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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.111 by root, Mon Jan 8 01:19:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
522 tail = new_link; 519 tail = new_link;
523 } 520 }
524 } 521 }
525 } 522 }
526 523
527 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
528} 525}
529 526
530object * 527object *
531object::clone () 528object::clone ()
532{ 529{
538/* 535/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
542 */ 539 */
543
544void 540void
545update_turn_face (object *op) 541update_turn_face (object *op)
546{ 542{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 544 return;
545
549 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
551} 548}
552 549
553/* 550/*
554 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
557 */ 554 */
558void 555void
559update_ob_speed (object *op) 556object::set_speed (float speed)
560{ 557{
561 extern int arch_init; 558 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 { 559 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 561 speed = 0;
570 }
571
572 if (arch_init)
573 return;
574
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
576 { 562 }
577 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects)
579 return;
580 563
581 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
582 * of the list. */
583 op->active_next = active_objects;
584 565
585 if (op->active_next != NULL) 566 if (has_active_speed ())
586 op->active_next->active_prev = op; 567 activate ();
587
588 active_objects = op;
589 }
590 else 568 else
591 { 569 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} 570}
646 571
647/* 572/*
648 * update_object() updates the the map. 573 * update_object() updates the the map.
649 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
697 return; 622 return;
698 } 623 }
699 624
700 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
701 626
702 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
703 /* nop */; 628 /* nop */;
704 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
705 { 630 {
706 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 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 641 /* This isn't perfect, but I don't expect a lot of objects to
717 * to have move_allow right now. 642 * to have move_allow right now.
718 */ 643 */
719 || ((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
720 || 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)
721 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
722 } 647 }
723 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
724 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
725 * that is being removed. 650 * that is being removed.
726 */ 651 */
727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
728 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
729 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
730 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
731 else 656 else
732 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
733 658
734 if (op->more) 659 if (op->more)
735 update_object (op->more, action); 660 update_object (op->more, action);
736} 661}
737 662
738object::vector object::objects; // not yet used
739object *object::first; 663object *object::first;
740 664
741object::object () 665object::object ()
742{ 666{
743 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
751 free_key_values (this); 675 free_key_values (this);
752} 676}
753 677
754void object::link () 678void object::link ()
755{ 679{
756 count = ++ob_count; 680 assert (!count);//D
757 uuid = gen_uuid (); 681 uuid = gen_uuid ();
758 682
759 prev = 0; 683 refcnt_inc ();
760 next = object::first; 684 objects.insert (this);
761
762 if (object::first)
763 object::first->prev = this;
764
765 object::first = this;
766} 685}
767 686
768void object::unlink () 687void object::unlink ()
769{ 688{
770 if (this == object::first) 689 assert (count);//D
771 object::first = next; 690 objects.erase (this);
691 refcnt_dec ();
692}
772 693
773 /* Remove this object from the list of used objects */ 694void
774 if (prev) prev->next = next; 695object::activate ()
775 if (next) next->prev = prev; 696{
697 /* If already on active list, don't do anything */
698 if (active)
699 return;
776 700
777 prev = 0; 701 if (has_active_speed ())
778 next = 0; 702 actives.insert (this);
703}
704
705void
706object::activate_recursive ()
707{
708 activate ();
709
710 for (object *op = inv; op; op = op->below)
711 op->activate_recursive ();
712}
713
714/* This function removes object 'op' from the list of active
715 * objects.
716 * This should only be used for style maps or other such
717 * reference maps where you don't want an object that isn't
718 * in play chewing up cpu time getting processed.
719 * The reverse of this is to call update_ob_speed, which
720 * will do the right thing based on the speed of the object.
721 */
722void
723object::deactivate ()
724{
725 /* If not on the active list, nothing needs to be done */
726 if (!active)
727 return;
728
729 actives.erase (this);
730}
731
732void
733object::deactivate_recursive ()
734{
735 for (object *op = inv; op; op = op->below)
736 op->deactivate_recursive ();
737
738 deactivate ();
739}
740
741void
742object::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 }
749}
750
751/*
752 * Remove and free all objects in the inventory of the given object.
