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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 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,
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}
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
746 668
747 expmul = 1.0; 669 expmul = 1.0;
751object::~object () 673object::~object ()
752{ 674{
753 free_key_values (this); 675 free_key_values (this);
754} 676}
755 677
678static int object_count;
679
756void object::link () 680void object::link ()
757{ 681{
758 count = ++ob_count; 682 assert (!index);//D
759 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
760 685
761 prev = 0; 686 refcnt_inc ();
762 next = object::first; 687 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 688}
769 689
770void object::unlink () 690void object::unlink ()
771{ 691{
772 if (this == object::first) 692 assert (index);//D
773 object::first = next; 693 objects.erase (this);
694 refcnt_dec ();
695}
774 696
775 /* Remove this object from the list of used objects */ 697void
776 if (prev) prev->next = next; 698object::activate ()
777 if (next) next->prev = prev; 699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
778 703
779 prev = 0; 704 if (has_active_speed ())
780 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 }
781} 801}
782 802
783object *object::create () 803object *object::create ()
784{ 804{
785 object *op = new object; 805 object *op = new object;
799 remove_friendly_object (this); 819 remove_friendly_object (this);
800 820
801 if (!flag [FLAG_REMOVED]) 821 if (!flag [FLAG_REMOVED])
802 remove (); 822 remove ();
803 823
804 if (flag [FLAG_FREED]) 824 destroy_inv (true);
805 return; 825
826 deactivate ();
827 unlink ();
806 828
807 flag [FLAG_FREED] = 1; 829 flag [FLAG_FREED] = 1;
808 830
809 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
810 { 832 {
816 838
817 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 840 freed_map->width = 3;
819 freed_map->height = 3; 841 freed_map->height = 3;
820 842
821 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
822 } 845 }
823 846
824 map = freed_map; 847 map = freed_map;
825 x = 1; 848 x = 1;
826 y = 1; 849 y = 1;
827 } 850 }
828 851
829 more = 0;
830 head = 0; 852 head = 0;
831 inv = 0; 853
854 if (more)
855 {
856 more->destroy ();
857 more = 0;
858 }
832 859
833 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
834 owner = 0; 861 owner = 0;
835 enemy = 0; 862 enemy = 0;
836 attacked_by = 0; 863 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890} 864}
891 865
892void 866void
893object::destroy (bool destroy_inventory) 867object::destroy (bool destroy_inventory)
894{ 868{
895 if (destroyed ()) 869 if (destroyed ())
896 return; 870 return;
897 871
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 872 if (destroy_inventory)
906 destroy_inv (true); 873 destroy_inv (false);
907 874
908 attachable::destroy (); 875 attachable::destroy ();
909} 876}
910 877
911/* 878/*
964 * to save cpu time. 931 * to save cpu time.
965 */ 932 */
966 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))
967 otmp->update_stats (); 934 otmp->update_stats ();
968 935
969 if (above != NULL) 936 if (above)
970 above->below = below; 937 above->below = below;
971 else 938 else
972 env->inv = below; 939 env->inv = below;
973 940
974 if (below != NULL) 941 if (below)
975 below->above = above; 942 below->above = above;
976 943
977 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
978 * 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
979 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
983 above = 0, below = 0; 950 above = 0, below = 0;
984 env = 0; 951 env = 0;
985 } 952 }
986 else if (map) 953 else if (map)
987 { 954 {
988 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
991 962
992 /* link the object above us */ 963 /* link the object above us */
993 if (above) 964 if (above)
994 above->below = below; 965 above->below = below;
995 else 966 else
1024 if (map->in_memory == MAP_SAVING) 995 if (map->in_memory == MAP_SAVING)
1025 return; 996 return;
1026 997
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 998 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 999
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 1001 {
1031 /* 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
1032 * being removed. 1003 * being removed.
1033 */ 1004 */
1034 1005
1046 1017
1047 if (tmp->contr->ns) 1018 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1019 tmp->contr->ns->floorbox_update ();
1049 } 1020 }
1050 1021
1051 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1052 if (check_walk_off 1023 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1026 {
1056 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1029 if (destroyed ())
1059 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 ());
1060 } 1031 }
1061 1032
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1065 tmp->above = 0; 1036 tmp->above = 0;
1066 1037
1067 last = tmp; 1038 last = tmp;
1068 } 1039 }
1069 1040
1070 /* 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?
1071 if (!last) 1043 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1044 map->at (x, y).flags_ = 0;
1073 else 1045 else
1074 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1075 1047
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1120 * job preparing multi-part monsters 1092 * job preparing multi-part monsters
1121 */ 1093 */
1122object * 1094object *
1123insert_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)
1124{ 1096{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1098 {
1132 tmp->x = x + tmp->arch->clone.x; 1099 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1100 tmp->y = y + tmp->arch->clone.y;
1134 } 1101 }
1135 1102
1166 { 1133 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1135 return NULL;
1169 } 1136 }
1170 1137
1171 if (m == NULL) 1138 if (!m)
1172 { 1139 {
1173 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1174 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);
1175 free (dump); 1142 free (dump);
1176 return op; 1143 return op;
1203 { 1170 {
1204 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1205 1172
1206 object *more = op->more; 1173 object *more = op->more;
1207 1174
1208 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1209 * 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
1210 * 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
1211 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1212 */ 1179 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1182 else if (!more->map)
1216 { 1183 {
1240 y = op->y; 1207 y = op->y;
1241 1208
1242 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1243 */ 1210 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1245 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)
1246 if (object::can_merge (op, tmp)) 1213 if (object::can_merge (op, tmp))
1247 { 1214 {
1248 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1216 tmp->destroy ();
1250 } 1217 }
1277 else 1244 else
1278 { 1245 {
1279 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1280 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))
1281 { 1248 {
1282 object *last = NULL; 1249 object *last = 0;
1283 1250
1284 /* 1251 /*
1285 * 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.
