ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(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 1.104 by root, Tue Jan 2 21:13:21 2007 UTC

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
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool 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
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);
776 702
777 prev = 0; 703 prev = 0;
778 next = 0; 704 next = 0;
779} 705}
780 706
781object *object::create () 707bool
708object::active () const
782{ 709{
783 object *op = new object; 710 return active_next || active_prev || this == active_objects;
784 op->link ();
785 return op;
786} 711}
787 712
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 713void
799object::do_destroy () 714object::activate ()
800{ 715{
801 attachable::do_destroy (); 716 /* If already on active list, don't do anything */
802 717 if (active ())
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return; 718 return;
814 719
815 flag [FLAG_FREED] = 1; 720 if (has_active_speed ())
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 { 721 {
823 freed_map = new maptile; 722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
824 725
825 freed_map->name = "/internal/freed_objects_map"; 726 if (active_next)
826 freed_map->width = 3; 727 active_next->active_prev = this;
827 freed_map->height = 3;
828 728
829 freed_map->allocate (); 729 active_objects = this;
830 } 730 }
731}
831 732
832 map = freed_map; 733void
833 x = 1; 734object::activate_recursive ()
834 y = 1; 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
835 } 762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
836 769
837 more = 0; 770 active_next = 0;
838 head = 0; 771 active_prev = 0;
839 inv = 0; 772}
840 773
841 // clear those pointers that likely might have circular references to us 774void
842 owner = 0; 775object::deactivate_recursive ()
843 enemy = 0; 776{
844 attacked_by = 0; 777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
845 779
846 // only relevant for players(?), but make sure of it anyways 780 deactivate ();
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854} 781}
855 782
856/* 783/*
857 * Remove and free all objects in the inventory of the given object. 784 * Remove and free all objects in the inventory of the given object.
858 * object.c ? 785 * object.c ?
859 */ 786 */
860void 787void
861object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
862{ 789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
863 if (!inv) 795 if (!inv)
864 return; 796 return;
865 797
866 /* Only if the space blocks everything do we not process - 798 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 799 * if some form of movement is allowed, let objects
868 * drop on that space. 800 * drop on that space.
869 */ 801 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
871 { 806 {
872 while (inv) 807 while (inv)
873 { 808 {
874 inv->destroy_inv (drop_to_ground); 809 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 810 inv->destroy ();
886 || op->type == RUNE 821 || op->type == RUNE
887 || op->type == TRAP 822 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE]) 823 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy (); 824 op->destroy ();
890 else 825 else
891 { 826 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 } 827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
897 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
898 } 886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
899} 898}
900 899
901void 900void
902object::destroy (bool destroy_inventory) 901object::destroy (bool destroy_inventory)
903{ 902{
904 if (destroyed ()) 903 if (destroyed ())
905 return; 904 return;
906 905
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) 906 if (destroy_inventory)
915 destroy_inv (true); 907 destroy_inv (false);
916 908
917 attachable::destroy (); 909 attachable::destroy ();
918} 910}
919 911
920/* 912/*
973 * to save cpu time. 965 * to save cpu time.
974 */ 966 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 968 otmp->update_stats ();
977 969
978 if (above != NULL) 970 if (above)
979 above->below = below; 971 above->below = below;
980 else 972 else
981 env->inv = below; 973 env->inv = below;
982 974
983 if (below != NULL) 975 if (below)
984 below->above = above; 976 below->above = above;
985 977
986 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
992 above = 0, below = 0; 984 above = 0, below = 0;
993 env = 0; 985 env = 0;
994 } 986 }
995 else if (map) 987 else if (map)
996 { 988 {
997 /* Re did the following section of code - it looks like it had 989 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
1000 996
1001 /* link the object above us */ 997 /* link the object above us */
1002 if (above) 998 if (above)
1003 above->below = below; 999 above->below = below;
1004 else 1000 else
1033 if (map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1034 return; 1030 return;
1035 1031
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1033
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1039 { 1035 {
1040 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1041 * being removed. 1037 * being removed.
