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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 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,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
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:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
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 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
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
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 561 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 563 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 564 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 565
586 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 567
590 if (op->active_next != NULL) 568 if (has_active_speed ())
591 op->active_next->active_prev = op; 569 activate ();
592
593 active_objects = op;
594 }
595 else 570 else
596 { 571 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 572}
651 573
652/* 574/*
653 * update_object() updates the the map. 575 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
702 return; 624 return;
703 } 625 }
704 626
705 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
706 628
707 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 630 /* nop */;
709 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
710 { 632 {
711 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* 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
722 * to have move_allow right now. 644 * to have move_allow right now.
723 */ 645 */
724 || ((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
725 || 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)
726 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
727 } 649 }
728 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 652 * that is being removed.
731 */ 653 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
736 else 658 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 660
739 if (op->more) 661 if (op->more)
740 update_object (op->more, action); 662 update_object (op->more, action);
741} 663}
742 664
743object::vector object::objects; // not yet used
744object *object::first; 665object *object::first;
745 666
746object::object () 667object::object ()
747{ 668{
748 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
754object::~object () 675object::~object ()
755{ 676{
756 free_key_values (this); 677 free_key_values (this);
757} 678}
758 679
680static int object_count;
681
759void object::link () 682void object::link ()
760{ 683{
761 count = ++ob_count; 684 assert (!index);//D
762 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
763 687
764 prev = 0; 688 refcnt_inc ();
765 next = object::first; 689 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 690}
772 691
773void object::unlink () 692void object::unlink ()
774{ 693{
775 if (this == object::first) 694 assert (index);//D
776 object::first = next; 695 objects.erase (this);
696 refcnt_dec ();
697}
777 698
778 /* Remove this object from the list of used objects */ 699void
779 if (prev) prev->next = next; 700object::activate ()
780 if (next) next->prev = prev; 701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
781 705
782 prev = 0; 706 if (has_active_speed ())
783 next = 0; 707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
784} 803}
785 804
786object *object::create () 805object *object::create ()
787{ 806{
788 object *op = new object; 807 object *op = new object;
789 op->link (); 808 op->link ();
790 return op; 809 return op;
791} 810}
792 811
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 812void
804object::do_destroy () 813object::do_destroy ()
805{ 814{
806 attachable::do_destroy (); 815 attachable::do_destroy ();
807 816
812 remove_friendly_object (this); 821 remove_friendly_object (this);
813 822
814 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
815 remove (); 824 remove ();
816 825
817 if (flag [FLAG_FREED]) 826 destroy_inv (true);
818 return; 827
828 deactivate ();
829 unlink ();
819 830
820 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
821 832
822 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
823 { 834 {
829 840
830 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 842 freed_map->width = 3;
832 freed_map->height = 3; 843 freed_map->height = 3;
833 844
834 freed_map->allocate (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
835 } 847 }
836 848
837 map = freed_map; 849 map = freed_map;
838 x = 1; 850 x = 1;
839 y = 1; 851 y = 1;
840 } 852 }
841 853
842 more = 0;
843 head = 0; 854 head = 0;
844 inv = 0; 855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
845 861
846 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
847 owner = 0; 863 owner = 0;
848 enemy = 0; 864 enemy = 0;
849 attacked_by = 0; 865 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904} 866}
905 867
906void 868void
907object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
908{ 870{
909 if (destroyed ()) 871 if (destroyed ())
910 return; 872 return;
911 873
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 874 if (destroy_inventory)
920 destroy_inv (true); 875 destroy_inv (false);
921 876
922 attachable::destroy (); 877 attachable::destroy ();
923} 878}
924 879
925/* 880/*
978 * to save cpu time. 933 * to save cpu time.
979 */ 934 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 936 otmp->update_stats ();
982 937
983 if (above != NULL) 938 if (above)
984 above->below = below; 939 above->below = below;
985 else 940 else
986 env->inv = below; 941 env->inv = below;
987 942
988 if (below != NULL) 943 if (below)
989 below->above = above; 944 below->above = above;
990 945
991 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
997 above = 0, below = 0; 952 above = 0, below = 0;
998 env = 0; 953 env = 0;
999 } 954 }
1000 else if (map) 955 else if (map)
1001 { 956 {
1002 /* Re did the following section of code - it looks like it had 957 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
1005 964
1006 /* link the object above us */ 965 /* link the object above us */
1007 if (above) 966 if (above)
1008 above->below = below; 967 above->below = below;
1009 else 968 else
1038 if (map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1039 return; 998 return;
1040 999
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1001
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 1003 {
1045 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1046 * being removed. 1005 * being removed.