1286 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1287 * 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
1291 * 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
1292 * 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
1293 * 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
1294 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1295 */ 1262 */
1296
1297 while (top != NULL) 1263 while (top)
1298 { 1264 {
1299 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))
1300 floor = top; 1266 floor = top;
1301 1267
1302 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))
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1322
1357 if (op->above) 1323 if (op->above)
1358 op->above->below = op; 1324 op->above->below = op;
1359 1325
1360 op->below = NULL; 1326 op->below = 0;
1361 op->ms ().bot = op; 1327 op->ms ().bot = op;
1362 } 1328 }
1363 else 1329 else
1364 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1365 op->above = top->above; 1331 op->above = top->above;
1369 1335
1370 op->below = top; 1336 op->below = top;
1371 top->above = op; 1337 top->above = op;
1372 } 1338 }
1373 1339
1374 if (op->above == NULL) 1340 if (!op->above)
1375 op->ms ().top = op; 1341 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1377 1343
1378 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1379 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;
1380 1352
1381 /* 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
1382 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1383 */ 1355 */
1384 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1390 * 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
1391 * 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
1392 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1393 * 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 -
1394 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1368 * of effect may be sufficient.
1397 */ 1369 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1400 1372
1438{ 1410{
1439 object *tmp, *tmp1; 1411 object *tmp, *tmp1;
1440 1412
1441 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1442 1414
1443 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)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1417 tmp->destroy ();
1446 1418
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1420
1449 tmp1->x = op->x; 1421 tmp1->x = op->x;
1450 tmp1->y = op->y; 1422 tmp1->y = op->y;
1451 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);
1452} 1430}
1453 1431
1454/* 1432/*
1455 * 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
1456 * is returned contains nr objects, and the remaining parts contains 1434 * is returned contains nr objects, and the remaining parts contains
1457 * 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).
1458 * On failure, NULL is returned, and the reason put into the 1436 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1437 * global static errmsg array.
1460 */ 1438 */
1461
1462object * 1439object *
1463get_split_ob (object *orig_ob, uint32 nr) 1440get_split_ob (object *orig_ob, uint32 nr)
1464{ 1441{
1465 object *newob; 1442 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1443 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1707 *
1731 * 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
1732 * 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
1733 * on top. 1710 * on top.
1734 */ 1711 */
1735
1736int 1712int
1737check_move_on (object *op, object *originator) 1713check_move_on (object *op, object *originator)
1738{ 1714{
1739 object *tmp; 1715 object *tmp;
1740 maptile *m = op->map; 1716 maptile *m = op->map;
1767 1743
1768 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1770 */ 1746 */
1771 1747
1772 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)
1773 { 1749 {
1774 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1775 * 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,
1776 * we don't need to check all of them. 1752 * we don't need to check all of them.
1777 */ 1753 */
1835 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1836 */ 1812 */
1837object * 1813object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1815{
1840 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1841 { 1817 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1819 return NULL;
1844 } 1820 }
1845 1821
1846 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)
1847 if (tmp->arch == at) 1823 if (tmp->arch == at)
1848 return tmp; 1824 return tmp;
1849 1825
1850 return NULL; 1826 return NULL;
1851} 1827}
1862 { 1838 {
1863 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1840 return NULL;
1865 } 1841 }
1866 1842
1867 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)
1868 if (tmp->type == type) 1844 if (tmp->type == type)
1869 return tmp; 1845 return tmp;
1870 1846
1871 return NULL; 1847 return NULL;
1872} 1848}
2187 2163
2188 return 3; 2164 return 3;
2189} 2165}
2190 2166
2191/* 2167/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2170 */
2213
2214int 2171int
2215dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2216{ 2173{
2217 int d; 2174 int d;
2218 2175
2597 } 2554 }
2598 else 2555 else
2599 item = item->env; 2556 item = item->env;
2600} 2557}
2601 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
2602// 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
2603const char * 2589const char *
2604object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2605{ 2591{
2592 char flagdesc[512];
2606 char info2[256 * 3]; 2593 char info2[256 * 4];
2607 char *p = info; 2594 char *p = info;
2608 2595
2609 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}",
2610 count, 2597 count, uuid.seq,
2611 &name, 2598 &name,
2612 title ? " " : "", 2599 title ? "\",title:" : "",
2613 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2614 2602
2615 if (env) 2603 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2605
2618 if (map) 2606 if (map)
2619 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);
2620 2608
2621 return info; 2609 return info;
2622} 2610}
2623 2611
2624const char * 2612const char *
2625object::debug_desc () const 2613object::debug_desc () const
2626{ 2614{
2627 static char info[256 * 3]; 2615 static char info[256 * 4];
2628 return debug_desc (info); 2616 return debug_desc (info);
2629} 2617}
2630 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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