… | |
… | |
141 | * objects with lists are rare, and lists stay short. If not, use a |
141 | * objects with lists are rare, and lists stay short. If not, use a |
142 | * different structure or at least keep the lists sorted... |
142 | * different structure or at least keep the lists sorted... |
143 | */ |
143 | */ |
144 | |
144 | |
145 | /* For each field in wants, */ |
145 | /* For each field in wants, */ |
146 | for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) |
146 | for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) |
147 | { |
147 | { |
148 | key_value *has_field; |
148 | key_value *has_field; |
149 | |
149 | |
150 | /* Look for a field in has with the same key. */ |
150 | /* Look for a field in has with the same key. */ |
151 | has_field = get_ob_key_link (has, wants_field->key); |
151 | has_field = get_ob_key_link (has, wants_field->key); |
… | |
… | |
190 | * Check nrof variable *before* calling can_merge() |
190 | * Check nrof variable *before* calling can_merge() |
191 | * |
191 | * |
192 | * Improvements made with merge: Better checking on potion, and also |
192 | * Improvements made with merge: Better checking on potion, and also |
193 | * check weight |
193 | * check weight |
194 | */ |
194 | */ |
195 | |
|
|
196 | bool object::can_merge_slow (object *ob1, object *ob2) |
195 | bool object::can_merge_slow (object *ob1, object *ob2) |
197 | { |
196 | { |
198 | /* A couple quicksanity checks */ |
197 | /* A couple quicksanity checks */ |
199 | if (ob1 == ob2 |
198 | if (ob1 == ob2 |
200 | || ob1->type != ob2->type |
199 | || ob1->type != ob2->type |
… | |
… | |
277 | |
276 | |
278 | /* Note sure why the following is the case - either the object has to |
277 | /* 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 |
278 | * be animated or have a very low speed. Is this an attempted monster |
280 | * check? |
279 | * check? |
281 | */ |
280 | */ |
282 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
281 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
283 | return 0; |
282 | return 0; |
284 | |
283 | |
285 | switch (ob1->type) |
284 | switch (ob1->type) |
286 | { |
285 | { |
287 | case SCROLL: |
286 | case SCROLL: |
… | |
… | |
522 | tail = new_link; |
521 | tail = new_link; |
523 | } |
522 | } |
524 | } |
523 | } |
525 | } |
524 | } |
526 | |
525 | |
527 | update_ob_speed (dst); |
526 | dst->set_speed (dst->speed); |
528 | } |
527 | } |
529 | |
528 | |
530 | object * |
529 | object * |
531 | object::clone () |
530 | object::clone () |
532 | { |
531 | { |
… | |
… | |
538 | /* |
537 | /* |
539 | * If an object with the IS_TURNABLE() flag needs to be turned due |
538 | * 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 |
539 | * 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. |
540 | * be called to update the face variable, _and_ how it looks on the map. |
542 | */ |
541 | */ |
543 | |
|
|
544 | void |
542 | void |
545 | update_turn_face (object *op) |
543 | update_turn_face (object *op) |
546 | { |
544 | { |
547 | if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) |
545 | if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) |
548 | return; |
546 | return; |
|
|
547 | |
549 | SET_ANIMATION (op, op->direction); |
548 | SET_ANIMATION (op, op->direction); |
550 | update_object (op, UP_OBJ_FACE); |
549 | update_object (op, UP_OBJ_FACE); |
551 | } |
550 | } |
552 | |
551 | |
553 | /* |
552 | /* |
554 | * Updates the speed of an object. If the speed changes from 0 to another |
553 | * Updates the speed of an object. If the speed changes from 0 to another |
555 | * value, or vice versa, then add/remove the object from the active list. |
554 | * value, or vice versa, then add/remove the object from the active list. |
556 | * This function needs to be called whenever the speed of an object changes. |
555 | * This function needs to be called whenever the speed of an object changes. |
557 | */ |
556 | */ |
558 | void |
557 | void |
559 | update_ob_speed (object *op) |
558 | object::set_speed (float speed) |
560 | { |
559 | { |
561 | extern int arch_init; |
560 | if (flag [FLAG_FREED] && speed) |
562 | |
|
|
563 | /* No reason putting the archetypes objects on the speed list, |
|
|
564 | * since they never really need to be updated. |
|
|
565 | */ |
|
|
566 | |
|
|
567 | if (QUERY_FLAG (op, FLAG_FREED) && op->speed) |
|
|
568 | { |
561 | { |
