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 | |
37 | int nrofallocobjects = 0; |
38 | int nrofallocobjects = 0; |
38 | static UUID uuid; |
39 | static UUID uuid; |
39 | const uint64 UUID_SKIP = 1<<19; |
40 | const uint64 UUID_SKIP = 1<<19; |
40 | |
41 | |
41 | object *active_objects; /* List of active objects that need to be processed */ |
42 | objectvec objects; |
|
|
43 | activevec actives; |
42 | |
44 | |
43 | short 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, |
45 | short 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 | }; |
46 | short 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, |
48 | short 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, |
… | |
… | |
390 | } |
392 | } |
391 | |
393 | |
392 | /* |
394 | /* |
393 | * 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. |
394 | */ |
396 | */ |
395 | |
|
|
396 | object * |
397 | object * |
397 | find_object (tag_t i) |
398 | find_object (tag_t i) |
398 | { |
399 | { |
399 | for (object *op = object::first; op; op = op->next) |
400 | for_all_objects (op) |
400 | if (op->count == i) |
401 | if (op->count == i) |
401 | return op; |
402 | return op; |
402 | |
403 | |
403 | return 0; |
404 | return 0; |
404 | } |
405 | } |
405 | |
406 | |
406 | /* |
407 | /* |
407 | * Returns the first object which has a name equal to the argument. |
408 | * Returns the first object which has a name equal to the argument. |
408 | * Used only by the patch command, but not all that useful. |
409 | * Used only by the patch command, but not all that useful. |
409 | * Enables features like "patch <name-of-other-player> food 999" |
410 | * Enables features like "patch <name-of-other-player> food 999" |
410 | */ |
411 | */ |
411 | |
|
|
412 | object * |
412 | object * |
413 | find_object_name (const char *str) |
413 | find_object_name (const char *str) |
414 | { |
414 | { |
415 | shstr_cmp str_ (str); |
415 | shstr_cmp str_ (str); |
416 | object *op; |
416 | object *op; |
417 | |
417 | |
418 | for (op = object::first; op != NULL; op = op->next) |
418 | for_all_objects (op) |
419 | if (op->name == str_) |
419 | if (op->name == str_) |
420 | break; |
420 | break; |
421 | |
421 | |
422 | return op; |
422 | return op; |
423 | } |
423 | } |
… | |
… | |
564 | } |
564 | } |
565 | |
565 | |
566 | this->speed = speed; |
566 | this->speed = speed; |
567 | |
567 | |
568 | if (has_active_speed ()) |
568 | if (has_active_speed ()) |
569 | activate (false); |
569 | activate (); |
570 | else |
570 | else |
571 | deactivate (false); |
571 | deactivate (); |
572 | } |
572 | } |
573 | |
573 | |
574 | /* |
574 | /* |
575 | * update_object() updates the the map. |
575 | * update_object() updates the the map. |
576 | * It takes into account invisible objects (and represent squares covered |
576 | * It takes into account invisible objects (and represent squares covered |
… | |
… | |
624 | return; |
624 | return; |
625 | } |
625 | } |
626 | |
626 | |
627 | mapspace &m = op->ms (); |
627 | mapspace &m = op->ms (); |
628 | |
628 | |
629 | if (m.flags_ & P_NEED_UPDATE) |
629 | if (!(m.flags_ & P_UPTODATE)) |
630 | /* nop */; |
630 | /* nop */; |
631 | else if (action == UP_OBJ_INSERT) |
631 | else if (action == UP_OBJ_INSERT) |
632 | { |
632 | { |
633 | // this is likely overkill, TODO: revisit (schmorp) |
633 | // this is likely overkill, TODO: revisit (schmorp) |
634 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
634 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
… | |
… | |
643 | /* 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 |
644 | * to have move_allow right now. |
644 | * to have move_allow right now. |
645 | */ |
645 | */ |
646 | || ((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 |
