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Comparing deliantra/server/common/object.C (file contents):
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.150 by root, Tue May 15 19:07:15 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 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 if (ob && !ob->flag [FLAG_APPLIED])
488 {
489 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
490 &name, ob->debug_desc ());
491 return false;
492 }
493
494 update_stats ();
495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance your applied items all at once, but the %s is too much. "
508 "You need to unapply some items first.", &ob->name);
509 return false;
510 }
511
512 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
513 }
514 else
515 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
516
517 return true;
518}
519
452/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
453 * refcounts and freeing the links. 521 * refcounts and freeing the links.
454 */ 522 */
455static void 523static void
456free_key_values (object *op) 524free_key_values (object *op)
457{ 525{
458 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
459 { 527 {
460 key_value *next = i->next; 528 key_value *next = i->next;
461 delete i; 529 delete i;
462 530
463 i = next; 531 i = next;
464 } 532 }
465 533
466 op->key_values = 0; 534 op->key_values = 0;
467} 535}
468 536
469/* 537object &
470 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
482 542
483 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
484 544
485 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
486 SET_FLAG (dst, FLAG_FREED); 546 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;
493 547
494 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
495 if (key_values) 549 if (src.key_values)
496 { 550 {
497 key_value *tail = 0; 551 key_value *tail = 0;
498 key_value *i;
499
500 dst->key_values = 0; 552 key_values = 0;
501 553
502 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
503 { 555 {
504 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
505 557
506 new_link->next = 0; 558 new_link->next = 0;
507 new_link->key = i->key; 559 new_link->key = i->key;
508 new_link->value = i->value; 560 new_link->value = i->value;
509 561
510 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
511 if (!dst->key_values) 563 if (!key_values)
512 { 564 {
513 dst->key_values = new_link; 565 key_values = new_link;
514 tail = new_link; 566 tail = new_link;
515 } 567 }
516 else 568 else
517 { 569 {
518 tail->next = new_link; 570 tail->next = new_link;
519 tail = new_link; 571 tail = new_link;
520 } 572 }
521 } 573 }
522 } 574 }
575}
576
577/*
578 * copy_to first frees everything allocated by the dst object,
579 * and then copies the contents of itself into the second
580 * object, allocating what needs to be allocated. Basically, any
581 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
582 * if the first object is freed, the pointers in the new object
583 * will point at garbage.
584 */
585void
586object::copy_to (object *dst)
587{
588 *dst = *this;
589
590 if (speed < 0)
591 dst->speed_left = speed_left - rndm ();
523 592
524 dst->set_speed (dst->speed); 593 dst->set_speed (dst->speed);
594}
595
596void
597object::instantiate ()
598{
599 if (!uuid.seq) // HACK
600 uuid = gen_uuid ();
601
602 speed_left = -0.1f;
603 /* copy the body_info to the body_used - this is only really
604 * need for monsters, but doesn't hurt to do it for everything.
605 * by doing so, when a monster is created, it has good starting
606 * values for the body_used info, so when items are created
607 * for it, they can be properly equipped.
608 */
609 for (int i = NUM_BODY_LOCATIONS; i--; )
610 slot[i].used = slot[i].info;
611
612 attachable::instantiate ();
525} 613}
526 614
527object * 615object *
528object::clone () 616object::clone ()
529{ 617{
587 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
588 */ 676 */
589void 677void
590update_object (object *op, int action) 678update_object (object *op, int action)
591{ 679{
592 MoveType move_on, move_off, move_block, move_slow;
593
594 if (op == NULL) 680 if (op == NULL)
595 { 681 {
596 /* this should never happen */ 682 /* this should never happen */
597 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
598 return; 684 return;
658 744
659 if (op->more) 745 if (op->more)
660 update_object (op->more, action); 746 update_object (op->more, action);
661} 747}
662 748
663object *object::first;
664
665object::object () 749object::object ()
666{ 750{
667 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
668 752
669 expmul = 1.0; 753 expmul = 1.0;
670 face = blank_face; 754 face = blank_face;
671} 755}
672 756
673object::~object () 757object::~object ()
674{ 758{
759 unlink ();
760
675 free_key_values (this); 761 free_key_values (this);
676} 762}
677 763
764static int object_count;
765
678void object::link () 766void object::link ()
679{ 767{
768 assert (!index);//D
680 uuid = gen_uuid (); 769 uuid = gen_uuid ();
770 count = ++object_count;
681 771
772 refcnt_inc ();
682 objects.insert (this); 773 objects.insert (this);
683} 774}
684 775
685void object::unlink () 776void object::unlink ()
686{ 777{
778 if (!index)
779 return;
780
687 objects.erase (this); 781 objects.erase (this);
782 refcnt_dec ();
688} 783}
689 784
690void 785void
691object::activate () 786object::activate ()
692{ 787{
764 * drop on that space. 859 * drop on that space.