569 | LOG (llevError, "Object %s is freed but has speed.\n", &op->name); |
562 | LOG (llevError, "Object %s is freed but has speed.\n", &name); |
570 | #ifdef MANY_CORES |
|
|
571 | abort (); |
|
|
572 | #else |
|
|
573 | op->speed = 0; |
563 | speed = 0; |
574 | #endif |
|
|
575 | } |
|
|
576 | |
|
|
577 | if (arch_init) |
|
|
578 | return; |
|
|
579 | |
|
|
580 | if (FABS (op->speed) > MIN_ACTIVE_SPEED) |
|
|
581 | { |
564 | } |
582 | /* If already on active list, don't do anything */ |
|
|
583 | if (op->active_next || op->active_prev || op == active_objects) |
|
|
584 | return; |
|
|
585 | |
565 | |
586 | /* process_events() expects us to insert the object at the beginning |
566 | this->speed = speed; |
587 | * of the list. */ |
|
|
588 | op->active_next = active_objects; |
|
|
589 | |
567 | |
590 | if (op->active_next != NULL) |
568 | if (has_active_speed ()) |
591 | op->active_next->active_prev = op; |
569 | activate (); |
592 | |
|
|
593 | active_objects = op; |
|
|
594 | } |
|
|
595 | else |
570 | else |
596 | { |
571 | deactivate (); |
597 | /* If not on the active list, nothing needs to be done */ |
|
|
598 | if (!op->active_next && !op->active_prev && op != active_objects) |
|
|
599 | return; |
|
|
600 | |
|
|
601 | if (op->active_prev == NULL) |
|
|
602 | { |
|
|
603 | active_objects = op->active_next; |
|
|
604 | |
|
|
605 | if (op->active_next != NULL) |
|
|
606 | op->active_next->active_prev = NULL; |
|
|
607 | } |
|
|
608 | else |
|
|
609 | { |
|
|
610 | op->active_prev->active_next = op->active_next; |
|
|
611 | |
|
|
612 | if (op->active_next) |
|
|
613 | op->active_next->active_prev = op->active_prev; |
|
|
614 | } |
|
|
615 | |
|
|
616 | op->active_next = NULL; |
|
|
617 | op->active_prev = NULL; |
|
|
618 | } |
|
|
619 | } |
|
|
620 | |
|
|
621 | /* This function removes object 'op' from the list of active |
|
|
622 | * objects. |
|
|
623 | * This should only be used for style maps or other such |
|
|
624 | * reference maps where you don't want an object that isn't |
|
|
625 | * in play chewing up cpu time getting processed. |
|
|
626 | * The reverse of this is to call update_ob_speed, which |
|
|
627 | * will do the right thing based on the speed of the object. |
|
|
628 | */ |
|
|
629 | void |
|
|
630 | remove_from_active_list (object *op) |
|
|
631 | { |
|
|
632 | /* If not on the active list, nothing needs to be done */ |
|
|
633 | if (!op->active_next && !op->active_prev && op != active_objects) |
|
|
634 | return; |
|
|
635 | |
|
|
636 | if (op->active_prev == NULL) |
|
|
637 | { |
|
|
638 | active_objects = op->active_next; |
|
|
639 | if (op->active_next != NULL) |
|
|
640 | op->active_next->active_prev = NULL; |
|
|
641 | } |
|
|
642 | else |
|
|
643 | { |
|
|
644 | op->active_prev->active_next = op->active_next; |
|
|
645 | if (op->active_next) |
|
|
646 | op->active_next->active_prev = op->active_prev; |
|
|
647 | } |
|
|
648 | op->active_next = NULL; |
|
|
649 | op->active_prev = NULL; |
|
|
650 | } |
572 | } |
651 | |
573 | |
652 | /* |
574 | /* |
653 | * update_object() updates the the map. |
575 | * update_object() updates the the map. |
654 | * It takes into account invisible objects (and represent squares covered |
576 | * It takes into account invisible objects (and represent squares covered |
… | |
… | |
702 | return; |
624 | return; |
703 | } |
625 | } |
704 | |
626 | |
705 | mapspace &m = op->ms (); |
627 | mapspace &m = op->ms (); |
706 | |
628 | |
707 | if (m.flags_ & P_NEED_UPDATE) |
629 | if (!(m.flags_ & P_UPTODATE)) |
708 | /* nop */; |
630 | /* nop */; |
709 | else if (action == UP_OBJ_INSERT) |
631 | else if (action == UP_OBJ_INSERT) |
710 | { |
632 | { |
711 | // this is likely overkill, TODO: revisit (schmorp) |
633 | // this is likely overkill, TODO: revisit (schmorp) |
712 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
634 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
… | |
… | |
721 | /* This isn't perfect, but I don't expect a lot of objects to |
643 | /* This isn't perfect, but I don't expect a lot of objects to |
722 | * to have move_allow right now. |
644 | * to have move_allow right now. |
723 | */ |
645 | */ |
724 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
646 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
725 | || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
647 | || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
