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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 1.121 by root, Tue Jan 23 03:17:55 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 unlink ();
676
678 free_key_values (this); 677 free_key_values (this);
679} 678}
680 679
680static int object_count;
681
681void object::link () 682void object::link ()
682{ 683{
683 count = ++ob_count; 684 assert (!index);//D
684 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
685 687
686 prev = 0; 688 refcnt_inc ();
687 next = object::first; 689 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 690}
694 691
695void object::unlink () 692void object::unlink ()
696{ 693{
697 if (this == object::first) 694 if (!index)
698 object::first = next; 695 return;
699 696
700 /* Remove this object from the list of used objects */ 697 objects.erase (this);
701 if (prev) prev->next = next; 698 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 699}
707 700
708void 701void
709object::activate (bool recursive) 702object::activate ()
710{ 703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
711 if (has_active_speed ()) 708 if (has_active_speed ())
712 { 709 actives.insert (this);
713 /* If already on active list, don't do anything */ 710}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 711
717 /* process_events() expects us to insert the object at the beginning 712void
718 * of the list. */ 713object::activate_recursive ()
719 active_next = active_objects; 714{
715 activate ();
720 716
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) 717 for (object *op = inv; op; op = op->below)
729 op->activate (1); 718 op->activate_recursive ();
730} 719}
731 720
732/* This function removes object 'op' from the list of active 721/* This function removes object 'op' from the list of active
733 * objects. 722 * objects.
734 * This should only be used for style maps or other such 723 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 725 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 726 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 727 * will do the right thing based on the speed of the object.
739 */ 728 */
740void 729void
741object::deactivate (bool recursive) 730object::deactivate ()
742{ 731{
743 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 733 if (!active)
745 return; 734 return;
746 735
747 if (active_prev == 0) 736 actives.erase (this);
748 { 737}
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 }
759 738
760 active_next = 0; 739void
761 active_prev = 0; 740object::deactivate_recursive ()
762 741{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
765 op->deactivate (1); 745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
766} 756}
767 757
768/* 758/*
769 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 760 * object.c ?
803 793
804 if (op->flag [FLAG_STARTEQUIP] 794 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 795 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 796 || op->type == RUNE
807 || op->type == TRAP 797 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 798 || op->flag [FLAG_IS_A_TEMPLATE]
799 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 800 op->destroy ();
810 else 801 else
811 map->insert (op, x, y); 802 map->insert (op, x, y);
812 } 803 }
813 } 804 }
821} 812}
822 813
823void 814void
824object::do_destroy () 815object::do_destroy ()
825{ 816{
817 attachable::do_destroy ();
818
826 if (flag [FLAG_IS_LINKED]) 819 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 820 remove_button_link (this);
828 821
829 if (flag [FLAG_FRIENDLY]) 822 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 823 remove_friendly_object (this);
831 824
832 if (!flag [FLAG_REMOVED]) 825 if (!flag [FLAG_REMOVED])
833 remove (); 826 remove ();
834 827
835 if (flag [FLAG_FREED]) 828 destroy_inv (true);
836 return;
837 829
838 set_speed (0); 830 deactivate ();
831 unlink ();
839 832
840 flag [FLAG_FREED] = 1; 833 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 834
847 // hack to ensure that freed objects still have a valid map 835 // hack to ensure that freed objects still have a valid map
848 { 836 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 837 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 838
855 freed_map->name = "/internal/freed_objects_map"; 843 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 844 freed_map->width = 3;
857 freed_map->height = 3; 845 freed_map->height = 3;
858 846
859 freed_map->alloc (); 847 freed_map->alloc ();
848 freed_map->in_memory = MAP_IN_MEMORY;
860 } 849 }
861 850
862 map = freed_map; 851 map = freed_map;
863 x = 1; 852 x = 1;
864 y = 1; 853 y = 1;
874 863
875 // clear those pointers that likely might have circular references to us 864 // clear those pointers that likely might have circular references to us
876 owner = 0; 865 owner = 0;
877 enemy = 0; 866 enemy = 0;
878 attacked_by = 0; 867 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 868}
883 869
884void 870void
885object::destroy (bool destroy_inventory) 871object::destroy (bool destroy_inventory)
886{ 872{
917 * environment, the x and y coordinates will be updated to 903 * environment, the x and y coordinates will be updated to
918 * the previous environment. 904 * the previous environment.
919 * Beware: This function is called from the editor as well! 905 * Beware: This function is called from the editor as well!
920 */ 906 */
921void 907void
922object::remove () 908object::remove_slow ()
923{ 909{
924 object *tmp, *last = 0; 910 object *tmp, *last = 0;
925 object *otmp; 911 object *otmp;
926 912
927 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
971 else if (map) 957 else if (map)
972 { 958 {
973 if (type == PLAYER) 959 if (type == PLAYER)
974 { 960 {
975 --map->players; 961 --map->players;
976 map->last_access = runtime; 962 map->touch ();
977 } 963 }
978 964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
979 967
980 /* link the object above us */ 968 /* link the object above us */
981 if (above) 969 if (above)
982 above->below = below; 970 above->below = below;
983 else 971 else
984 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
985 973
986 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
987 if (below) 975 if (below)
988 below->above = above; 976 below->above = above;
989 else 977 else
991 /* Nothing below, which means we need to relink map object for this space 979 /* 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 980 * use translated coordinates in case some oddness with map tiling is
993 * evident 981 * evident
994 */ 982 */
995 if (GET_MAP_OB (map, x, y) != this) 983 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); 984 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 985
1006 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1007 } 987 }
1008 988
1009 above = 0; 989 above = 0;
1010 below = 0; 990 below = 0;
1011 991
1012 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1013 return; 993 return;
1014 994
1015 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1016 996
1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1018 { 998 {
1019 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1020 * being removed. 1000 * being removed.
1021 */ 1001 */
1022 1002
1056 } 1036 }
1057 1037
1058 /* last == NULL if there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1039 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1040 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1062 else 1042 else
1063 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1064 1044
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1103 1083
1104 return 0; 1084 return 0;
1105} 1085}
1106 1086
1107/* 1087/*
1108 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1109 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1110 */ 1090 */
1111object * 1091object *
1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1113{ 1093{
1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1142 */ 1122 */
1143object * 1123object *
1144insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1145{ 1125{
1146 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1147 sint16 x, y;
1148 1127
1149 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1150 { 1129 {
1151 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1152 return NULL; 1131 return NULL;
1153 } 1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1154 1138
1155 if (!m) 1139 if (!m)
1156 { 1140 {
1157 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1173#endif 1157#endif
1174 free (dump); 1158 free (dump);
1175 return op; 1159 return op;
1176 } 1160 }
1177 1161
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; 1162 if (object *more = op->more)
1191 1163 {
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) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1208 { 1165 {
1209 if (!op->head) 1166 if (!op->head)
1210 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1211 1168
1212 return 0; 1169 return 0;
1217 1174
1218 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* 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 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1220 * need extra work 1177 * need extra work
1221 */ 1178 */
1222 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1223 x = op->x; 1180 return 0;
1224 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1225 1184
1226 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1227 */ 1186 */
1228 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1230 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1231 { 1190 {
1232 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1233 tmp->destroy (); 1192 tmp->destroy ();
1234 } 1193 }
1251 op->below = originator->below; 1210 op->below = originator->below;
1252 1211
1253 if (op->below) 1212 if (op->below)
1254 op->below->above = op; 1213 op->below->above = op;
1255 else 1214 else
1256 op->ms ().bot = op; 1215 ms.bot = op;
1257 1216
1258 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1259 originator->below = op; 1218 originator->below = op;
1260 } 1219 }
1261 else 1220 else
1262 { 1221 {
1222 top = ms.bot;
1223
1263 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1265 { 1226 {
1266 object *last = 0; 1227 object *last = 0;
1267 1228
1268 /* 1229 /*
1269 * If there are multiple objects on this space, we do some trickier handling. 1230 * 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 1236 * 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 1237 * 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 1238 * when lots of spells are cast in one area. Currently, it is presumed
1278 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1279 */ 1240 */
1280 while (top) 1241 for (top = ms.bot; top; top = top->above)
1281 { 1242 {
1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1283 floor = top; 1244 floor = top;
1284 1245
1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 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; 1249 top = top->below;
1289 break; 1250 break;
1290 } 1251 }
1291 1252
1292 last = top; 1253 last = top;
1293 top = top->above;
1294 } 1254 }
1295 1255
1296 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1297 top = last; 1257 top = last;
1298 1258
1305 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1306 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1307 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1308 * stacking is a bit odd. 1268 * stacking is a bit odd.
1309 */ 1269 */
1310 if (!(flag & INS_ON_TOP) && 1270 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)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1312 { 1273 {
1313 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1314 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1315 break; 1276 break;
1277
1316 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1317 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1318 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1319 * set top to the object below us. 1281 * set top to the object below us.
1320 */ 1282 */
1322 top = last->below; 1284 top = last->below;
1323 } 1285 }
1324 } /* If objects on this space */ 1286 } /* If objects on this space */
1325 1287
1326 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1327 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1328 1290
1329 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1330 top = floor; 1292 top = floor;
1331 1293
1332 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1333 */ 1295 */
1334 1296
1335 /* First object on this space */ 1297 /* First object on this space */
1336 if (!top) 1298 if (!top)
1337 { 1299 {
1338 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1339 1301
1340 if (op->above) 1302 if (op->above)
1341 op->above->below = op; 1303 op->above->below = op;
1342 1304
1343 op->below = 0; 1305 op->below = 0;
1344 op->ms ().bot = op; 1306 ms.bot = op;
1345 } 1307 }
1346 else 1308 else
1347 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1348 op->above = top->above; 1310 op->above = top->above;
1349 1311
1353 op->below = top; 1315 op->below = top;
1354 top->above = op; 1316 top->above = op;
1355 } 1317 }
1356 1318
1357 if (!op->above) 1319 if (!op->above)
1358 op->ms ().top = op; 1320 ms.top = op;
1359 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1360 1322
1361 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1362 { 1324 {
1363 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1364 ++op->map->players; 1326 ++op->map->players;
1365 op->map->last_access = runtime; 1327 op->map->touch ();
1366 } 1328 }
1329
1330 op->map->dirty = true;
1367 1331
1368 /* If we have a floor, we know the player, if any, will be above 1332 /* 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. 1333 * it, so save a few ticks and start from there.
1370 */ 1334 */
1371 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1337 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1375 1339
1376 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1341 * 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 1342 * 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 1343 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1347 * of effect may be sufficient.
1384 */ 1348 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1387 1351
1425{ 1389{
1426 object *tmp, *tmp1; 1390 object *tmp, *tmp1;
1427 1391
1428 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1429 1393
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1396 tmp->destroy ();
1433 1397
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1399
1758 1722
1759 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1761 */ 1725 */
1762 1726
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1728 {
1765 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1731 * we don't need to check all of them.
1768 */ 1732 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1752 {
1789 1753
1790 float 1754 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1756
1793 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1760 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1827 */ 1791 */
1828object * 1792object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1794{
1831 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1832 { 1796 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1798 return NULL;
1835 } 1799 }
1836 1800
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1802 if (tmp->arch == at)
1839 return tmp; 1803 return tmp;
1840 1804
1841 return NULL; 1805 return NULL;
1842} 1806}
1853 { 1817 {
1854 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1819 return NULL;
1856 } 1820 }
1857 1821
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1823 if (tmp->type == type)
1860 return tmp; 1824 return tmp;
1861 1825
1862 return NULL; 1826 return NULL;
1863} 1827}
2178 2142
2179 return 3; 2143 return 3;
2180} 2144}
2181 2145
2182/* 2146/*
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 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2149 */
2204
2205int 2150int
2206dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2207{ 2152{
2208 int d; 2153 int d;
2209 2154
2595object::flag_desc (char *desc, int len) const 2540object::flag_desc (char *desc, int len) const
2596{ 2541{
2597 char *p = desc; 2542 char *p = desc;
2598 bool first = true; 2543 bool first = true;
2599 2544
2545 *p = 0;
2546
2600 for (int i = 0; i < NUM_FLAGS; i++) 2547 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2548 {
2602 if (len <= 10) // magic constant! 2549 if (len <= 10) // magic constant!
2603 { 2550 {
2604 snprintf (p, len, ",..."); 2551 snprintf (p, len, ",...");
2605 break; 2552 break;
2606 } 2553 }
2607 2554
2608 if (flag[i]) 2555 if (flag [i])
2609 { 2556 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2558 len -= cnt;
2612 p += cnt; 2559 p += cnt;
2613 first = false; 2560 first = false;
2615 } 2562 }
2616 2563
2617 return desc; 2564 return desc;
2618} 2565}
2619 2566
2620// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2621const char * 2568const char *
2622object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2623{ 2570{
2624 char flagdesc[512]; 2571 char flagdesc[512];
2625 char info2[256 * 4]; 2572 char info2[256 * 4];
2626 char *p = info; 2573 char *p = info;
2627 2574
2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2629 count, uuid.seq, 2576 count, uuid.seq,
2630 &name, 2577 &name,
2631 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2632 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2634 2581
2635 if (env) 2582 if (env)
2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2642} 2589}
2643 2590
2644const char * 2591const char *
2645object::debug_desc () const 2592object::debug_desc () const
2646{ 2593{
2647 static char info[256 * 3]; 2594 static char info[256 * 4];
2648 return debug_desc (info); 2595 return debug_desc (info);
2649} 2596}
2650 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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