… | |
… | |
190 | * Check nrof variable *before* calling can_merge() |
190 | * Check nrof variable *before* calling can_merge() |
191 | * |
191 | * |
192 | * Improvements made with merge: Better checking on potion, and also |
192 | * Improvements made with merge: Better checking on potion, and also |
193 | * check weight |
193 | * check weight |
194 | */ |
194 | */ |
195 | |
|
|
196 | bool object::can_merge_slow (object *ob1, object *ob2) |
195 | bool object::can_merge_slow (object *ob1, object *ob2) |
197 | { |
196 | { |
198 | /* A couple quicksanity checks */ |
197 | /* A couple quicksanity checks */ |
199 | if (ob1 == ob2 |
198 | if (ob1 == ob2 |
200 | || ob1->type != ob2->type |
199 | || ob1->type != ob2->type |
… | |
… | |
277 | |
276 | |
278 | /* Note sure why the following is the case - either the object has to |
277 | /* Note sure why the following is the case - either the object has to |
279 | * be animated or have a very low speed. Is this an attempted monster |
278 | * be animated or have a very low speed. Is this an attempted monster |
280 | * check? |
279 | * check? |
281 | */ |
280 | */ |
282 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
281 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
283 | return 0; |
282 | return 0; |
284 | |
283 | |
285 | switch (ob1->type) |
284 | switch (ob1->type) |
286 | { |
285 | { |
287 | case SCROLL: |
286 | case SCROLL: |
… | |
… | |
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 | |
530 | object * |
529 | object * |
531 | object::clone () |
530 | object::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 | |
|
|
544 | void |
542 | void |
545 | update_turn_face (object *op) |
543 | update_turn_face (object *op) |
546 | { |
544 | { |
547 | if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) |
545 | if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) |
548 | return; |
546 | return; |
|
|
547 | |
549 | SET_ANIMATION (op, op->direction); |
548 | SET_ANIMATION (op, op->direction); |
550 | update_object (op, UP_OBJ_FACE); |
549 | update_object (op, UP_OBJ_FACE); |
551 | } |
550 | } |
552 | |
551 | |
553 | /* |
552 | /* |
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 | */ |
558 | void |
557 | void |
559 | update_ob_speed (object *op) |
558 | object::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 (false); |
587 | |
|
|
588 | active_objects = op; |
|
|
589 | } |
|
|
590 | else |
570 | else |
591 | { |
571 | deactivate (false); |
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 | */ |
|
|
624 | void |
|
|
625 | remove_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 |
… | |
… | |
776 | |
703 | |
777 | prev = 0; |
704 | prev = 0; |
778 | next = 0; |
705 | next = 0; |
779 | } |
706 | } |
780 | |
707 | |
781 | object *object::create () |
|
|
782 | { |
|
|
783 | object *op = new object; |
|
|
784 | op->link (); |
|
|
785 | return op; |
|
|
786 | } |
|
|
787 | |
|
|
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 | */ |
|
|
798 | void |
708 | void |
799 | object::do_destroy () |
709 | object::activate (bool recursive) |
800 | { |
710 | { |
801 | attachable::do_destroy (); |
711 | if (has_active_speed ()) |
|
|
712 | { |
|
|
713 | /* If already on active list, don't do anything */ |
|
|
714 | if (active_next || active_prev || this == active_objects) |
|
|
715 | return; |
802 | |
716 | |
803 | if (flag [FLAG_IS_LINKED]) |
717 | /* process_events() expects us to insert the object at the beginning |
804 | remove_button_link (this); |
718 | * of the list. */ |
|
|
719 | active_next = active_objects; |
805 | |
720 | |
806 | if (flag [FLAG_FRIENDLY]) |
721 | if (active_next) |
807 | remove_friendly_object (this); |
722 | active_next->active_prev = this; |
808 | |
723 | |
809 | if (!flag [FLAG_REMOVED]) |
724 | active_objects = this; |
810 | remove (); |
725 | } |
811 | |
726 | |
812 | if (flag [FLAG_FREED]) |
727 | if (recursive) |
|
|
728 | for (object *op = inv; op; op = op->above) |
|
|
729 | op->activate (1); |
|
|
730 | } |
|
|
731 | |
|
|
732 | /* This function removes object 'op' from the list of active |