726 | m.flags_ = P_NEED_UPDATE; |
648 | m.flags_ = 0; |
727 | } |
649 | } |
728 | /* if the object is being removed, we can't make intelligent |
650 | /* if the object is being removed, we can't make intelligent |
729 | * decisions, because remove_ob can't really pass the object |
651 | * decisions, because remove_ob can't really pass the object |
730 | * that is being removed. |
652 | * that is being removed. |
731 | */ |
653 | */ |
732 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
654 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
733 | m.flags_ = P_NEED_UPDATE; |
655 | m.flags_ = 0; |
734 | else if (action == UP_OBJ_FACE) |
656 | else if (action == UP_OBJ_FACE) |
735 | /* Nothing to do for that case */ ; |
657 | /* Nothing to do for that case */ ; |
736 | else |
658 | else |
737 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
659 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
738 | |
660 | |
739 | if (op->more) |
661 | if (op->more) |
740 | update_object (op->more, action); |
662 | update_object (op->more, action); |
741 | } |
663 | } |
742 | |
664 | |
743 | object::vector object::objects; // not yet used |
|
|
744 | object *object::first; |
665 | object *object::first; |
745 | |
666 | |
746 | object::object () |
667 | object::object () |
747 | { |
668 | { |
748 | SET_FLAG (this, FLAG_REMOVED); |
669 | SET_FLAG (this, FLAG_REMOVED); |
… | |
… | |
781 | |
702 | |
782 | prev = 0; |
703 | prev = 0; |
783 | next = 0; |
704 | next = 0; |
784 | } |
705 | } |
785 | |
706 | |
786 | object *object::create () |
707 | bool |
|
|
708 | object::active () const |
787 | { |
709 | { |
788 | object *op = new object; |
710 | return active_next || active_prev || this == active_objects; |
789 | op->link (); |
|
|
790 | return op; |
|
|
791 | } |
711 | } |
792 | |
712 | |
793 | /* |
|
|
794 | * free_object() frees everything allocated by an object, removes |
|
|
795 | * it from the list of used objects, and puts it on the list of |
|
|
796 | * free objects. The IS_FREED() flag is set in the object. |
|
|
797 | * The object must have been removed by remove_ob() first for |
|
|
798 | * this function to succeed. |
|
|
799 | * |
|
|
800 | * If destroy_inventory is set, free inventory as well. Else drop items in |
|
|
801 | * inventory to the ground. |
|
|
802 | */ |
|
|
803 | void |
713 | void |
804 | object::do_destroy () |
714 | object::activate () |
805 | { |
715 | { |
806 | attachable::do_destroy (); |
716 | /* If already on active list, don't do anything */ |
807 | |
717 | if (active ()) |
808 | if (flag [FLAG_IS_LINKED]) |
|
|
809 | remove_button_link (this); |
|
|
810 | |
|
|
811 | if (flag [FLAG_FRIENDLY]) |
|
|
812 | remove_friendly_object (this); |
|
|
813 | |
|
|
814 | if (!flag [FLAG_REMOVED]) |
|
|
815 | remove (); |
|
|
816 | |
|
|
817 | if (flag [FLAG_FREED]) |
|
|
818 | return; |
718 | return; |
819 | |
719 | |
820 | flag [FLAG_FREED] = 1; |
720 | if (has_active_speed ()) |
821 | |
|
|
822 | // hack to ensure that freed objects still have a valid map |
|
|
823 | { |
|
|
824 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
|
|
825 | |
|
|
826 | if (!freed_map) |
|
|
827 | { |
721 | { |
828 | freed_map = new maptile; |
722 | /* process_events() expects us to insert the object at the beginning |
|
|
723 | * of the list. */ |
|
|
724 | active_next = active_objects; |
829 | |
725 | |
830 | freed_map->name = "/internal/freed_objects_map"; |
726 | if (active_next) |
831 | freed_map->width = 3; |
727 | active_next->active_prev = this; |
832 | freed_map->height = 3; |
|
|
833 | |
728 | |
834 | freed_map->allocate (); |
729 | active_objects = this; |
835 | } |
730 | } |
|
|
731 | } |
836 | |
732 | |
837 | map = freed_map; |
733 | void |
838 | x = 1; |
734 | object::activate_recursive () |
839 | y = 1; |
735 | { |
|
|
736 | activate (); |
|
|
737 | |
|
|
738 | for (object *op = inv; op; op = op->above) |
|
|
739 | op->activate_recursive (); |
|
|
740 | } |
|
|
741 | |
|
|
742 | /* This function removes object 'op' from the list of active |
|
|
743 | * objects. |
|
|
744 | * This should only be used for style maps or other such |
|
|
745 | * reference maps where you don't want an object that isn't |
|
|
746 | * in play chewing up cpu time getting processed. |
|
|
747 | * The reverse of this is to call update_ob_speed, which |
|
|
