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 | |
37 | int nrofallocobjects = 0; |
38 | int nrofallocobjects = 0; |
38 | static UUID uuid; |
39 | static UUID uuid; |
39 | const uint64 UUID_SKIP = 1<<19; |
40 | const uint64 UUID_SKIP = 1<<19; |
40 | |
41 | |
41 | object *active_objects; /* List of active objects that need to be processed */ |
42 | objectvec objects; |
|
|
43 | activevec actives; |
42 | |
44 | |
43 | short 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, |
45 | short 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 | }; |
46 | short 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, |
48 | short 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, |
… | |
… | |
276 | |
278 | |
277 | /* 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 |
278 | * 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 |
279 | * check? |
281 | * check? |
280 | */ |
282 | */ |
281 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
283 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
282 | return 0; |
284 | return 0; |
283 | |
285 | |
284 | switch (ob1->type) |
286 | switch (ob1->type) |
285 | { |
287 | { |
286 | case SCROLL: |
288 | case SCROLL: |
… | |
… | |
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 | |
|
|
396 | object * |
397 | object * |
397 | find_object (tag_t i) |
398 | find_object (tag_t i) |
398 | { |
399 | { |
399 | for (object *op = object::first; op; op = op->next) |
400 | return ((unsigned int)i) < objects.size () |
400 | if (op->count == i) |
401 | ? objects [i] |
401 | return op; |
402 | : 0; |
402 | |
|
|
403 | return 0; |
|
|
404 | } |
403 | } |
405 | |
404 | |
406 | /* |
405 | /* |
407 | * Returns the first object which has a name equal to the argument. |
406 | * Returns the first object which has a name equal to the argument. |
408 | * Used only by the patch command, but not all that useful. |
407 | * Used only by the patch command, but not all that useful. |
409 | * Enables features like "patch <name-of-other-player> food 999" |
408 | * Enables features like "patch <name-of-other-player> food 999" |
410 | */ |
409 | */ |
411 | |
|
|
412 | object * |
410 | object * |
413 | find_object_name (const char *str) |
411 | find_object_name (const char *str) |
414 | { |
412 | { |
415 | shstr_cmp str_ (str); |
413 | shstr_cmp str_ (str); |
416 | object *op; |
414 | object *op; |
417 | |
415 | |
418 | for (op = object::first; op != NULL; op = op->next) |
416 | for_all_objects (op) |
419 | if (op->name == str_) |
417 | if (op->name == str_) |
420 | break; |
418 | break; |
421 | |
419 | |
422 | return op; |
420 | return op; |
423 | } |
421 | } |
… | |
… | |
563 | speed = 0; |
561 | speed = 0; |
564 | } |
562 | } |
565 | |
563 | |
566 | this->speed = speed; |
564 | this->speed = speed; |
567 | |
565 | |
568 | if (FABS (speed) > MIN_ACTIVE_SPEED) |
566 | if (has_active_speed ()) |
569 | { |
567 | activate (); |
570 | /* If already on active list, don't do anything */ |
|
|
571 | if (active_next || active_prev || this == active_objects) |
|
|
572 | return; |
|
|
573 | |
|
|
574 | /* process_events() expects us to insert the object at the beginning |
|
|
575 | * of the list. */ |
|
|
576 | active_next = active_objects; |
|
|
577 | |
|
|
578 | if (active_next) |
|
|
579 | active_next->active_prev = this; |
|
|
580 | |
|
|
581 | active_objects = this; |
|
|
582 | } |
|
|
583 | else |
568 | else |
584 | { |
569 | deactivate (); |
585 | /* If not on the active list, nothing needs to be done */ |
|
|
586 | if (!active_next && !active_prev && this != active_objects) |
|
|
587 | return; |
|
|
588 | |
|
|
589 | if (!active_prev) |
|
|
590 | { |
|
|
591 | active_objects = active_next; |
|
|
592 | |
|
|
593 | if (active_next) |
