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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 1.158 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::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{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 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;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
660 745
661 if (op->more) 746 if (op->more)
662 update_object (op->more, action); 747 update_object (op->more, action);
663} 748}
664 749
665object *object::first;
666
667object::object () 750object::object ()
668{ 751{
669 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
670 753
671 expmul = 1.0; 754 expmul = 1.0;
672 face = blank_face; 755 face = blank_face;
673} 756}
674 757
675object::~object () 758object::~object ()
676{ 759{
760 unlink ();
761
677 free_key_values (this); 762 free_key_values (this);
678} 763}
679 764
680static int object_count; 765static int object_count;
681 766
689 objects.insert (this); 774 objects.insert (this);
690} 775}
691 776
692void object::unlink () 777void object::unlink ()
693{ 778{
694 assert (index);//D 779 if (!index)
780 return;
781
695 objects.erase (this); 782 objects.erase (this);
696 refcnt_dec (); 783 refcnt_dec ();
697} 784}
698 785
699void 786void
773 * drop on that space. 860 * drop on that space.
774 */ 861 */
775 if (!drop_to_ground 862 if (!drop_to_ground
776 || !map 863 || !map
777 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
778 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
779 { 867 {
780 while (inv) 868 while (inv)
781 { 869 {
782 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
898 * This function removes the object op from the linked list of objects 986 * 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 987 * which it is currently tied to. When this function is done, the
900 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
901 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
902 * the previous environment. 990 * the previous environment.
903 * Beware: This function is called from the editor as well!
904 */ 991 */
905void 992void
906object::remove () 993object::do_remove ()
907{ 994{
908 object *tmp, *last = 0; 995 object *tmp, *last = 0;
909 object *otmp; 996 object *otmp;
910 997
911 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
954 } 1041 }
955 else if (map) 1042 else if (map)
956 { 1043 {
957 if (type == PLAYER) 1044 if (type == PLAYER)
958 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
959 --map->players; 1052 --map->players;
960 map->touch (); 1053 map->touch ();
961 } 1054 }
962 1055
963 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
964 1058
965 /* link the object above us */ 1059 /* link the object above us */
966 if (above) 1060 if (above)
967 above->below = below; 1061 above->below = below;
968 else 1062 else
969 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
970 1064
971 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
972 if (below) 1066 if (below)
973 below->above = above; 1067 below->above = above;
974 else 1068 else
976 /* Nothing below, which means we need to relink map object for this space 1070 /* 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 1071 * use translated coordinates in case some oddness with map tiling is
978 * evident 1072 * evident
979 */ 1073 */
980 if (GET_MAP_OB (map, x, y) != this) 1074 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); 1075 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 1076
991 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
992 } 1078 }
993 1079
994 above = 0; 1080 above = 0;
995 below = 0; 1081 below = 0;
996 1082
997 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
998 return; 1084 return;
999 1085
1000 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
1001 1087
1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1003 { 1089 {
1004 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1005 * being removed. 1091 * being removed.
1006 */ 1092 */
1007 1093
1087 } 1173 }
1088 1174
1089 return 0; 1175 return 0;
1090} 1176}
1091 1177
1178void
1179object::expand_tail ()
1180{
1181 if (more)
1182 return;
1183
1184 object *prev = this;
1185
1186 for (archetype *at = arch->more; at; at = at->more)
1187 {
1188 object *op = arch_to_object (at);
1189
1190 op->name = name;
1191 op->name_pl = name_pl;
1192 op->title = title;
1193
1194 op->head = this;
1195 prev->more = op;
1196
1197 prev = op;
1198 }
1199}
1200
1092/* 1201/*
1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1202 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1094 * job preparing multi-part monsters 1203 * job preparing multi-part monsters.
