… | |
… | |
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: |
… | |
… | |
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 | /* |
… | |
… | |
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 | object::set_speed (float speed) |
558 | object::set_speed (float speed) |
560 | { |
559 | { |
561 | extern int arch_init; |
|
|
562 | |
|
|
563 | /* No reason putting the archetypes objects on the speed list, |
|
|
564 | * since they never really need to be updated. |
|
|
565 | */ |
|
|
566 | if (flag [FLAG_FREED] && speed) |
560 | if (flag [FLAG_FREED] && speed) |
567 | { |
561 | { |
568 | LOG (llevError, "Object %s is freed but has speed.\n", &name); |
562 | LOG (llevError, "Object %s is freed but has speed.\n", &name); |
569 | speed = 0; |
563 | speed = 0; |
570 | } |
564 | } |
571 | |
565 | |
572 | this->speed = speed; |
566 | this->speed = speed; |
573 | |
567 | |
574 | if (arch_init) |
568 | if (has_active_speed ()) |
575 | return; |
569 | activate (false); |
576 | |
|
|
577 | if (FABS (speed) > MIN_ACTIVE_SPEED) |
|
|
578 | { |
|
|
579 | /* If already on active list, don't do anything */ |
|
|
580 | if (active_next || active_prev || this == active_objects) |
|
|
581 | return; |
|
|
582 | |
|
|
583 | /* process_events() expects us to insert the object at the beginning |
|
|
584 | * of the list. */ |
|
|
585 | active_next = active_objects; |
|
|
586 | |
|
|
587 | if (active_next) |
|
|
588 | active_next->active_prev = this; |
|
|
589 | |
|
|
590 | active_objects = this; |
|
|
591 | } |
|
|
592 | else |
570 | else |
593 | { |
571 | deactivate (false); |
594 | /* If not on the active list, nothing needs to be done */ |
|
|
595 | if (!active_next && !active_prev && this != active_objects) |
|
|
596 | return; |
|
|
597 | |
|
|
598 | if (!active_prev) |
|
|
599 | { |
|
|
600 | active_objects = active_next; |
|
|
601 | |
|
|
602 | if (active_next) |
|
|
603 | active_next->active_prev = 0; |
|
|
604 | } |
|
|
605 | else |
|
|
606 | { |
|
|
607 | active_prev->active_next = active_next; |
|
|
608 | |
|
|
609 | if (active_next) |
|
|
610 | active_next->active_prev = active_prev; |
|
|
611 | } |
|
|
612 | |
|
|
613 | active_next = 0; |
|
|
614 | active_prev = 0; |
|
|
615 | } |
|
|
616 | } |
|
|
617 | |
|
|
618 | /* This function removes object 'op' from the list of active |
|
|
619 | * objects. |
|
|
620 | * This should only be used for style maps or other such |
|
|
621 | * reference maps where you don't want an object that isn't |
|
|
622 | * in play chewing up cpu time getting processed. |
|
|
623 | * The reverse of this is to call update_ob_speed, which |
|
|
624 | * will do the right thing based on the speed of the object. |
|
|
625 | */ |
|
|
626 | void |
|
|
627 | remove_from_active_list (object *op) |
|
|
628 | { |
|
|
629 | /* If not on the active list, nothing needs to be done */ |
|
|
630 | if (!op->active_next && !op->active_prev && op != active_objects) |
|
|
631 | return; |
|
|
632 | |
|
|
633 | if (op->active_prev == NULL) |
|
|
634 | { |
|
|
635 | active_objects = op->active_next; |
|
|
636 | if (op->active_next != NULL) |
|
|
637 | op->active_next->active_prev = NULL; |
|
|
638 | } |
|
|
639 | else |
|
|
640 | { |
|
|
641 | op->active_prev->active_next = op->active_next; |
|
|
642 | if (op->active_next) |
|
|
643 | op->active_next->active_prev = op->active_prev; |
|
|
644 | } |
|
|
645 | op->active_next = NULL; |
|
|
646 | op->active_prev = NULL; |
|
|
647 | } |
572 | } |
648 | |
573 | |
649 | /* |
574 | /* |
650 | * update_object() updates the the map. |
575 | * update_object() updates the the map. |
651 | * It takes into account invisible objects (and represent squares covered |
576 | * It takes into account invisible objects (and represent squares covered |
… | |
… | |
778 | |
703 | |
779 | prev = 0; |
704 | prev = 0; |
780 | next = 0; |
705 | next = 0; |
781 | } |
706 | } |
782 | |
707 | |
|
|
708 | void |
|
|
709 | object::activate (bool recursive) |
|
|
710 | { |
|
|
711 | if (has_active_speed ()) |
|
|
712 | { |
|
|
713 | /* If already on active list, don't do anything */ |
|
|
714 | if (active_next || active_prev || this == active_objects) |
|
|
715 | return; |
|
|
716 | |
|
|
717 | /* process_events() expects us to insert the object at the beginning |
|
|
718 | * of the list. */ |
|
|
719 | active_next = active_objects; |
|
|
720 | |
|
|
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) |
|
|
729 | op->activate (1); |
|
|
730 | } |
|
|
731 | |
|
|
732 | /* This function removes object 'op' from the list of active |
|
|
733 | * objects. |
|
|
734 | * This should only be used for style maps or other such |
|
|
735 | * reference maps where you don't want an object that isn't |
|
|
736 | * in play chewing up cpu time getting processed. |
|
|
737 | * The reverse of this is to call update_ob_speed, which |
|
|
738 | * will do the right thing based on the speed of the object. |
|
|
739 | */ |
|
|
740 | void |
|
|
741 | object::deactivate (bool recursive) |
|
|
742 | { |
|
|
743 | /* If not on the active list, nothing needs to be done */ |
|
|
744 | if (!active_next && !active_prev && this != active_objects) |
|
|
745 | return; |
|
|
746 | |
|
|
747 | if (active_prev == 0) |
|
|
748 | { |
|
|
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 | |
|
|
760 | active_next = 0; |
|
|
761 | active_prev = 0; |
|
|
762 | |
|
|
763 | if (recursive) |
|
|
764 | for (object *op = inv; op; op = op->above) |
|
|
765 | op->deactivate (1); |
|
|
766 | } |
|
|
767 | |
783 | /* |
768 | /* |
784 | * Remove and free all objects in the inventory of the given object. |
769 | * Remove and free all objects in the inventory of the given object. |
785 | * object.c ? |
770 | * object.c ? |
786 | */ |
771 | */ |
787 | void |
772 | void |
… | |
… | |
869 | |
854 | |
870 | freed_map->name = "/internal/freed_objects_map"; |
855 | freed_map->name = "/internal/freed_objects_map"; |
871 | freed_map->width = 3; |
856 | freed_map->width = 3; |
872 | freed_map->height = 3; |
857 | freed_map->height = 3; |
873 | |
858 | |
874 | freed_map->allocate (); |
859 | freed_map->alloc (); |
875 | } |
860 | } |
876 | |
861 | |
877 | map = freed_map; |
862 | map = freed_map; |
878 | x = 1; |
863 | x = 1; |
879 | y = 1; |
864 | y = 1; |
… | |
… | |
964 | * to save cpu time. |
949 | * to save cpu time. |
965 | */ |
950 | */ |
966 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
951 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
967 | otmp->update_stats (); |
952 | otmp->update_stats (); |
968 | |
953 | |
969 | if (above != NULL) |
954 | if (above) |
970 | above->below = below; |
955 | above->below = below; |
971 | else |
956 | else |
972 | env->inv = below; |
957 | env->inv = below; |
973 | |
958 | |
974 | if (below != NULL) |
959 | if (below) |
975 | below->above = above; |
960 | below->above = above; |
976 | |
961 | |
977 | /* we set up values so that it could be inserted into |
962 | /* we set up values so that it could be inserted into |
978 | * the map, but we don't actually do that - it is up |
963 | * the map, but we don't actually do that - it is up |
979 | * to the caller to decide what we want to do. |
964 | * to the caller to decide what we want to do. |
… | |
… | |
983 | above = 0, below = 0; |
968 | above = 0, below = 0; |
984 | env = 0; |
969 | env = 0; |
985 | } |
970 | } |
986 | else if (map) |
971 | else if (map) |
987 | { |
972 | { |
988 | /* Re did the following section of code - it looks like it had |
973 | if (type == PLAYER) |
989 | * lots of logic for things we no longer care about |
|
|
990 | */ |
974 | { |
|
|
975 | --map->players; |
|
|
976 | map->last_access = runtime; |
|
|
977 | } |
|
|
978 | |
991 | |
979 | |
992 | /* link the object above us */ |
980 | /* link the object above us */ |
993 | if (above) |
981 | if (above) |
994 | above->below = below; |
982 | above->below = below; |
995 | else |
983 | else |
… | |
… | |
1046 | |
1034 | |
1047 | if (tmp->contr->ns) |
1035 | if (tmp->contr->ns) |
1048 | tmp->contr->ns->floorbox_update (); |
1036 | tmp->contr->ns->floorbox_update (); |
1049 | } |
1037 | } |
1050 | |
1038 | |
1051 | /* See if player moving off should effect something */ |
1039 | /* See if object moving off should effect something */ |
1052 | if (check_walk_off |
1040 | if (check_walk_off |
1053 | && ((move_type & tmp->move_off) |
1041 | && ((move_type & tmp->move_off) |