748 | * will do the right thing based on the speed of the object. |
|
|
749 | */ |
|
|
750 | void |
|
|
751 | object::deactivate () |
|
|
752 | { |
|
|
753 | /* If not on the active list, nothing needs to be done */ |
|
|
754 | if (!active ()) |
|
|
755 | return; |
|
|
756 | |
|
|
757 | if (active_prev == 0) |
|
|
758 | { |
|
|
759 | active_objects = active_next; |
|
|
760 | if (active_next) |
|
|
761 | active_next->active_prev = 0; |
840 | } |
762 | } |
|
|
763 | else |
|
|
764 | { |
|
|
765 | active_prev->active_next = active_next; |
|
|
766 | if (active_next) |
|
|
767 | active_next->active_prev = active_prev; |
|
|
768 | } |
841 | |
769 | |
842 | more = 0; |
770 | active_next = 0; |
843 | head = 0; |
771 | active_prev = 0; |
844 | inv = 0; |
772 | } |
845 | |
773 | |
846 | // clear those pointers that likely might have circular references to us |
774 | void |
847 | owner = 0; |
775 | object::deactivate_recursive () |
848 | enemy = 0; |
776 | { |
849 | attacked_by = 0; |
777 | for (object *op = inv; op; op = op->above) |
|
|
778 | op->deactivate_recursive (); |
850 | |
779 | |
851 | // only relevant for players(?), but make sure of it anyways |
780 | deactivate (); |
852 | contr = 0; |
|
|
853 | |
|
|
854 | /* Remove object from the active list */ |
|
|
855 | speed = 0; |
|
|
856 | update_ob_speed (this); |
|
|
857 | |
|
|
858 | unlink (); |
|
|
859 | } |
781 | } |
860 | |
782 | |
861 | /* |
783 | /* |
862 | * Remove and free all objects in the inventory of the given object. |
784 | * Remove and free all objects in the inventory of the given object. |
863 | * object.c ? |
785 | * object.c ? |
864 | */ |
786 | */ |
865 | void |
787 | void |
866 | object::destroy_inv (bool drop_to_ground) |
788 | object::destroy_inv (bool drop_to_ground) |
867 | { |
789 | { |
|
|
790 | // need to check first, because the checks below might segfault |
|
|
791 | // as we might be on an invalid mapspace and crossfire code |
|
|
792 | // is too buggy to ensure that the inventory is empty. |
|
|
793 | // corollary: if you create arrows etc. with stuff in tis inventory, |
|
|
794 | // cf will crash below with off-map x and y |
868 | if (!inv) |
795 | if (!inv) |
869 | return; |
796 | return; |
870 | |
797 | |
871 | /* Only if the space blocks everything do we not process - |
798 | /* Only if the space blocks everything do we not process - |
872 | * if some form of movement is allowed, let objects |
799 | * if some form of movement is allowed, let objects |
873 | * drop on that space. |
800 | * drop on that space. |
874 | */ |
801 | */ |
875 | if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) |
802 | if (!drop_to_ground |
|
|
803 | || !map |
|
|
804 | || map->in_memory != MAP_IN_MEMORY |
|
|
805 | || ms ().move_block == MOVE_ALL) |
876 | { |
806 | { |
877 | while (inv) |
807 | while (inv) |
878 | { |
808 | { |
879 | inv->destroy_inv (drop_to_ground); |
809 | inv->destroy_inv (drop_to_ground); |
880 | inv->destroy (); |
810 | inv->destroy (); |
… | |
… | |
891 | || op->type == RUNE |
821 | || op->type == RUNE |
892 | || op->type == TRAP |
822 | || op->type == TRAP |
893 | || op->flag [FLAG_IS_A_TEMPLATE]) |
823 | || op->flag [FLAG_IS_A_TEMPLATE]) |
894 | op->destroy (); |
824 | op->destroy (); |
895 | else |
825 | else |
896 | { |
826 | map->insert (op, x, y); |
897 | op->remove (); |
|
|
898 | op->x = x; |
|
|
899 | op->y = y; |
|
|
900 | insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ |
|
|
901 | } |
827 | } |
|
|
828 | } |
|
|
829 | } |
|
|
830 | |
|
|
831 | object *object::create () |
|
|
832 | { |
|
|
833 | object *op = new object; |
|
|
834 | op->link (); |
|
|
835 | return op; |
|
|
836 | } |
|
|
837 | |
|
|
838 | void |
|
|
839 | object::do_destroy () |
|
|
840 | { |
|
|
841 | if (flag [FLAG_IS_LINKED]) |
|
|
842 | remove_button_link (this); |
|
|
843 | |
|
|
844 | if (flag [FLAG_FRIENDLY]) |
|
|
845 | remove_friendly_object (this); |
|
|
846 | |
|
|
847 | if (!flag [FLAG_REMOVED]) |
|
|
848 | remove (); |
|
|
849 | |
|
|
850 | if (flag [FLAG_FREED]) |
|
|
851 | return; |
|
|
852 | |
|
|
853 | set_speed (0); |
|
|
854 | |
|
|
855 | flag [FLAG_FREED] = 1; |
|
|
856 | |
|
|
857 | attachable::do_destroy (); |
|
|
858 | |
|
|
859 | destroy_inv (true); |
|
|
860 | unlink (); |
|
|
861 | |
|
|
862 | // hack to ensure that freed objects still have a valid map |
|
|
863 | { |
|
|
864 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