1042 */ 1038 */
1043 1039
1055 1051
1056 if (tmp->contr->ns) 1052 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1053 tmp->contr->ns->floorbox_update ();
1058 } 1054 }
1059 1055
1060 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1061 if (check_walk_off 1057 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1058 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1060 {
1065 move_apply (tmp, this, 0); 1061 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1063 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1065 }
1070 1066
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1074 tmp->above = 0; 1070 tmp->above = 0;
1075 1071
1076 last = tmp; 1072 last = tmp;
1077 } 1073 }
1078 1074
1079 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1077 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1078 map->at (x, y).flags_ = 0;
1082 else 1079 else
1083 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1084 1081
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1129 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1130 */ 1127 */
1131object * 1128object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1130{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1132 {
1141 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1143 } 1135 }
1144 1136
1175 { 1167 {
1176 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL; 1169 return NULL;
1178 } 1170 }
1179 1171
1180 if (m == NULL) 1172 if (!m)
1181 { 1173 {
1182 char *dump = dump_object (op); 1174 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump); 1176 free (dump);
1185 return op; 1177 return op;
1249 y = op->y; 1241 y = op->y;
1250 1242
1251 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1252 */ 1244 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1247 if (object::can_merge (op, tmp))
1256 { 1248 {
1257 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1250 tmp->destroy ();
1259 } 1251 }
1286 else 1278 else
1287 { 1279 {
1288 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 { 1282 {
1291 object *last = NULL; 1283 object *last = 0;
1292 1284
1293 /* 1285 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1288 * 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 1292 * 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 1293 * 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 1294 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1304 */ 1296 */
1305
1306 while (top != NULL) 1297 while (top)
1307 { 1298 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1300 floor = top;
1310 1301
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 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); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365 1356
1366 if (op->above) 1357 if (op->above)
1367 op->above->below = op; 1358 op->above->below = op;
1368 1359
1369 op->below = NULL; 1360 op->below = 0;
1370 op->ms ().bot = op; 1361 op->ms ().bot = op;
1371 } 1362 }
1372 else 1363 else
1373 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1374 op->above = top->above; 1365 op->above = top->above;
1378 1369
1379 op->below = top; 1370 op->below = top;
1380 top->above = op; 1371 top->above = op;
1381 } 1372 }
1382 1373
1383 if (op->above == NULL) 1374 if (!op->above)
1384 op->ms ().top = op; 1375 op->ms ().top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1386 1377
1387 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1388 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1389 1386
1390 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1392 */ 1389 */
1393 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1402 * of effect may be sufficient.
1406 */ 1403 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1409 1406
1447{ 1444{
1448 object *tmp, *tmp1; 1445 object *tmp, *tmp1;
1449 1446
1450 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1451 1448
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1451 tmp->destroy ();
1455 1452
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1454
1458 tmp1->x = op->x; 1455 tmp1->x = op->x;
1459 tmp1->y = op->y; 1456 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1461} 1464}
1462 1465
1463/* 1466/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1471 * global static errmsg array.
1469 */ 1472 */
1470
1471object * 1473object *
1472get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1473{ 1475{
1474 object *newob; 1476 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1739 * 1741 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1744 * on top.
1743 */ 1745 */
1744
1745int 1746int
1746check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1747{ 1748{
1748 object *tmp; 1749 object *tmp;
1749 maptile *m = op->map; 1750 maptile *m = op->map;
1776 1777
1777 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1779 */ 1780 */
1780 1781
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1783 {
1783 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1786 * we don't need to check all of them.
1786 */ 1787 */
1844 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1845 */ 1846 */
1846object * 1847object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1849{
1849 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
1850 { 1851 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1853 return NULL;
1853 } 1854 }
1854 1855
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1857 if (tmp->arch == at)
1857 return tmp; 1858 return tmp;
1858 1859
1859 return NULL; 1860 return NULL;
1860} 1861}
1871 { 1872 {
1872 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1874 return NULL;
1874 } 1875 }
1875 1876
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1878 if (tmp->type == type)
1878 return tmp; 1879 return tmp;
1879 1880
1880 return NULL; 1881 return NULL;
1881} 1882}
2606 } 2607 }
2607 else 2608 else
2608 item = item->env; 2609 item = item->env;
2609} 2610}
2610 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2611// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2612const char * 2642const char *
2613object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2614{ 2644{
2645 char flagdesc[512];
2615 char info2[256 * 3]; 2646 char info2[256 * 4];
2616 char *p = info; 2647 char *p = info;
2617 2648
2618 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2619 count, 2650 count, uuid.seq,
2620 &name, 2651 &name,
2621 title ? " " : "", 2652 title ? "\",title:" : "",
2622 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2623 2655
2624 if (env) 2656 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2658
2627 if (map) 2659 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2661
2630 return info; 2662 return info;
2631} 2663}
2632 2664
2633const char * 2665const char *
2634object::debug_desc () const 2666object::debug_desc () const
2635{ 2667{
2636 static char info[256 * 3]; 2668 static char info[256 * 4];
2637 return debug_desc (info); 2669 return debug_desc (info);
2638} 2670}
2639 2671

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines