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Comparing deliantra/server/common/object.C (file contents):
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC vs.
Revision 1.153 by root, Thu May 17 21:11:01 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
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
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 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
511 {
512 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
513 &name, ob->debug_desc ());
514 return false;
515 }
516
517 return true;
518}
519
454/* Zero the key_values on op, decrementing the shared-string 520/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 521 * refcounts and freeing the links.
456 */ 522 */
457static void 523static void
458free_key_values (object *op) 524free_key_values (object *op)
459{ 525{
460 for (key_value *i = op->key_values; i != 0;) 526 for (key_value *i = op->key_values; i; )
461 { 527 {
462 key_value *next = i->next; 528 key_value *next = i->next;
463 delete i; 529 delete i;
464 530
465 i = next; 531 i = next;
466 } 532 }
467 533
468 op->key_values = 0; 534 op->key_values = 0;
469} 535}
470 536
471/* 537object &
472 * copy_to first frees everything allocated by the dst object, 538object::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{ 539{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 540 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 541 bool is_removed = flag [FLAG_REMOVED];
484 542
485 *(object_copy *)dst = *this; 543 *(object_copy *)this = src;
486 544
487 if (is_freed) 545 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 546 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;
495 547
496 /* Copy over key_values, if any. */ 548 /* Copy over key_values, if any. */
497 if (key_values) 549 if (src.key_values)
498 { 550 {
499 key_value *tail = 0; 551 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 552 key_values = 0;
503 553
504 for (i = key_values; i; i = i->next) 554 for (key_value *i = src.key_values; i; i = i->next)
505 { 555 {
506 key_value *new_link = new key_value; 556 key_value *new_link = new key_value;
507 557
508 new_link->next = 0; 558 new_link->next = 0;
509 new_link->key = i->key; 559 new_link->key = i->key;
510 new_link->value = i->value; 560 new_link->value = i->value;
511 561
512 /* Try and be clever here, too. */ 562 /* Try and be clever here, too. */
513 if (!dst->key_values) 563 if (!key_values)
514 { 564 {
515 dst->key_values = new_link; 565 key_values = new_link;
516 tail = new_link; 566 tail = new_link;
517 } 567 }
518 else 568 else
519 { 569 {
520 tail->next = new_link; 570 tail->next = new_link;
521 tail = new_link; 571 tail = new_link;
522 } 572 }
523 } 573 }
524 } 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 ();
525 592
526 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 ();
527} 613}
528 614
529object * 615object *
530object::clone () 616object::clone ()
531{ 617{
589 * UP_OBJ_FACE: only the objects face has changed. 675 * UP_OBJ_FACE: only the objects face has changed.
590 */ 676 */
591void 677void
592update_object (object *op, int action) 678update_object (object *op, int action)
593{ 679{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 680 if (op == NULL)
597 { 681 {
598 /* this should never happen */ 682 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 683 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 684 return;
660 744
661 if (op->more) 745 if (op->more)
662 update_object (op->more, action); 746 update_object (op->more, action);
663} 747}
664 748
665object *object::first;
666
667object::object () 749object::object ()
668{ 750{
669 SET_FLAG (this, FLAG_REMOVED); 751 SET_FLAG (this, FLAG_REMOVED);
670 752
671 expmul = 1.0; 753 expmul = 1.0;
672 face = blank_face; 754 face = blank_face;
673} 755}
674 756
675object::~object () 757object::~object ()
676{ 758{
759 unlink ();
760
677 free_key_values (this); 761 free_key_values (this);
678} 762}
679 763
680static int object_count; 764static int object_count;
681 765
689 objects.insert (this); 773 objects.insert (this);
690} 774}
691 775
692void object::unlink () 776void object::unlink ()
693{ 777{
694 assert (index);//D 778 if (!index)
779 return;
780
695 objects.erase (this); 781 objects.erase (this);
696 refcnt_dec (); 782 refcnt_dec ();
697} 783}
698 784
699void 785void
773 * drop on that space. 859 * drop on that space.
774 */ 860 */
775 if (!drop_to_ground 861 if (!drop_to_ground
776 || !map 862 || !map
777 || map->in_memory != MAP_IN_MEMORY 863 || map->in_memory != MAP_IN_MEMORY
864 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 865 || ms ().move_block == MOVE_ALL)
779 { 866 {
780 while (inv) 867 while (inv)
781 { 868 {
782 inv->destroy_inv (drop_to_ground); 869 inv->destroy_inv (drop_to_ground);
898 * 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
899 * 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
900 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
902 * the previous environment. 989 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 990 */
905void 991void
906object::remove () 992object::do_remove ()
907{ 993{
908 object *tmp, *last = 0; 994 object *tmp, *last = 0;
909 object *otmp; 995 object *otmp;
910 996
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 997 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 1040 }
955 else if (map) 1041 else if (map)
956 { 1042 {
957 if (type == PLAYER) 1043 if (type == PLAYER)
958 { 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
959 --map->players; 1051 --map->players;
960 map->touch (); 1052 map->touch ();
961 } 1053 }
962 1054
963 map->dirty = true; 1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
964 1057
965 /* link the object above us */ 1058 /* link the object above us */
966 if (above) 1059 if (above)
967 above->below = below; 1060 above->below = below;
968 else 1061 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
970 1063
971 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
972 if (below) 1065 if (below)
973 below->above = above; 1066 below->above = above;
974 else 1067 else
976 /* 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
977 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
978 * evident 1071 * evident
979 */ 1072 */
980 if (GET_MAP_OB (map, x, y) != this) 1073 if (GET_MAP_OB (map, x, y) != this)
981 {
982 char *dump = dump_object (this);
983 LOG (llevError,
984 "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 ());
985 free (dump);
986 dump = dump_object (GET_MAP_OB (map, x, y));
987 LOG (llevError, "%s\n", dump);
988 free (dump);
989 }
990 1075
991 map->at (x, y).bot = above; /* goes on above it. */ 1076 ms.bot = above; /* goes on above it. */
992 } 1077 }
993 1078
994 above = 0; 1079 above = 0;
995 below = 0; 1080 below = 0;
996 1081
997 if (map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
998 return; 1083 return;
999 1084
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1086
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1087 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1088 {
1004 /* 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
1005 * being removed. 1090 * being removed.
1006 */ 1091 */
1007 1092
1087 } 1172 }
1088 1173
1089 return 0; 1174 return 0;
1090} 1175}
1091 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
1092/* 1200/*
1093 * 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
1094 * job preparing multi-part monsters 1202 * job preparing multi-part monsters.
1095 */ 1203 */
1096object * 1204object *
1097insert_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)
1098{ 1206{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1207 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 * just 'op' otherwise 1234 * just 'op' otherwise
1127 */ 1235 */
1128object * 1236object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1237insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1238{
1239 assert (!op->flag [FLAG_FREED]);
1240
1131 object *tmp, *top, *floor = NULL; 1241 object *tmp, *top, *floor = NULL;
1132 sint16 x, y;
1133 1242
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1243 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139 1244
1140 if (!m) 1245#if 0
1141 { 1246 if (!m->active != !op->active)
1142 char *dump = dump_object (op); 1247 if (m->active)
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1248 op->activate_recursive ();
1144 free (dump); 1249 else
1145 return op; 1250 op->deactivate_recursive ();
1146 } 1251#endif
1147 1252
1148 if (out_of_map (m, op->x, op->y)) 1253 if (out_of_map (m, op->x, op->y))
1149 { 1254 {
1150 char *dump = dump_object (op);
1151 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 ());
1152#ifdef MANY_CORES 1256#ifdef MANY_CORES
1153 /* 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
1154 * 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
1155 * improperly inserted. 1259 * improperly inserted.
1156 */ 1260 */
1157 abort (); 1261 abort ();
1158#endif 1262#endif
1159 free (dump);
1160 return op; 1263 return op;
1161 } 1264 }
1162 1265
1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164 {
1165 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more; 1266 if (object *more = op->more)
1176 1267 {
1177 /* We really need the caller to normalise coordinates - if
1178 * we set the map, that doesn't work if the location is within
1179 * a map and this is straddling an edge. So only if coordinate
1180 * is clear wrong do we normalise it.
1181 */
1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1184 else if (!more->map)
1185 {
1186 /* For backwards compatibility - when not dealing with tiled maps,
1187 * more->map should always point to the parent.
1188 */
1189 more->map = m;
1190 }
1191
1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1268 if (!insert_ob_in_map (more, m, originator, flag))
1193 { 1269 {
1194 if (!op->head) 1270 if (!op->head)
1195 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");
1196 1272
1197 return 0; 1273 return 0;
1202 1278
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1279 /* Ideally, the caller figures this out. However, it complicates a lot
1204 * 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
1205 * need extra work 1281 * need extra work
1206 */ 1282 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1283 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1284 return 0;
1209 y = op->y; 1285
1286 op->map = m;
1287 mapspace &ms = op->ms ();
1210 1288
1211 /* this has to be done after we translate the coordinates. 1289 /* this has to be done after we translate the coordinates.
1212 */ 1290 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1291 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1292 for (tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1293 if (object::can_merge (op, tmp))
1216 { 1294 {
1217 op->nrof += tmp->nrof; 1295 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1296 tmp->destroy ();
1219 } 1297 }
1236 op->below = originator->below; 1314 op->below = originator->below;
1237 1315
1238 if (op->below) 1316 if (op->below)
1239 op->below->above = op; 1317 op->below->above = op;
1240 else 1318 else
1241 op->ms ().bot = op; 1319 ms.bot = op;
1242 1320
1243 /* since *below* originator, no need to update top */ 1321 /* since *below* originator, no need to update top */
1244 originator->below = op; 1322 originator->below = op;
1245 } 1323 }
1246 else 1324 else
1247 { 1325 {
1326 top = ms.bot;
1327
1248 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1329 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1330 {
1251 object *last = 0; 1331 object *last = 0;
1252 1332
1253 /* 1333 /*
1254 * 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.
1260 * 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
1261 * 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
1262 * 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
1263 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1264 */ 1344 */
1265 while (top) 1345 for (top = ms.bot; top; top = top->above)
1266 { 1346 {
1267 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))
1268 floor = top; 1348 floor = top;
1269 1349
1270 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))
1273 top = top->below; 1353 top = top->below;
1274 break; 1354 break;
1275 } 1355 }
1276 1356
1277 last = top; 1357 last = top;
1278 top = top->above;
1279 } 1358 }
1280 1359
1281 /* 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 */
1282 top = last; 1361 top = last;
1283 1362
1285 * looks like instead of lots of conditions here. 1364 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1365 * makes things faster, and effectively the same result.
1287 */ 1366 */
1288 1367
1289 /* Have object 'fall below' other objects that block view. 1368 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1369 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1370 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1371 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1372 * stacking is a bit odd.
1294 */ 1373 */
1295 if (!(flag & INS_ON_TOP) && 1374 if (!(flag & INS_ON_TOP)
1296 (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))
1297 { 1377 {
1298 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1380 break;
1381
1301 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1302 * 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
1303 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1385 * set top to the object below us.
1305 */ 1386 */
1307 top = last->below; 1388 top = last->below;
1308 } 1389 }
1309 } /* If objects on this space */ 1390 } /* If objects on this space */
1310 1391
1311 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1393 top = ms.top;
1313 1394
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1396 top = floor;
1316 1397
1317 /* 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.
1318 */ 1399 */
1319 1400
1320 /* First object on this space */ 1401 /* First object on this space */
1321 if (!top) 1402 if (!top)
1322 { 1403 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1404 op->above = ms.bot;
1324 1405
1325 if (op->above) 1406 if (op->above)
1326 op->above->below = op; 1407 op->above->below = op;
1327 1408
1328 op->below = 0; 1409 op->below = 0;
1329 op->ms ().bot = op; 1410 ms.bot = op;
1330 } 1411 }
1331 else 1412 else
1332 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1333 op->above = top->above; 1414 op->above = top->above;
1334 1415
1338 op->below = top; 1419 op->below = top;
1339 top->above = op; 1420 top->above = op;
1340 } 1421 }
1341 1422
1342 if (!op->above) 1423 if (!op->above)
1343 op->ms ().top = op; 1424 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1345 1426
1346 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1347 { 1428 {
1348 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1354 1435
1355 /* 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
1356 * it, so save a few ticks and start from there. 1437 * it, so save a few ticks and start from there.
1357 */ 1438 */
1358 if (!(flag & INS_MAP_LOAD)) 1439 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1440 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1441 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1362 1443
1363 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1364 * 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
1426} 1507}
1427 1508
1428object * 1509object *
1429object::insert_at (object *where, object *originator, int flags) 1510object::insert_at (object *where, object *originator, int flags)
1430{ 1511{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1512 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1513}
1433 1514
1434/* 1515/*
1435 * 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
1436 * is returned contains nr objects, and the remaining parts contains 1517 * is returned contains nr objects, and the remaining parts contains
1476 * 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
1477 * is subsequently removed and freed. 1558 * is subsequently removed and freed.
1478 * 1559 *
1479 * 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
1480 */ 1561 */
1481
1482object * 1562object *
1483decrease_ob_nr (object *op, uint32 i) 1563decrease_ob_nr (object *op, uint32 i)
1484{ 1564{
1485 object *tmp; 1565 object *tmp;
1486 1566
1561 1641
1562/* 1642/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1643 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1644 * and also updates how much the environment(s) is/are carrying.
1565 */ 1645 */
1566
1567void 1646void
1568add_weight (object *op, signed long weight) 1647add_weight (object *op, signed long weight)
1569{ 1648{
1570 while (op != NULL) 1649 while (op != NULL)
1571 { 1650 {
1588 return op; 1667 return op;
1589 } 1668 }
1590 1669
1591 if (where->head) 1670 if (where->head)
1592 { 1671 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1672 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1673 where = where->head;
1595 } 1674 }
1596 1675
1597 return where->insert (op); 1676 return where->insert (op);
1598} 1677}
1603 * inside the object environment. 1682 * inside the object environment.
1604 * 1683 *
1605 * 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
1606 * be != op, if items are merged. -Tero 1685 * be != op, if items are merged. -Tero
1607 */ 1686 */
1608
1609object * 1687object *
1610object::insert (object *op) 1688object::insert (object *op)
1611{ 1689{
1612 object *tmp, *otmp; 1690 object *tmp, *otmp;
1613 1691
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((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))
1775 { 1853 {
1776 1854
1777 float 1855 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1856 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1857
1780 if (op->type == PLAYER) 1858 if (op->type == PLAYER)
1781 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)) ||
1782 (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)))
1783 diff /= 4.0; 1861 diff /= 4.0;
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2005 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 { 2006 {
1929 CLEAR_FLAG (tmp, flag); 2007 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 2008 unflag_inv (tmp, flag);
1931 } 2009 }
1932}
1933
1934/*
1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1936 * all it's inventory (recursively).
1937 * If checksums are used, a player will get set_cheat called for
1938 * him/her-self and all object carried by a call to this function.
1939 */
1940void
1941set_cheat (object *op)
1942{
1943 SET_FLAG (op, FLAG_WAS_WIZ);
1944 flag_inv (op, FLAG_WAS_WIZ);
1945} 2010}
1946 2011
1947/* 2012/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 2013 * find_free_spot(object, map, x, y, start, stop) will search for
1949 * a spot at the given map and coordinates which will be able to contain 2014 * a spot at the given map and coordinates which will be able to contain
1990 } 2055 }
1991 2056
1992 if (!index) 2057 if (!index)
1993 return -1; 2058 return -1;
1994 2059
1995 return altern[RANDOM () % index]; 2060 return altern [rndm (index)];
1996} 2061}
1997 2062
1998/* 2063/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2064 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2065 * find_free_spot(), but it will search max number of squares.