|
|
594 | active_next->active_prev = 0; |
|
|
595 | } |
|
|
596 | else |
|
|
597 | { |
|
|
598 | active_prev->active_next = active_next; |
|
|
599 | |
|
|
600 | if (active_next) |
|
|
601 | active_next->active_prev = active_prev; |
|
|
602 | } |
|
|
603 | |
|
|
604 | active_next = 0; |
|
|
605 | active_prev = 0; |
|
|
606 | } |
|
|
607 | } |
570 | } |
608 | |
571 | |
609 | /* |
572 | /* |
610 | * update_object() updates the the map. |
573 | * update_object() updates the the map. |
611 | * It takes into account invisible objects (and represent squares covered |
574 | * It takes into account invisible objects (and represent squares covered |
… | |
… | |
659 | return; |
622 | return; |
660 | } |
623 | } |
661 | |
624 | |
662 | mapspace &m = op->ms (); |
625 | mapspace &m = op->ms (); |
663 | |
626 | |
664 | if (m.flags_ & P_NEED_UPDATE) |
627 | if (!(m.flags_ & P_UPTODATE)) |
665 | /* nop */; |
628 | /* nop */; |
666 | else if (action == UP_OBJ_INSERT) |
629 | else if (action == UP_OBJ_INSERT) |
667 | { |
630 | { |
668 | // this is likely overkill, TODO: revisit (schmorp) |
631 | // this is likely overkill, TODO: revisit (schmorp) |
669 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
632 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
… | |
… | |
678 | /* This isn't perfect, but I don't expect a lot of objects to |
641 | /* This isn't perfect, but I don't expect a lot of objects to |
679 | * to have move_allow right now. |
642 | * to have move_allow right now. |
680 | */ |
643 | */ |
681 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
644 | || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block |
682 | || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
645 | || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) |
683 | m.flags_ = P_NEED_UPDATE; |
646 | m.flags_ = 0; |
684 | } |
647 | } |
685 | /* if the object is being removed, we can't make intelligent |
648 | /* if the object is being removed, we can't make intelligent |
686 | * decisions, because remove_ob can't really pass the object |
649 | * decisions, because remove_ob can't really pass the object |
687 | * that is being removed. |
650 | * that is being removed. |
688 | */ |
651 | */ |
689 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
652 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
690 | m.flags_ = P_NEED_UPDATE; |
653 | m.flags_ = 0; |
691 | else if (action == UP_OBJ_FACE) |
654 | else if (action == UP_OBJ_FACE) |
692 | /* Nothing to do for that case */ ; |
655 | /* Nothing to do for that case */ ; |
693 | else |
656 | else |
694 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
657 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
695 | |
658 | |
696 | if (op->more) |
659 | if (op->more) |
697 | update_object (op->more, action); |
660 | update_object (op->more, action); |
698 | } |
661 | } |
699 | |
662 | |
700 | object::vector object::objects; // not yet used |
|
|
701 | object *object::first; |
663 | object *object::first; |
702 | |
664 | |
703 | object::object () |
665 | object::object () |
704 | { |
666 | { |
705 | SET_FLAG (this, FLAG_REMOVED); |
667 | SET_FLAG (this, FLAG_REMOVED); |
… | |
… | |
713 | free_key_values (this); |
675 | free_key_values (this); |
714 | } |
676 | } |
715 | |
677 | |
716 | void object::link () |
678 | void object::link () |
717 | { |
679 | { |
718 | count = ++ob_count; |
680 | assert (!count);//D |
719 | uuid = gen_uuid (); |
681 | uuid = gen_uuid (); |
720 | |
682 | |
721 | prev = 0; |
683 | refcnt_inc (); |
722 | next = object::first; |
684 | objects.insert (this); |
723 | |
|
|
724 | if (object::first) |
|
|
725 | object::first->prev = this; |
|
|
726 | |
|
|
727 | object::first = this; |
|
|
728 | } |
685 | } |
