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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 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
522 tail = new_link; 521 tail = new_link;
523 } 522 }
524 } 523 }
525 } 524 }
526 525
527 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
528} 527}
529 528
530object * 529object *
531object::clone () 530object::clone ()
532{ 531{
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
544void 542void
545update_turn_face (object *op) 543update_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/*
554 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559update_ob_speed (object *op) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init; 560 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 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 563 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 564 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 565
581 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 567
585 if (op->active_next != NULL) 568 if (has_active_speed ())
586 op->active_next->active_prev = op; 569 activate ();
587
588 active_objects = op;
589 }
590 else 570 else
591 { 571 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} 572}
646 573
647/* 574/*
648 * update_object() updates the the map. 575 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
697 return; 624 return;
698 } 625 }
699 626
700 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
701 628
702 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 630 /* nop */;
704 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
705 { 632 {
706 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 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 643 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 644 * to have move_allow right now.
718 */ 645 */
719 || ((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
720 || 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)
721 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
722 } 649 }
723 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 652 * that is being removed.
726 */ 653 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
731 else 658 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 660
734 if (op->more) 661 if (op->more)
735 update_object (op->more, action); 662 update_object (op->more, action);
736} 663}
737 664
738object::vector object::objects; // not yet used
739object *object::first; 665object *object::first;
740 666
741object::object () 667object::object ()
742{ 668{
743 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
749object::~object () 675object::~object ()
750{ 676{
751 free_key_values (this); 677 free_key_values (this);
752} 678}
753 679
680static int object_count;
681
754void object::link () 682void object::link ()
755{ 683{
756 count = ++ob_count; 684 assert (!index);//D
757 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
758 687
759 prev = 0; 688 refcnt_inc ();
760 next = object::first; 689 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 690}
767 691
768void object::unlink () 692void object::unlink ()
769{ 693{
770 if (this == object::first) 694 assert (index);//D
771 object::first = next; 695 objects.erase (this);
696 refcnt_dec ();
697}
772 698
773 /* Remove this object from the list of used objects */ 699void
774 if (prev) prev->next = next; 700object::activate ()
775 if (next) next->prev = prev; 701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
776 705
777 prev = 0; 706 if (has_active_speed ())
778 next = 0; 707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
779} 803}
780 804
781object *object::create () 805object *object::create ()
782{ 806{
783 object *op = new object; 807 object *op = new object;
784 op->link (); 808 op->link ();
785 return op; 809 return op;
786} 810}
787 811
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 812void
799object::do_destroy () 813object::do_destroy ()
800{ 814{
801 attachable::do_destroy (); 815 attachable::do_destroy ();
802 816
807 remove_friendly_object (this); 821 remove_friendly_object (this);
808 822
809 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
810 remove (); 824 remove ();
811 825
812 if (flag [FLAG_FREED]) 826 destroy_inv (true);
813 return; 827
828 deactivate ();
829 unlink ();
814 830
815 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
816 832
817 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
818 { 834 {
824 840
825 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 842 freed_map->width = 3;
827 freed_map->height = 3; 843 freed_map->height = 3;
828 844
829 freed_map->allocate (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
830 } 847 }
831 848
832 map = freed_map; 849 map = freed_map;
833 x = 1; 850 x = 1;
834 y = 1; 851 y = 1;
835 } 852 }
836 853
837 more = 0;
838 head = 0; 854 head = 0;
839 inv = 0; 855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
840 861
841 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
842 owner = 0; 863 owner = 0;
843 enemy = 0; 864 enemy = 0;
844 attacked_by = 0; 865 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} 866}
900 867
901void 868void
902object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
903{ 870{
904 if (destroyed ()) 871 if (destroyed ())
905 return; 872 return;
906 873
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) 874 if (destroy_inventory)
915 destroy_inv (true); 875 destroy_inv (false);
916 876
917 attachable::destroy (); 877 attachable::destroy ();
918} 878}
919 879
920/* 880/*
973 * to save cpu time. 933 * to save cpu time.
974 */ 934 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 936 otmp->update_stats ();
977 937
978 if (above != NULL) 938 if (above)
979 above->below = below; 939 above->below = below;
980 else 940 else
981 env->inv = below; 941 env->inv = below;
982 942
983 if (below != NULL) 943 if (below)
984 below->above = above; 944 below->above = above;
985 945
986 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
992 above = 0, below = 0; 952 above = 0, below = 0;
993 env = 0; 953 env = 0;
994 } 954 }
995 else if (map) 955 else if (map)
996 { 956 {
997 /* Re did the following section of code - it looks like it had 957 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
1000 964
1001 /* link the object above us */ 965 /* link the object above us */
1002 if (above) 966 if (above)
1003 above->below = below; 967 above->below = below;
1004 else 968 else
1033 if (map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1034 return; 998 return;
1035 999
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1001
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1039 { 1003 {
1040 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1041 * being removed. 1005 * being removed.
1042 */ 1006 */
1043 1007
1055 1019
1056 if (tmp->contr->ns) 1020 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1021 tmp->contr->ns->floorbox_update ();
1058 } 1022 }
1059 1023
1060 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1061 if (check_walk_off 1025 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1026 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1028 {
1065 move_apply (tmp, this, 0); 1029 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1031 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1033 }
1070 1034
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1074 tmp->above = 0; 1038 tmp->above = 0;
1075 1039
1076 last = tmp; 1040 last = tmp;
1077 } 1041 }
1078 1042
1079 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1045 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1082 else 1047 else
1083 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1084 1049
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1129 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1130 */ 1095 */
1131object * 1096object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1098{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1100 {
1141 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1143 } 1103 }
1144 1104
1175 { 1135 {
1176 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL; 1137 return NULL;
1178 } 1138 }
1179 1139
1180 if (m == NULL) 1140 if (!m)
1181 { 1141 {
1182 char *dump = dump_object (op); 1142 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump); 1144 free (dump);
1185 return op; 1145 return op;
1212 { 1172 {
1213 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1214 1174
1215 object *more = op->more; 1175 object *more = op->more;
1216 1176
1217 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1218 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1219 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1220 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1221 */ 1181 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map) 1184 else if (!more->map)
1225 { 1185 {
1249 y = op->y; 1209 y = op->y;
1250 1210
1251 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1252 */ 1212 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1215 if (object::can_merge (op, tmp))
1256 { 1216 {
1257 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1218 tmp->destroy ();
1259 } 1219 }
1286 else 1246 else
1287 { 1247 {
1288 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 { 1250 {
1291 object *last = NULL; 1251 object *last = 0;
1292 1252
1293 /* 1253 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1304 */ 1264 */
1305
1306 while (top != NULL) 1265 while (top)
1307 { 1266 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1268 floor = top;
1310 1269
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365 1324
1366 if (op->above) 1325 if (op->above)
1367 op->above->below = op; 1326 op->above->below = op;
1368 1327
1369 op->below = NULL; 1328 op->below = 0;
1370 op->ms ().bot = op; 1329 op->ms ().bot = op;
1371 } 1330 }
1372 else 1331 else
1373 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1374 op->above = top->above; 1333 op->above = top->above;
1378 1337
1379 op->below = top; 1338 op->below = top;
1380 top->above = op; 1339 top->above = op;
1381 } 1340 }
1382 1341
1383 if (op->above == NULL) 1342 if (!op->above)
1384 op->ms ().top = op; 1343 op->ms ().top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1386 1345
1387 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1388 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1389 1354
1390 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1392 */ 1357 */
1393 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1370 * of effect may be sufficient.
1406 */ 1371 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1409 1374
1447{ 1412{
1448 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1449 1414
1450 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1451 1416
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1419 tmp->destroy ();
1455 1420
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1422
1458 tmp1->x = op->x; 1423 tmp1->x = op->x;
1459 tmp1->y = op->y; 1424 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1461} 1432}
1462 1433
1463/* 1434/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1439 * global static errmsg array.
1469 */ 1440 */
1470
1471object * 1441object *
1472get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1473{ 1443{
1474 object *newob; 1444 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1739 * 1709 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1712 * on top.
1743 */ 1713 */
1744
1745int 1714int
1746check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1747{ 1716{
1748 object *tmp; 1717 object *tmp;
1749 maptile *m = op->map; 1718 maptile *m = op->map;
1776 1745
1777 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1779 */ 1748 */
1780 1749
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1751 {
1783 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1754 * we don't need to check all of them.
1786 */ 1755 */
1844 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1845 */ 1814 */
1846object * 1815object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1817{
1849 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1850 { 1819 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1821 return NULL;
1853 } 1822 }
1854 1823
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1825 if (tmp->arch == at)
1857 return tmp; 1826 return tmp;
1858 1827
1859 return NULL; 1828 return NULL;
1860} 1829}
1871 { 1840 {
1872 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1842 return NULL;
1874 } 1843 }
1875 1844
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1846 if (tmp->type == type)
1878 return tmp; 1847 return tmp;
1879 1848
1880 return NULL; 1849 return NULL;
1881} 1850}
2606 } 2575 }
2607 else 2576 else
2608 item = item->env; 2577 item = item->env;
2609} 2578}
2610 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2611// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2612const char * 2610const char *
2613object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2614{ 2612{
2613 char flagdesc[512];
2615 char info2[256 * 3]; 2614 char info2[256 * 4];
2616 char *p = info; 2615 char *p = info;
2617 2616
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2619 count, 2618 count, uuid.seq,
2620 &name, 2619 &name,
2621 title ? " " : "", 2620 title ? "\",title:" : "",
2622 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623 2623
2624 if (env) 2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2626
2627 if (map) 2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2629
2630 return info; 2630 return info;
2631} 2631}
2632 2632
2633const char * 2633const char *
2634object::debug_desc () const 2634object::debug_desc () const
2635{ 2635{
2636 static char info[256 * 3]; 2636 static char info[256 * 4];
2637 return debug_desc (info); 2637 return debug_desc (info);
2638} 2638}
2639 2639

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