765 */ 860 */
766 if (!drop_to_ground 861 if (!drop_to_ground
767 || !map 862 || !map
768 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
769 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
770 { 866 {
771 while (inv) 867 while (inv)
772 { 868 {
773 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
782 878
783 if (op->flag [FLAG_STARTEQUIP] 879 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP] 880 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE 881 || op->type == RUNE
786 || op->type == TRAP 882 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE]) 883 || op->flag [FLAG_IS_A_TEMPLATE]
884 || op->flag [FLAG_DESTROY_ON_DEATH])
788 op->destroy (); 885 op->destroy ();
789 else 886 else
790 map->insert (op, x, y); 887 map->insert (op, x, y);
791 } 888 }
792 } 889 }
800} 897}
801 898
802void 899void
803object::do_destroy () 900object::do_destroy ()
804{ 901{
902 attachable::do_destroy ();
903
805 if (flag [FLAG_IS_LINKED]) 904 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this); 905 remove_button_link (this);
807 906
808 if (flag [FLAG_FRIENDLY]) 907 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this); 908 remove_friendly_object (this);
810 909
811 if (!flag [FLAG_REMOVED]) 910 if (!flag [FLAG_REMOVED])
812 remove (); 911 remove ();
813 912
814 if (flag [FLAG_FREED]) 913 destroy_inv (true);
815 return;
816 914
817 set_speed (0); 915 deactivate ();
916 unlink ();
818 917
819 flag [FLAG_FREED] = 1; 918 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825 919
826 // hack to ensure that freed objects still have a valid map 920 // hack to ensure that freed objects still have a valid map
827 { 921 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes 922 static maptile *freed_map; // freed objects are moved here to avoid crashes
829 923
891 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
895 * the previous environment. 989 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */ 990 */
898void 991void
899object::remove () 992object::do_remove ()
900{ 993{
901 object *tmp, *last = 0; 994 object *tmp, *last = 0;
902 object *otmp; 995 object *otmp;
903 996
904 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
947 } 1040 }
948 else if (map) 1041 else if (map)
949 { 1042 {
950 if (type == PLAYER) 1043 if (type == PLAYER)
951 { 1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1050
952 --map->players; 1051 --map->players;
953 map->touch (); 1052 map->touch ();
954 } 1053 }
955 1054
956 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
957 1057
958 /* link the object above us */ 1058 /* link the object above us */
959 if (above) 1059 if (above)
960 above->below = below; 1060 above->below = below;
961 else 1061 else
962 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
963 1063
964 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
965 if (below) 1065 if (below)
966 below->above = above; 1066 below->above = above;
967 else 1067 else
969 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
971 * evident 1071 * evident
972 */ 1072 */
973 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "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); 1074 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 ());
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983 1075
984 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
985 } 1077 }
986 1078
987 above = 0; 1079 above = 0;
988 below = 0; 1080 below = 0;
989 1081
990 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
991 return; 1083 return;
992 1084
993 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
994 1086
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
996 { 1088 {
997 /* No point updating the players look faces if he is the object 1089 /* No point updating the players look faces if he is the object
998 * being removed. 1090 * being removed.
