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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.119 by root, Fri Jan 19 18:06:51 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
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,
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
396object * 397object *
397find_object (tag_t i) 398find_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
412object * 412object *
413find_object_name (const char *str) 413find_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}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
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
665object::vector object::objects; // not yet used
666object *object::first;
667
668object::object () 665object::object ()
669{ 666{
670 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
671 668
672 expmul = 1.0; 669 expmul = 1.0;
673 face = blank_face; 670 face = blank_face;
674} 671}
675 672
676object::~object () 673object::~object ()
677{ 674{
675 if (index)
676 unlink ();
677
678 free_key_values (this); 678 free_key_values (this);
679} 679}
680 680
681static int object_count;
682
681void object::link () 683void object::link ()
682{ 684{
683 count = ++ob_count; 685 assert (!index);//D
684 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
685 688
686 prev = 0; 689 refcnt_inc ();
687 next = object::first; 690 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 691}
694 692
695void object::unlink () 693void object::unlink ()
696{ 694{
697 if (this == object::first) 695 assert (index);//D
698 object::first = next; 696 objects.erase (this);
699 697 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} 698}
707 699
708void 700void
709object::activate (bool recursive) 701object::activate ()
710{ 702{
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
706
711 if (has_active_speed ()) 707 if (has_active_speed ())
712 { 708 actives.insert (this);
713 /* If already on active list, don't do anything */ 709}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 710
717 /* process_events() expects us to insert the object at the beginning 711void
718 * of the list. */ 712object::activate_recursive ()
719 active_next = active_objects; 713{
714 activate ();
720 715
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) 716 for (object *op = inv; op; op = op->below)
729 op->activate (1); 717 op->activate_recursive ();
730} 718}
731 719
732/* This function removes object 'op' from the list of active 720/* This function removes object 'op' from the list of active
733 * objects. 721 * objects.
734 * This should only be used for style maps or other such 722 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 724 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 725 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 726 * will do the right thing based on the speed of the object.
739 */ 727 */
740void 728void
741object::deactivate (bool recursive) 729object::deactivate ()
742{ 730{
743 /* If not on the active list, nothing needs to be done */ 731 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 732 if (!active)
745 return; 733 return;
746 734
747 if (active_prev == 0) 735 actives.erase (this);
748 { 736}
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 }
759 737
760 active_next = 0; 738void
761 active_prev = 0; 739object::deactivate_recursive ()
762 740{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
765 op->deactivate (1); 744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
766} 755}
767 756
768/* 757/*
769 * Remove and free all objects in the inventory of the given object. 758 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 759 * object.c ?
803 792
804 if (op->flag [FLAG_STARTEQUIP] 793 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 794 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 795 || op->type == RUNE
807 || op->type == TRAP 796 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 799 op->destroy ();
810 else 800 else
811 map->insert (op, x, y); 801 map->insert (op, x, y);
812 } 802 }
813 } 803 }
821} 811}
822 812
823void 813void
824object::do_destroy () 814object::do_destroy ()
825{ 815{
816 attachable::do_destroy ();
817
826 if (flag [FLAG_IS_LINKED]) 818 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 819 remove_button_link (this);
828 820
829 if (flag [FLAG_FRIENDLY]) 821 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 822 remove_friendly_object (this);
831 823
832 if (!flag [FLAG_REMOVED]) 824 if (!flag [FLAG_REMOVED])
833 remove (); 825 remove ();
834 826
835 if (flag [FLAG_FREED]) 827 destroy_inv (true);
836 return;
837 828
838 set_speed (0); 829 deactivate ();
830 unlink ();
839 831
840 flag [FLAG_FREED] = 1; 832 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 833
847 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
848 { 835 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 836 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 837
855 freed_map->name = "/internal/freed_objects_map"; 842 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 843 freed_map->width = 3;
857 freed_map->height = 3; 844 freed_map->height = 3;
858 845
859 freed_map->alloc (); 846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
860 } 848 }
861 849
862 map = freed_map; 850 map = freed_map;
863 x = 1; 851 x = 1;
864 y = 1; 852 y = 1;
874 862
875 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
876 owner = 0; 864 owner = 0;
877 enemy = 0; 865 enemy = 0;
878 attacked_by = 0; 866 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 867}
883 868
884void 869void
885object::destroy (bool destroy_inventory) 870object::destroy (bool destroy_inventory)
886{ 871{
917 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
918 * the previous environment. 903 * the previous environment.