729 | |
686 | |
730 | void object::unlink () |
687 | void object::unlink () |
731 | { |
688 | { |
732 | if (this == object::first) |
689 | assert (count);//D |
733 | object::first = next; |
690 | objects.erase (this); |
734 | |
691 | refcnt_dec (); |
735 | /* Remove this object from the list of used objects */ |
|
|
736 | if (prev) prev->next = next; |
|
|
737 | if (next) next->prev = prev; |
|
|
738 | |
|
|
739 | prev = 0; |
|
|
740 | next = 0; |
|
|
741 | } |
692 | } |
742 | |
693 | |
743 | void |
694 | void |
|
|
695 | object::activate () |
|
|
696 | { |
|
|
697 | /* If already on active list, don't do anything */ |
|
|
698 | if (active) |
|
|
699 | return; |
|
|
700 | |
|
|
701 | if (has_active_speed ()) |
|
|
702 | actives.insert (this); |
|
|
703 | } |
|
|
704 | |
|
|
705 | void |
744 | object::activate (bool recursive) |
706 | object::activate_recursive () |
745 | { |
707 | { |
746 | // uh, hack |
708 | activate (); |
747 | set_speed (speed); |
|
|
748 | |
709 | |
749 | if (recursive) |
|
|
750 | for (object *op = inv; op; op = op->above) |
710 | for (object *op = inv; op; op = op->below) |
751 | op->activate (1); |
711 | op->activate_recursive (); |
752 | } |
712 | } |
753 | |
713 | |
754 | /* This function removes object 'op' from the list of active |
714 | /* This function removes object 'op' from the list of active |
755 | * objects. |
715 | * objects. |
756 | * This should only be used for style maps or other such |
716 | * This should only be used for style maps or other such |
… | |
… | |
758 | * in play chewing up cpu time getting processed. |
718 | * in play chewing up cpu time getting processed. |
759 | * The reverse of this is to call update_ob_speed, which |
719 | * The reverse of this is to call update_ob_speed, which |
760 | * will do the right thing based on the speed of the object. |
720 | * will do the right thing based on the speed of the object. |
761 | */ |
721 | */ |
762 | void |
722 | void |
763 | object::deactivate (bool recursive) |
723 | object::deactivate () |
764 | { |
724 | { |
765 | /* If not on the active list, nothing needs to be done */ |
725 | /* If not on the active list, nothing needs to be done */ |
766 | if (!active_next && !active_prev && this != active_objects) |
726 | if (!active) |
767 | return; |
727 | return; |
768 | |
728 | |
769 | if (active_prev == 0) |
729 | actives.erase (this); |
770 | { |
730 | } |
771 | active_objects = active_next; |
|
|
772 | if (active_next) |
|
|
773 | active_next->active_prev = 0; |
|
|
774 | } |
|
|
775 | else |
|
|
776 | { |
|
|
777 | active_prev->active_next = active_next; |
|
|
778 | if (active_next) |
|
|
779 | active_next->active_prev = active_prev; |
|
|
780 | } |
|
|
781 | |
731 | |
782 | active_next = 0; |
732 | void |
783 | active_prev = 0; |
733 | object::deactivate_recursive () |
784 | |
734 | { |
785 | if (recursive) |
|
|
786 | for (object *op = inv; op; op = op->above) |
735 | for (object *op = inv; op; op = op->below) |
|
|
736 | op->deactivate_recursive (); |
|
|
737 | |
787 | op->deactivate (1); |
738 | deactivate (); |
|
|
739 | } |
|
|
740 | |
|
|
741 | void |
|
|
742 | object::set_flag_inv (int flag, int value) |
|
|
743 | { |
|
|
744 | for (object *op = inv; op; op = op->below) |
|
|
745 | { |
|
|
746 | op->flag [flag] = value; |
|
|
747 | op->set_flag_inv (flag, value); |
|
|
748 | } |
788 | } |
749 | } |
789 | |
750 | |
790 | /* |
751 | /* |
791 | * Remove and free all objects in the inventory of the given object. |
752 | * Remove and free all objects in the inventory of the given object. |
792 | * object.c ? |
753 | * object.c ? |
… | |
… | |
825 | |
786 | |
826 | if (op->flag [FLAG_STARTEQUIP] |
787 | if (op->flag [FLAG_STARTEQUIP] |
827 | || op->flag [FLAG_NO_DROP] |