|
|
865 | |
|
|
866 | if (!freed_map) |
|
|
867 | { |
|
|
868 | freed_map = new maptile; |
|
|
869 | |
|
|
870 | freed_map->name = "/internal/freed_objects_map"; |
|
|
871 | freed_map->width = 3; |
|
|
872 | freed_map->height = 3; |
|
|
873 | |
|
|
874 | freed_map->alloc (); |
|
|
875 | freed_map->in_memory = MAP_IN_MEMORY; |
902 | } |
876 | } |
|
|
877 | |
|
|
878 | map = freed_map; |
|
|
879 | x = 1; |
|
|
880 | y = 1; |
|
|
881 | } |
|
|
882 | |
|
|
883 | head = 0; |
|
|
884 | |
|
|
885 | if (more) |
903 | } |
886 | { |
|
|
887 | more->destroy (); |
|
|
888 | more = 0; |
|
|
889 | } |
|
|
890 | |
|
|
891 | // clear those pointers that likely might have circular references to us |
|
|
892 | owner = 0; |
|
|
893 | enemy = 0; |
|
|
894 | attacked_by = 0; |
|
|
895 | |
|
|
896 | // only relevant for players(?), but make sure of it anyways |
|
|
897 | contr = 0; |
904 | } |
898 | } |
905 | |
899 | |
906 | void |
900 | void |
907 | object::destroy (bool destroy_inventory) |
901 | object::destroy (bool destroy_inventory) |
908 | { |
902 | { |
909 | if (destroyed ()) |
903 | if (destroyed ()) |
910 | return; |
904 | return; |
911 | |
905 | |
912 | if (more) |
|
|
913 | { |
|
|
914 | //TODO: non-head objects must not have inventory |
|
|
915 | more->destroy (destroy_inventory); |
|
|
916 | more = 0; |
|
|
917 | } |
|
|
918 | |
|
|
919 | if (destroy_inventory) |
906 | if (destroy_inventory) |
920 | destroy_inv (true); |
907 | destroy_inv (false); |
921 | |
908 | |
922 | attachable::destroy (); |
909 | attachable::destroy (); |
923 | } |
910 | } |
924 | |
911 | |
925 | /* |
912 | /* |
… | |
… | |
978 | * to save cpu time. |
965 | * to save cpu time. |
979 | */ |
966 | */ |
980 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
967 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
981 | otmp->update_stats (); |
968 | otmp->update_stats (); |
982 | |
969 | |
983 | if (above != NULL) |
970 | if (above) |
984 | above->below = below; |
971 | above->below = below; |
985 | else |
972 | else |
986 | env->inv = below; |
973 | env->inv = below; |
987 | |
974 | |
988 | if (below != NULL) |
975 | if (below) |
989 | below->above = above; |
976 | below->above = above; |
990 | |
977 | |
991 | /* we set up values so that it could be inserted into |
978 | /* we set up values so that it could be inserted into |
992 | * the map, but we don't actually do that - it is up |
979 | * the map, but we don't actually do that - it is up |
993 | * to the caller to decide what we want to do. |
980 | * to the caller to decide what we want to do. |
… | |
… | |
997 | above = 0, below = 0; |
984 | above = 0, below = 0; |
998 | env = 0; |
985 | env = 0; |
999 | } |
986 | } |
1000 | else if (map) |
987 | else if (map) |
1001 | { |
988 | { |
1002 | /* Re did the following section of code - it looks like it had |
989 | if (type == PLAYER) |
1003 | * lots of logic for things we no longer care about |
|
|
1004 | */ |
990 | { |
|
|
991 | --map->players; |
|
|
992 | map->touch (); |
|
|
993 | } |
|
|
994 | |
|
|
995 | map->dirty = true; |
1005 | |
996 | |
1006 | /* link the object above us */ |
997 | /* link the object above us */ |
1007 | if (above) |
998 | if (above) |
1008 | above->below = below; |
999 | above->below = below; |
1009 | else |
1000 | else |
… | |
… | |
1038 | if (map->in_memory == MAP_SAVING) |
1029 | if (map->in_memory == MAP_SAVING) |
1039 | return; |
1030 | return; |
1040 | |
1031 | |
1041 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1032 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1042 | |
1033 | |
1043 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
1034 | for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) |
1044 | { |
1035 | { |
1045 | /* No point updating the players look faces if he is the object |
1036 | /* No point updating the players look faces if he is the object |
1046 | * being removed. |
1037 | * being removed. |
1047 | */ |
1038 | */ |
1048 | |
1039 | |
… | |
… | |
1060 | |
1051 | |
1061 | if (tmp->contr->ns) |
1052 | if (tmp->contr->ns) |
1062 | tmp->contr->ns->floorbox_update (); |
1053 | tmp->contr->ns->floorbox_update (); |
1063 | } |
1054 | } |
1064 | |
1055 | |
1065 | /* See if player moving off should effect something */ |
1056 | /* See if object moving off should effect something */ |
1066 | if (check_walk_off |
1057 | if (check_walk_off |