|
|
733 | * objects. |
|
|
734 | * This should only be used for style maps or other such |
|
|
735 | * reference maps where you don't want an object that isn't |
|
|
736 | * in play chewing up cpu time getting processed. |
|
|
737 | * The reverse of this is to call update_ob_speed, which |
|
|
738 | * will do the right thing based on the speed of the object. |
|
|
739 | */ |
|
|
740 | void |
|
|
741 | object::deactivate (bool recursive) |
|
|
742 | { |
|
|
743 | /* If not on the active list, nothing needs to be done */ |
|
|
744 | if (!active_next && !active_prev && this != active_objects) |
813 | return; |
745 | return; |
814 | |
746 | |
815 | flag [FLAG_FREED] = 1; |
747 | if (active_prev == 0) |
816 | |
|
|
817 | // hack to ensure that freed objects still have a valid map |
|
|
818 | { |
|
|
819 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
|
|
820 | |
|
|
821 | if (!freed_map) |
|
|
822 | { |
748 | { |
823 | freed_map = new maptile; |
749 | active_objects = active_next; |
824 | |
750 | if (active_next) |
825 | freed_map->name = "/internal/freed_objects_map"; |
751 | active_next->active_prev = 0; |
826 | freed_map->width = 3; |
|
|
827 | freed_map->height = 3; |
|
|
828 | |
|
|
829 | freed_map->allocate (); |
|
|
830 | } |
752 | } |
831 | |
753 | else |
832 | map = freed_map; |
754 | { |
833 | x = 1; |
755 | active_prev->active_next = active_next; |
834 | y = 1; |
756 | if (active_next) |
|
|
757 | active_next->active_prev = active_prev; |
835 | } |
758 | } |
836 | |
759 | |
837 | more = 0; |
760 | active_next = 0; |
838 | head = 0; |
761 | active_prev = 0; |
839 | inv = 0; |
|
|
840 | |
762 | |
841 | // clear those pointers that likely might have circular references to us |
763 | if (recursive) |
842 | owner = 0; |
764 | for (object *op = inv; op; op = op->above) |
843 | enemy = 0; |
765 | op->deactivate (1); |
844 | 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 | } |
766 | } |
855 | |
767 | |
856 | /* |
768 | /* |
857 | * Remove and free all objects in the inventory of the given object. |
769 | * Remove and free all objects in the inventory of the given object. |
858 | * object.c ? |
770 | * object.c ? |
859 | */ |
771 | */ |
860 | void |
772 | void |
861 | object::destroy_inv (bool drop_to_ground) |
773 | object::destroy_inv (bool drop_to_ground) |
862 | { |
774 | { |
|
|
775 | // need to check first, because the checks below might segfault |
|
|
776 | // as we might be on an invalid mapspace and crossfire code |
|
|
777 | // is too buggy to ensure that the inventory is empty. |
|
|
778 | // corollary: if you create arrows etc. with stuff in tis inventory, |
|
|
779 | // cf will crash below with off-map x and y |
863 | if (!inv) |
780 | if (!inv) |
864 | return; |
781 | return; |
865 | |
782 | |
866 | /* Only if the space blocks everything do we not process - |
783 | /* Only if the space blocks everything do we not process - |
867 | * if some form of movement is allowed, let objects |
784 | * if some form of movement is allowed, let objects |
868 | * drop on that space. |
785 | * drop on that space. |
869 | */ |
786 | */ |
870 | if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) |
787 | if (!drop_to_ground |
|
|
788 | || !map |
|
|
789 | || map->in_memory != MAP_IN_MEMORY |
|
|
790 | || ms ().move_block == MOVE_ALL) |
871 | { |
791 | { |
872 | while (inv) |
792 | while (inv) |
873 | { |
793 | { |
874 | inv->destroy_inv (drop_to_ground); |
794 | inv->destroy_inv (drop_to_ground); |
875 | inv->destroy (); |
795 | inv->destroy (); |
… | |
… | |
886 | || op->type == RUNE |
806 | || op->type == RUNE |
887 | || op->type == TRAP |
807 | || op->type == TRAP |
888 | || op->flag [FLAG_IS_A_TEMPLATE]) |
808 | || op->flag [FLAG_IS_A_TEMPLATE]) |
889 | op->destroy (); |
809 | op->destroy (); |
890 | else |
810 | else |
891 | { |
811 | map->insert (op, x, y); |
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 | } |
812 | } |
|
|
813 | } |
|
|
814 | } |
|
|
815 | |
|
|
816 | object *object::create () |
|
|
817 | { |
|
|