647 | || 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) |
648 | m.flags_ = P_NEED_UPDATE; |
648 | m.flags_ = 0; |
649 | } |
649 | } |
650 | /* if the object is being removed, we can't make intelligent |
650 | /* if the object is being removed, we can't make intelligent |
651 | * decisions, because remove_ob can't really pass the object |
651 | * decisions, because remove_ob can't really pass the object |
652 | * that is being removed. |
652 | * that is being removed. |
653 | */ |
653 | */ |
654 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
654 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
655 | m.flags_ = P_NEED_UPDATE; |
655 | m.flags_ = 0; |
656 | else if (action == UP_OBJ_FACE) |
656 | else if (action == UP_OBJ_FACE) |
657 | /* Nothing to do for that case */ ; |
657 | /* Nothing to do for that case */ ; |
658 | else |
658 | else |
659 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
659 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
660 | |
660 | |
661 | if (op->more) |
661 | if (op->more) |
662 | update_object (op->more, action); |
662 | update_object (op->more, action); |
663 | } |
663 | } |
664 | |
664 | |
665 | object::vector object::objects; // not yet used |
|
|
666 | object *object::first; |
665 | object *object::first; |
667 | |
666 | |
668 | object::object () |
667 | object::object () |
669 | { |
668 | { |
670 | SET_FLAG (this, FLAG_REMOVED); |
669 | SET_FLAG (this, FLAG_REMOVED); |
… | |
… | |
676 | object::~object () |
675 | object::~object () |
677 | { |
676 | { |
678 | free_key_values (this); |
677 | free_key_values (this); |
679 | } |
678 | } |
680 | |
679 | |
|
|
680 | static int object_count; |
|
|
681 | |
681 | void object::link () |
682 | void object::link () |
682 | { |
683 | { |
683 | count = ++ob_count; |
684 | assert (!index);//D |
684 | uuid = gen_uuid (); |
685 | uuid = gen_uuid (); |
|
|
686 | count = ++object_count; |
685 | |
687 | |
686 | prev = 0; |
688 | refcnt_inc (); |
687 | next = object::first; |
689 | objects.insert (this); |
688 | |
|
|
689 | if (object::first) |
|
|
690 | object::first->prev = this; |
|
|
691 | |
|
|
692 | object::first = this; |
|
|
693 | } |
690 | } |
694 | |
691 | |
695 | void object::unlink () |
692 | void object::unlink () |
696 | { |
693 | { |
697 | if (this == object::first) |
694 | assert (index);//D |
698 | object::first = next; |
695 | objects.erase (this); |
699 | |
696 | refcnt_dec (); |
700 | /* Remove this object from the list of used objects */ |
|
|
701 | if (prev) prev->next = next; |
|
|
702 | if (next) next->prev = prev; |
|
|
703 | |
|
|
704 | prev = 0; |
|
|
705 | next = 0; |
|
|
706 | } |
697 | } |
707 | |
698 | |
708 | void |
699 | void |
709 | object::activate (bool recursive) |
700 | object::activate () |
710 | { |
701 | { |
|
|
702 | /* If already on active list, don't do anything */ |
|
|
703 | if (active) |
|
|
704 | return; |
|
|
705 | |
711 | if (has_active_speed ()) |
706 | if (has_active_speed ()) |
712 | { |
707 | actives.insert (this); |
713 | /* If already on active list, don't do anything */ |
708 | } |
714 | if (active_next || active_prev || this == active_objects) |
|
|
715 | return; |
|
|
716 | |
709 | |
717 | /* process_events() expects us to insert the object at the beginning |
710 | void |
718 | * of the list. */ |
711 | object::activate_recursive () |
719 | active_next = active_objects; |
712 | { |
|
|
713 | activate (); |
720 | |
714 | |
721 | if (active_next) |
|
|
722 | active_next->active_prev = this; |
|
|
723 | |
|
|
724 | active_objects = this; |
|
|
725 | } |
|
|
726 | |
|
|
727 | if (recursive) |
|
|
728 | for (object *op = inv; op; op = op->above) |
715 | for (object *op = inv; op; op = op->below) |
729 | op->activate (1); |
716 | op->activate_recursive (); |
730 | } |
717 | } |
731 | |
718 | |
732 | /* This function removes object 'op' from the list of active |
719 | /* This function removes object 'op' from the list of active |
733 | * objects. |
720 | * objects. |
734 | * This should only be used for style maps or other such |
721 | * This should only be used for style maps or other such |
… | |
… | |
736 | * in play chewing up cpu time getting processed. |
723 | * in play chewing up cpu time getting processed. |
737 | * The reverse of this is to call update_ob_speed, which |
724 | * The reverse of this is to call update_ob_speed, which |
738 | * will do the right thing based on the speed of the object. |
725 | * will do the right thing based on the speed of the object. |
739 | */ |
726 | */ |
740 | void |
727 | void |
741 | object::deactivate (bool recursive) |
728 | object::deactivate () |
742 | { |
729 | { |
743 | /* If not on the active list, nothing needs to be done */ |
730 | /* If not on the active list, nothing needs to be done */ |
744 | if (!active_next && !active_prev && this != active_objects) |
731 | if (!active) |
745 | return; |
732 | return; |
746 | |
733 | |
747 | if (active_prev == 0) |
734 | actives.erase (this); |
748 | { |
735 | } |
749 | active_objects = active_next; |
|
|
750 | if (active_next) |
|
|
751 | active_next->active_prev = 0; |
|
|
752 | } |
|
|
753 | else |
|
|
754 | { |
|
|
755 | active_prev->active_next = active_next; |
|
|
756 | if (active_next) |
|
|
757 | active_next->active_prev = active_prev; |
|
|
758 | } |
|
|
759 | |
736 | |
760 | active_next = 0; |
737 | void |
761 | active_prev = 0; |
738 | object::deactivate_recursive () |
762 | |
739 | { |
763 | if (recursive) |
|
|
764 | for (object *op = inv; op; op = op->above) |
740 | for (object *op = inv; op; op = op->below) |
|
|
741 | op->deactivate_recursive (); |
|
|
742 | |
765 | op->deactivate (1); |
743 | deactivate (); |
|
|
744 | } |
|
|
745 | |
|
|
746 | void |
|
|
747 | object::set_flag_inv (int flag, int value) |
|
|
748 | { |
|
|
749 | for (object *op = inv; op; op = op->below) |
|
|
750 | { |
|
|
751 | op->flag [flag] = value; |
|
|
752 | op->set_flag_inv (flag, value); |
|
|
753 | } |
766 | } |
754 | } |
767 | |
755 | |
768 | /* |
756 | /* |
769 | * Remove and free all objects in the inventory of the given object. |
757 | * Remove and free all objects in the inventory of the given object. |
770 | * object.c ? |
758 | * object.c ? |
… | |
… | |
803 | |
791 | |
804 | if (op->flag [FLAG_STARTEQUIP] |
792 | if (op->flag [FLAG_STARTEQUIP] |
805 | || op->flag [FLAG_NO_DROP] |
793 | || op->flag [FLAG_NO_DROP] |
806 | || op->type == RUNE |
794 | || op->type == RUNE |
807 | || op->type == TRAP |
795 | || op->type == TRAP |
808 | || op->flag [FLAG_IS_A_TEMPLATE]) |
796 | || op->flag [FLAG_IS_A_TEMPLATE] |
|
|
797 | || op->flag [FLAG_DESTROY_ON_DEATH]) |
809 | op->destroy (); |
798 | op->destroy (); |
810 | else |
799 | else |
811 | map->insert (op, x, y); |
800 | map->insert (op, x, y); |
812 | } |
801 | } |
813 | } |
802 | } |
… | |
… | |
821 | } |
810 | } |
822 | |
811 | |
823 | void |
812 | void |
824 | object::do_destroy () |
813 | object::do_destroy () |
825 | { |
814 | { |
|
|
815 | attachable::do_destroy (); |
|
|
816 | |
826 | if (flag [FLAG_IS_LINKED]) |
817 | if (flag [FLAG_IS_LINKED]) |
827 | remove_button_link (this); |
818 | remove_button_link (this); |
828 | |
819 | |
829 | if (flag [FLAG_FRIENDLY]) |
820 | if (flag [FLAG_FRIENDLY]) |
830 | remove_friendly_object (this); |
821 | remove_friendly_object (this); |
831 | |
822 | |
832 | if (!flag [FLAG_REMOVED]) |
823 | if (!flag [FLAG_REMOVED]) |
833 | remove (); |
824 | remove (); |
834 | |
825 | |
835 | if (flag [FLAG_FREED]) |
