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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 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:
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/*
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
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first; 665object *object::first;
742 666
743object::object () 667object::object ()
744{ 668{
745 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
778 702
779 prev = 0; 703 prev = 0;
780 next = 0; 704 next = 0;
781} 705}
782 706
783object *object::create () 707bool
708object::active () const
784{ 709{
785 object *op = new object; 710 return active_next || active_prev || this == active_objects;
786 op->link ();
787 return op;
788} 711}
789 712
790void 713void
791object::do_destroy () 714object::activate ()
792{ 715{
793 attachable::do_destroy (); 716 /* If already on active list, don't do anything */
794 717 if (active ())
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 718 return;
806 719
807 flag [FLAG_FREED] = 1; 720 if (has_active_speed ())
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 { 721 {
815 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;
816 725
817 freed_map->name = "/internal/freed_objects_map"; 726 if (active_next)
818 freed_map->width = 3; 727 active_next->active_prev = this;
819 freed_map->height = 3;
820 728
821 freed_map->allocate (); 729 active_objects = this;
822 } 730 }
731}
823 732
824 map = freed_map; 733void
825 x = 1; 734object::activate_recursive ()
826 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;
827 } 762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
828 769
829 more = 0; 770 active_next = 0;
830 head = 0; 771 active_prev = 0;
831 inv = 0; 772}
832 773
833 // clear those pointers that likely might have circular references to us 774void
834 owner = 0; 775object::deactivate_recursive ()
835 enemy = 0; 776{
836 attacked_by = 0; 777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
837 779
838 // only relevant for players(?), but make sure of it anyways 780 deactivate ();
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 781}
846 782
847/* 783/*
848 * 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.
849 * object.c ? 785 * object.c ?
850 */ 786 */
851void 787void
852object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
853{ 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
854 if (!inv) 795 if (!inv)
855 return; 796 return;
856 797
857 /* Only if the space blocks everything do we not process - 798 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 799 * if some form of movement is allowed, let objects
859 * drop on that space. 800 * drop on that space.
860 */ 801 */
861 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)
862 { 806 {
863 while (inv) 807 while (inv)
864 { 808 {
865 inv->destroy_inv (drop_to_ground); 809 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 810 inv->destroy ();
877 || op->type == RUNE 821 || op->type == RUNE
878 || op->type == TRAP 822 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 823 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy (); 824 op->destroy ();
881 else 825 else
882 { 826 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 } 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;
888 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
889 } 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;
890} 898}
891 899
892void 900void
893object::destroy (bool destroy_inventory) 901object::destroy (bool destroy_inventory)
894{ 902{
895 if (destroyed ()) 903 if (destroyed ())
896 return; 904 return;
897 905
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 906 if (destroy_inventory)
906 destroy_inv (true); 907 destroy_inv (false);
907 908
908 attachable::destroy (); 909 attachable::destroy ();
909} 910}
910 911
911/* 912/*
964 * to save cpu time. 965 * to save cpu time.
965 */ 966 */
966 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))
967 otmp->update_stats (); 968 otmp->update_stats ();
968 969
969 if (above != NULL) 970 if (above)
970 above->below = below; 971 above->below = below;
971 else 972 else
972 env->inv = below; 973 env->inv = below;
973 974
974 if (below != NULL) 975 if (below)
975 below->above = above; 976 below->above = above;
976 977
977 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
978 * 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
979 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
983 above = 0, below = 0; 984 above = 0, below = 0;
984 env = 0; 985 env = 0;
985 } 986 }
986 else if (map) 987 else if (map)
987 { 988 {
988 /* Re did the following section of code - it looks like it had 989 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
991 996
992 /* link the object above us */ 997 /* link the object above us */
993 if (above) 998 if (above)
994 above->below = below; 999 above->below = below;
995 else 1000 else
1024 if (map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1025 return; 1030 return;
1026 1031
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1033
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 1035 {
1031 /* 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
1032 * being removed. 1037 * being removed.
1033 */ 1038 */
1034 1039
1046 1051
1047 if (tmp->contr->ns) 1052 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1053 tmp->contr->ns->floorbox_update ();
1049 } 1054 }
1050 1055
1051 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1052 if (check_walk_off 1057 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1058 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1060 {
1056 move_apply (tmp, this, 0); 1061 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1063 if (destroyed ())
1059 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 ());
1060 } 1065 }
1061 1066
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1065 tmp->above = 0; 1070 tmp->above = 0;
1066 1071
1067 last = tmp; 1072 last = tmp;
1068 } 1073 }
1069 1074
1070 /* 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?