818 | object *op = new object; |
|
|
819 | op->link (); |
|
|
820 | return op; |
|
|
821 | } |
|
|
822 | |
|
|
823 | void |
|
|
824 | object::do_destroy () |
|
|
825 | { |
|
|
826 | if (flag [FLAG_IS_LINKED]) |
|
|
827 | remove_button_link (this); |
|
|
828 | |
|
|
829 | if (flag [FLAG_FRIENDLY]) |
|
|
830 | remove_friendly_object (this); |
|
|
831 | |
|
|
832 | if (!flag [FLAG_REMOVED]) |
|
|
833 | remove (); |
|
|
834 | |
|
|
835 | if (flag [FLAG_FREED]) |
|
|
836 | return; |
|
|
837 | |
|
|
838 | set_speed (0); |
|
|
839 | |
|
|
840 | flag [FLAG_FREED] = 1; |
|
|
841 | |
|
|
842 | attachable::do_destroy (); |
|
|
843 | |
|
|
844 | destroy_inv (true); |
|
|
845 | unlink (); |
|
|
846 | |
|
|
847 | // hack to ensure that freed objects still have a valid map |
|
|
848 | { |
|
|
849 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
|
|
850 | |
|
|
851 | if (!freed_map) |
|
|
852 | { |
|
|
853 | freed_map = new maptile; |
|
|
854 | |
|
|
855 | freed_map->name = "/internal/freed_objects_map"; |
|
|
856 | freed_map->width = 3; |
|
|
857 | freed_map->height = 3; |
|
|
858 | |
|
|
859 | freed_map->alloc (); |
897 | } |
860 | } |
|
|
861 | |
|
|
862 | map = freed_map; |
|
|
863 | x = 1; |
|
|
864 | y = 1; |
|
|
865 | } |
|
|
866 | |
|
|
867 | head = 0; |
|
|
868 | |
|
|
869 | if (more) |
898 | } |
870 | { |
|
|
871 | more->destroy (); |
|
|
872 | more = 0; |
|
|
873 | } |
|
|
874 | |
|
|
875 | // clear those pointers that likely might have circular references to us |
|
|
876 | owner = 0; |
|
|
877 | enemy = 0; |
|
|
878 | attacked_by = 0; |
|
|
879 | |
|
|
880 | // only relevant for players(?), but make sure of it anyways |
|
|
881 | contr = 0; |
899 | } |
882 | } |
900 | |
883 | |
901 | void |
884 | void |
902 | object::destroy (bool destroy_inventory) |
885 | object::destroy (bool destroy_inventory) |
903 | { |
886 | { |
904 | if (destroyed ()) |
887 | if (destroyed ()) |
905 | return; |
888 | return; |
906 | |
889 | |
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) |
890 | if (destroy_inventory) |
915 | destroy_inv (true); |
891 | destroy_inv (false); |
916 | |
892 | |
917 | attachable::destroy (); |
893 | attachable::destroy (); |
918 | } |
894 | } |
919 | |
895 | |
920 | /* |
896 | /* |
… | |
… | |
973 | * to save cpu time. |
949 | * to save cpu time. |
974 | */ |
950 | */ |
975 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
951 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
976 | otmp->update_stats (); |
952 | otmp->update_stats (); |
977 | |
953 | |
978 | if (above != NULL) |
954 | if (above) |
979 | above->below = below; |
955 | above->below = below; |
980 | else |
956 | else |
981 | env->inv = below; |
957 | env->inv = below; |
982 | |
958 | |
983 | if (below != NULL) |
959 | if (below) |
984 | below->above = above; |
960 | below->above = above; |
985 | |
961 | |
986 | /* we set up values so that it could be inserted into |
962 | /* we set up values so that it could be inserted into |
987 | * the map, but we don't actually do that - it is up |
963 | * the map, but we don't actually do that - it is up |
988 | * to the caller to decide what we want to do. |
964 | * to the caller to decide what we want to do. |
… | |
… | |
992 | above = 0, below = 0; |
968 | above = 0, below = 0; |
993 | env = 0; |
969 | env = 0; |
994 | } |
970 | } |
995 | else if (map) |
971 | else if (map) |
996 | { |
972 | { |
997 | /* Re did the following section of code - it looks like it had |
973 | if (type == PLAYER) |
998 | * lots of logic for things we no longer care about |
|
|
999 | */ |
974 | { |
|
|
975 | --map->players; |
|
|
976 | map->last_access = runtime; |
|
|
977 | } |
|
|
978 | |
1000 | |
979 | |
1001 | /* link the object above us */ |
980 | /* link the object above us */ |
1002 | if (above) |
981 | if (above) |
1003 | above->below = below; |
982 | above->below = below; |
1004 | else |
983 | else |
… | |
… | |
1033 | if (map->in_memory == MAP_SAVING) |
1012 | if (map->in_memory == MAP_SAVING) |
1034 | return; |
1013 | return; |
1035 | |
1014 | |