826 | destroy_inv (true); |
836 | return; |
|
|
837 | |
827 | |
838 | set_speed (0); |
828 | deactivate (); |
|
|
829 | unlink (); |
839 | |
830 | |
840 | flag [FLAG_FREED] = 1; |
831 | flag [FLAG_FREED] = 1; |
841 | |
|
|
842 | attachable::do_destroy (); |
|
|
843 | |
|
|
844 | destroy_inv (true); |
|
|
845 | unlink (); |
|
|
846 | |
832 | |
847 | // hack to ensure that freed objects still have a valid map |
833 | // hack to ensure that freed objects still have a valid map |
848 | { |
834 | { |
849 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
835 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
850 | |
836 | |
… | |
… | |
855 | freed_map->name = "/internal/freed_objects_map"; |
841 | freed_map->name = "/internal/freed_objects_map"; |
856 | freed_map->width = 3; |
842 | freed_map->width = 3; |
857 | freed_map->height = 3; |
843 | freed_map->height = 3; |
858 | |
844 | |
859 | freed_map->alloc (); |
845 | freed_map->alloc (); |
|
|
846 | freed_map->in_memory = MAP_IN_MEMORY; |
860 | } |
847 | } |
861 | |
848 | |
862 | map = freed_map; |
849 | map = freed_map; |
863 | x = 1; |
850 | x = 1; |
864 | y = 1; |
851 | y = 1; |
… | |
… | |
874 | |
861 | |
875 | // clear those pointers that likely might have circular references to us |
862 | // clear those pointers that likely might have circular references to us |
876 | owner = 0; |
863 | owner = 0; |
877 | enemy = 0; |
864 | enemy = 0; |
878 | attacked_by = 0; |
865 | attacked_by = 0; |
879 | |
|
|
880 | // only relevant for players(?), but make sure of it anyways |
|
|
881 | contr = 0; |
|
|
882 | } |
866 | } |
883 | |
867 | |
884 | void |
868 | void |
885 | object::destroy (bool destroy_inventory) |
869 | object::destroy (bool destroy_inventory) |
886 | { |
870 | { |
… | |
… | |
971 | else if (map) |
955 | else if (map) |
972 | { |
956 | { |
973 | if (type == PLAYER) |
957 | if (type == PLAYER) |
974 | { |
958 | { |
975 | --map->players; |
959 | --map->players; |
976 | map->last_access = runtime; |
960 | map->touch (); |
977 | } |
961 | } |
978 | |
962 | |
|
|
963 | map->dirty = true; |
979 | |
964 | |
980 | /* link the object above us */ |
965 | /* link the object above us */ |
981 | if (above) |
966 | if (above) |
982 | above->below = below; |
967 | above->below = below; |
983 | else |
968 | else |
… | |
… | |
1056 | } |
1041 | } |
1057 | |
1042 | |
1058 | /* last == NULL if there are no objects on this space */ |
1043 | /* last == NULL if there are no objects on this space */ |
1059 | //TODO: this makes little sense, why only update the topmost object? |
1044 | //TODO: this makes little sense, why only update the topmost object? |
1060 | if (!last) |
1045 | if (!last) |
1061 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1046 | map->at (x, y).flags_ = 0; |
1062 | else |
1047 | else |
1063 | update_object (last, UP_OBJ_REMOVE); |
1048 | update_object (last, UP_OBJ_REMOVE); |
1064 | |
1049 | |
1065 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1050 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1066 | update_all_los (map, x, y); |
1051 | update_all_los (map, x, y); |
… | |
… | |
1187 | { |
1172 | { |
1188 | /* The part may be on a different map. */ |
1173 | /* The part may be on a different map. */ |
1189 | |
1174 | |
1190 | object *more = op->more; |
1175 | object *more = op->more; |
1191 | |
1176 | |
1192 | /* We really need the caller to normalize coordinates - if |
1177 | /* We really need the caller to normalise coordinates - if |
1193 | * we set the map, that doesn't work if the location is within |
1178 | * we set the map, that doesn't work if the location is within |
1194 | * a map and this is straddling an edge. So only if coordinate |
1179 | * a map and this is straddling an edge. So only if coordinate |