919 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
920 */ 905 */
921void 906void
922object::remove () 907object::remove_slow ()
923{ 908{
924 object *tmp, *last = 0; 909 object *tmp, *last = 0;
925 object *otmp; 910 object *otmp;
926 911
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
971 else if (map) 956 else if (map)
972 { 957 {
973 if (type == PLAYER) 958 if (type == PLAYER)
974 { 959 {
975 --map->players; 960 --map->players;
976 map->last_access = runtime; 961 map->touch ();
977 } 962 }
978 963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
979 966
980 /* link the object above us */ 967 /* link the object above us */
981 if (above) 968 if (above)
982 above->below = below; 969 above->below = below;
983 else 970 else
984 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
985 972
986 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
987 if (below) 974 if (below)
988 below->above = above; 975 below->above = above;
989 else 976 else
991 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
992 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
993 * evident 980 * evident
994 */ 981 */
995 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
996 {
997 char *dump = dump_object (this);
998 LOG (llevError,
999 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1000 free (dump);
1001 dump = dump_object (GET_MAP_OB (map, x, y));
1002 LOG (llevError, "%s\n", dump);
1003 free (dump);
1004 }
1005 984
1006 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1007 } 986 }
1008 987
1009 above = 0; 988 above = 0;
1010 below = 0; 989 below = 0;
1011 990
1012 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1013 return; 992 return;
1014 993
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 995
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 997 {
1019 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1020 * being removed. 999 * being removed.
1021 */ 1000 */
1022 1001
1056 } 1035 }
1057 1036
1058 /* last == NULL if there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1038 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1039 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1062 else 1041 else
1063 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1064 1043
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1103 1082
1104 return 0; 1083 return 0;
1105} 1084}
1106 1085
1107/* 1086/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1110 */ 1089 */
1111object * 1090object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1092{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 */ 1121 */
1143object * 1122object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1124{
1146 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1126
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1150 { 1128 {
1151 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL; 1130 return NULL;
1153 } 1131 }
1132
1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1154 1137
1155 if (!m) 1138 if (!m)
1156 { 1139 {
1157 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1173#endif 1156#endif
1174 free (dump); 1157 free (dump);
1175 return op; 1158 return op;
1176 } 1159 }
1177 1160
1178 if (!QUERY_FLAG (op, FLAG_REMOVED))
1179 {
1180 char *dump = dump_object (op);
1181 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1182 free (dump);
1183 return op;
1184 }
1185
1186 if (op->more)
1187 {
1188 /* The part may be on a different map. */
1189
1190 object *more = op->more; 1161 if (object *more = op->more)
1191 1162 {
1192 /* We really need the caller to normalize coordinates - if
1193 * 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
1195 * is clear wrong do we normalize it.
1196 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map)
1200 {
1201 /* For backwards compatibility - when not dealing with tiled maps,
1202 * more->map should always point to the parent.
1203 */
1204 more->map = m;
1205 }
1206
1207 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1164 {
1209 if (!op->head) 1165 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1167
1212 return 0; 1168 return 0;
1217 1173
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1219 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1176 * need extra work
1221 */ 1177 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1179 return 0;
1224 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1225 1183
1226 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1227 */ 1185 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1231 { 1189 {
1232 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1191 tmp->destroy ();
1234 } 1192 }
1251 op->below = originator->below; 1209 op->below = originator->below;
1252 1210
1253 if (op->below) 1211 if (op->below)
1254 op->below->above = op; 1212 op->below->above = op;
1255 else 1213 else
1256 op->ms ().bot = op; 1214 ms.bot = op;
1257 1215
1258 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1259 originator->below = op; 1217 originator->below = op;
1260 } 1218 }
1261 else 1219 else
1262 { 1220 {
1221 top = ms.bot;
1222
1263 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1225 {
1266 object *last = 0; 1226 object *last = 0;
1267 1227
1268 /* 1228 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1275 * once we get to them. This reduces the need to traverse over all of 1235 * once we get to them. This reduces the need to traverse over all of
1276 * them when adding another one - this saves quite a bit of cpu time 1236 * them when adding another one - this saves quite a bit of cpu time
1277 * when lots of spells are cast in one area. Currently, it is presumed 1237 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1279 */ 1239 */
1280 while (top) 1240 for (top = ms.bot; top; top = top->above)
1281 { 1241 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1243 floor = top;
1284 1244
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1288 top = top->below; 1248 top = top->below;
1289 break; 1249 break;
1290 } 1250 }
1291 1251
1292 last = top; 1252 last = top;
1293 top = top->above;
1294 } 1253 }
1295 1254
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1256 top = last;
1298 1257
1305 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1306 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1267 * stacking is a bit odd.
1309 */ 1268 */
1310 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1311 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1312 { 1272 {
1313 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1275 break;
1276
1316 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1280 * set top to the object below us.