1036 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1015 | int check_walk_off = !flag [FLAG_NO_APPLY]; |
1037 | |
1016 | |
1038 | for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) |
1017 | for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) |
1039 | { |
1018 | { |
1040 | /* No point updating the players look faces if he is the object |
1019 | /* No point updating the players look faces if he is the object |
1041 | * being removed. |
1020 | * being removed. |
1042 | */ |
1021 | */ |
1043 | |
1022 | |
… | |
… | |
1055 | |
1034 | |
1056 | if (tmp->contr->ns) |
1035 | if (tmp->contr->ns) |
1057 | tmp->contr->ns->floorbox_update (); |
1036 | tmp->contr->ns->floorbox_update (); |
1058 | } |
1037 | } |
1059 | |
1038 | |
1060 | /* See if player moving off should effect something */ |
1039 | /* See if object moving off should effect something */ |
1061 | if (check_walk_off |
1040 | if (check_walk_off |
1062 | && ((move_type & tmp->move_off) |
1041 | && ((move_type & tmp->move_off) |
1063 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1042 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1064 | { |
1043 | { |
1065 | move_apply (tmp, this, 0); |
1044 | move_apply (tmp, this, 0); |
… | |
… | |
1067 | if (destroyed ()) |
1046 | if (destroyed ()) |
1068 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1047 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1069 | } |
1048 | } |
1070 | |
1049 | |
1071 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1050 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1072 | |
1051 | //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1073 | if (tmp->above == tmp) |
1052 | if (tmp->above == tmp) |
1074 | tmp->above = 0; |
1053 | tmp->above = 0; |
1075 | |
1054 | |
1076 | last = tmp; |
1055 | last = tmp; |
1077 | } |
1056 | } |
1078 | |
1057 | |
1079 | /* last == NULL of there are no objects on this space */ |
1058 | /* last == NULL if there are no objects on this space */ |
|
|
1059 | //TODO: this makes little sense, why only update the topmost object? |
1080 | if (!last) |
1060 | if (!last) |
1081 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1061 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1082 | else |
1062 | else |
1083 | update_object (last, UP_OBJ_REMOVE); |
1063 | update_object (last, UP_OBJ_REMOVE); |
1084 | |
1064 | |
… | |
… | |
1129 | * job preparing multi-part monsters |
1109 | * job preparing multi-part monsters |
1130 | */ |
1110 | */ |
1131 | object * |
1111 | object * |
1132 | insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1112 | insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) |
1133 | { |
1113 | { |
1134 | object *tmp; |
|
|
1135 | |
|
|
1136 | if (op->head) |
|
|
1137 | op = op->head; |
|
|
1138 | |
|
|
1139 | for (tmp = op; tmp; tmp = tmp->more) |
1114 | for (object *tmp = op->head_ (); tmp; tmp = tmp->more) |
1140 | { |
1115 | { |
1141 | tmp->x = x + tmp->arch->clone.x; |
1116 | tmp->x = x + tmp->arch->clone.x; |
1142 | tmp->y = y + tmp->arch->clone.y; |
1117 | tmp->y = y + tmp->arch->clone.y; |
1143 | } |
1118 | } |
1144 | |
1119 | |
… | |
… | |
1175 | { |
1150 | { |
1176 | LOG (llevError, "Trying to insert freed object!\n"); |
1151 | LOG (llevError, "Trying to insert freed object!\n"); |
1177 | return NULL; |
1152 | return NULL; |
1178 | } |
1153 | } |
1179 | |
1154 | |
1180 | if (m == NULL) |
1155 | if (!m) |
1181 | { |
1156 | { |
1182 | char *dump = dump_object (op); |
1157 | char *dump = dump_object (op); |
1183 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1158 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1184 | free (dump); |
1159 | free (dump); |
1185 | return op; |
1160 | return op; |
… | |
… | |
1249 | y = op->y; |
1224 | y = op->y; |
1250 | |
1225 | |
1251 | /* this has to be done after we translate the coordinates. |
1226 | /* this has to be done after we translate the coordinates. |
1252 | */ |
1227 | */ |
1253 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1228 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1254 | for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1229 | for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) |