1047 */ 1006 */
1048 1007
1060 1019
1061 if (tmp->contr->ns) 1020 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1021 tmp->contr->ns->floorbox_update ();
1063 } 1022 }
1064 1023
1065 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1066 if (check_walk_off 1025 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1026 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1028 {
1070 move_apply (tmp, this, 0); 1029 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1031 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1033 }
1075 1034
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1079 tmp->above = 0; 1038 tmp->above = 0;
1080 1039
1081 last = tmp; 1040 last = tmp;
1082 } 1041 }
1083 1042
1084 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1045 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1087 else 1047 else
1088 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1089 1049
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1134 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1135 */ 1095 */
1136object * 1096object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1098{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1100 {
1146 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1148 } 1103 }
1149 1104
1180 { 1135 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1137 return NULL;
1183 } 1138 }
1184 1139
1185 if (m == NULL) 1140 if (!m)
1186 { 1141 {
1187 char *dump = dump_object (op); 1142 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1144 free (dump);
1190 return op; 1145 return op;
1217 { 1172 {
1218 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1219 1174
1220 object *more = op->more; 1175 object *more = op->more;
1221 1176
1222 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1223 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1226 */ 1181 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map) 1184 else if (!more->map)
1230 { 1185 {
1254 y = op->y; 1209 y = op->y;
1255 1210
1256 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1257 */ 1212 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1215 if (object::can_merge (op, tmp))
1261 { 1216 {
1262 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1218 tmp->destroy ();
1264 } 1219 }
1291 else 1246 else
1292 { 1247 {
1293 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 { 1250 {
1296 object *last = NULL; 1251 object *last = 0;
1297 1252
1298 /* 1253 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1256 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1260 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1261 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1262 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1309 */ 1264 */
1310
1311 while (top != NULL) 1265 while (top)
1312 { 1266 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1268 floor = top;
1315 1269
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1324
1371 if (op->above) 1325 if (op->above)
1372 op->above->below = op; 1326 op->above->below = op;
1373 1327
1374 op->below = NULL; 1328 op->below = 0;
1375 op->ms ().bot = op; 1329 op->ms ().bot = op;
1376 } 1330 }
1377 else 1331 else
1378 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1379 op->above = top->above; 1333 op->above = top->above;
1383 1337
1384 op->below = top; 1338 op->below = top;
1385 top->above = op; 1339 top->above = op;
1386 } 1340 }
1387 1341
1388 if (op->above == NULL) 1342 if (!op->above)
1389 op->ms ().top = op; 1343 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1391 1345
1392 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1393 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1394 1354
1395 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1397 */ 1357 */
1398 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1404 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1370 * of effect may be sufficient.
1411 */ 1371 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1414 1374
1452{ 1412{
1453 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1454 1414
1455 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1456 1416
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1419 tmp->destroy ();
1460 1420
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1422
1463 tmp1->x = op->x; 1423 tmp1->x = op->x;
1464 tmp1->y = op->y; 1424 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1432}
1467 1433
1468/* 1434/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1436 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1439 * global static errmsg array.
1474 */ 1440 */
1475
1476object * 1441object *
1477get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1478{ 1443{
1479 object *newob; 1444 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1709 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1711 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1712 * on top.
1748 */ 1713 */
1749
1750int 1714int
1751check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1752{ 1716{
1753 object *tmp; 1717 object *tmp;
1754 maptile *m = op->map; 1718 maptile *m = op->map;
1781 1745
1782 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1784 */ 1748 */
1785 1749
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1751 {
1788 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1754 * we don't need to check all of them.
1791 */ 1755 */
1849 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1850 */ 1814 */
1851object * 1815object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1817{
1854 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1855 { 1819 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1821 return NULL;
1858 } 1822 }
1859 1823
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1825 if (tmp->arch == at)
1862 return tmp; 1826 return tmp;
1863 1827
1864 return NULL; 1828 return NULL;
1865} 1829}
1876 { 1840 {
1877 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1842 return NULL;
1879 } 1843 }
1880 1844
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1846 if (tmp->type == type)
1883 return tmp; 1847 return tmp;
1884 1848
1885 return NULL; 1849 return NULL;
1886} 1850}
2611 } 2575 }
2612 else 2576 else
2613 item = item->env; 2577 item = item->env;
2614} 2578}
2615 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2616// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2617const char * 2610const char *
2618object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2619{ 2612{
2613 char flagdesc[512];
2620 char info2[256 * 3]; 2614 char info2[256 * 4];
2621 char *p = info; 2615 char *p = info;
2622 2616
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2624 count, 2618 count, uuid.seq,
2625 &name, 2619 &name,
2626 title ? " " : "", 2620 title ? "\",title:" : "",
2627 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2628 2623
2629 if (env) 2624 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2626
2632 if (map) 2627 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2629
2635 return info; 2630 return info;
2636} 2631}
2637 2632
2638const char * 2633const char *
2639object::debug_desc () const 2634object::debug_desc () const
2640{ 2635{
2641 static char info[256 * 3]; 2636 static char info[256 * 4];
2642 return debug_desc (info); 2637 return debug_desc (info);
2643} 2638}
2644 2639

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