1320 */ 1281 */
1322 top = last->below; 1283 top = last->below;
1323 } 1284 }
1324 } /* If objects on this space */ 1285 } /* If objects on this space */
1325 1286
1326 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1328 1289
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1291 top = floor;
1331 1292
1332 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1294 */
1334 1295
1335 /* First object on this space */ 1296 /* First object on this space */
1336 if (!top) 1297 if (!top)
1337 { 1298 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1339 1300
1340 if (op->above) 1301 if (op->above)
1341 op->above->below = op; 1302 op->above->below = op;
1342 1303
1343 op->below = 0; 1304 op->below = 0;
1344 op->ms ().bot = op; 1305 ms.bot = op;
1345 } 1306 }
1346 else 1307 else
1347 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1348 op->above = top->above; 1309 op->above = top->above;
1349 1310
1353 op->below = top; 1314 op->below = top;
1354 top->above = op; 1315 top->above = op;
1355 } 1316 }
1356 1317
1357 if (!op->above) 1318 if (!op->above)
1358 op->ms ().top = op; 1319 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1360 1321
1361 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1362 { 1323 {
1363 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1364 ++op->map->players; 1325 ++op->map->players;
1365 op->map->last_access = runtime; 1326 op->map->touch ();
1366 } 1327 }
1328
1329 op->map->dirty = true;
1367 1330
1368 /* If we have a floor, we know the player, if any, will be above 1331 /* 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. 1332 * it, so save a few ticks and start from there.
1370 */ 1333 */
1371 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1336 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1375 1338
1376 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1340 * 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 1341 * 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 1342 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1346 * of effect may be sufficient.
1384 */ 1347 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1387 1350
1425{ 1388{
1426 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1427 1390
1428 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1429 1392
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1395 tmp->destroy ();
1433 1396
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1398
1758 1721
1759 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1761 */ 1724 */
1762 1725
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1727 {
1765 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1730 * we don't need to check all of them.
1768 */ 1731 */
1826 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1827 */ 1790 */
1828object * 1791object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1793{
1831 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1832 { 1795 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1797 return NULL;
1835 } 1798 }
1836 1799
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1801 if (tmp->arch == at)
1839 return tmp; 1802 return tmp;
1840 1803
1841 return NULL; 1804 return NULL;
1842} 1805}
1853 { 1816 {
1854 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1818 return NULL;
1856 } 1819 }
1857 1820
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1822 if (tmp->type == type)
1860 return tmp; 1823 return tmp;
1861 1824
1862 return NULL; 1825 return NULL;
1863} 1826}
2178 2141
2179 return 3; 2142 return 3;
2180} 2143}
2181 2144
2182/* 2145/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2148 */
2204
2205int 2149int
2206dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2207{ 2151{
2208 int d; 2152 int d;
2209 2153
2595object::flag_desc (char *desc, int len) const 2539object::flag_desc (char *desc, int len) const
2596{ 2540{
2597 char *p = desc; 2541 char *p = desc;
2598 bool first = true; 2542 bool first = true;
2599 2543
2544 *p = 0;
2545
2600 for (int i = 0; i < NUM_FLAGS; i++) 2546 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2547 {
2602 if (len <= 10) // magic constant! 2548 if (len <= 10) // magic constant!
2603 { 2549 {
2604 snprintf (p, len, ",..."); 2550 snprintf (p, len, ",...");
2605 break; 2551 break;
2606 } 2552 }
2607 2553
2608 if (flag[i]) 2554 if (flag [i])
2609 { 2555 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2557 len -= cnt;
2612 p += cnt; 2558 p += cnt;
2613 first = false; 2559 first = false;
2615 } 2561 }
2616 2562
2617 return desc; 2563 return desc;
2618} 2564}
2619 2565
2620// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2621const char * 2567const char *
2622object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2623{ 2569{
2624 char flagdesc[512]; 2570 char flagdesc[512];
2625 char info2[256 * 4]; 2571 char info2[256 * 4];
2626 char *p = info; 2572 char *p = info;
2627 2573
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2575 count, uuid.seq,
2630 &name, 2576 &name,
2631 title ? "\",title:" : "", 2577 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2578 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2579 flag_desc (flagdesc, 512), type);
2634 2580
2635 if (env) 2581 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2588}
2643 2589
2644const char * 2590const char *
2645object::debug_desc () const 2591object::debug_desc () const
2646{ 2592{
2647 static char info[256 * 3]; 2593 static char info[256 * 4];
2648 return debug_desc (info); 2594 return debug_desc (info);
2649} 2595}
2650 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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