1255 | if (object::can_merge (op, tmp)) |
1230 | if (object::can_merge (op, tmp)) |
1256 | { |
1231 | { |
1257 | op->nrof += tmp->nrof; |
1232 | op->nrof += tmp->nrof; |
1258 | tmp->destroy (); |
1233 | tmp->destroy (); |
1259 | } |
1234 | } |
… | |
… | |
1286 | else |
1261 | else |
1287 | { |
1262 | { |
1288 | /* If there are other objects, then */ |
1263 | /* If there are other objects, then */ |
1289 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1264 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1290 | { |
1265 | { |
1291 | object *last = NULL; |
1266 | object *last = 0; |
1292 | |
1267 | |
1293 | /* |
1268 | /* |
1294 | * If there are multiple objects on this space, we do some trickier handling. |
1269 | * If there are multiple objects on this space, we do some trickier handling. |
1295 | * We've already dealt with merging if appropriate. |
1270 | * We've already dealt with merging if appropriate. |
1296 | * Generally, we want to put the new object on top. But if |
1271 | * Generally, we want to put the new object on top. But if |
… | |
… | |
1300 | * once we get to them. This reduces the need to traverse over all of |
1275 | * once we get to them. This reduces the need to traverse over all of |
1301 | * them when adding another one - this saves quite a bit of cpu time |
1276 | * them when adding another one - this saves quite a bit of cpu time |
1302 | * when lots of spells are cast in one area. Currently, it is presumed |
1277 | * when lots of spells are cast in one area. Currently, it is presumed |
1303 | * that flying non pickable objects are spell objects. |
1278 | * that flying non pickable objects are spell objects. |
1304 | */ |
1279 | */ |
1305 | |
|
|
1306 | while (top != NULL) |
1280 | while (top) |
1307 | { |
1281 | { |
1308 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1282 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1309 | floor = top; |
1283 | floor = top; |
1310 | |
1284 | |
1311 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1285 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
… | |
… | |
1364 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1338 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1365 | |
1339 | |
1366 | if (op->above) |
1340 | if (op->above) |
1367 | op->above->below = op; |
1341 | op->above->below = op; |
1368 | |
1342 | |
1369 | op->below = NULL; |
1343 | op->below = 0; |
1370 | op->ms ().bot = op; |
1344 | op->ms ().bot = op; |
1371 | } |
1345 | } |
1372 | else |
1346 | else |
1373 | { /* get inserted into the stack above top */ |
1347 | { /* get inserted into the stack above top */ |
1374 | op->above = top->above; |
1348 | op->above = top->above; |
… | |
… | |
1378 | |
1352 | |
1379 | op->below = top; |
1353 | op->below = top; |
1380 | top->above = op; |
1354 | top->above = op; |
1381 | } |
1355 | } |
1382 | |
1356 | |
1383 | if (op->above == NULL) |
1357 | if (!op->above) |
1384 | op->ms ().top = op; |
1358 | op->ms ().top = op; |
1385 | } /* else not INS_BELOW_ORIGINATOR */ |
1359 | } /* else not INS_BELOW_ORIGINATOR */ |
1386 | |
1360 | |
1387 | if (op->type == PLAYER) |
1361 | if (op->type == PLAYER) |
|
|
1362 | { |
1388 | op->contr->do_los = 1; |
1363 | op->contr->do_los = 1; |
|
|
1364 | ++op->map->players; |
|
|
1365 | op->map->last_access = runtime; |
|
|
1366 | } |
1389 | |
1367 | |
1390 | /* If we have a floor, we know the player, if any, will be above |
1368 | /* If we have a floor, we know the player, if any, will be above |
1391 | * it, so save a few ticks and start from there. |
1369 | * it, so save a few ticks and start from there. |
1392 | */ |
1370 | */ |
1393 | if (!(flag & INS_MAP_LOAD)) |
1371 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1458 | tmp1->x = op->x; |
1436 | tmp1->x = op->x; |
1459 | tmp1->y = op->y; |
1437 | tmp1->y = op->y; |
1460 | insert_ob_in_map (tmp1, op->map, op, 0); |
1438 | insert_ob_in_map (tmp1, op->map, op, 0); |
