 1236 else
1140 return op; 1237 op->deactivate_recursive ();
1141 } 1238#endif
1142 1239
1143 if (out_of_map (m, op->x, op->y)) 1240 if (out_of_map (m, op->x, op->y))
1144 { 1241 {
1145 char *dump = dump_object (op);
1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1242 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1147#ifdef MANY_CORES 1243#ifdef MANY_CORES
1148 /* Better to catch this here, as otherwise the next use of this object 1244 /* Better to catch this here, as otherwise the next use of this object
1149 * is likely to cause a crash. Better to find out where it is getting 1245 * is likely to cause a crash. Better to find out where it is getting
1150 * improperly inserted. 1246 * improperly inserted.
1151 */ 1247 */
1152 abort (); 1248 abort ();
1153#endif 1249#endif
1154 free (dump);
1155 return op; 1250 return op;
1156 } 1251 }
1157 1252
1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1159 {
1160 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1167 {
1168 /* The part may be on a different map. */
1169
1170 object *more = op->more; 1253 if (object *more = op->more)
1171 1254 {
1172 /* We really need the caller to normalise coordinates - if
1173 * we set the map, that doesn't work if the location is within
1174 * a map and this is straddling an edge. So only if coordinate
1175 * is clear wrong do we normalise it.
1176 */
1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1179 else if (!more->map)
1180 {
1181 /* For backwards compatibility - when not dealing with tiled maps,
1182 * more->map should always point to the parent.
1183 */
1184 more->map = m;
1185 }
1186
1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1255 if (!insert_ob_in_map (more, m, originator, flag))
1188 { 1256 {
1189 if (!op->head) 1257 if (!op->head)
1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1258 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1191 1259
1192 return 0; 1260 return 0;
1197 1265
1198 /* Ideally, the caller figures this out. However, it complicates a lot 1266 /* Ideally, the caller figures this out. However, it complicates a lot
1199 * of areas of callers (eg, anything that uses find_free_spot would now 1267 * of areas of callers (eg, anything that uses find_free_spot would now
1200 * need extra work 1268 * need extra work
1201 */ 1269 */
1202 op->map = get_map_from_coord (m, &op->x, &op->y); 1270 if (!xy_normalise (m, op->x, op->y))
1203 x = op->x; 1271 return 0;
1204 y = op->y; 1272
1273 op->map = m;
1274 mapspace &ms = op->ms ();
1205 1275
1206 /* this has to be done after we translate the coordinates. 1276 /* this has to be done after we translate the coordinates.
1207 */ 1277 */
1208 if (op->nrof && !(flag & INS_NO_MERGE)) 1278 if (op->nrof && !(flag & INS_NO_MERGE))
1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1279 for (tmp = ms.bot; tmp; tmp = tmp->above)
1210 if (object::can_merge (op, tmp)) 1280 if (object::can_merge (op, tmp))
1211 { 1281 {
1212 op->nrof += tmp->nrof; 1282 op->nrof += tmp->nrof;
1213 tmp->destroy (); 1283 tmp->destroy ();
1214 } 1284 }
1231 op->below = originator->below; 1301 op->below = originator->below;
1232 1302
1233 if (op->below) 1303 if (op->below)
1234 op->below->above = op; 1304 op->below->above = op;
1235 else 1305 else
1236 op->ms ().bot = op; 1306 ms.bot = op;
1237 1307
1238 /* since *below* originator, no need to update top */ 1308 /* since *below* originator, no need to update top */
1239 originator->below = op; 1309 originator->below = op;
1240 } 1310 }
1241 else 1311 else
1242 { 1312 {
1313 top = ms.bot;
1314
1243 /* If there are other objects, then */ 1315 /* If there are other objects, then */
1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1316 if ((!(flag & INS_MAP_LOAD)) && top)
1245 { 1317 {
1246 object *last = 0; 1318 object *last = 0;
1247 1319
1248 /* 1320 /*
1249 * If there are multiple objects on this space, we do some trickier handling. 1321 * If there are multiple objects on this space, we do some trickier handling.
1255 * once we get to them. This reduces the need to traverse over all of 1327 * once we get to them. This reduces the need to traverse over all of
1256 * them when adding another one - this saves quite a bit of cpu time 1328 * them when adding another one - this saves quite a bit of cpu time
1257 * when lots of spells are cast in one area. Currently, it is presumed 1329 * when lots of spells are cast in one area. Currently, it is presumed
1258 * that flying non pickable objects are spell objects. 1330 * that flying non pickable objects are spell objects.