2021{ 2086{
2022 arr += begin; 2087 arr += begin;
2023 end -= begin; 2088 end -= begin;
2024 2089
2025 while (--end) 2090 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2091 swap (arr [end], arr [rndm (end + 1)]);
2027} 2092}
2028 2093
2029/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2095 * This basically returns a randomized array (in the passed pointer) of
2031 * 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
2165 2230
2166 return 3; 2231 return 3;
2167} 2232}
2168 2233
2169/* 2234/*
2170 * absdir(int): Returns a number between 1 and 8, which represent
2171 * the "absolute" direction of a number (it actually takes care of
2172 * "overflow" in previous calculations of a direction).
2173 */
2174
2175int
2176absdir (int d)
2177{
2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2184 return d;
2185}
2186
2187/*
2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2235 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2236 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2237 */
2191
2192int 2238int
2193dirdiff (int dir1, int dir2) 2239dirdiff (int dir1, int dir2)
2194{ 2240{
2195 int d; 2241 int d;
2196 2242
2362 insert_ob_in_ob (object_create_clone (item), dst); 2408 insert_ob_in_ob (object_create_clone (item), dst);
2363 2409
2364 return dst; 2410 return dst;
2365} 2411}
2366 2412
2367/* GROS - Creates an object using a string representing its content. */
2368/* Basically, we save the content of the string to a temp file, then call */
2369/* load_object on it. I admit it is a highly inefficient way to make things, */
2370/* but it was simple to make and allows reusing the load_object function. */
2371/* Remember not to use load_object_str in a time-critical situation. */
2372/* Also remember that multiparts objects are not supported for now. */
2373object *
2374load_object_str (const char *obstr)
2375{
2376 object *op;
2377 char filename[MAX_BUF];
2378
2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2381 FILE *tempfile = fopen (filename, "w");
2382
2383 if (tempfile == NULL)
2384 {
2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2386 return NULL;
2387 }
2388
2389 fprintf (tempfile, obstr);
2390 fclose (tempfile);
2391
2392 op = object::create ();
2393
2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2397 load_object (thawer, op, 0);
2398
2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2400 CLEAR_FLAG (op, FLAG_REMOVED);
2401
2402 return op;
2403}
2404
2405/* This returns the first object in who's inventory that 2413/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2414 * has the same type and subtype match.
2407 * returns NULL if no match. 2415 * returns NULL if no match.
2408 */ 2416 */
2409object * 2417object *
2462 if (link->key == canonical_key) 2470 if (link->key == canonical_key)
2463 return link->value; 2471 return link->value;
2464 2472
2465 return 0; 2473 return 0;
2466} 2474}
2467
2468 2475
2469/* 2476/*
2470 * Updates the canonical_key in op to value. 2477 * Updates the canonical_key in op to value.
2471 * 2478 *
2472 * 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).
2612{ 2619{
2613 char flagdesc[512]; 2620 char flagdesc[512];
2614 char info2[256 * 4]; 2621 char info2[256 * 4];
2615 char *p = info; 2622 char *p = info;
2616 2623
2617 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}",
2618 count, uuid.seq, 2625 count, uuid.seq,
2619 &name, 2626 &name,
2620 title ? "\",title:" : "", 2627 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2628 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2629 flag_desc (flagdesc, 512), type);
2623 2630
2624 if (env) 2631 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2632 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631} 2638}
2632 2639
2633const char * 2640const char *
2634object::debug_desc () const 2641object::debug_desc () const
2635{ 2642{
2636 static char info[256 * 4]; 2643 static char info[3][256 * 4];
2644 static int info_idx;
2645
2637 return debug_desc (info); 2646 return debug_desc (info [++info_idx % 3]);
2638} 2647}
2639 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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