1195 | * is clear wrong do we normalize it. |
1180 | * is clear wrong do we normalise it. |
1196 | */ |
1181 | */ |
1197 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1182 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1198 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1183 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1199 | else if (!more->map) |
1184 | else if (!more->map) |
1200 | { |
1185 | { |
… | |
… | |
1360 | |
1345 | |
1361 | if (op->type == PLAYER) |
1346 | if (op->type == PLAYER) |
1362 | { |
1347 | { |
1363 | op->contr->do_los = 1; |
1348 | op->contr->do_los = 1; |
1364 | ++op->map->players; |
1349 | ++op->map->players; |
1365 | op->map->last_access = runtime; |
1350 | op->map->touch (); |
1366 | } |
1351 | } |
|
|
1352 | |
|
|
1353 | op->map->dirty = true; |
1367 | |
1354 | |
1368 | /* If we have a floor, we know the player, if any, will be above |
1355 | /* If we have a floor, we know the player, if any, will be above |
1369 | * it, so save a few ticks and start from there. |
1356 | * it, so save a few ticks and start from there. |
1370 | */ |
1357 | */ |
1371 | if (!(flag & INS_MAP_LOAD)) |
1358 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1377 | * visible to others on this map. But update_all_los is really |
1364 | * visible to others on this map. But update_all_los is really |
1378 | * an inefficient way to do this, as it means los for all players |
1365 | * an inefficient way to do this, as it means los for all players |
1379 | * on the map will get recalculated. The players could very well |
1366 | * on the map will get recalculated. The players could very well |
1380 | * be far away from this change and not affected in any way - |
1367 | * be far away from this change and not affected in any way - |
1381 | * this should get redone to only look for players within range, |
1368 | * this should get redone to only look for players within range, |
1382 | * or just updating the P_NEED_UPDATE for spaces within this area |
1369 | * or just updating the P_UPTODATE for spaces within this area |
1383 | * of effect may be sufficient. |
1370 | * of effect may be sufficient. |
1384 | */ |
1371 | */ |
1385 | if (op->map->darkness && (op->glow_radius != 0)) |
1372 | if (op->map->darkness && (op->glow_radius != 0)) |
1386 | update_all_los (op->map, op->x, op->y); |
1373 | update_all_los (op->map, op->x, op->y); |
1387 | |
1374 | |
… | |
… | |
1425 | { |
1412 | { |
1426 | object *tmp, *tmp1; |
1413 | object *tmp, *tmp1; |
1427 | |
1414 | |
1428 | /* first search for itself and remove any old instances */ |
1415 | /* first search for itself and remove any old instances */ |
1429 | |
1416 | |
1430 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1417 | for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1431 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1418 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1432 | tmp->destroy (); |
1419 | tmp->destroy (); |
1433 | |
1420 | |
1434 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1421 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1435 | |
1422 | |
… | |
… | |
1758 | |
1745 | |
1759 | /* The objects have to be checked from top to bottom. |
1746 | /* The objects have to be checked from top to bottom. |
1760 | * Hence, we first go to the top: |
1747 | * Hence, we first go to the top: |
1761 | */ |
1748 | */ |
1762 | |
1749 | |
1763 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) |
1750 | for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) |
1764 | { |
1751 | { |
1765 | /* Trim the search when we find the first other spell effect |
1752 | /* Trim the search when we find the first other spell effect |