999 */ 1091 */
1000 1092
1080 } 1172 }
1081 1173
1082 return 0; 1174 return 0;
1083} 1175}
1084 1176
1177void
1178object::expand_tail ()
1179{
1180 if (more)
1181 return;
1182
1183 object *prev = this;
1184
1185 for (archetype *at = arch->more; at; at = at->more)
1186 {
1187 object *op = arch_to_object (at);
1188
1189 op->name = name;
1190 op->name_pl = name_pl;
1191 op->title = title;
1192
1193 op->head = this;
1194 prev->more = op;
1195
1196 prev = op;
1197 }
1198}
1199
1085/* 1200/*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1201 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1087 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1088 */ 1203 */
1089object * 1204object *
1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1205insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091{ 1206{
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1119 * just 'op' otherwise 1234 * just 'op' otherwise
1120 */ 1235 */
1121object * 1236object *
1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1124 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1125 sint16 x, y;
1126 1242
1127 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1128 {
1129 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL;
1131 }
1132 1244
1133 if (!m) 1245#if 0
1134 { 1246 if (!m->active != !op->active)
1135 char *dump = dump_object (op); 1247 if (m->active)
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1137 free (dump); 1249 else
1138 return op; 1250 op->deactivate_recursive ();
1139 } 1251#endif
1140 1252
1141 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1142 { 1254 {
1143 char *dump = dump_object (op);
1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1255 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1145#ifdef MANY_CORES 1256#ifdef MANY_CORES
1146 /* Better to catch this here, as otherwise the next use of this object 1257 /* Better to catch this here, as otherwise the next use of this object
1147 * is likely to cause a crash. Better to find out where it is getting 1258 * is likely to cause a crash. Better to find out where it is getting
1148 * improperly inserted. 1259 * improperly inserted.
1149 */ 1260 */
1150 abort (); 1261 abort ();
1151#endif 1262#endif
1152 free (dump);
1153 return op; 1263 return op;
1154 } 1264 }
1155 1265
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more; 1266 if (object *more = op->more)
1169 1267 {
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1186 { 1269 {
1187 if (!op->head) 1270 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1271 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189 1272
1190 return 0; 1273 return 0;
1195 1278
1196 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now 1280 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work 1281 * need extra work
1199 */ 1282 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1201 x = op->x; 1284 return 0;
1202 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1203 1288
1204 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1205 */ 1290 */
1206 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1209 { 1294 {
1210 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1211 tmp->destroy (); 1296 tmp->destroy ();
1212 } 1297 }
1229 op->below = originator->below; 1314 op->below = originator->below;
1230 1315
1231 if (op->below) 1316 if (op->below)
1232 op->below->above = op; 1317 op->below->above = op;
1233 else 1318 else
1234 op->ms ().bot = op; 1319 ms.bot = op;
1235 1320
1236 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1237 originator->below = op; 1322 originator->below = op;
1238 } 1323 }
1239 else 1324 else
1240 { 1325 {
1326 top = ms.bot;
1327
1241 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1243 { 1330 {
1244 object *last = 0; 1331 object *last = 0;
1245 1332
1246 /* 1333 /*
1247 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1253 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1257 */ 1344 */
1258 while (top) 1345 for (top = ms.bot; top; top = top->above)
1259 { 1346 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1347 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top; 1348 floor = top;
1262 1349
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1350 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 top = top->below; 1353 top = top->below;
1267 break; 1354 break;
1268 } 1355 }
1269 1356
1270 last = top; 1357 last = top;
1271 top = top->above;
1272 } 1358 }
1273 1359
1274 /* Don't want top to be NULL, so set it to the last valid object */ 1360 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last; 1361 top = last;
1276 1362
1278 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1279 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1280 */ 1366 */
1281 1367
1282 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1283 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1284 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd. 1372 * stacking is a bit odd.
1287 */ 1373 */
1288 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1375 && ms.flags () & P_BLOCKSVIEW
1376 && (op->face && !faces [op->face].visibility))
1290 { 1377 {
1291 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break; 1380 break;
1381
1294 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1297 * set top to the object below us. 1385 * set top to the object below us.
