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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.115 by root, Mon Jan 15 01:39:42 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:
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;
745
746object::object () 665object::object ()
747{ 666{
748 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
749 668
750 expmul = 1.0; 669 expmul = 1.0;
754object::~object () 673object::~object ()
755{ 674{
756 free_key_values (this); 675 free_key_values (this);
757} 676}
758 677
678static int object_count;
679
759void object::link () 680void object::link ()
760{ 681{
761 count = ++ob_count; 682 assert (!index);//D
762 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
763 685
764 prev = 0; 686 refcnt_inc ();
765 next = object::first; 687 objects.insert (this);
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 688}
772 689
773void object::unlink () 690void object::unlink ()
774{ 691{
775 if (this == object::first) 692 assert (index);//D
776 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
777 696
778 /* Remove this object from the list of used objects */ 697void
779 if (prev) prev->next = next; 698object::activate ()
780 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
781 703
782 prev = 0; 704 if (has_active_speed ())
783 next = 0; 705 actives.insert (this);
706}
707
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
718 * objects.
719 * This should only be used for style maps or other such
720 * reference maps where you don't want an object that isn't
721 * in play chewing up cpu time getting processed.
722 * The reverse of this is to call update_ob_speed, which
723 * will do the right thing based on the speed of the object.
724 */
725void
726object::deactivate ()
727{
728 /* If not on the active list, nothing needs to be done */
729 if (!active)
730 return;
731
732 actives.erase (this);
733}
734
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
747 for (object *op = inv; op; op = op->below)
748 {
749 op->flag [flag] = value;
750 op->set_flag_inv (flag, value);
751 }
752}
753
754/*
755 * Remove and free all objects in the inventory of the given object.
756 * object.c ?
757 */
758void
759object::destroy_inv (bool drop_to_ground)
760{
761 // need to check first, because the checks below might segfault
762 // as we might be on an invalid mapspace and crossfire code
763 // is too buggy to ensure that the inventory is empty.
764 // corollary: if you create arrows etc. with stuff in tis inventory,
765 // cf will crash below with off-map x and y
766 if (!inv)
767 return;
768
769 /* Only if the space blocks everything do we not process -
770 * if some form of movement is allowed, let objects
771 * drop on that space.
772 */
773 if (!drop_to_ground
774 || !map
775 || map->in_memory != MAP_IN_MEMORY
776 || ms ().move_block == MOVE_ALL)
777 {
778 while (inv)
779 {
780 inv->destroy_inv (drop_to_ground);
781 inv->destroy ();
782 }
783 }
784 else
785 { /* Put objects in inventory onto this space */
786 while (inv)
787 {
788 object *op = inv;
789
790 if (op->flag [FLAG_STARTEQUIP]
791 || op->flag [FLAG_NO_DROP]
792 || op->type == RUNE
793 || op->type == TRAP
794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
796 op->destroy ();
797 else
798 map->insert (op, x, y);
799 }
800 }
784} 801}
785 802
786object *object::create () 803object *object::create ()
787{ 804{
788 object *op = new object; 805 object *op = new object;
789 op->link (); 806 op->link ();
790 return op; 807 return op;
791} 808}
792 809
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 810void
804object::do_destroy () 811object::do_destroy ()
805{ 812{
806 attachable::do_destroy (); 813 attachable::do_destroy ();
807 814
812 remove_friendly_object (this); 819 remove_friendly_object (this);
813 820
814 if (!flag [FLAG_REMOVED]) 821 if (!flag [FLAG_REMOVED])
815 remove (); 822 remove ();
816 823
817 if (flag [FLAG_FREED]) 824 destroy_inv (true);
818 return; 825
826 deactivate ();
827 unlink ();
819 828
820 flag [FLAG_FREED] = 1; 829 flag [FLAG_FREED] = 1;
821 830
822 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
823 { 832 {
829 838
830 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3; 840 freed_map->width = 3;
832 freed_map->height = 3; 841 freed_map->height = 3;
833 842
834 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
835 } 845 }
836 846
837 map = freed_map; 847 map = freed_map;
838 x = 1; 848 x = 1;
839 y = 1; 849 y = 1;
840 } 850 }
841 851
842 more = 0;
843 head = 0; 852 head = 0;
844 inv = 0; 853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
845 859
846 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
847 owner = 0; 861 owner = 0;
848 enemy = 0; 862 enemy = 0;
849 attacked_by = 0; 863 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} 864}
905 865
906void 866void
907object::destroy (bool destroy_inventory) 867object::destroy (bool destroy_inventory)
908{ 868{
909 if (destroyed ()) 869 if (destroyed ())
910 return; 870 return;
911 871
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) 872 if (destroy_inventory)
920 destroy_inv (true); 873 destroy_inv (false);
921 874
922 attachable::destroy (); 875 attachable::destroy ();
923} 876}
924 877
925/* 878/*
978 * to save cpu time. 931 * to save cpu time.