1766 | * this helps performance so that if a space has 50 spell objects, |
1753 | * this helps performance so that if a space has 50 spell objects, |
1767 | * we don't need to check all of them. |
1754 | * we don't need to check all of them. |
1768 | */ |
1755 | */ |
… | |
… | |
1826 | * The first matching object is returned, or NULL if none. |
1813 | * The first matching object is returned, or NULL if none. |
1827 | */ |
1814 | */ |
1828 | object * |
1815 | object * |
1829 | present_arch (const archetype *at, maptile *m, int x, int y) |
1816 | present_arch (const archetype *at, maptile *m, int x, int y) |
1830 | { |
1817 | { |
1831 | if (m == NULL || out_of_map (m, x, y)) |
1818 | if (!m || out_of_map (m, x, y)) |
1832 | { |
1819 | { |
1833 | LOG (llevError, "Present_arch called outside map.\n"); |
1820 | LOG (llevError, "Present_arch called outside map.\n"); |
1834 | return NULL; |
1821 | return NULL; |
1835 | } |
1822 | } |
1836 | |
1823 | |
1837 | for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1824 | for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1838 | if (tmp->arch == at) |
1825 | if (tmp->arch == at) |
1839 | return tmp; |
1826 | return tmp; |
1840 | |
1827 | |
1841 | return NULL; |
1828 | return NULL; |
1842 | } |
1829 | } |
… | |
… | |
1853 | { |
1840 | { |
1854 | LOG (llevError, "Present called outside map.\n"); |
1841 | LOG (llevError, "Present called outside map.\n"); |
1855 | return NULL; |
1842 | return NULL; |
1856 | } |
1843 | } |
1857 | |
1844 | |
1858 | for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1845 | for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1859 | if (tmp->type == type) |
1846 | if (tmp->type == type) |
1860 | return tmp; |
1847 | return tmp; |
1861 | |
1848 | |
1862 | return NULL; |
1849 | return NULL; |
1863 | } |
1850 | } |
… | |
… | |
2595 | object::flag_desc (char *desc, int len) const |
2582 | object::flag_desc (char *desc, int len) const |
2596 | { |
2583 | { |
2597 | char *p = desc; |
2584 | char *p = desc; |
2598 | bool first = true; |
2585 | bool first = true; |
2599 | |
2586 | |
|
|
2587 | *p = 0; |
|
|
2588 | |
2600 | for (int i = 0; i < NUM_FLAGS; i++) |
2589 | for (int i = 0; i < NUM_FLAGS; i++) |
2601 | { |
2590 | { |
2602 | if (len <= 10) // magic constant! |
2591 | if (len <= 10) // magic constant! |
2603 | { |
2592 | { |
2604 | snprintf (p, len, ",..."); |
2593 | snprintf (p, len, ",..."); |
2605 | break; |
2594 | break; |
2606 | } |
2595 | } |
2607 | |
2596 | |
2608 | if (flag[i]) |
2597 | if (flag [i]) |
2609 | { |
2598 | { |
2610 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2599 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2611 | len -= cnt; |
2600 | len -= cnt; |
2612 | p += cnt; |
2601 | p += cnt; |
2613 | first = false; |
2602 | first = false; |
… | |
… | |
2615 | } |
2604 | } |
2616 | |
2605 | |
2617 | return desc; |
2606 | return desc; |
2618 | } |
2607 | } |
2619 | |
2608 | |
2620 | // return a suitable string describing an objetc in enough detail to find it |
2609 | // return a suitable string describing an object in enough detail to find it |
2621 | const char * |
2610 | const char * |
2622 | object::debug_desc (char *info) const |
2611 | object::debug_desc (char *info) const |
2623 | { |
2612 | { |
2624 | char flagdesc[512]; |
2613 | char flagdesc[512]; |
2625 | char info2[256 * 4]; |
2614 | char info2[256 * 4]; |
… | |
… | |
2642 | } |
2631 | } |
2643 | |
2632 | |
2644 | const char * |
2633 | const char * |
2645 | object::debug_desc () const |
2634 | object::debug_desc () const |
2646 | { |
2635 | { |
2647 | static char info[256 * 3]; |
2636 | static char info[256 * 4]; |
2648 | return debug_desc (info); |
2637 | return debug_desc (info); |
2649 | } |
2638 | } |
2650 | |
2639 | |