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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
522 tail = new_link; 519 tail = new_link;
523 } 520 }
524 } 521 }
525 } 522 }
526 523
527 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
528} 525}
529 526
530object * 527object *
531object::clone () 528object::clone ()
532{ 529{
538/* 535/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
542 */ 539 */
543
544void 540void
545update_turn_face (object *op) 541update_turn_face (object *op)
546{ 542{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 544 return;
545
549 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
551} 548}
552 549
553/* 550/*
554 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
557 */ 554 */
558void 555void
559update_ob_speed (object *op) 556object::set_speed (float speed)
560{ 557{
561 extern int arch_init; 558 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 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
567 { 559 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 561 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 562 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 563
581 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 565
585 if (op->active_next != NULL) 566 if (has_active_speed ())
586 op->active_next->active_prev = op; 567 activate ();
587
588 active_objects = op;
589 }
590 else 568 else
591 { 569 deactivate ();
592 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects)
594 return;
595
596 if (op->active_prev == NULL)
597 {
598 active_objects = op->active_next;
599
600 if (op->active_next != NULL)
601 op->active_next->active_prev = NULL;
602 }
603 else
604 {
605 op->active_prev->active_next = op->active_next;
606
607 if (op->active_next)
608 op->active_next->active_prev = op->active_prev;
609 }
610
611 op->active_next = NULL;
612 op->active_prev = NULL;
613 }
614}
615
616/* This function removes object 'op' from the list of active
617 * objects.
618 * This should only be used for style maps or other such
619 * reference maps where you don't want an object that isn't
620 * in play chewing up cpu time getting processed.
621 * The reverse of this is to call update_ob_speed, which
622 * will do the right thing based on the speed of the object.
623 */
624void
625remove_from_active_list (object *op)
626{
627 /* If not on the active list, nothing needs to be done */
628 if (!op->active_next && !op->active_prev && op != active_objects)
629 return;
630
631 if (op->active_prev == NULL)
632 {
633 active_objects = op->active_next;
634 if (op->active_next != NULL)
635 op->active_next->active_prev = NULL;
636 }
637 else
638 {
639 op->active_prev->active_next = op->active_next;
640 if (op->active_next)
641 op->active_next->active_prev = op->active_prev;
642 }
643 op->active_next = NULL;
644 op->active_prev = NULL;
645} 570}
646 571
647/* 572/*
648 * update_object() updates the the map. 573 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
697 return; 622 return;
698 } 623 }
699 624
700 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
701 626
702 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 628 /* nop */;
704 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
705 { 630 {
706 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
716 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 642 * to have move_allow right now.
718 */ 643 */
719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
721 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
722 } 647 }
723 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 650 * that is being removed.
726 */ 651 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
731 else 656 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 658
734 if (op->more) 659 if (op->more)
735 update_object (op->more, action); 660 update_object (op->more, action);
736} 661}
737 662
738object::vector object::objects; // not yet used
739object *object::first; 663object *object::first;
740 664
741object::object () 665object::object ()
742{ 666{
743 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
751 free_key_values (this); 675 free_key_values (this);
752} 676}
753 677
754void object::link () 678void object::link ()
755{ 679{
756 count = ++ob_count;
757 uuid = gen_uuid (); 680 uuid = gen_uuid ();
758 681
759 prev = 0; 682 refcnt_inc ();
760 next = object::first; 683 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 684}
767 685
768void object::unlink () 686void object::unlink ()
769{ 687{
770 if (this == object::first) 688 objects.erase (this);
771 object::first = next; 689 refcnt_dec ();
690}
772 691
773 /* Remove this object from the list of used objects */ 692void
774 if (prev) prev->next = next; 693object::activate ()
775 if (next) next->prev = prev; 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
776 698
777 prev = 0; 699 if (has_active_speed ())
778 next = 0; 700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
719 */
720void
721object::deactivate ()
722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
726
727 actives.erase (this);
728}
729
730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
747}
748
749/*
750 * Remove and free all objects in the inventory of the given object.
751 * object.c ?
752 */
753void
754object::destroy_inv (bool drop_to_ground)
755{
756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
764 /* Only if the space blocks everything do we not process -
765 * if some form of movement is allowed, let objects
766 * drop on that space.