753 * object.c ?
754 */
755void
756object::destroy_inv (bool drop_to_ground)
757{
758 // need to check first, because the checks below might segfault
759 // as we might be on an invalid mapspace and crossfire code
760 // is too buggy to ensure that the inventory is empty.
761 // corollary: if you create arrows etc. with stuff in tis inventory,
762 // cf will crash below with off-map x and y
763 if (!inv)
764 return;
765
766 /* Only if the space blocks everything do we not process -
767 * if some form of movement is allowed, let objects
768 * drop on that space.
769 */
770 if (!drop_to_ground
771 || !map
772 || map->in_memory != MAP_IN_MEMORY
773 || ms ().move_block == MOVE_ALL)
774 {
775 while (inv)
776 {
777 inv->destroy_inv (drop_to_ground);
778 inv->destroy ();
779 }
780 }
781 else
782 { /* Put objects in inventory onto this space */
783 while (inv)
784 {
785 object *op = inv;
786
787 if (op->flag [FLAG_STARTEQUIP]
788 || op->flag [FLAG_NO_DROP]
789 || op->type == RUNE
790 || op->type == TRAP
791 || op->flag [FLAG_IS_A_TEMPLATE]
792 || op->flag [FLAG_DESTROY_ON_DEATH])
793 op->destroy ();
794 else
795 map->insert (op, x, y);
796 }
797 }
779} 798}
780 799
781object *object::create () 800object *object::create ()
782{ 801{
783 object *op = new object; 802 object *op = new object;
784 op->link (); 803 op->link ();
785 return op; 804 return op;
786} 805}
787 806
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 807void
799object::do_destroy () 808object::do_destroy ()
800{ 809{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED]) 810 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this); 811 remove_button_link (this);
805 812
806 if (flag [FLAG_FRIENDLY]) 813 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this); 814 remove_friendly_object (this);
810 remove (); 817 remove ();
811 818
812 if (flag [FLAG_FREED]) 819 if (flag [FLAG_FREED])
813 return; 820 return;
814 821
822 set_speed (0);
823
815 flag [FLAG_FREED] = 1; 824 flag [FLAG_FREED] = 1;
825
826 attachable::do_destroy ();
827
828 destroy_inv (true);
829 unlink ();
816 830
817 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
818 { 832 {
819 static maptile *freed_map; // freed objects are moved here to avoid crashes 833 static maptile *freed_map; // freed objects are moved here to avoid crashes
820 834
824 838
825 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3; 840 freed_map->width = 3;
827 freed_map->height = 3; 841 freed_map->height = 3;
828 842
829 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
830 } 845 }
831 846
832 map = freed_map; 847 map = freed_map;
833 x = 1; 848 x = 1;
834 y = 1; 849 y = 1;
835 } 850 }
836 851
837 more = 0;
838 head = 0; 852 head = 0;
839 inv = 0; 853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
840 859
841 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
842 owner = 0; 861 owner = 0;
843 enemy = 0; 862 enemy = 0;
844 attacked_by = 0; 863 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899} 864}
900 865
901void 866void
902object::destroy (bool destroy_inventory) 867object::destroy (bool destroy_inventory)
903{ 868{
904 if (destroyed ()) 869 if (destroyed ())
905 return; 870 return;
906 871
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) 872 if (destroy_inventory)
915 destroy_inv (true); 873 destroy_inv (false);
916 874
917 attachable::destroy (); 875 attachable::destroy ();
918} 876}
919 877
920/* 878/*
973 * to save cpu time. 931 * to save cpu time.