1067 | && ((move_type & tmp->move_off) |
1058 | && ((move_type & tmp->move_off) |
1068 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1059 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1069 | { |
1060 | { |
1070 | move_apply (tmp, this, 0); |
1061 | move_apply (tmp, this, 0); |
… | |
… | |
1072 | if (destroyed ()) |
1063 | if (destroyed ()) |
1073 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1064 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1074 | } |
1065 | } |
1075 | |
1066 | |
1076 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1067 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1077 | |
1068 | //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1078 | if (tmp->above == tmp) |
1069 | if (tmp->above == tmp) |
1079 | tmp->above = 0; |
1070 | tmp->above = 0; |
1080 | |
1071 | |
1081 | last = tmp; |
1072 | last = tmp; |
1082 | } |
1073 | } |
1083 | |
1074 | |
1084 | /* last == NULL of there are no objects on this space */ |
1075 | /* last == NULL if there are no objects on this space */ |
|
|
1076 | //TODO: this makes little sense, why only update the topmost object? |
1085 | if (!last) |
1077 | if (!last) |
1086 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1078 | map->at (x, y).flags_ = 0; |
1087 | else |
1079 | else |
1088 | update_object (last, UP_OBJ_REMOVE); |
1080 | update_object (last, UP_OBJ_REMOVE); |
1089 | |
1081 | |
1090 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1082 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1091 | update_all_los (map, x, y); |
1083 | update_all_los (map, x, y); |
… | |
… | |
1134 | * job preparing multi-part monsters |
1126 | * job preparing multi-part monsters |
1135 | */ |
1127 | */ |
1136 | object * |
1128 | object * |
1137 | insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1129 | insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1138 | { |
1130 | { |
1139 | object *tmp; |
|
|
1140 | |
|
|
1141 | if (op->head) |
|
|
1142 | op = op->head; |
|
|
1143 | |
|
|
1144 | for (tmp = op; tmp; tmp = tmp->more) |
1131 | for (object *tmp = op->head_ (); tmp; tmp = tmp->more) |
1145 | { |
1132 | { |
1146 | tmp->x = x + tmp->arch->clone.x; |
1133 | tmp->x = x + tmp->arch->clone.x; |
1147 | tmp->y = y + tmp->arch->clone.y; |
1134 | tmp->y = y + tmp->arch->clone.y; |
1148 | } |
1135 | } |
1149 | |
1136 | |
… | |
… | |
1180 | { |
1167 | { |
1181 | LOG (llevError, "Trying to insert freed object!\n"); |
1168 | LOG (llevError, "Trying to insert freed object!\n"); |
1182 | return NULL; |
1169 | return NULL; |
1183 | } |
1170 | } |
1184 | |
1171 | |
1185 | if (m == NULL) |
1172 | if (!m) |
1186 | { |
1173 | { |
1187 | char *dump = dump_object (op); |
1174 | char *dump = dump_object (op); |
1188 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1175 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1189 | free (dump); |
1176 | free (dump); |
1190 | return op; |
1177 | return op; |
… | |
… | |
1254 | y = op->y; |
1241 | y = op->y; |
1255 | |
1242 | |
1256 | /* this has to be done after we translate the coordinates. |
1243 | /* this has to be done after we translate the coordinates. |
1257 | */ |
1244 | */ |
1258 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1245 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1259 | for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1246 | for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) |
1260 | if (object::can_merge (op, tmp)) |
1247 | if (object::can_merge (op, tmp)) |
1261 | { |
1248 | { |
1262 | op->nrof += tmp->nrof; |
1249 | op->nrof += tmp->nrof; |
1263 | tmp->destroy (); |
1250 | tmp->destroy (); |
1264 | } |
1251 | } |
… | |
… | |
1291 | else |
1278 | else |
1292 | { |
1279 | { |
1293 | /* If there are other objects, then */ |
1280 | /* If there are other objects, then */ |
1294 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1281 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1295 | { |
1282 | { |
1296 | object *last = NULL; |
1283 | object *last = 0; |
1297 | |
1284 | |
1298 | /* |
1285 | /* |
1299 | * If there are multiple objects on this space, we do some trickier handling. |
1286 | * If there are multiple objects on this space, we do some trickier handling. |
1300 | * We've already dealt with merging if appropriate. |
1287 | * We've already dealt with merging if appropriate. |