767 */
768 if (!drop_to_ground
769 || !map
770 || map->in_memory != MAP_IN_MEMORY
771 || ms ().move_block == MOVE_ALL)
772 {
773 while (inv)
774 {
775 inv->destroy_inv (drop_to_ground);
776 inv->destroy ();
777 }
778 }
779 else
780 { /* Put objects in inventory onto this space */
781 while (inv)
782 {
783 object *op = inv;
784
785 if (op->flag [FLAG_STARTEQUIP]
786 || op->flag [FLAG_NO_DROP]
787 || op->type == RUNE
788 || op->type == TRAP
789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
791 op->destroy ();
792 else
793 map->insert (op, x, y);
794 }
795 }
779} 796}
780 797
781object *object::create () 798object *object::create ()
782{ 799{
783 object *op = new object; 800 object *op = new object;
784 op->link (); 801 op->link ();
785 return op; 802 return op;
786} 803}
787 804
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void 805void
799object::do_destroy () 806object::do_destroy ()
800{ 807{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED]) 808 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this); 809 remove_button_link (this);
805 810
806 if (flag [FLAG_FRIENDLY]) 811 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this); 812 remove_friendly_object (this);
810 remove (); 815 remove ();
811 816
812 if (flag [FLAG_FREED]) 817 if (flag [FLAG_FREED])
813 return; 818 return;
814 819
820 set_speed (0);
821
815 flag [FLAG_FREED] = 1; 822 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
816 828
817 // hack to ensure that freed objects still have a valid map 829 // hack to ensure that freed objects still have a valid map
818 { 830 {
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 831 static maptile *freed_map; // freed objects are moved here to avoid crashes
820 832
824 836
825 freed_map->name = "/internal/freed_objects_map"; 837 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 838 freed_map->width = 3;
827 freed_map->height = 3; 839 freed_map->height = 3;
828 840
829 freed_map->allocate (); 841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
830 } 843 }
831 844
832 map = freed_map; 845 map = freed_map;
833 x = 1; 846 x = 1;
834 y = 1; 847 y = 1;
835 } 848 }
836 849
837 more = 0;
838 head = 0; 850 head = 0;
839 inv = 0; 851
852 if (more)
853 {
854 more->destroy ();
855 more = 0;
856 }
840 857
841 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
842 owner = 0; 859 owner = 0;
843 enemy = 0; 860 enemy = 0;
844 attacked_by = 0; 861 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 862}
900 863
901void 864void
902object::destroy (bool destroy_inventory) 865object::destroy (bool destroy_inventory)
903{ 866{
904 if (destroyed ()) 867 if (destroyed ())
905 return; 868 return;
906 869
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 870 if (destroy_inventory)
915 destroy_inv (true); 871 destroy_inv (false);
916 872
917 attachable::destroy (); 873 attachable::destroy ();
918} 874}
919 875
920/* 876/*
973 * to save cpu time. 929 * to save cpu time.
974 */ 930 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 932 otmp->update_stats ();
977 933
978 if (above != NULL) 934 if (above)
979 above->below = below; 935 above->below = below;
980 else 936 else
981 env->inv = below; 937 env->inv = below;
982 938
983 if (below != NULL) 939 if (below)
984 below->above = above; 940 below->above = above;
985 941
986 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 944 * to the caller to decide what we want to do.
992 above = 0, below = 0; 948 above = 0, below = 0;
993 env = 0; 949 env = 0;
994 } 950 }
995 else if (map) 951 else if (map)
996 { 952 {
997 /* Re did the following section of code - it looks like it had 953 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 954 {
955 --map->players;
956 map->touch ();
957 }
958
959 map->dirty = true;
1000 960
1001 /* link the object above us */ 961 /* link the object above us */
1002 if (above) 962 if (above)
1003 above->below = below; 963 above->below = below;
1004 else 964 else
1033 if (map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1034 return; 994 return;
1035 995
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 997
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1039 { 999 {
1040 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1041 * being removed. 1001 * being removed.
1042 */ 1002 */
1043 1003
1055 1015
1056 if (tmp->contr->ns) 1016 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1017 tmp->contr->ns->floorbox_update ();
1058 } 1018 }
1059 1019
1060 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1061 if (check_walk_off 1021 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1024 {
1065 move_apply (tmp, this, 0); 1025 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1027 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1029 }
1070 1030
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1074 tmp->above = 0; 1034 tmp->above = 0;
1075 1035
1076 last = tmp; 1036 last = tmp;
1077 } 1037 }
1078 1038
1079 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1041 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1042 map->at (x, y).flags_ = 0;
1082 else 1043 else
1083 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1084 1045
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1129 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1130 */ 1091 */
1131object * 1092object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1094{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1096 {
1141 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1143 } 1099 }
1144 1100
1175 { 1131 {
1176 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL; 1133 return NULL;
1178 } 1134 }
1179 1135
1180 if (m == NULL) 1136 if (!m)
1181 { 1137 {
1182 char *dump = dump_object (op); 1138 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump); 1140 free (dump);
1185 return op; 1141 return op;
1212 { 1168 {
1213 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1214 1170
1215 object *more = op->more; 1171 object *more = op->more;
1216 1172
1217 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1218 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1221 */ 1177 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map) 1180 else if (!more->map)
1225 { 1181 {
1249 y = op->y; 1205 y = op->y;
1250 1206