788 | || op->flag [FLAG_NO_DROP] |
828 | || op->type == RUNE |
789 | || op->type == RUNE |
829 | || op->type == TRAP |
790 | || op->type == TRAP |
830 | || op->flag [FLAG_IS_A_TEMPLATE]) |
791 | || op->flag [FLAG_IS_A_TEMPLATE] |
|
|
792 | || op->flag [FLAG_DESTROY_ON_DEATH]) |
831 | op->destroy (); |
793 | op->destroy (); |
832 | else |
794 | else |
833 | map->insert (op, x, y); |
795 | map->insert (op, x, y); |
834 | } |
796 | } |
835 | } |
797 | } |
… | |
… | |
877 | freed_map->name = "/internal/freed_objects_map"; |
839 | freed_map->name = "/internal/freed_objects_map"; |
878 | freed_map->width = 3; |
840 | freed_map->width = 3; |
879 | freed_map->height = 3; |
841 | freed_map->height = 3; |
880 | |
842 | |
881 | freed_map->alloc (); |
843 | freed_map->alloc (); |
|
|
844 | freed_map->in_memory = MAP_IN_MEMORY; |
882 | } |
845 | } |
883 | |
846 | |
884 | map = freed_map; |
847 | map = freed_map; |
885 | x = 1; |
848 | x = 1; |
886 | y = 1; |
849 | y = 1; |
… | |
… | |
896 | |
859 | |
897 | // clear those pointers that likely might have circular references to us |
860 | // clear those pointers that likely might have circular references to us |
898 | owner = 0; |
861 | owner = 0; |
899 | enemy = 0; |
862 | enemy = 0; |
900 | attacked_by = 0; |
863 | attacked_by = 0; |
901 | |
|
|
902 | // only relevant for players(?), but make sure of it anyways |
|
|
903 | contr = 0; |
|
|
904 | } |
864 | } |
905 | |
865 | |
906 | void |
866 | void |
907 | object::destroy (bool destroy_inventory) |
867 | object::destroy (bool destroy_inventory) |
908 | { |
868 | { |
… | |
… | |
993 | else if (map) |
953 | else if (map) |
994 | { |
954 | { |
995 | if (type == PLAYER) |
955 | if (type == PLAYER) |
996 | { |
956 | { |
997 | --map->players; |
957 | --map->players; |
998 | map->last_access = runtime; |
958 | map->touch (); |
999 | } |
959 | } |
1000 | |
960 | |
|
|
961 | map->dirty = true; |
1001 | |
962 | |
1002 | /* link the object above us */ |
963 | /* link the object above us */ |
1003 | if (above) |
964 | if (above) |
1004 | above->below = below; |
965 | above->below = below; |
1005 | else |
966 | else |
… | |
… | |
1078 | } |
1039 | } |
1079 | |
1040 | |
1080 | /* last == NULL if there are no objects on this space */ |
1041 | /* last == NULL if there are no objects on this space */ |
1081 | //TODO: this makes little sense, why only update the topmost object? |
1042 | //TODO: this makes little sense, why only update the topmost object? |
1082 | if (!last) |
1043 | if (!last) |
1083 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1044 | map->at (x, y).flags_ = 0; |
1084 | else |
1045 | else |
1085 | update_object (last, UP_OBJ_REMOVE); |
1046 | update_object (last, UP_OBJ_REMOVE); |
1086 | |
1047 | |
1087 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1048 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1088 | update_all_los (map, x, y); |
1049 | update_all_los (map, x, y); |
… | |
… | |
1209 | { |
1170 | { |
1210 | /* The part may be on a different map. */ |
1171 | /* The part may be on a different map. */ |
1211 | |
1172 | |
1212 | object *more = op->more; |
1173 | object *more = op->more; |
1213 | |
1174 | |
1214 | /* We really need the caller to normalize coordinates - if |
1175 | /* We really need the caller to normalise coordinates - if |
1215 | * we set the map, that doesn't work if the location is within |
1176 | * we set the map, that doesn't work if the location is within |
1216 | * a map and this is straddling an edge. So only if coordinate |
1177 | * a map and this is straddling an edge. So only if coordinate |
1217 | * is clear wrong do we normalize it. |
1178 | * is clear wrong do we normalise it. |
1218 | */ |
1179 | */ |