1054 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1042 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1055 | { |
1043 | { |
1056 | move_apply (tmp, this, 0); |
1044 | move_apply (tmp, this, 0); |
… | |
… | |
1058 | if (destroyed ()) |
1046 | if (destroyed ()) |
1059 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1047 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1060 | } |
1048 | } |
1061 | |
1049 | |
1062 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1050 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1063 | |
1051 | //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1064 | if (tmp->above == tmp) |
1052 | if (tmp->above == tmp) |
1065 | tmp->above = 0; |
1053 | tmp->above = 0; |
1066 | |
1054 | |
1067 | last = tmp; |
1055 | last = tmp; |
1068 | } |
1056 | } |
1069 | |
1057 | |
1070 | /* last == NULL of there are no objects on this space */ |
1058 | /* last == NULL if there are no objects on this space */ |
|
|
1059 | //TODO: this makes little sense, why only update the topmost object? |
1071 | if (!last) |
1060 | if (!last) |
1072 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1061 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1073 | else |
1062 | else |
1074 | update_object (last, UP_OBJ_REMOVE); |
1063 | update_object (last, UP_OBJ_REMOVE); |
1075 | |
1064 | |
… | |
… | |
1161 | { |
1150 | { |
1162 | LOG (llevError, "Trying to insert freed object!\n"); |
1151 | LOG (llevError, "Trying to insert freed object!\n"); |
1163 | return NULL; |
1152 | return NULL; |
1164 | } |
1153 | } |
1165 | |
1154 | |
1166 | if (m == NULL) |
1155 | if (!m) |
1167 | { |
1156 | { |
1168 | char *dump = dump_object (op); |
1157 | char *dump = dump_object (op); |
1169 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1158 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1170 | free (dump); |
1159 | free (dump); |
1171 | return op; |
1160 | return op; |
… | |
… | |
1235 | y = op->y; |
1224 | y = op->y; |
1236 | |
1225 | |
1237 | /* this has to be done after we translate the coordinates. |
1226 | /* this has to be done after we translate the coordinates. |
1238 | */ |
1227 | */ |
1239 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1228 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1240 | for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1229 | for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) |
1241 | if (object::can_merge (op, tmp)) |
1230 | if (object::can_merge (op, tmp)) |
1242 | { |
1231 | { |
1243 | op->nrof += tmp->nrof; |
1232 | op->nrof += tmp->nrof; |
1244 | tmp->destroy (); |
1233 | tmp->destroy (); |
1245 | } |
1234 | } |
… | |
… | |
1272 | else |
1261 | else |
1273 | { |
1262 | { |
1274 | /* If there are other objects, then */ |
1263 | /* If there are other objects, then */ |
1275 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1264 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1276 | { |
1265 | { |
1277 | object *last = NULL; |
1266 | object *last = 0; |
1278 | |
1267 | |
1279 | /* |
1268 | /* |
1280 | * If there are multiple objects on this space, we do some trickier handling. |
1269 | * If there are multiple objects on this space, we do some trickier handling. |
1281 | * We've already dealt with merging if appropriate. |
1270 | * We've already dealt with merging if appropriate. |
1282 | * Generally, we want to put the new object on top. But if |
1271 | * Generally, we want to put the new object on top. But if |
… | |
… | |
1286 | * once we get to them. This reduces the need to traverse over all of |
1275 | * once we get to them. This reduces the need to traverse over all of |
1287 | * them when adding another one - this saves quite a bit of cpu time |
1276 | * them when adding another one - this saves quite a bit of cpu time |
1288 | * when lots of spells are cast in one area. Currently, it is presumed |
1277 | * when lots of spells are cast in one area. Currently, it is presumed |
1289 | * that flying non pickable objects are spell objects. |
1278 | * that flying non pickable objects are spell objects. |
1290 | */ |
1279 | */ |
1291 | |
|
|
1292 | while (top != NULL) |
1280 | while (top) |