1259 */ 1331 */
1260 while (top) 1332 for (top = ms.bot; top; top = top->above)
1261 { 1333 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1334 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top; 1335 floor = top;
1264 1336
1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1268 top = top->below; 1340 top = top->below;
1269 break; 1341 break;
1270 } 1342 }
1271 1343
1272 last = top; 1344 last = top;
1273 top = top->above;
1274 } 1345 }
1275 1346
1276 /* Don't want top to be NULL, so set it to the last valid object */ 1347 /* Don't want top to be NULL, so set it to the last valid object */
1277 top = last; 1348 top = last;
1278 1349
1280 * looks like instead of lots of conditions here. 1351 * looks like instead of lots of conditions here.
1281 * makes things faster, and effectively the same result. 1352 * makes things faster, and effectively the same result.
1282 */ 1353 */
1283 1354
1284 /* Have object 'fall below' other objects that block view. 1355 /* Have object 'fall below' other objects that block view.
1285 * Unless those objects are exits, type 66 1356 * Unless those objects are exits.
1286 * If INS_ON_TOP is used, don't do this processing 1357 * If INS_ON_TOP is used, don't do this processing
1287 * Need to find the object that in fact blocks view, otherwise 1358 * Need to find the object that in fact blocks view, otherwise
1288 * stacking is a bit odd. 1359 * stacking is a bit odd.
1289 */ 1360 */
1290 if (!(flag & INS_ON_TOP) && 1361 if (!(flag & INS_ON_TOP)
1291 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1362 && ms.flags () & P_BLOCKSVIEW
1363 && (op->face && !faces [op->face].visibility))
1292 { 1364 {
1293 for (last = top; last != floor; last = last->below) 1365 for (last = top; last != floor; last = last->below)
1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1366 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break; 1367 break;
1368
1296 /* Check to see if we found the object that blocks view, 1369 /* Check to see if we found the object that blocks view,
1297 * and make sure we have a below pointer for it so that 1370 * and make sure we have a below pointer for it so that
1298 * we can get inserted below this one, which requires we 1371 * we can get inserted below this one, which requires we
1299 * set top to the object below us. 1372 * set top to the object below us.
1300 */ 1373 */
1302 top = last->below; 1375 top = last->below;
1303 } 1376 }
1304 } /* If objects on this space */ 1377 } /* If objects on this space */
1305 1378
1306 if (flag & INS_MAP_LOAD) 1379 if (flag & INS_MAP_LOAD)
1307 top = GET_MAP_TOP (op->map, op->x, op->y); 1380 top = ms.top;
1308 1381
1309 if (flag & INS_ABOVE_FLOOR_ONLY) 1382 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor; 1383 top = floor;
1311 1384
1312 /* Top is the object that our object (op) is going to get inserted above. 1385 /* Top is the object that our object (op) is going to get inserted above.
1313 */ 1386 */
1314 1387
1315 /* First object on this space */ 1388 /* First object on this space */
1316 if (!top) 1389 if (!top)
1317 { 1390 {
1318 op->above = GET_MAP_OB (op->map, op->x, op->y); 1391 op->above = ms.bot;
1319 1392
1320 if (op->above) 1393 if (op->above)
1321 op->above->below = op; 1394 op->above->below = op;
1322 1395
1323 op->below = 0; 1396 op->below = 0;
1324 op->ms ().bot = op; 1397 ms.bot = op;
1325 } 1398 }
1326 else 1399 else
1327 { /* get inserted into the stack above top */ 1400 { /* get inserted into the stack above top */
1328 op->above = top->above; 1401 op->above = top->above;
1329 1402
1333 op->below = top; 1406 op->below = top;
1334 top->above = op; 1407 top->above = op;
1335 } 1408 }
1336 1409
1337 if (!op->above) 1410 if (!op->above)
1338 op->ms ().top = op; 1411 ms.top = op;
1339 } /* else not INS_BELOW_ORIGINATOR */ 1412 } /* else not INS_BELOW_ORIGINATOR */
1340 1413
1341 if (op->type == PLAYER) 1414 if (op->type == PLAYER)
1342 { 1415 {
1343 op->contr->do_los = 1; 1416 op->contr->do_los = 1;
1349 1422
1350 /* If we have a floor, we know the player, if any, will be above 1423 /* If we have a floor, we know the player, if any, will be above
1351 * it, so save a few ticks and start from there. 1424 * it, so save a few ticks and start from there.