974 */ 932 */
975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 933 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
976 otmp->update_stats (); 934 otmp->update_stats ();
977 935
978 if (above != NULL) 936 if (above)
979 above->below = below; 937 above->below = below;
980 else 938 else
981 env->inv = below; 939 env->inv = below;
982 940
983 if (below != NULL) 941 if (below)
984 below->above = above; 942 below->above = above;
985 943
986 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
987 * the map, but we don't actually do that - it is up 945 * the map, but we don't actually do that - it is up
988 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
992 above = 0, below = 0; 950 above = 0, below = 0;
993 env = 0; 951 env = 0;
994 } 952 }
995 else if (map) 953 else if (map)
996 { 954 {
997 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
998 * lots of logic for things we no longer care about
999 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
1000 962
1001 /* link the object above us */ 963 /* link the object above us */
1002 if (above) 964 if (above)
1003 above->below = below; 965 above->below = below;
1004 else 966 else
1033 if (map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1034 return; 996 return;
1035 997
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 999
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1039 { 1001 {
1040 /* No point updating the players look faces if he is the object 1002 /* No point updating the players look faces if he is the object
1041 * being removed. 1003 * being removed.
1042 */ 1004 */
1043 1005
1055 1017
1056 if (tmp->contr->ns) 1018 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update (); 1019 tmp->contr->ns->floorbox_update ();
1058 } 1020 }
1059 1021
1060 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1061 if (check_walk_off 1023 if (check_walk_off
1062 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1064 { 1026 {
1065 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1067 if (destroyed ()) 1029 if (destroyed ())
1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1069 } 1031 }
1070 1032
1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1072 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1073 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1074 tmp->above = 0; 1036 tmp->above = 0;
1075 1037
1076 last = tmp; 1038 last = tmp;
1077 } 1039 }
1078 1040
1079 /* last == NULL of there are no objects on this space */ 1041 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object?
1080 if (!last) 1043 if (!last)
1081 map->at (x, y).flags_ = P_NEED_UPDATE; 1044 map->at (x, y).flags_ = 0;
1082 else 1045 else
1083 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1084 1047
1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1086 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1129 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1130 */ 1093 */
1131object * 1094object *
1132insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1133{ 1096{
1134 object *tmp;
1135
1136 if (op->head)
1137 op = op->head;
1138
1139 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 { 1098 {
1141 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1142 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1143 } 1101 }
1144 1102
1175 { 1133 {
1176 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1177 return NULL; 1135 return NULL;
1178 } 1136 }
1179 1137
1180 if (m == NULL) 1138 if (!m)
1181 { 1139 {
1182 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1184 free (dump); 1142 free (dump);
1185 return op; 1143 return op;
1212 { 1170 {
1213 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1214 1172
1215 object *more = op->more; 1173 object *more = op->more;
1216 1174
1217 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1218 * 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
1219 * 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
1220 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1221 */ 1179 */
1222 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1223 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1224 else if (!more->map) 1182 else if (!more->map)
1225 { 1183 {
1249 y = op->y; 1207 y = op->y;
1250 1208
1251 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1252 */ 1210 */
1253 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1255 if (object::can_merge (op, tmp)) 1213 if (object::can_merge (op, tmp))
1256 { 1214 {
1257 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1258 tmp->destroy (); 1216 tmp->destroy ();
1259 } 1217 }
1286 else 1244 else
1287 { 1245 {
1288 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1289 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1290 { 1248 {
1291 object *last = NULL; 1249 object *last = 0;
1292 1250
1293 /* 1251 /*
1294 * If there are multiple objects on this space, we do some trickier handling. 1252 * If there are multiple objects on this space, we do some trickier handling.