1095 */ 1204 */
1096object * 1205object *
1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1206insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1098{ 1207{
1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1208 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 * just 'op' otherwise 1235 * just 'op' otherwise
1127 */ 1236 */
1128object * 1237object *
1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1238insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1130{ 1239{
1240 assert (!op->flag [FLAG_FREED]);
1241
1131 object *tmp, *top, *floor = NULL; 1242 object *top, *floor = NULL;
1132 sint16 x, y;
1133 1243
1134 if (QUERY_FLAG (op, FLAG_FREED)) 1244 op->remove ();
1135 {
1136 LOG (llevError, "Trying to insert freed object!\n");
1137 return NULL;
1138 }
1139 1245
1140 if (!m) 1246#if 0
1141 { 1247 if (!m->active != !op->active)
1142 char *dump = dump_object (op); 1248 if (m->active)
1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1249 op->activate_recursive ();
1144 free (dump); 1250 else
1145 return op; 1251 op->deactivate_recursive ();
1146 } 1252#endif
1147 1253
1148 if (out_of_map (m, op->x, op->y)) 1254 if (out_of_map (m, op->x, op->y))
1149 { 1255 {
1150 char *dump = dump_object (op);
1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1256 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1152#ifdef MANY_CORES 1257#ifdef MANY_CORES
1153 /* Better to catch this here, as otherwise the next use of this object 1258 /* 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 1259 * is likely to cause a crash. Better to find out where it is getting
1155 * improperly inserted. 1260 * improperly inserted.
1156 */ 1261 */
1157 abort (); 1262 abort ();
1158#endif 1263#endif
1159 free (dump);
1160 return op; 1264 return op;
1161 } 1265 }
1162 1266
1163 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1267 if (object *more = op->more)
1164 { 1268 if (!insert_ob_in_map (more, m, originator, flag))
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; 1269 return 0;
1169 }
1170
1171 if (op->more)
1172 {
1173 /* The part may be on a different map. */
1174
1175 object *more = op->more;
1176
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)
1193 {
1194 if (!op->head)
1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1196
1197 return 0;
1198 }
1199 }
1200 1270
1201 CLEAR_FLAG (op, FLAG_REMOVED); 1271 CLEAR_FLAG (op, FLAG_REMOVED);
1202 1272
1203 /* Ideally, the caller figures this out. However, it complicates a lot 1273 /* 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 1274 * of areas of callers (eg, anything that uses find_free_spot would now
1205 * need extra work 1275 * need extra work
1206 */ 1276 */
1207 op->map = get_map_from_coord (m, &op->x, &op->y); 1277 if (!xy_normalise (m, op->x, op->y))
1208 x = op->x; 1278 return 0;
1209 y = op->y; 1279
1280 op->map = m;
1281 mapspace &ms = op->ms ();
1210 1282
1211 /* this has to be done after we translate the coordinates. 1283 /* this has to be done after we translate the coordinates.
1212 */ 1284 */
1213 if (op->nrof && !(flag & INS_NO_MERGE)) 1285 if (op->nrof && !(flag & INS_NO_MERGE))
1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1286 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1215 if (object::can_merge (op, tmp)) 1287 if (object::can_merge (op, tmp))
1216 { 1288 {
1217 op->nrof += tmp->nrof; 1289 op->nrof += tmp->nrof;
1218 tmp->destroy (); 1290 tmp->destroy ();
1219 } 1291 }
1236 op->below = originator->below; 1308 op->below = originator->below;
1237 1309
1238 if (op->below) 1310 if (op->below)
1239 op->below->above = op; 1311 op->below->above = op;
1240 else 1312 else
1241 op->ms ().bot = op; 1313 ms.bot = op;
1242 1314
1243 /* since *below* originator, no need to update top */ 1315 /* since *below* originator, no need to update top */
1244 originator->below = op; 1316 originator->below = op;
1245 } 1317 }
1246 else 1318 else
1247 { 1319 {
1320 top = ms.bot;
1321
1248 /* If there are other objects, then */ 1322 /* If there are other objects, then */
1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1323 if ((!(flag & INS_MAP_LOAD)) && top)
1250 { 1324 {
1251 object *last = 0; 1325 object *last = 0;
1252 1326
1253 /* 1327 /*
1254 * If there are multiple objects on this space, we do some trickier handling. 1328 * 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 1334 * 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 1335 * 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 1336 * when lots of spells are cast in one area. Currently, it is presumed
1263 * that flying non pickable objects are spell objects. 1337 * that flying non pickable objects are spell objects.