1352 */ 1425 */
1353 if (!(flag & INS_MAP_LOAD)) 1426 if (!(flag & INS_MAP_LOAD))
1354 if (object *pl = op->ms ().player ()) 1427 if (object *pl = ms.player ())
1355 if (pl->contr->ns) 1428 if (pl->contr->ns)
1356 pl->contr->ns->floorbox_update (); 1429 pl->contr->ns->floorbox_update ();
1357 1430
1358 /* If this object glows, it may affect lighting conditions that are 1431 /* If this object glows, it may affect lighting conditions that are
1359 * visible to others on this map. But update_all_los is really 1432 * visible to others on this map. But update_all_los is really
1421} 1494}
1422 1495
1423object * 1496object *
1424object::insert_at (object *where, object *originator, int flags) 1497object::insert_at (object *where, object *originator, int flags)
1425{ 1498{
1426 where->map->insert (this, where->x, where->y, originator, flags); 1499 return where->map->insert (this, where->x, where->y, originator, flags);
1427} 1500}
1428 1501
1429/* 1502/*
1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1503 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1431 * is returned contains nr objects, and the remaining parts contains 1504 * is returned contains nr objects, and the remaining parts contains
1471 * the amount of an object. If the amount reaches 0, the object 1544 * the amount of an object. If the amount reaches 0, the object
1472 * is subsequently removed and freed. 1545 * is subsequently removed and freed.
1473 * 1546 *
1474 * Return value: 'op' if something is left, NULL if the amount reached 0 1547 * Return value: 'op' if something is left, NULL if the amount reached 0
1475 */ 1548 */
1476
1477object * 1549object *
1478decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1479{ 1551{
1480 object *tmp; 1552 object *tmp;
1481 1553
1556 1628
1557/* 1629/*
1558 * add_weight(object, weight) adds the specified weight to an object, 1630 * add_weight(object, weight) adds the specified weight to an object,
1559 * and also updates how much the environment(s) is/are carrying. 1631 * and also updates how much the environment(s) is/are carrying.
1560 */ 1632 */
1561
1562void 1633void
1563add_weight (object *op, signed long weight) 1634add_weight (object *op, signed long weight)
1564{ 1635{
1565 while (op != NULL) 1636 while (op != NULL)
1566 { 1637 {
1598 * inside the object environment. 1669 * inside the object environment.
1599 * 1670 *
1600 * The function returns now pointer to inserted item, and return value can 1671 * The function returns now pointer to inserted item, and return value can
1601 * be != op, if items are merged. -Tero 1672 * be != op, if items are merged. -Tero
1602 */ 1673 */
1603
1604object * 1674object *
1605object::insert (object *op) 1675object::insert (object *op)
1606{ 1676{
1607 object *tmp, *otmp; 1677 object *tmp, *otmp;
1608 1678
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1838 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1839 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 { 1840 {
1771 1841
1772 float 1842 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed); 1843 diff = tmp->move_slow_penalty * fabs (op->speed);
1774 1844
1775 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1846 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1847 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0; 1848 diff /= 4.0;
1985 } 2055 }
1986 2056
1987 if (!index) 2057 if (!index)
1988 return -1; 2058 return -1;
1989 2059
1990 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
1991} 2061}
1992 2062
1993/* 2063/*
1994 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
1995 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2016{ 2086{
2017 arr += begin; 2087 arr += begin;
2018 end -= begin; 2088 end -= begin;
2019 2089
2020 while (--end) 2090 while (--end)
2021 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2022} 2092}
2023 2093
2024/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2025 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2026 * the spaces to find monsters. In this way, it won't always look for 2096 * the spaces to find monsters. In this way, it won't always look for
2160 2230
2161 return 3; 2231 return 3;
2162} 2232}
2163 2233
2164/* 2234/*
2165 * absdir(int): Returns a number between 1 and 8, which represent
2166 * the "absolute" direction of a number (it actually takes care of
2167 * "overflow" in previous calculations of a direction).