1301 | * Generally, we want to put the new object on top. But if |
1288 | * Generally, we want to put the new object on top. But if |
… | |
… | |
1305 | * once we get to them. This reduces the need to traverse over all of |
1292 | * once we get to them. This reduces the need to traverse over all of |
1306 | * them when adding another one - this saves quite a bit of cpu time |
1293 | * them when adding another one - this saves quite a bit of cpu time |
1307 | * when lots of spells are cast in one area. Currently, it is presumed |
1294 | * when lots of spells are cast in one area. Currently, it is presumed |
1308 | * that flying non pickable objects are spell objects. |
1295 | * that flying non pickable objects are spell objects. |
1309 | */ |
1296 | */ |
1310 | |
|
|
1311 | while (top != NULL) |
1297 | while (top) |
1312 | { |
1298 | { |
1313 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1299 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1314 | floor = top; |
1300 | floor = top; |
1315 | |
1301 | |
1316 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1302 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
… | |
… | |
1369 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1355 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1370 | |
1356 | |
1371 | if (op->above) |
1357 | if (op->above) |
1372 | op->above->below = op; |
1358 | op->above->below = op; |
1373 | |
1359 | |
1374 | op->below = NULL; |
1360 | op->below = 0; |
1375 | op->ms ().bot = op; |
1361 | op->ms ().bot = op; |
1376 | } |
1362 | } |
1377 | else |
1363 | else |
1378 | { /* get inserted into the stack above top */ |
1364 | { /* get inserted into the stack above top */ |
1379 | op->above = top->above; |
1365 | op->above = top->above; |
… | |
… | |
1383 | |
1369 | |
1384 | op->below = top; |
1370 | op->below = top; |
1385 | top->above = op; |
1371 | top->above = op; |
1386 | } |
1372 | } |
1387 | |
1373 | |
1388 | if (op->above == NULL) |
1374 | if (!op->above) |
1389 | op->ms ().top = op; |
1375 | op->ms ().top = op; |
1390 | } /* else not INS_BELOW_ORIGINATOR */ |
1376 | } /* else not INS_BELOW_ORIGINATOR */ |
1391 | |
1377 | |
1392 | if (op->type == PLAYER) |
1378 | if (op->type == PLAYER) |
|
|
1379 | { |
1393 | op->contr->do_los = 1; |
1380 | op->contr->do_los = 1; |
|
|
1381 | ++op->map->players; |
|
|
1382 | op->map->touch (); |
|
|
1383 | } |
|
|
1384 | |
|
|
1385 | op->map->dirty = true; |
1394 | |
1386 | |
1395 | /* If we have a floor, we know the player, if any, will be above |
1387 | /* If we have a floor, we know the player, if any, will be above |
1396 | * it, so save a few ticks and start from there. |
1388 | * it, so save a few ticks and start from there. |
1397 | */ |
1389 | */ |
1398 | if (!(flag & INS_MAP_LOAD)) |
1390 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1404 | * visible to others on this map. But update_all_los is really |
1396 | * visible to others on this map. But update_all_los is really |
1405 | * an inefficient way to do this, as it means los for all players |
1397 | * an inefficient way to do this, as it means los for all players |
1406 | * on the map will get recalculated. The players could very well |
1398 | * on the map will get recalculated. The players could very well |
1407 | * be far away from this change and not affected in any way - |
1399 | * be far away from this change and not affected in any way - |
1408 | * this should get redone to only look for players within range, |
1400 | * this should get redone to only look for players within range, |
1409 | * or just updating the P_NEED_UPDATE for spaces within this area |
1401 | * or just updating the P_UPTODATE for spaces within this area |
1410 | * of effect may be sufficient. |
1402 | * of effect may be sufficient. |
1411 | */ |
1403 | */ |
1412 | if (op->map->darkness && (op->glow_radius != 0)) |
1404 | if (op->map->darkness && (op->glow_radius != 0)) |
1413 | update_all_los (op->map, op->x, op->y); |
1405 | update_all_los (op->map, op->x, op->y); |
1414 | |
1406 | |
… | |
… | |
1463 | tmp1->x = op->x; |
1455 | tmp1->x = op->x; |
1464 | tmp1->y = op->y; |
1456 | tmp1->y = op->y; |
1465 | insert_ob_in_map (tmp1, op->map, op, 0); |
1457 | insert_ob_in_map (tmp1, op->map, op, 0); |
1466 | } |
1458 | } |
1467 | |
1459 | |
|
|
1460 | object * |
|
|
1461 | object::insert_at (object *where, object *originator, int flags) |
|