1264 */ 1338 */
1265 while (top) 1339 for (top = ms.bot; top; top = top->above)
1266 { 1340 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1341 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top; 1342 floor = top;
1269 1343
1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1344 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; 1347 top = top->below;
1274 break; 1348 break;
1275 } 1349 }
1276 1350
1277 last = top; 1351 last = top;
1278 top = top->above;
1279 } 1352 }
1280 1353
1281 /* Don't want top to be NULL, so set it to the last valid object */ 1354 /* Don't want top to be NULL, so set it to the last valid object */
1282 top = last; 1355 top = last;
1283 1356
1285 * looks like instead of lots of conditions here. 1358 * looks like instead of lots of conditions here.
1286 * makes things faster, and effectively the same result. 1359 * makes things faster, and effectively the same result.
1287 */ 1360 */
1288 1361
1289 /* Have object 'fall below' other objects that block view. 1362 /* Have object 'fall below' other objects that block view.
1290 * Unless those objects are exits, type 66 1363 * Unless those objects are exits.
1291 * If INS_ON_TOP is used, don't do this processing 1364 * If INS_ON_TOP is used, don't do this processing
1292 * Need to find the object that in fact blocks view, otherwise 1365 * Need to find the object that in fact blocks view, otherwise
1293 * stacking is a bit odd. 1366 * stacking is a bit odd.
1294 */ 1367 */
1295 if (!(flag & INS_ON_TOP) && 1368 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)) 1369 && ms.flags () & P_BLOCKSVIEW
1370 && (op->face && !faces [op->face].visibility))
1297 { 1371 {
1298 for (last = top; last != floor; last = last->below) 1372 for (last = top; last != floor; last = last->below)
1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1373 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break; 1374 break;
1375
1301 /* Check to see if we found the object that blocks view, 1376 /* Check to see if we found the object that blocks view,
1302 * and make sure we have a below pointer for it so that 1377 * and make sure we have a below pointer for it so that
1303 * we can get inserted below this one, which requires we 1378 * we can get inserted below this one, which requires we
1304 * set top to the object below us. 1379 * set top to the object below us.
1305 */ 1380 */
1307 top = last->below; 1382 top = last->below;
1308 } 1383 }
1309 } /* If objects on this space */ 1384 } /* If objects on this space */
1310 1385
1311 if (flag & INS_MAP_LOAD) 1386 if (flag & INS_MAP_LOAD)
1312 top = GET_MAP_TOP (op->map, op->x, op->y); 1387 top = ms.top;
1313 1388
1314 if (flag & INS_ABOVE_FLOOR_ONLY) 1389 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor; 1390 top = floor;
1316 1391
1317 /* Top is the object that our object (op) is going to get inserted above. 1392 /* Top is the object that our object (op) is going to get inserted above.
1318 */ 1393 */
1319 1394
1320 /* First object on this space */ 1395 /* First object on this space */
1321 if (!top) 1396 if (!top)
1322 { 1397 {
1323 op->above = GET_MAP_OB (op->map, op->x, op->y); 1398 op->above = ms.bot;
1324 1399
1325 if (op->above) 1400 if (op->above)
1326 op->above->below = op; 1401 op->above->below = op;
1327 1402
1328 op->below = 0; 1403 op->below = 0;
1329 op->ms ().bot = op; 1404 ms.bot = op;
1330 } 1405 }
1331 else 1406 else
1332 { /* get inserted into the stack above top */ 1407 { /* get inserted into the stack above top */
1333 op->above = top->above; 1408 op->above = top->above;
1334 1409
1338 op->below = top; 1413 op->below = top;
1339 top->above = op; 1414 top->above = op;
1340 } 1415 }
1341 1416
1342 if (!op->above) 1417 if (!op->above)
1343 op->ms ().top = op; 1418 ms.top = op;
1344 } /* else not INS_BELOW_ORIGINATOR */ 1419 } /* else not INS_BELOW_ORIGINATOR */
1345 1420
1346 if (op->type == PLAYER) 1421 if (op->type == PLAYER)
1347 { 1422 {
1348 op->contr->do_los = 1; 1423 op->contr->do_los = 1;
1354 1429
1355 /* If we have a floor, we know the player, if any, will be above 1430 /* 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. 1431 * it, so save a few ticks and start from there.