1071 if (!last) 1077 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1078 map->at (x, y).flags_ = 0;
1073 else 1079 else
1074 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1075 1081
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1120 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1121 */ 1127 */
1122object * 1128object *
1123insert_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)
1124{ 1130{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1132 {
1132 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1134 } 1135 }
1135 1136
1166 { 1167 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1169 return NULL;
1169 } 1170 }
1170 1171
1171 if (m == NULL) 1172 if (!m)
1172 { 1173 {
1173 char *dump = dump_object (op); 1174 char *dump = dump_object (op);
1174 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);
1175 free (dump); 1176 free (dump);
1176 return op; 1177 return op;
1203 { 1204 {
1204 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1205 1206
1206 object *more = op->more; 1207 object *more = op->more;
1207 1208
1208 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1209 * we set the map, that doesn't work if the location is within 1210 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate 1211 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1212 */ 1213 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1216 else if (!more->map)
1216 { 1217 {
1240 y = op->y; 1241 y = op->y;
1241 1242
1242 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1243 */ 1244 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1245 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)
1246 if (object::can_merge (op, tmp)) 1247 if (object::can_merge (op, tmp))
1247 { 1248 {
1248 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1250 tmp->destroy ();
1250 } 1251 }
1277 else 1278 else
1278 { 1279 {
1279 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1280 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))
1281 { 1282 {
1282 object *last = NULL; 1283 object *last = 0;
1283 1284
1284 /* 1285 /*
1285 * 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.
1286 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1287 * 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
1291 * 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
1292 * 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
1293 * 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
1294 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1295 */ 1296 */
1296
1297 while (top != NULL) 1297 while (top)
1298 { 1298 {
1299 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))
1300 floor = top; 1300 floor = top;
1301 1301
1302 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))
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1356
1357 if (op->above) 1357 if (op->above)
1358 op->above->below = op; 1358 op->above->below = op;
1359 1359
1360 op->below = NULL; 1360 op->below = 0;
1361 op->ms ().bot = op; 1361 op->ms ().bot = op;
1362 } 1362 }
1363 else 1363 else
1364 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1365 op->above = top->above; 1365 op->above = top->above;
1369 1369
1370 op->below = top; 1370 op->below = top;
1371 top->above = op; 1371 top->above = op;
1372 } 1372 }
1373 1373
1374 if (op->above == NULL) 1374 if (!op->above)
1375 op->ms ().top = op; 1375 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1377 1377
1378 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1379 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;
1380 1386
1381 /* 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
1382 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1383 */ 1389 */
1384 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1390 * 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
1391 * 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
1392 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1393 * 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 -
1394 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1402 * of effect may be sufficient.
1397 */ 1403 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1400 1406
1438{ 1444{
1439 object *tmp, *tmp1; 1445 object *tmp, *tmp1;
1440 1446
1441 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1442 1448
1443 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)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1451 tmp->destroy ();
1446 1452
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1454
1449 tmp1->x = op->x; 1455 tmp1->x = op->x;
1450 tmp1->y = op->y; 1456 tmp1->y = op->y;
1451 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);
1452} 1464}
1453 1465
1454/* 1466/*
1455 * 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
1456 * is returned contains nr objects, and the remaining parts contains 1468 * is returned contains nr objects, and the remaining parts contains
1457 * 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).
1458 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1471 * global static errmsg array.
1460 */ 1472 */
1461
1462object * 1473object *
1463get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1464{ 1475{
1465 object *newob; 1476 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1741 *
1731 * 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
1732 * 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
1733 * on top. 1744 * on top.
1734 */ 1745 */
1735
1736int 1746int
1737check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1738{ 1748{
1739 object *tmp; 1749 object *tmp;
1740 maptile *m = op->map; 1750 maptile *m = op->map;
1767 1777
1768 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1770 */ 1780 */
1771 1781
1772 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)
1773 { 1783 {
1774 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1775 * 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,
1776 * we don't need to check all of them. 1786 * we don't need to check all of them.
1777 */ 1787 */
1835 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1836 */ 1846 */
1837object * 1847object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1849{
1840 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
1841 { 1851 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1853 return NULL;
1844 } 1854 }
1845 1855
1846 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)
1847 if (tmp->arch == at) 1857 if (tmp->arch == at)
1848 return tmp; 1858 return tmp;
1849 1859
1850 return NULL; 1860 return NULL;
1851} 1861}
1862 { 1872 {
1863 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1874 return NULL;
1865 } 1875 }
1866 1876
1867 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)
1868 if (tmp->type == type) 1878 if (tmp->type == type)
1869 return tmp; 1879 return tmp;
1870 1880
1871 return NULL; 1881 return NULL;
1872} 1882}
2597 } 2607 }
2598 else 2608 else
2599 item = item->env; 2609 item = item->env;
2600} 2610}
2601 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
2602// 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
2603const char * 2642const char *
2604object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2605{ 2644{
2645 char flagdesc[512];
2606 char info2[256 * 3]; 2646 char info2[256 * 4];
2607 char *p = info; 2647 char *p = info;
2608 2648
2609 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}",
2610 count, 2650 count, uuid.seq,
2611 &name, 2651 &name,
2612 title ? " " : "", 2652 title ? "\",title:" : "",
2613 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2614 2655
2615 if (env) 2656 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2658
2618 if (map) 2659 if (map)
2619 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);
2620 2661
2621 return info; 2662 return info;
2622} 2663}
2623 2664
2624const char * 2665const char *
2625object::debug_desc () const 2666object::debug_desc () const
2626{ 2667{
2627 static char info[256 * 3]; 2668 static char info[256 * 4];
2628 return debug_desc (info); 2669 return debug_desc (info);
2629} 2670}
2630 2671

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