1298 */ 1386 */
1300 top = last->below; 1388 top = last->below;
1301 } 1389 }
1302 } /* If objects on this space */ 1390 } /* If objects on this space */
1303 1391
1304 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1306 1394
1307 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor; 1396 top = floor;
1309 1397
1310 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1311 */ 1399 */
1312 1400
1313 /* First object on this space */ 1401 /* First object on this space */
1314 if (!top) 1402 if (!top)
1315 { 1403 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1317 1405
1318 if (op->above) 1406 if (op->above)
1319 op->above->below = op; 1407 op->above->below = op;
1320 1408
1321 op->below = 0; 1409 op->below = 0;
1322 op->ms ().bot = op; 1410 ms.bot = op;
1323 } 1411 }
1324 else 1412 else
1325 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1326 op->above = top->above; 1414 op->above = top->above;
1327 1415
1331 op->below = top; 1419 op->below = top;
1332 top->above = op; 1420 top->above = op;
1333 } 1421 }
1334 1422
1335 if (!op->above) 1423 if (!op->above)
1336 op->ms ().top = op; 1424 ms.top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1338 1426
1339 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1340 { 1428 {
1341 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1347 1435
1348 /* If we have a floor, we know the player, if any, will be above 1436 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1350 */ 1438 */
1351 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1353 if (pl->contr->ns) 1441 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1355 1443
1356 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really 1445 * visible to others on this map. But update_all_los is really
1419} 1507}
1420 1508
1421object * 1509object *
1422object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1423{ 1511{
1424 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1425} 1513}
1426 1514
1427/* 1515/*
1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1516 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1429 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1469 * the amount of an object. If the amount reaches 0, the object 1557 * the amount of an object. If the amount reaches 0, the object
1470 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1471 * 1559 *
1472 * Return value: 'op' if something is left, NULL if the amount reached 0 1560 * Return value: 'op' if something is left, NULL if the amount reached 0
1473 */ 1561 */
1474
1475object * 1562object *
1476decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1477{ 1564{
1478 object *tmp; 1565 object *tmp;
1479 1566
1554 1641
1555/* 1642/*
1556 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1557 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1558 */ 1645 */
1559
1560void 1646void
1561add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1562{ 1648{
1563 while (op != NULL) 1649 while (op != NULL)
1564 { 1650 {
1596 * inside the object environment. 1682 * inside the object environment.
1597 * 1683 *
1598 * The function returns now pointer to inserted item, and return value can 1684 * The function returns now pointer to inserted item, and return value can
1599 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1600 */ 1686 */
1601
1602object * 1687object *
1603object::insert (object *op) 1688object::insert (object *op)
1604{ 1689{
1605 object *tmp, *otmp; 1690 object *tmp, *otmp;
1606 1691
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1853 {
1769 1854
1770 float 1855 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1857
1773 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1859 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1860 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1861 diff /= 4.0;
1983 } 2068 }
1984 2069
1985 if (!index) 2070 if (!index)
1986 return -1; 2071 return -1;
1987 2072
1988 return altern[RANDOM () % index]; 2073 return altern [rndm (index)];
1989} 2074}
1990 2075
1991/* 2076/*
1992 * find_first_free_spot(archetype, maptile, x, y) works like 2077 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares. 2078 * find_free_spot(), but it will search max number of squares.
2014{ 2099{
2015 arr += begin; 2100 arr += begin;
2016 end -= begin; 2101 end -= begin;
2017 2102
2018 while (--end) 2103 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]); 2104 swap (arr [end], arr [rndm (end + 1)]);
2020} 2105}
2021 2106
2022/* new function to make monster searching more efficient, and effective! 2107/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2108 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2109 * the spaces to find monsters. In this way, it won't always look for
2158 2243
2159 return 3; 2244 return 3;
2160} 2245}
2161 2246
2162/* 2247/*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168int
2169absdir (int d)
2170{
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178}
2179
2180/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2248 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2249 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2250 */
2184
2185int 2251int
2186dirdiff (int dir1, int dir2) 2252dirdiff (int dir1, int dir2)
2187{ 2253{
2188 int d; 2254 int d;
2189 2255
2355 insert_ob_in_ob (object_create_clone (item), dst); 2421 insert_ob_in_ob (object_create_clone (item), dst);
2356 2422
2357 return dst; 2423 return dst;
2358} 2424}
2359 2425
2360/* GROS - Creates an object using a string representing its content. */
2361/* Basically, we save the content of the string to a temp file, then call */
2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2363/* but it was simple to make and allows reusing the load_object function. */
2364/* Remember not to use load_object_str in a time-critical situation. */
2365/* Also remember that multiparts objects are not supported for now. */
2366object *
2367load_object_str (const char *obstr)
2368{
2369 object *op;
2370 char filename[MAX_BUF];
2371
2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2374 FILE *tempfile = fopen (filename, "w");
2375
2376 if (tempfile == NULL)
2377 {
2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2379 return NULL;
2380 }
2381
2382 fprintf (tempfile, obstr);
2383 fclose (tempfile);
2384
2385 op = object::create ();
2386
2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2390 load_object (thawer, op, 0);
2391
2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2393 CLEAR_FLAG (op, FLAG_REMOVED);
2394
2395 return op;
2396}
2397
2398/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2399 * has the same type and subtype match. 2427 * has the same type and subtype match.