1357 */ 1432 */
1358 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1359 if (object *pl = op->ms ().player ()) 1434 if (object *pl = ms.player ())
1360 if (pl->contr->ns) 1435 if (pl->contr->ns)
1361 pl->contr->ns->floorbox_update (); 1436 pl->contr->ns->floorbox_update ();
1362 1437
1363 /* If this object glows, it may affect lighting conditions that are 1438 /* If this object glows, it may affect lighting conditions that are
1364 * visible to others on this map. But update_all_los is really 1439 * visible to others on this map. But update_all_los is really
1385 * blocked() and wall() work properly), and these flags are updated by 1460 * blocked() and wall() work properly), and these flags are updated by
1386 * update_object(). 1461 * update_object().
1387 */ 1462 */
1388 1463
1389 /* if this is not the head or flag has been passed, don't check walk on status */ 1464 /* if this is not the head or flag has been passed, don't check walk on status */
1390 if (!(flag & INS_NO_WALK_ON) && !op->head) 1465 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1391 { 1466 {
1392 if (check_move_on (op, originator)) 1467 if (check_move_on (op, originator))
1393 return 0; 1468 return 0;
1394 1469
1395 /* If we are a multi part object, lets work our way through the check 1470 /* If we are a multi part object, lets work our way through the check
1396 * walk on's. 1471 * walk on's.
1397 */ 1472 */
1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1473 for (object *tmp = op->more; tmp; tmp = tmp->more)
1399 if (check_move_on (tmp, originator)) 1474 if (check_move_on (tmp, originator))
1400 return 0; 1475 return 0;
1401 } 1476 }
1402 1477
1403 return op; 1478 return op;
1413 object *tmp, *tmp1; 1488 object *tmp, *tmp1;
1414 1489
1415 /* first search for itself and remove any old instances */ 1490 /* first search for itself and remove any old instances */
1416 1491
1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1492 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1493 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1419 tmp->destroy (); 1494 tmp->destroy ();
1420 1495
1421 tmp1 = arch_to_object (archetype::find (arch_string)); 1496 tmp1 = arch_to_object (archetype::find (arch_string));
1422 1497
1423 tmp1->x = op->x; 1498 tmp1->x = op->x;
1426} 1501}
1427 1502
1428object * 1503object *
1429object::insert_at (object *where, object *originator, int flags) 1504object::insert_at (object *where, object *originator, int flags)
1430{ 1505{
1431 where->map->insert (this, where->x, where->y, originator, flags); 1506 return where->map->insert (this, where->x, where->y, originator, flags);
1432} 1507}
1433 1508
1434/* 1509/*
1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1510 * 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 1511 * is returned contains nr objects, and the remaining parts contains
1476 * the amount of an object. If the amount reaches 0, the object 1551 * the amount of an object. If the amount reaches 0, the object
1477 * is subsequently removed and freed. 1552 * is subsequently removed and freed.
1478 * 1553 *
1479 * Return value: 'op' if something is left, NULL if the amount reached 0 1554 * Return value: 'op' if something is left, NULL if the amount reached 0
1480 */ 1555 */
1481
1482object * 1556object *
1483decrease_ob_nr (object *op, uint32 i) 1557decrease_ob_nr (object *op, uint32 i)
1484{ 1558{
1485 object *tmp; 1559 object *tmp;
1486 1560
1561 1635
1562/* 1636/*
1563 * add_weight(object, weight) adds the specified weight to an object, 1637 * add_weight(object, weight) adds the specified weight to an object,
1564 * and also updates how much the environment(s) is/are carrying. 1638 * and also updates how much the environment(s) is/are carrying.
1565 */ 1639 */
1566
1567void 1640void
1568add_weight (object *op, signed long weight) 1641add_weight (object *op, signed long weight)
1569{ 1642{
1570 while (op != NULL) 1643 while (op != NULL)
1571 { 1644 {
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1659 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump); 1660 free (dump);
1588 return op; 1661 return op;
1589 } 1662 }
1590 1663
1591 if (where->head) 1664 if (where->head_ () != where)
1592 { 1665 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1666 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head; 1667 where = where->head;
1595 } 1668 }
1596 1669
1597 return where->insert (op); 1670 return where->insert (op);
1598} 1671}
1603 * inside the object environment. 1676 * inside the object environment.
1604 * 1677 *
1605 * The function returns now pointer to inserted item, and return value can 1678 * The function returns now pointer to inserted item, and return value can
1606 * be != op, if items are merged. -Tero 1679 * be != op, if items are merged. -Tero
1607 */ 1680 */
1608
1609object * 1681object *
1610object::insert (object *op) 1682object::insert (object *op)
1611{ 1683{
1612 object *tmp, *otmp; 1684 object *tmp, *otmp;
1613 1685
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1845 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)) 1846 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 { 1847 {
1776 1848
1777 float 1849 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed); 1850 diff = tmp->move_slow_penalty * fabs (op->speed);
1779 1851
1780 if (op->type == PLAYER) 1852 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1853 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))) 1854 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0; 1855 diff /= 4.0;
1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1999 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 { 2000 {
1929 CLEAR_FLAG (tmp, flag); 2001 CLEAR_FLAG (tmp, flag);
1930 unflag_inv (tmp, flag); 2002 unflag_inv (tmp, flag);
1931 } 2003 }
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} 2004}
1946 2005
1947/* 2006/*
1948 * find_free_spot(object, map, x, y, start, stop) will search for 2007 * 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 2008 * a spot at the given map and coordinates which will be able to contain
1990 } 2049 }
1991 2050
1992 if (!index) 2051 if (!index)
1993 return -1; 2052 return -1;
1994 2053
1995 return altern[RANDOM () % index]; 2054 return altern [rndm (index)];
1996} 2055}
1997 2056
1998/* 2057/*
1999 * find_first_free_spot(archetype, maptile, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2000 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2021{ 2080{
2022 arr += begin; 2081 arr += begin;
2023 end -= begin; 2082 end -= begin;
2024 2083
2025 while (--end) 2084 while (--end)
2026 swap (arr [end], arr [RANDOM () % (end + 1)]); 2085 swap (arr [end], arr [rndm (end + 1)]);
2027} 2086}
2028 2087
2029/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2030 * This basically returns a randomized array (in the passed pointer) of 2089 * 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 2090 * the spaces to find monsters. In this way, it won't always look for
2067 object *tmp; 2126 object *tmp;
2068 maptile *mp; 2127 maptile *mp;
2069 2128
2070 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2071 2130
2072 if (exclude && exclude->head) 2131 if (exclude && exclude->head_ () != exclude)
2073 { 2132 {
2074 exclude = exclude->head; 2133 exclude = exclude->head;
2075 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2076 } 2135 }
2077 else 2136 else
2100 max = maxfree[i]; 2159 max = maxfree[i];
2101 else if (mflags & P_IS_ALIVE) 2160 else if (mflags & P_IS_ALIVE)
2102 { 2161 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above) 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2105 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2106 break; 2165 break;
2107 2166
2108 if (tmp) 2167 if (tmp)
2109 return freedir[i]; 2168 return freedir[i];
2110 } 2169 }
2165 2224
2166 return 3; 2225 return 3;
2167} 2226}
2168 2227
2169/* 2228/*