1219 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1180 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1220 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1181 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1221 | else if (!more->map) |
1182 | else if (!more->map) |
1222 | { |
1183 | { |
… | |
… | |
1382 | |
1343 | |
1383 | if (op->type == PLAYER) |
1344 | if (op->type == PLAYER) |
1384 | { |
1345 | { |
1385 | op->contr->do_los = 1; |
1346 | op->contr->do_los = 1; |
1386 | ++op->map->players; |
1347 | ++op->map->players; |
1387 | op->map->last_access = runtime; |
1348 | op->map->touch (); |
1388 | } |
1349 | } |
|
|
1350 | |
|
|
1351 | op->map->dirty = true; |
1389 | |
1352 | |
1390 | /* If we have a floor, we know the player, if any, will be above |
1353 | /* 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. |
1354 | * it, so save a few ticks and start from there. |
1392 | */ |
1355 | */ |
1393 | if (!(flag & INS_MAP_LOAD)) |
1356 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1399 | * visible to others on this map. But update_all_los is really |
1362 | * 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 |
1363 | * 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 |
1364 | * on the map will get recalculated. The players could very well |
1402 | * be far away from this change and not affected in any way - |
1365 | * be far away from this change and not affected in any way - |
1403 | * this should get redone to only look for players within range, |
1366 | * this should get redone to only look for players within range, |
1404 | * or just updating the P_NEED_UPDATE for spaces within this area |
1367 | * or just updating the P_UPTODATE for spaces within this area |
1405 | * of effect may be sufficient. |
1368 | * of effect may be sufficient. |
1406 | */ |
1369 | */ |
1407 | if (op->map->darkness && (op->glow_radius != 0)) |
1370 | if (op->map->darkness && (op->glow_radius != 0)) |
1408 | update_all_los (op->map, op->x, op->y); |
1371 | update_all_los (op->map, op->x, op->y); |
1409 | |
1372 | |
… | |
… | |
1447 | { |
1410 | { |
1448 | object *tmp, *tmp1; |
1411 | object *tmp, *tmp1; |
1449 | |
1412 | |
1450 | /* first search for itself and remove any old instances */ |
1413 | /* first search for itself and remove any old instances */ |
1451 | |
1414 | |
1452 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1415 | for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1453 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1416 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1454 | tmp->destroy (); |
1417 | tmp->destroy (); |
1455 | |
1418 | |
1456 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1419 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1457 | |
1420 | |
… | |
… | |
1780 | |
1743 | |
1781 | /* The objects have to be checked from top to bottom. |
1744 | /* The objects have to be checked from top to bottom. |
1782 | * Hence, we first go to the top: |
1745 | * Hence, we first go to the top: |
1783 | */ |
1746 | */ |
1784 | |
1747 | |
1785 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) |
1748 | for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) |
1786 | { |
1749 | { |
1787 | /* Trim the search when we find the first other spell effect |
1750 | /* Trim the search when we find the first other spell effect |
1788 | * this helps performance so that if a space has 50 spell objects, |
1751 | * this helps performance so that if a space has 50 spell objects, |
1789 | * we don't need to check all of them. |
1752 | * we don't need to check all of them. |
1790 | */ |
1753 | */ |
… | |
… | |
1848 | * The first matching object is returned, or NULL if none. |
1811 | * The first matching object is returned, or NULL if none. |