1295 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1296 * Generally, we want to put the new object on top. But if 1254 * 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 1258 * 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 1259 * 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 1260 * when lots of spells are cast in one area. Currently, it is presumed
1303 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1304 */ 1262 */
1305
1306 while (top != NULL) 1263 while (top)
1307 { 1264 {
1308 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1309 floor = top; 1266 floor = top;
1310 1267
1311 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1268 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); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1365 1322
1366 if (op->above) 1323 if (op->above)
1367 op->above->below = op; 1324 op->above->below = op;
1368 1325
1369 op->below = NULL; 1326 op->below = 0;
1370 op->ms ().bot = op; 1327 op->ms ().bot = op;
1371 } 1328 }
1372 else 1329 else
1373 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1374 op->above = top->above; 1331 op->above = top->above;
1378 1335
1379 op->below = top; 1336 op->below = top;
1380 top->above = op; 1337 top->above = op;
1381 } 1338 }
1382 1339
1383 if (op->above == NULL) 1340 if (!op->above)
1384 op->ms ().top = op; 1341 op->ms ().top = op;
1385 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1386 1343
1387 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1388 op->contr->do_los = 1; 1346 op->contr->do_los = 1;
1347 ++op->map->players;
1348 op->map->touch ();
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
1458 tmp1->x = op->x; 1421 tmp1->x = op->x;
1459 tmp1->y = op->y; 1422 tmp1->y = op->y;
1460 insert_ob_in_map (tmp1, op->map, op, 0); 1423 insert_ob_in_map (tmp1, op->map, op, 0);
1424}
1425
1426object *
1427object::insert_at (object *where, object *originator, int flags)
1428{
1429 where->map->insert (this, where->x, where->y, originator, flags);
1461} 1430}
1462 1431
1463/* 1432/*
1464 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1433 * 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 1434 * is returned contains nr objects, and the remaining parts contains
1466 * the rest (or is removed and freed if that number is 0). 1435 * the rest (or is removed and freed if that number is 0).
1467 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1468 * global static errmsg array. 1437 * global static errmsg array.
1469 */ 1438 */
1470
1471object * 1439object *
1472get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1473{ 1441{
1474 object *newob; 1442 object *newob;
1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1739 * 1707 *
1740 * MSW 2001-07-08: Check all objects on space, not just those below 1708 * 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 1709 * object being inserted. insert_ob_in_map may not put new objects
1742 * on top. 1710 * on top.
1743 */ 1711 */
1744
1745int 1712int
1746check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1747{ 1714{
1748 object *tmp; 1715 object *tmp;
1749 maptile *m = op->map; 1716 maptile *m = op->map;
1776 1743
1777 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1779 */ 1746 */
1780 1747
1781 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)
1782 { 1749 {
1783 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1752 * we don't need to check all of them.
1786 */ 1753 */
1844 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1845 */ 1812 */
1846object * 1813object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1815{
1849 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1850 { 1817 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1819 return NULL;
1853 } 1820 }
1854 1821
1855 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)
1856 if (tmp->arch == at) 1823 if (tmp->arch == at)
1857 return tmp; 1824 return tmp;
1858 1825
1859 return NULL; 1826 return NULL;
1860} 1827}
1871 { 1838 {
1872 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1840 return NULL;
1874 } 1841 }
1875 1842
1876 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)
1877 if (tmp->type == type) 1844 if (tmp->type == type)
1878 return tmp; 1845 return tmp;
1879 1846
1880 return NULL; 1847 return NULL;
1881} 1848}
2606 } 2573 }
2607 else 2574 else
2608 item = item->env; 2575 item = item->env;
2609} 2576}
2610 2577
2578
2579const char *
2580object::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
2611// 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
2612const char * 2608const char *
2613object::debug_desc (char *info) const 2609object::debug_desc (char *info) const
2614{ 2610{
2611 char flagdesc[512];
2615 char info2[256 * 3]; 2612 char info2[256 * 4];
2616 char *p = info; 2613 char *p = info;
2617 2614
2618 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}",
2619 count, 2616 count, uuid.seq,
2620 &name, 2617 &name,
2621 title ? " " : "", 2618 title ? "\",title:" : "",
2622 title ? (const char *)title : ""); 2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2623 2621
2624 if (env) 2622 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626 2624
2627 if (map) 2625 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629 2627
2630 return info; 2628 return info;
2631} 2629}
2632 2630
2633const char * 2631const char *
2634object::debug_desc () const 2632object::debug_desc () const
2635{ 2633{
2636 static char info[256 * 3]; 2634 static char info[256 * 4];
2637 return debug_desc (info); 2635 return debug_desc (info);
2638} 2636}
2639 2637

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