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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
538/* 535/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
542 */ 539 */
543
544void 540void
545update_turn_face (object *op) 541update_turn_face (object *op)
546{ 542{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 544 return;
545
549 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
551} 548}
552 549
553/* 550/*
556 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
557 */ 554 */
558void 555void
559object::set_speed (float speed) 556object::set_speed (float speed)
560{ 557{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 558 if (flag [FLAG_FREED] && speed)
567 { 559 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 561 speed = 0;
570 } 562 }
571 563
572 this->speed = speed; 564 this->speed = speed;
573 565
574 if (arch_init) 566 if (has_active_speed ())
575 return; 567 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 568 else
593 { 569 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 570}
648 571
649/* 572/*
650 * update_object() updates the the map. 573 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
699 return; 622 return;
700 } 623 }
701 624
702 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
703 626
704 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 628 /* nop */;
706 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
707 { 630 {
708 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 642 * to have move_allow right now.
720 */ 643 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
724 } 647 }
725 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 650 * that is being removed.
728 */ 651 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
733 else 656 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 658
736 if (op->more) 659 if (op->more)
737 update_object (op->more, action); 660 update_object (op->more, action);
738} 661}
739 662
740object::vector object::objects; // not yet used
741object *object::first; 663object *object::first;
742 664
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
753 free_key_values (this); 675 free_key_values (this);
754} 676}
755 677
756void object::link () 678void object::link ()
757{ 679{
758 count = ++ob_count;
759 uuid = gen_uuid (); 680 uuid = gen_uuid ();
760 681
761 prev = 0; 682 refcnt_inc ();
762 next = object::first; 683 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 684}
769 685
770void object::unlink () 686void object::unlink ()
771{ 687{
772 if (this == object::first) 688 objects.erase (this);
773 object::first = next; 689 refcnt_dec ();
690}
774 691
775 /* Remove this object from the list of used objects */ 692void
776 if (prev) prev->next = next; 693object::activate ()
777 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
778 698
779 prev = 0; 699 if (has_active_speed ())
780 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
781} 747}
782 748
783/* 749/*
784 * Remove and free all objects in the inventory of the given object. 750 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 751 * object.c ?
786 */ 752 */
787void 753void
788object::destroy_inv (bool drop_to_ground) 754object::destroy_inv (bool drop_to_ground)
789{ 755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
790 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 765 * if some form of movement is allowed, let objects
792 * drop on that space. 766 * drop on that space.
793 */ 767 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
795 { 772 {
796 while (inv) 773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 776 inv->destroy ();
777 }
798 } 778 }
799 else 779 else
800 { /* Put objects in inventory onto this space */ 780 { /* Put objects in inventory onto this space */
801 while (inv) 781 while (inv)
802 { 782 {
807 || op->type == RUNE 787 || op->type == RUNE
808 || op->type == TRAP 788 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 789 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy (); 790 op->destroy ();
811 else 791 else
812 { 792 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 793 }
819 } 794 }
820} 795}
821 796
822object *object::create () 797object *object::create ()
827} 802}
828 803
829void 804void
830object::do_destroy () 805object::do_destroy ()
831{ 806{
832 attachable::do_destroy ();
833
834 if (flag [FLAG_IS_LINKED]) 807 if (flag [FLAG_IS_LINKED])
835 remove_button_link (this); 808 remove_button_link (this);
836 809
837 if (flag [FLAG_FRIENDLY]) 810 if (flag [FLAG_FRIENDLY])
838 remove_friendly_object (this); 811 remove_friendly_object (this);
841 remove (); 814 remove ();
842 815
843 if (flag [FLAG_FREED]) 816 if (flag [FLAG_FREED])
844 return; 817 return;
845 818
819 set_speed (0);
820
846 flag [FLAG_FREED] = 1; 821 flag [FLAG_FREED] = 1;
847 822
823 attachable::do_destroy ();
824
848 destroy_inv (true); 825 destroy_inv (true);
849 set_speed (0);
850 unlink (); 826 unlink ();
851 827
852 // hack to ensure that freed objects still have a valid map 828 // hack to ensure that freed objects still have a valid map
853 { 829 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 830 static maptile *freed_map; // freed objects are moved here to avoid crashes
859 835
860 freed_map->name = "/internal/freed_objects_map"; 836 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 837 freed_map->width = 3;
862 freed_map->height = 3; 838 freed_map->height = 3;
863 839
864 freed_map->allocate (); 840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
865 } 842 }
866 843
867 map = freed_map; 844 map = freed_map;
868 x = 1; 845 x = 1;
869 y = 1; 846 y = 1;
879 856
880 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
881 owner = 0; 858 owner = 0;
882 enemy = 0; 859 enemy = 0;
883 attacked_by = 0; 860 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 861}
888 862
889void 863void
890object::destroy (bool destroy_inventory) 864object::destroy (bool destroy_inventory)
891{ 865{
954 * to save cpu time. 928 * to save cpu time.
955 */ 929 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 931 otmp->update_stats ();
958 932
959 if (above != NULL) 933 if (above)
960 above->below = below; 934 above->below = below;
961 else 935 else
962 env->inv = below; 936 env->inv = below;
963 937
964 if (below != NULL) 938 if (below)
965 below->above = above; 939 below->above = above;
966 940
967 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 943 * to the caller to decide what we want to do.
973 above = 0, below = 0; 947 above = 0, below = 0;
974 env = 0; 948 env = 0;
975 } 949 }
976 else if (map) 950 else if (map)
977 { 951 {
978 /* Re did the following section of code - it looks like it had 952 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 953 {
954 --map->players;
955 map->touch ();
956 }
957
958 map->dirty = true;
981 959
982 /* link the object above us */ 960 /* link the object above us */
983 if (above) 961 if (above)
984 above->below = below; 962 above->below = below;
985 else 963 else
1014 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1015 return; 993 return;
1016 994
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 996
1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1020 { 998 {
1021 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1022 * being removed. 1000 * being removed.
1023 */ 1001 */
1024 1002
1036 1014
1037 if (tmp->contr->ns) 1015 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1016 tmp->contr->ns->floorbox_update ();
1039 } 1017 }
1040 1018
1041 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1042 if (check_walk_off 1020 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1021 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1023 {
1046 move_apply (tmp, this, 0); 1024 move_apply (tmp, this, 0);
1048 if (destroyed ()) 1026 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1028 }
1051 1029
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1055 tmp->above = 0; 1033 tmp->above = 0;
1056 1034
1057 last = tmp; 1035 last = tmp;
1058 } 1036 }
1059 1037
1060 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1040 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1063 else 1042 else
1064 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1065 1044
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1110 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1111 */ 1090 */
1112object * 1091object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1093{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1095 {
1122 tmp->x = x + tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1123 tmp->y = y + tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1124 } 1098 }
1125 1099
1156 { 1130 {
1157 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL; 1132 return NULL;
1159 } 1133 }
1160 1134
1161 if (m == NULL) 1135 if (!m)
1162 { 1136 {
1163 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump); 1139 free (dump);
1166 return op; 1140 return op;
1193 { 1167 {
1194 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1195 1169
1196 object *more = op->more; 1170 object *more = op->more;
1197 1171
1198 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1199 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1202 */ 1176 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map) 1179 else if (!more->map)
1206 { 1180 {
1230 y = op->y; 1204 y = op->y;
1231 1205
1232 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1233 */ 1207 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1210 if (object::can_merge (op, tmp))
1237 { 1211 {
1238 op->nrof += tmp->nrof; 1212 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1213 tmp->destroy ();
1240 } 1214 }
1267 else 1241 else
1268 { 1242 {
1269 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1271 { 1245 {
1272 object *last = NULL; 1246 object *last = 0;
1273 1247
1274 /* 1248 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1255 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1256 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1257 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1285 */ 1259 */
1286
1287 while (top != NULL) 1260 while (top)
1288 { 1261 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1263 floor = top;
1291 1264
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1346 1319
1347 if (op->above) 1320 if (op->above)
1348 op->above->below = op; 1321 op->above->below = op;
1349 1322
1350 op->below = NULL; 1323 op->below = 0;
1351 op->ms ().bot = op; 1324 op->ms ().bot = op;
1352 } 1325 }
1353 else 1326 else
1354 { /* get inserted into the stack above top */ 1327 { /* get inserted into the stack above top */
1355 op->above = top->above; 1328 op->above = top->above;
1359 1332
1360 op->below = top; 1333 op->below = top;
1361 top->above = op; 1334 top->above = op;
1362 } 1335 }
1363 1336
1364 if (op->above == NULL) 1337 if (!op->above)
1365 op->ms ().top = op; 1338 op->ms ().top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1367 1340
1368 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1342 {
1369 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1347
1348 op->map->dirty = true;
1370 1349
1371 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1372 * it, so save a few ticks and start from there. 1351 * it, so save a few ticks and start from there.