1461 | } |
1439 | } |
1462 | |
1440 | |
|
|
1441 | object * |
|
|
1442 | object::insert_at (object *where, object *originator, int flags) |
|
|
1443 | { |
|
|
1444 | where->map->insert (this, where->x, where->y, originator, flags); |
|
|
1445 | } |
|
|
1446 | |
1463 | /* |
1447 | /* |
1464 | * get_split_ob(ob,nr) splits up ob into two parts. The part which |
1448 | * 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 |
1449 | * is returned contains nr objects, and the remaining parts contains |
1466 | * the rest (or is removed and freed if that number is 0). |
1450 | * the rest (or is removed and freed if that number is 0). |
1467 | * On failure, NULL is returned, and the reason put into the |
1451 | * On failure, NULL is returned, and the reason put into the |
1468 | * global static errmsg array. |
1452 | * global static errmsg array. |
1469 | */ |
1453 | */ |
1470 | |
|
|
1471 | object * |
1454 | object * |
1472 | get_split_ob (object *orig_ob, uint32 nr) |
1455 | get_split_ob (object *orig_ob, uint32 nr) |
1473 | { |
1456 | { |
1474 | object *newob; |
1457 | object *newob; |
1475 | int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
1458 | int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); |
… | |
… | |
1739 | * |
1722 | * |
1740 | * MSW 2001-07-08: Check all objects on space, not just those below |
1723 | * 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 |
1724 | * object being inserted. insert_ob_in_map may not put new objects |
1742 | * on top. |
1725 | * on top. |
1743 | */ |
1726 | */ |
1744 | |
|
|
1745 | int |
1727 | int |
1746 | check_move_on (object *op, object *originator) |
1728 | check_move_on (object *op, object *originator) |
1747 | { |
1729 | { |
1748 | object *tmp; |
1730 | object *tmp; |
1749 | maptile *m = op->map; |
1731 | maptile *m = op->map; |
… | |
… | |
2606 | } |
2588 | } |
2607 | else |
2589 | else |
2608 | item = item->env; |
2590 | item = item->env; |
2609 | } |
2591 | } |
2610 | |
2592 | |
|
|
2593 | |
|
|
2594 | const char * |
|
|
2595 | object::flag_desc (char *desc, int len) const |
|
|
2596 | { |
|
|
2597 | char *p = desc; |
|
|
2598 | bool first = true; |
|
|
2599 | |
|
|
2600 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2601 | { |
|
|
2602 | if (len <= 10) // magic constant! |
|
|
2603 | { |
|
|
2604 | snprintf (p, len, ",..."); |
|
|
2605 | break; |
|
|
2606 | } |
|
|
2607 | |
|
|
2608 | if (flag[i]) |
|
|
2609 | { |
|
|
2610 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2611 | len -= cnt; |
|
|
2612 | p += cnt; |
|
|
2613 | first = false; |
|
|
2614 | } |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | return desc; |
|
|
2618 | } |
|
|
2619 | |
2611 | // return a suitable string describing an objetc in enough detail to find it |
2620 | // return a suitable string describing an objetc in enough detail to find it |
2612 | const char * |
2621 | const char * |
2613 | object::debug_desc (char *info) const |
2622 | object::debug_desc (char *info) const |
2614 | { |
2623 | { |
|
|
2624 | char flagdesc[512]; |
2615 | char info2[256 * 3]; |
2625 | char info2[256 * 4]; |
2616 | char *p = info; |
2626 | char *p = info; |
2617 | |
2627 | |
2618 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2628 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2619 | count, |
2629 | count, uuid.seq, |
2620 | &name, |
2630 | &name, |
2621 | title ? " " : "", |
2631 | title ? "\",title:" : "", |
2622 | title ? (const char *)title : ""); |
2632 | title ? (const char *)title : "", |
|
|
2633 | flag_desc (flagdesc, 512), type); |
2623 | |
2634 | |
2624 | if (env) |
2635 | if (env) |
2625 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2636 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2626 | |
2637 | |
2627 | if (map) |
2638 | if (map) |
2628 | p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2639 | p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2629 | |
2640 | |
2630 | return info; |
2641 | return info; |
2631 | } |
2642 | } |
2632 | |
2643 | |
2633 | const char * |
2644 | const char * |