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 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2189 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2190 */ 2231 */
2191
2192int 2232int
2193dirdiff (int dir1, int dir2) 2233dirdiff (int dir1, int dir2)
2194{ 2234{
2195 int d; 2235 int d;
2196 2236
2324 * create clone from object to another 2364 * create clone from object to another
2325 */ 2365 */
2326object * 2366object *
2327object_create_clone (object *asrc) 2367object_create_clone (object *asrc)
2328{ 2368{
2329 object *dst = 0, *tmp, *src, *part, *prev, *item; 2369 object *dst = 0, *tmp, *src, *prev, *item;
2330 2370
2331 if (!asrc) 2371 if (!asrc)
2332 return 0; 2372 return 0;
2333 2373
2334 src = asrc;
2335 if (src->head)
2336 src = src->head; 2374 src = asrc->head_ ();
2337 2375
2338 prev = 0; 2376 prev = 0;
2339 for (part = src; part; part = part->more) 2377 for (object *part = src; part; part = part->more)
2340 { 2378 {
2341 tmp = part->clone (); 2379 tmp = part->clone ();
2342 tmp->x -= src->x; 2380 tmp->x -= src->x;
2343 tmp->y -= src->y; 2381 tmp->y -= src->y;
2344 2382
2362 insert_ob_in_ob (object_create_clone (item), dst); 2400 insert_ob_in_ob (object_create_clone (item), dst);
2363 2401
2364 return dst; 2402 return dst;
2365} 2403}
2366 2404
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 2405/* This returns the first object in who's inventory that
2406 * has the same type and subtype match. 2406 * has the same type and subtype match.
2407 * returns NULL if no match. 2407 * returns NULL if no match.
2408 */ 2408 */
2409object * 2409object *
2462 if (link->key == canonical_key) 2462 if (link->key == canonical_key)
2463 return link->value; 2463 return link->value;
2464 2464
2465 return 0; 2465 return 0;
2466} 2466}
2467
2468 2467
2469/* 2468/*
2470 * Updates the canonical_key in op to value. 2469 * Updates the canonical_key in op to value.
2471 * 2470 *
2472 * canonical_key is a shared string (value doesn't have to be). 2471 * canonical_key is a shared string (value doesn't have to be).
2612{ 2611{
2613 char flagdesc[512]; 2612 char flagdesc[512];
2614 char info2[256 * 4]; 2613 char info2[256 * 4];
2615 char *p = info; 2614 char *p = info;
2616 2615
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2616 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2618 count, uuid.seq, 2617 count, uuid.seq,
2619 &name, 2618 &name,
2620 title ? "\",title:" : "", 2619 title ? "\",title:\"" : "",
2621 title ? (const char *)title : "", 2620 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type); 2621 flag_desc (flagdesc, 512), type);
2623 2622
2624 if (env) 2623 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2624 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631} 2630}
2632 2631
2633const char * 2632const char *
2634object::debug_desc () const 2633object::debug_desc () const
2635{ 2634{
2636 static char info[256 * 4]; 2635 static char info[3][256 * 4];
2636 static int info_idx;
2637
2637 return debug_desc (info); 2638 return debug_desc (info [++info_idx % 3]);
2638} 2639}
2639 2640
2641struct region *
2642object::region () const
2643{
2644 return map ? map->region (x, y)
2645 : region::default_region ();
2646}
2647
2648const materialtype_t *
2649object::dominant_material () const
2650{
2651 if (materialtype_t *mat = name_to_material (materialname))
2652 return mat;
2653
2654 // omfg this is slow, this has to be temporary :)
2655 shstr unknown ("unknown");
2656
2657 return name_to_material (unknown);
2658}
2659
2660void
2661object::open_container (object *new_container)
2662{
2663 if (container == new_container)
2664 return;
2665
2666 if (object *old_container = container)
2667 {
2668 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2669 return;
2670
2671#if 0
2672 // remove the "Close old_container" object.
2673 if (object *closer = old_container->inv)
2674 if (closer->type == CLOSE_CON)
2675 closer->destroy ();
2676#endif
2677
2678 old_container->flag [FLAG_APPLIED] = 0;
2679 container = 0;
2680
2681 esrv_update_item (UPD_FLAGS, this, old_container);
2682 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 }
2709}
2710
2711

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