1373 */ 1352 */
1374 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1380 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1365 * of effect may be sufficient.
1387 */ 1366 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1390 1369
1428{ 1407{
1429 object *tmp, *tmp1; 1408 object *tmp, *tmp1;
1430 1409
1431 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1432 1411
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1435 tmp->destroy (); 1414 tmp->destroy ();
1436 1415
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1417
1439 tmp1->x = op->x; 1418 tmp1->x = op->x;
1440 tmp1->y = op->y; 1419 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1442} 1427}
1443 1428
1444/* 1429/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1431 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1434 * global static errmsg array.
1450 */ 1435 */
1451
1452object * 1436object *
1453get_split_ob (object *orig_ob, uint32 nr) 1437get_split_ob (object *orig_ob, uint32 nr)
1454{ 1438{
1455 object *newob; 1439 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1720 * 1704 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1707 * on top.
1724 */ 1708 */
1725
1726int 1709int
1727check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
1728{ 1711{
1729 object *tmp; 1712 object *tmp;
1730 maptile *m = op->map; 1713 maptile *m = op->map;
1757 1740
1758 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1760 */ 1743 */
1761 1744
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1746 {
1764 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1749 * we don't need to check all of them.
1767 */ 1750 */
1825 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1826 */ 1809 */
1827object * 1810object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1812{
1830 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1831 { 1814 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1816 return NULL;
1834 } 1817 }
1835 1818
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1820 if (tmp->arch == at)
1838 return tmp; 1821 return tmp;
1839 1822
1840 return NULL; 1823 return NULL;
1841} 1824}
1852 { 1835 {
1853 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1837 return NULL;
1855 } 1838 }
1856 1839
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1841 if (tmp->type == type)
1859 return tmp; 1842 return tmp;
1860 1843
1861 return NULL; 1844 return NULL;
1862} 1845}
2587 } 2570 }
2588 else 2571 else
2589 item = item->env; 2572 item = item->env;
2590} 2573}
2591 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2592// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2593const char * 2605const char *
2594object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2595{ 2607{
2608 char flagdesc[512];
2596 char info2[256 * 3]; 2609 char info2[256 * 4];
2597 char *p = info; 2610 char *p = info;
2598 2611
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2600 count, 2613 count, uuid.seq,
2601 &name, 2614 &name,
2602 title ? " " : "", 2615 title ? "\",title:" : "",
2603 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2604 2618
2605 if (env) 2619 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2621
2608 if (map) 2622 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2624
2611 return info; 2625 return info;
2612} 2626}
2613 2627
2614const char * 2628const char *
2615object::debug_desc () const 2629object::debug_desc () const
2616{ 2630{
2617 static char info[256 * 3]; 2631 static char info[256 * 4];
2618 return debug_desc (info); 2632 return debug_desc (info);
2619} 2633}
2620 2634

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