1293 | { |
1281 | { |
1294 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1282 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1295 | floor = top; |
1283 | floor = top; |
1296 | |
1284 | |
1297 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1285 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
… | |
… | |
1350 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1338 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1351 | |
1339 | |
1352 | if (op->above) |
1340 | if (op->above) |
1353 | op->above->below = op; |
1341 | op->above->below = op; |
1354 | |
1342 | |
1355 | op->below = NULL; |
1343 | op->below = 0; |
1356 | op->ms ().bot = op; |
1344 | op->ms ().bot = op; |
1357 | } |
1345 | } |
1358 | else |
1346 | else |
1359 | { /* get inserted into the stack above top */ |
1347 | { /* get inserted into the stack above top */ |
1360 | op->above = top->above; |
1348 | op->above = top->above; |
… | |
… | |
1364 | |
1352 | |
1365 | op->below = top; |
1353 | op->below = top; |
1366 | top->above = op; |
1354 | top->above = op; |
1367 | } |
1355 | } |
1368 | |
1356 | |
1369 | if (op->above == NULL) |
1357 | if (!op->above) |
1370 | op->ms ().top = op; |
1358 | op->ms ().top = op; |
1371 | } /* else not INS_BELOW_ORIGINATOR */ |
1359 | } /* else not INS_BELOW_ORIGINATOR */ |
1372 | |
1360 | |
1373 | if (op->type == PLAYER) |
1361 | if (op->type == PLAYER) |
|
|
1362 | { |
1374 | op->contr->do_los = 1; |
1363 | op->contr->do_los = 1; |
|
|
1364 | ++op->map->players; |
|
|
1365 | op->map->last_access = runtime; |
|
|
1366 | } |
1375 | |
1367 | |
1376 | /* If we have a floor, we know the player, if any, will be above |
1368 | /* If we have a floor, we know the player, if any, will be above |
1377 | * it, so save a few ticks and start from there. |
1369 | * it, so save a few ticks and start from there. |
1378 | */ |
1370 | */ |
1379 | if (!(flag & INS_MAP_LOAD)) |
1371 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
2596 | } |
2588 | } |
2597 | else |
2589 | else |
2598 | item = item->env; |
2590 | item = item->env; |
2599 | } |
2591 | } |
2600 | |
2592 | |
|
|
2593 | |
|
|
2594 | const char * |
|
|
2595 | object::flag_desc (char *desc, int len) const |
|
|
2596 | { |
|
|
2597 | char *p = desc; |
|
|
2598 | bool first = true; |
|
|
2599 | |
|
|
2600 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2601 | { |
|
|
2602 | if (len <= 10) // magic constant! |
|
|
2603 | { |
|
|
2604 | snprintf (p, len, ",..."); |
|
|
2605 | break; |
|
|
2606 | } |
|
|
2607 | |
|
|
2608 | if (flag[i]) |
|
|
2609 | { |
|
|
2610 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2611 | len -= cnt; |
|
|
2612 | p += cnt; |
|
|
2613 | first = false; |
|
|
2614 | } |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | return desc; |
|
|
2618 | } |
|
|
2619 | |
2601 | // return a suitable string describing an objetc in enough detail to find it |
2620 | // return a suitable string describing an objetc in enough detail to find it |
2602 | const char * |
2621 | const char * |
2603 | object::debug_desc (char *info) const |
2622 | object::debug_desc (char *info) const |
2604 | { |
2623 | { |
|
|
2624 | char flagdesc[512]; |
2605 | char info2[256 * 3]; |
2625 | char info2[256 * 4]; |
2606 | char *p = info; |
2626 | char *p = info; |
2607 | |
2627 | |
2608 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2628 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2609 | count, |
2629 | count, uuid.seq, |
2610 | &name, |
2630 | &name, |
2611 | title ? " " : "", |
2631 | title ? "\",title:" : "", |
2612 | title ? (const char *)title : ""); |
2632 | title ? (const char *)title : "", |
|
|
2633 | flag_desc (flagdesc, 512), type); |
2613 | |
2634 | |
2614 | if (env) |
2635 | if (env) |
2615 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2636 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2616 | |
2637 | |
2617 | if (map) |
2638 | if (map) |
2618 | p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2639 | p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2619 | |
2640 | |
2620 | return info; |
2641 | return info; |
2621 | } |
2642 | } |
2622 | |
2643 | |
2623 | const char * |
2644 | const char * |