979 */ 932 */
980 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))
981 otmp->update_stats (); 934 otmp->update_stats ();
982 935
983 if (above != NULL) 936 if (above)
984 above->below = below; 937 above->below = below;
985 else 938 else
986 env->inv = below; 939 env->inv = below;
987 940
988 if (below != NULL) 941 if (below)
989 below->above = above; 942 below->above = above;
990 943
991 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
992 * 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
993 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
997 above = 0, below = 0; 950 above = 0, below = 0;
998 env = 0; 951 env = 0;
999 } 952 }
1000 else if (map) 953 else if (map)
1001 { 954 {
1002 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
1005 962
1006 /* link the object above us */ 963 /* link the object above us */
1007 if (above) 964 if (above)
1008 above->below = below; 965 above->below = below;
1009 else 966 else
1038 if (map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1039 return; 996 return;
1040 997
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 999
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 1001 {
1045 /* 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
1046 * being removed. 1003 * being removed.
1047 */ 1004 */
1048 1005
1060 1017
1061 if (tmp->contr->ns) 1018 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1019 tmp->contr->ns->floorbox_update ();
1063 } 1020 }
1064 1021
1065 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1066 if (check_walk_off 1023 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1026 {
1070 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1029 if (destroyed ())
1073 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 ());
1074 } 1031 }
1075 1032
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1079 tmp->above = 0; 1036 tmp->above = 0;
1080 1037
1081 last = tmp; 1038 last = tmp;
1082 } 1039 }
1083 1040
1084 /* 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?
1085 if (!last) 1043 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1044 map->at (x, y).flags_ = 0;
1087 else 1045 else
1088 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1089 1047
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1134 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1135 */ 1093 */
1136object * 1094object *
1137insert_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)
1138{ 1096{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1098 {
1146 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1148 } 1101 }
1149 1102
1180 { 1133 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1135 return NULL;
1183 } 1136 }
1184 1137
1185 if (m == NULL) 1138 if (!m)
1186 { 1139 {
1187 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1188 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);
1189 free (dump); 1142 free (dump);
1190 return op; 1143 return op;
1217 { 1170 {
1218 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1219 1172
1220 object *more = op->more; 1173 object *more = op->more;
1221 1174
1222 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1223 * 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
1224 * 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
1225 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1226 */ 1179 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map) 1182 else if (!more->map)
1230 { 1183 {
1254 y = op->y; 1207 y = op->y;
1255 1208
1256 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1257 */ 1210 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1259 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)
1260 if (object::can_merge (op, tmp)) 1213 if (object::can_merge (op, tmp))
1261 { 1214 {
1262 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1216 tmp->destroy ();
1264 } 1217 }
1291 else 1244 else
1292 { 1245 {
1293 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1294 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))
1295 { 1248 {
1296 object *last = NULL; 1249 object *last = 0;
1297 1250
1298 /* 1251 /*
1299 * 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.
1300 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1301 * 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
1305 * 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
1306 * 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
1307 * 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
1308 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1309 */ 1262 */
1310
1311 while (top != NULL) 1263 while (top)
1312 { 1264 {
1313 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))
1314 floor = top; 1266 floor = top;
1315 1267
1316 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))
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1322
1371 if (op->above) 1323 if (op->above)
1372 op->above->below = op; 1324 op->above->below = op;
1373 1325
1374 op->below = NULL; 1326 op->below = 0;
1375 op->ms ().bot = op; 1327 op->ms ().bot = op;
1376 } 1328 }
1377 else 1329 else
1378 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1379 op->above = top->above; 1331 op->above = top->above;
1383 1335
1384 op->below = top; 1336 op->below = top;
1385 top->above = op; 1337 top->above = op;
1386 } 1338 }
1387 1339
1388 if (op->above == NULL) 1340 if (!op->above)
1389 op->ms ().top = op; 1341 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1391 1343
1392 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1393 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;
1394 1352
1395 /* 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
1396 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1397 */ 1355 */
1398 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1404 * 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
1405 * 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
1406 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1407 * 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 -
1408 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1368 * of effect may be sufficient.