|
1462 | { |
|
|
1463 | where->map->insert (this, where->x, where->y, originator, flags); |
|
|
1464 | } |
|
|
1465 | |
1468 | /* |
1466 | /* |
1469 | * get_split_ob(ob,nr) splits up ob into two parts. The part which |
1467 | * get_split_ob(ob,nr) splits up ob into two parts. The part which |
1470 | * is returned contains nr objects, and the remaining parts contains |
1468 | * is returned contains nr objects, and the remaining parts contains |
1471 | * the rest (or is removed and freed if that number is 0). |
1469 | * the rest (or is removed and freed if that number is 0). |
1472 | * On failure, NULL is returned, and the reason put into the |
1470 | * On failure, NULL is returned, and the reason put into the |
1473 | * global static errmsg array. |
1471 | * global static errmsg array. |
1474 | */ |
1472 | */ |
1475 | |
|
|
1476 | object * |
1473 | object * |
1477 | get_split_ob (object *orig_ob, uint32 nr) |
1474 | get_split_ob (object *orig_ob, uint32 nr) |
1478 | { |
1475 | { |
1479 | object *newob; |
1476 | object *newob; |
1480 | int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1477 | int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
… | |
… | |
1744 | * |
1741 | * |
1745 | * MSW 2001-07-08: Check all objects on space, not just those below |
1742 | * MSW 2001-07-08: Check all objects on space, not just those below |
1746 | * object being inserted. insert_ob_in_map may not put new objects |
1743 | * object being inserted. insert_ob_in_map may not put new objects |
1747 | * on top. |
1744 | * on top. |
1748 | */ |
1745 | */ |
1749 | |
|
|
1750 | int |
1746 | int |
1751 | check_move_on (object *op, object *originator) |
1747 | check_move_on (object *op, object *originator) |
1752 | { |
1748 | { |
1753 | object *tmp; |
1749 | object *tmp; |
1754 | maptile *m = op->map; |
1750 | maptile *m = op->map; |
… | |
… | |
2611 | } |
2607 | } |
2612 | else |
2608 | else |
2613 | item = item->env; |
2609 | item = item->env; |
2614 | } |
2610 | } |
2615 | |
2611 | |
|
|
2612 | |
|
|
2613 | const char * |
|
|
2614 | object::flag_desc (char *desc, int len) const |
|
|
2615 | { |
|
|
2616 | char *p = desc; |
|
|
2617 | bool first = true; |
|
|
2618 | |
|
|
2619 | *p = 0; |
|
|
2620 | |
|
|
2621 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2622 | { |
|
|
2623 | if (len <= 10) // magic constant! |
|
|
2624 | { |
|
|
2625 | snprintf (p, len, ",..."); |
|
|
2626 | break; |
|
|
2627 | } |
|
|
2628 | |
|
|
2629 | if (flag [i]) |
|
|
2630 | { |
|
|
2631 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2632 | len -= cnt; |
|
|
2633 | p += cnt; |
|
|
2634 | first = false; |
|
|
2635 | } |
|
|
2636 | } |
|
|
2637 | |
|
|
2638 | return desc; |
|
|
2639 | } |
|
|
2640 | |
2616 | // return a suitable string describing an objetc in enough detail to find it |
2641 | // return a suitable string describing an object in enough detail to find it |
2617 | const char * |
2642 | const char * |
2618 | object::debug_desc (char *info) const |
2643 | object::debug_desc (char *info) const |
2619 | { |
2644 | { |
|
|
2645 | char flagdesc[512]; |
2620 | char info2[256 * 3]; |
2646 | char info2[256 * 4]; |
2621 | char *p = info; |
2647 | char *p = info; |
2622 | |
2648 | |
2623 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2649 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2624 | count, |
2650 | count, uuid.seq, |
2625 | &name, |
2651 | &name, |
2626 | title ? " " : "", |
2652 | title ? "\",title:" : "", |
2627 | title ? (const char *)title : ""); |
2653 | title ? (const char *)title : "", |
|
|
2654 | flag_desc (flagdesc, 512), type); |
2628 | |
2655 | |
2629 | if (env) |
2656 | if (env) |
2630 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2657 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2631 | |
2658 | |
2632 | if (map) |
2659 | if (map) |
2633 | p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2660 | p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2634 | |
2661 | |
2635 | return info; |
2662 | return info; |
2636 | } |
2663 | } |
2637 | |
2664 | |
2638 | const char * |
2665 | const char * |
2639 | object::debug_desc () const |
2666 | object::debug_desc () const |
2640 | { |
2667 | { |
2641 | static char info[256 * 3]; |
2668 | static char info[256 * 4]; |
2642 | return debug_desc (info); |
2669 | return debug_desc (info); |
2643 | } |
2670 | } |
2644 | |
2671 | |