2400 * returns NULL if no match. 2428 * returns NULL if no match.
2401 */ 2429 */
2402object * 2430object *
2455 if (link->key == canonical_key) 2483 if (link->key == canonical_key)
2456 return link->value; 2484 return link->value;
2457 2485
2458 return 0; 2486 return 0;
2459} 2487}
2460
2461 2488
2462/* 2489/*
2463 * Updates the canonical_key in op to value. 2490 * Updates the canonical_key in op to value.
2464 * 2491 *
2465 * canonical_key is a shared string (value doesn't have to be). 2492 * canonical_key is a shared string (value doesn't have to be).
2605{ 2632{
2606 char flagdesc[512]; 2633 char flagdesc[512];
2607 char info2[256 * 4]; 2634 char info2[256 * 4];
2608 char *p = info; 2635 char *p = info;
2609 2636
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2637 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2638 count, uuid.seq,
2612 &name, 2639 &name,
2613 title ? "\",title:" : "", 2640 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2641 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2642 flag_desc (flagdesc, 512), type);
2616 2643
2617 if (env) 2644 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2645 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624} 2651}
2625 2652
2626const char * 2653const char *
2627object::debug_desc () const 2654object::debug_desc () const
2628{ 2655{
2629 static char info[256 * 4]; 2656 static char info[3][256 * 4];
2657 static int info_idx;
2658
2630 return debug_desc (info); 2659 return debug_desc (info [++info_idx % 3]);
2631} 2660}
2632 2661
2662struct region *
2663object::region () const
2664{
2665 return map ? map->region (x, y)
2666 : region::default_region ();
2667}
2668
2669const materialtype_t *
2670object::dominant_material () const
2671{
2672 if (materialtype_t *mat = name_to_material (materialname))
2673 return mat;
2674
2675 // omfg this is slow, this has to be temporary :)
2676 shstr unknown ("unknown");
2677
2678 return name_to_material (unknown);
2679}
2680
2681void
2682object::open_container (object *new_container)
2683{
2684 if (container == new_container)
2685 return;
2686
2687 if (object *old_container = container)
2688 {
2689 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2690 return;
2691
2692#if 0
2693 // remove the "Close old_container" object.
2694 if (object *closer = old_container->inv)
2695 if (closer->type == CLOSE_CON)
2696 closer->destroy ();
2697#endif
2698
2699 old_container->flag [FLAG_APPLIED] = 0;
2700 container = 0;
2701
2702 esrv_update_item (UPD_FLAGS, this, old_container);
2703 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2704 }
2705
2706 if (new_container)
2707 {
2708 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2709 return;
2710
2711 // TODO: this does not seem to serve any purpose anymore?
2712#if 0
2713 // insert the "Close Container" object.
2714 if (archetype *closer = new_container->other_arch)
2715 {
2716 object *closer = arch_to_object (new_container->other_arch);
2717 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2718 new_container->insert (closer);
2719 }
2720#endif
2721
2722 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2723
2724 new_container->flag [FLAG_APPLIED] = 1;
2725 container = new_container;
2726
2727 esrv_update_item (UPD_FLAGS, this, new_container);
2728 esrv_send_inventory (this, new_container);
2729 }
2730}
2731
2732

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