1411 */ 1369 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1414 1372
1452{ 1410{
1453 object *tmp, *tmp1; 1411 object *tmp, *tmp1;
1454 1412
1455 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1456 1414
1457 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)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1417 tmp->destroy ();
1460 1418
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1420
1463 tmp1->x = op->x; 1421 tmp1->x = op->x;
1464 tmp1->y = op->y; 1422 tmp1->y = op->y;
1465 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);
1466} 1430}
1467 1431
1468/* 1432/*
1469 * 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
1470 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1471 * 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).
1472 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1437 * global static errmsg array.
1474 */ 1438 */
1475
1476object * 1439object *
1477get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1478{ 1441{
1479 object *newob; 1442 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1707 *
1745 * 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
1746 * 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
1747 * on top. 1710 * on top.
1748 */ 1711 */
1749
1750int 1712int
1751check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1752{ 1714{
1753 object *tmp; 1715 object *tmp;
1754 maptile *m = op->map; 1716 maptile *m = op->map;
1781 1743
1782 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1784 */ 1746 */
1785 1747
1786 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)
1787 { 1749 {
1788 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1789 * 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,
1790 * we don't need to check all of them. 1752 * we don't need to check all of them.
1791 */ 1753 */
1849 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1850 */ 1812 */
1851object * 1813object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1815{
1854 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1855 { 1817 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1819 return NULL;
1858 } 1820 }
1859 1821
1860 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)
1861 if (tmp->arch == at) 1823 if (tmp->arch == at)
1862 return tmp; 1824 return tmp;
1863 1825
1864 return NULL; 1826 return NULL;
1865} 1827}
1876 { 1838 {
1877 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1840 return NULL;
1879 } 1841 }
1880 1842
1881 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)
1882 if (tmp->type == type) 1844 if (tmp->type == type)
1883 return tmp; 1845 return tmp;
1884 1846
1885 return NULL; 1847 return NULL;
1886} 1848}
2201 2163
2202 return 3; 2164 return 3;
2203} 2165}
2204 2166
2205/* 2167/*
2206 * absdir(int): Returns a number between 1 and 8, which represent
2207 * the "absolute" direction of a number (it actually takes care of
2208 * "overflow" in previous calculations of a direction).
2209 */
2210
2211int
2212absdir (int d)
2213{
2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2220 return d;
2221}
2222
2223/*
2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2225 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2226 */ 2170 */
2227
2228int 2171int
2229dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2230{ 2173{
2231 int d; 2174 int d;
2232 2175
2611 } 2554 }
2612 else 2555 else
2613 item = item->env; 2556 item = item->env;
2614} 2557}
2615 2558
2559
2560const char *
2561object::flag_desc (char *desc, int len) const
2562{
2563 char *p = desc;
2564 bool first = true;
2565
2566 *p = 0;
2567
2568 for (int i = 0; i < NUM_FLAGS; i++)
2569 {
2570 if (len <= 10) // magic constant!
2571 {
2572 snprintf (p, len, ",...");
2573 break;
2574 }
2575
2576 if (flag [i])
2577 {
2578 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2579 len -= cnt;
2580 p += cnt;
2581 first = false;
2582 }
2583 }
2584
2585 return desc;
2586}
2587
2616// return a suitable string describing an objetc in enough detail to find it 2588// return a suitable string describing an object in enough detail to find it
2617const char * 2589const char *
2618object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2619{ 2591{
2592 char flagdesc[512];
2620 char info2[256 * 3]; 2593 char info2[256 * 4];
2621 char *p = info; 2594 char *p = info;
2622 2595
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2624 count, 2597 count, uuid.seq,
2625 &name, 2598 &name,
2626 title ? " " : "", 2599 title ? "\",title:" : "",
2627 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2628 2602
2629 if (env) 2603 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2605
2632 if (map) 2606 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2607 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2608
2635 return info; 2609 return info;
2636} 2610}
2637 2611
2638const char * 2612const char *
2639object::debug_desc () const 2613object::debug_desc () const
2640{ 2614{
2641 static char info[256 * 3]; 2615 static char info[256 * 4];
2642 return debug_desc (info); 2616 return debug_desc (info);
2643} 2617}
2644 2618
2619const char *
2620object::debug_desc2 () const
2621{
2622 static char info[256 * 4];
2623 return debug_desc (info);
2624}
2625

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