1849 | */ |
1812 | */ |
1850 | object * |
1813 | object * |
1851 | present_arch (const archetype *at, maptile *m, int x, int y) |
1814 | present_arch (const archetype *at, maptile *m, int x, int y) |
1852 | { |
1815 | { |
1853 | if (m == NULL || out_of_map (m, x, y)) |
1816 | if (!m || out_of_map (m, x, y)) |
1854 | { |
1817 | { |
1855 | LOG (llevError, "Present_arch called outside map.\n"); |
1818 | LOG (llevError, "Present_arch called outside map.\n"); |
1856 | return NULL; |
1819 | return NULL; |
1857 | } |
1820 | } |
1858 | |
1821 | |
1859 | 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) |
1860 | if (tmp->arch == at) |
1823 | if (tmp->arch == at) |
1861 | return tmp; |
1824 | return tmp; |
1862 | |
1825 | |
1863 | return NULL; |
1826 | return NULL; |
1864 | } |
1827 | } |
… | |
… | |
1875 | { |
1838 | { |
1876 | LOG (llevError, "Present called outside map.\n"); |
1839 | LOG (llevError, "Present called outside map.\n"); |
1877 | return NULL; |
1840 | return NULL; |
1878 | } |
1841 | } |
1879 | |
1842 | |
1880 | for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1843 | for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1881 | if (tmp->type == type) |
1844 | if (tmp->type == type) |
1882 | return tmp; |
1845 | return tmp; |
1883 | |
1846 | |
1884 | return NULL; |
1847 | return NULL; |
1885 | } |
1848 | } |
… | |
… | |
2610 | } |
2573 | } |
2611 | else |
2574 | else |
2612 | item = item->env; |
2575 | item = item->env; |
2613 | } |
2576 | } |
2614 | |
2577 | |
|
|
2578 | |
|
|
2579 | const char * |
|
|
2580 | object::flag_desc (char *desc, int len) const |
|
|
2581 | { |
|
|
2582 | char *p = desc; |
|
|
2583 | bool first = true; |
|
|
2584 | |
|
|
2585 | *p = 0; |
|
|
2586 | |
|
|
2587 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2588 | { |
|
|
2589 | if (len <= 10) // magic constant! |
|
|
2590 | { |
|
|
2591 | snprintf (p, len, ",..."); |
|
|
2592 | break; |
|
|
2593 | } |
|
|
2594 | |
|
|
2595 | if (flag [i]) |
|
|
2596 | { |
|
|
2597 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2598 | len -= cnt; |
|
|
2599 | p += cnt; |
|
|
2600 | first = false; |
|
|
2601 | } |
|
|
2602 | } |
|
|
2603 | |
|
|
2604 | return desc; |
|
|
2605 | } |
|
|
2606 | |
2615 | // return a suitable string describing an objetc in enough detail to find it |
2607 | // return a suitable string describing an object in enough detail to find it |
2616 | const char * |
2608 | const char * |
2617 | object::debug_desc (char *info) const |
2609 | object::debug_desc (char *info) const |
2618 | { |
2610 | { |
|
|
2611 | char flagdesc[512]; |
2619 | char info2[256 * 3]; |
2612 | char info2[256 * 4]; |
2620 | char *p = info; |
2613 | char *p = info; |
2621 | |
2614 | |
2622 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2615 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2623 | count, |
2616 | count, uuid.seq, |
2624 | &name, |
2617 | &name, |
2625 | title ? " " : "", |
2618 | title ? "\",title:" : "", |
2626 | title ? (const char *)title : ""); |
2619 | title ? (const char *)title : "", |
|
|
2620 | flag_desc (flagdesc, 512), type); |
2627 | |
2621 | |
2628 | if (env) |
2622 | if (env) |
2629 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2623 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2630 | |
2624 | |
2631 | if (map) |
2625 | if (map) |
… | |
… | |
2635 | } |
2629 | } |
2636 | |
2630 | |
2637 | const char * |
2631 | const char * |
2638 | object::debug_desc () const |
2632 | object::debug_desc () const |
2639 | { |
2633 | { |
2640 | static char info[256 * 3]; |
2634 | static char info[256 * 4]; |
2641 | return debug_desc (info); |
2635 | return debug_desc (info); |
2642 | } |
2636 | } |
2643 | |
2637 | |