1251 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1252 */ 1208 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1211 if (object::can_merge (op, tmp))
1256 { 1212 {
1257 op->nrof += tmp->nrof; 1213 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1214 tmp->destroy ();
1259 } 1215 }
1286 else 1242 else
1287 { 1243 {
1288 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 { 1246 {
1291 object *last = NULL; 1247 object *last = 0;
1292 1248
1293 /* 1249 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1300 * once we get to them. This reduces the need to traverse over all of 1256 * once we get to them. This reduces the need to traverse over all of
1301 * them when adding another one - this saves quite a bit of cpu time 1257 * them when adding another one - this saves quite a bit of cpu time
1302 * when lots of spells are cast in one area. Currently, it is presumed 1258 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1304 */ 1260 */
1305
1306 while (top != NULL) 1261 while (top)
1307 { 1262 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1264 floor = top;
1310 1265
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1266 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1364 op->above = GET_MAP_OB (op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365 1320
1366 if (op->above) 1321 if (op->above)
1367 op->above->below = op; 1322 op->above->below = op;
1368 1323
1369 op->below = NULL; 1324 op->below = 0;
1370 op->ms ().bot = op; 1325 op->ms ().bot = op;
1371 } 1326 }
1372 else 1327 else
1373 { /* get inserted into the stack above top */ 1328 { /* get inserted into the stack above top */
1374 op->above = top->above; 1329 op->above = top->above;
1378 1333
1379 op->below = top; 1334 op->below = top;
1380 top->above = op; 1335 top->above = op;
1381 } 1336 }
1382 1337
1383 if (op->above == NULL) 1338 if (!op->above)
1384 op->ms ().top = op; 1339 op->ms ().top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1386 1341
1387 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1343 {
1388 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1348
1349 op->map->dirty = true;
1389 1350
1390 /* If we have a floor, we know the player, if any, will be above 1351 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1352 * it, so save a few ticks and start from there.
1392 */ 1353 */
1393 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1366 * of effect may be sufficient.
1406 */ 1367 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1409 1370
1447{ 1408{
1448 object *tmp, *tmp1; 1409 object *tmp, *tmp1;
1449 1410
1450 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1451 1412
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1415 tmp->destroy ();
1455 1416
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1418
1458 tmp1->x = op->x; 1419 tmp1->x = op->x;
1459 tmp1->y = op->y; 1420 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1461} 1428}
1462 1429
1463/* 1430/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1465 * is returned contains nr objects, and the remaining parts contains 1432 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1435 * global static errmsg array.
1469 */ 1436 */
1470
1471object * 1437object *
1472get_split_ob (object *orig_ob, uint32 nr) 1438get_split_ob (object *orig_ob, uint32 nr)
1473{ 1439{
1474 object *newob; 1440 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1739 * 1705 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * MSW 2001-07-08: Check all objects on space, not just those below
1741 * object being inserted. insert_ob_in_map may not put new objects 1707 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1708 * on top.
1743 */ 1709 */
1744
1745int 1710int
1746check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
1747{ 1712{
1748 object *tmp; 1713 object *tmp;
1749 maptile *m = op->map; 1714 maptile *m = op->map;
1776 1741
1777 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1779 */ 1744 */
1780 1745
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1747 {
1783 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1750 * we don't need to check all of them.
1786 */ 1751 */
1844 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
1845 */ 1810 */
1846object * 1811object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1813{
1849 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
1850 { 1815 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1817 return NULL;
1853 } 1818 }
1854 1819
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1821 if (tmp->arch == at)
1857 return tmp; 1822 return tmp;
1858 1823
1859 return NULL; 1824 return NULL;
1860} 1825}
1871 { 1836 {
1872 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1838 return NULL;
1874 } 1839 }
1875 1840
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1842 if (tmp->type == type)
1878 return tmp; 1843 return tmp;
1879 1844
1880 return NULL; 1845 return NULL;
1881} 1846}
2606 } 2571 }
2607 else 2572 else
2608 item = item->env; 2573 item = item->env;
2609} 2574}
2610 2575
2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2586 {
2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2600 }
2601
2602 return desc;
2603}
2604
2611// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2612const char * 2606const char *
2613object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2614{ 2608{
2609 char flagdesc[512];
2615 char info2[256 * 3]; 2610 char info2[256 * 4];
2616 char *p = info; 2611 char *p = info;
2617 2612
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2619 count, 2614 count, uuid.seq,
2620 &name, 2615 &name,
2621 title ? " " : "", 2616 title ? "\",title:" : "",
2622 title ? (const char *)title : ""); 2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2623 2619
2624 if (env) 2620 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2622
2627 if (map) 2623 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2625
2630 return info; 2626 return info;
2631} 2627}
2632 2628
2633const char * 2629const char *
2634object::debug_desc () const 2630object::debug_desc () const
2635{ 2631{
2636 static char info[256 * 3]; 2632 static char info[256 * 4];
2637 return debug_desc (info); 2633 return debug_desc (info);
2638} 2634}
2639 2635

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