2168 */
2169
2170int
2171absdir (int d)
2172{
2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2179 return d;
2180}
2181
2182/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2237 */
2186
2187int 2238int
2188dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2189{ 2240{
2190 int d; 2241 int d;
2191 2242
2357 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2358 2409
2359 return dst; 2410 return dst;
2360} 2411}
2361 2412
2362/* GROS - Creates an object using a string representing its content. */
2363/* Basically, we save the content of the string to a temp file, then call */
2364/* load_object on it. I admit it is a highly inefficient way to make things, */
2365/* but it was simple to make and allows reusing the load_object function. */
2366/* Remember not to use load_object_str in a time-critical situation. */
2367/* Also remember that multiparts objects are not supported for now. */
2368object *
2369load_object_str (const char *obstr)
2370{
2371 object *op;
2372 char filename[MAX_BUF];
2373
2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2376 FILE *tempfile = fopen (filename, "w");
2377
2378 if (tempfile == NULL)
2379 {
2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2381 return NULL;
2382 }
2383
2384 fprintf (tempfile, obstr);
2385 fclose (tempfile);
2386
2387 op = object::create ();
2388
2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2392 load_object (thawer, op, 0);
2393
2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2395 CLEAR_FLAG (op, FLAG_REMOVED);
2396
2397 return op;
2398}
2399
2400/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2401 * has the same type and subtype match. 2414 * has the same type and subtype match.
2402 * returns NULL if no match. 2415 * returns NULL if no match.
2403 */ 2416 */
2404object * 2417object *
2457 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2458 return link->value; 2471 return link->value;
2459 2472
2460 return 0; 2473 return 0;
2461} 2474}
2462
2463 2475
2464/* 2476/*
2465 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2466 * 2478 *
2467 * canonical_key is a shared string (value doesn't have to be). 2479 * canonical_key is a shared string (value doesn't have to be).
2607{ 2619{
2608 char flagdesc[512]; 2620 char flagdesc[512];
2609 char info2[256 * 4]; 2621 char info2[256 * 4];
2610 char *p = info; 2622 char *p = info;
2611 2623
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2624 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2613 count, uuid.seq, 2625 count, uuid.seq,
2614 &name, 2626 &name,
2615 title ? "\",title:" : "", 2627 title ? "\",title:\"" : "",
2616 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2618 2630
2619 if (env) 2631 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626} 2638}
2627 2639
2628const char * 2640const char *
2629object::debug_desc () const 2641object::debug_desc () const
2630{ 2642{
2631 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2632 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2633} 2647}
2634 2648
2649struct region *
2650object::region () const
2651{
2652 return map ? map->region (x, y)
2653 : region::default_region ();
2654}
2655
2656const materialtype_t *
2657object::dominant_material () const
2658{
2659 if (materialtype_t *mat = name_to_material (materialname))
2660 return mat;
2661
2662 // omfg this is slow, this has to be temporary :)
2663 shstr unknown ("unknown");
2664
2665 return name_to_material (unknown);
2666}
2667
2668void
2669object::open_container (object *new_container)
2670{
2671 if (container == new_container)
2672 return;
2673
2674 if (object *old_container = container)
2675 {
2676 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2677 return;
2678
2679#if 0
2680 // remove the "Close old_container" object.
2681 if (object *closer = old_container->inv)
2682 if (closer->type == CLOSE_CON)
2683 closer->destroy ();
2684#endif
2685
2686 old_container->flag [FLAG_APPLIED] = 0;
2687 container = 0;
2688
2689 esrv_update_item (UPD_FLAGS, this, old_container);
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2691 }
2692
2693 if (new_container)
2694 {
2695 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2696 return;
2697
2698 // TODO: this does not seem to serve any purpose anymore?
2699#if 0
2700 // insert the "Close Container" object.
2701 if (archetype *closer = new_container->other_arch)
2702 {
2703 object *closer = arch_to_object (new_container->other_arch);
2704 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2705 new_container->insert (closer);
2706 }
2707#endif
2708
2709 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2710
2711 new_container->flag [FLAG_APPLIED] = 1;
2712 container = new_container;
2713
2714 esrv_update_item (UPD_FLAGS, this, new_container);
2715 esrv_send_inventory (this, new_container);
2716 }
2717}
2718
2719

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