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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.118 by root, Thu Jan 18 19:42:09 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
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,
276 278
277 /* 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
278 * 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
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
390} 392}
391 393
392/* 394/*
393 * 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.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
563 speed = 0; 563 speed = 0;
564 } 564 }
565 565
566 this->speed = speed; 566 this->speed = speed;
567 567
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 568 if (has_active_speed ())
569 { 569 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 570 else
584 { 571 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 572}
608 573
609/* 574/*
610 * update_object() updates the the map. 575 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
659 return; 624 return;
660 } 625 }
661 626
662 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
663 628
664 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 630 /* nop */;
666 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
667 { 632 {
668 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* 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
679 * to have move_allow right now. 644 * to have move_allow right now.
680 */ 645 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
684 } 649 }
685 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 652 * that is being removed.
688 */ 653 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
693 else 658 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 660
696 if (op->more) 661 if (op->more)
697 update_object (op->more, action); 662 update_object (op->more, action);
698} 663}
699 664
700object::vector object::objects; // not yet used
701object *object::first;
702
703object::object () 665object::object ()
704{ 666{
705 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
706 668
707 expmul = 1.0; 669 expmul = 1.0;
711object::~object () 673object::~object ()
712{ 674{
713 free_key_values (this); 675 free_key_values (this);
714} 676}
715 677
678static int object_count;
679
716void object::link () 680void object::link ()
717{ 681{
718 count = ++ob_count; 682 assert (!index);//D
719 uuid = gen_uuid (); 683 uuid = gen_uuid ();
684 count = ++object_count;
720 685
721 prev = 0; 686 refcnt_inc ();
722 next = object::first; 687 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 688}
729 689
730void object::unlink () 690void object::unlink ()
731{ 691{
732 if (this == object::first) 692 assert (index);//D
733 object::first = next; 693 objects.erase (this);
734 694 refcnt_dec ();
735 /* Remove this object from the list of used objects */
736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 695}
742 696
743void 697void
698object::activate ()
699{
700 /* If already on active list, don't do anything */
701 if (active)
702 return;
703
704 if (has_active_speed ())
705 actives.insert (this);
706}
707
708void
744object::activate (bool recursive) 709object::activate_recursive ()
745{ 710{
746 // uh, hack 711 activate ();
747 set_speed (speed);
748 712
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 713 for (object *op = inv; op; op = op->below)
751 op->activate (1); 714 op->activate_recursive ();
752} 715}
753 716
754/* This function removes object 'op' from the list of active 717/* This function removes object 'op' from the list of active
755 * objects. 718 * objects.
756 * This should only be used for style maps or other such 719 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 721 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 722 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 723 * will do the right thing based on the speed of the object.
761 */ 724 */
762void 725void
763object::deactivate (bool recursive) 726object::deactivate ()
764{ 727{
765 /* If not on the active list, nothing needs to be done */ 728 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 729 if (!active)
767 return; 730 return;
768 731
769 if (active_prev == 0) 732 actives.erase (this);
770 { 733}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 734
782 active_next = 0; 735void
783 active_prev = 0; 736object::deactivate_recursive ()
784 737{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
787 op->deactivate (1); 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 }
788} 752}
789 753
790/* 754/*
791 * Remove and free all objects in the inventory of the given object. 755 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 756 * object.c ?
825 789
826 if (op->flag [FLAG_STARTEQUIP] 790 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 791 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 792 || op->type == RUNE
829 || op->type == TRAP 793 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 796 op->destroy ();
832 else 797 else
833 map->insert (op, x, y); 798 map->insert (op, x, y);
834 } 799 }
835 } 800 }
843} 808}
844 809
845void 810void
846object::do_destroy () 811object::do_destroy ()
847{ 812{
813 attachable::do_destroy ();
814
848 if (flag [FLAG_IS_LINKED]) 815 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 816 remove_button_link (this);
850 817
851 if (flag [FLAG_FRIENDLY]) 818 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 819 remove_friendly_object (this);
853 820
854 if (!flag [FLAG_REMOVED]) 821 if (!flag [FLAG_REMOVED])
855 remove (); 822 remove ();
856 823
857 if (flag [FLAG_FREED]) 824 destroy_inv (true);
858 return;
859 825
860 set_speed (0); 826 deactivate ();
827 unlink ();
861 828
862 flag [FLAG_FREED] = 1; 829 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 830
869 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
870 { 832 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 833 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 834
877 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 840 freed_map->width = 3;
879 freed_map->height = 3; 841 freed_map->height = 3;
880 842
881 freed_map->alloc (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
882 } 845 }
883 846
884 map = freed_map; 847 map = freed_map;
885 x = 1; 848 x = 1;
886 y = 1; 849 y = 1;
896 859
897 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
898 owner = 0; 861 owner = 0;
899 enemy = 0; 862 enemy = 0;
900 attacked_by = 0; 863 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 864}
905 865
906void 866void
907object::destroy (bool destroy_inventory) 867object::destroy (bool destroy_inventory)
908{ 868{
939 * environment, the x and y coordinates will be updated to 899 * environment, the x and y coordinates will be updated to
940 * the previous environment. 900 * the previous environment.
941 * Beware: This function is called from the editor as well! 901 * Beware: This function is called from the editor as well!
942 */ 902 */
943void 903void
944object::remove () 904object::remove_slow ()
945{ 905{
946 object *tmp, *last = 0; 906 object *tmp, *last = 0;
947 object *otmp; 907 object *otmp;
948 908
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 909 if (QUERY_FLAG (this, FLAG_REMOVED))
993 else if (map) 953 else if (map)
994 { 954 {
995 if (type == PLAYER) 955 if (type == PLAYER)
996 { 956 {
997 --map->players; 957 --map->players;
998 map->last_access = runtime; 958 map->touch ();
999 } 959 }
1000 960
961 map->dirty = true;
962 mapspace &ms = this->ms ();
1001 963
1002 /* link the object above us */ 964 /* link the object above us */
1003 if (above) 965 if (above)
1004 above->below = below; 966 above->below = below;
1005 else 967 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 968 ms.top = below; /* we were top, set new top */
1007 969
1008 /* Relink the object below us, if there is one */ 970 /* Relink the object below us, if there is one */
1009 if (below) 971 if (below)
1010 below->above = above; 972 below->above = above;
1011 else 973 else
1013 /* Nothing below, which means we need to relink map object for this space 975 /* Nothing below, which means we need to relink map object for this space
1014 * use translated coordinates in case some oddness with map tiling is 976 * use translated coordinates in case some oddness with map tiling is
1015 * evident 977 * evident
1016 */ 978 */
1017 if (GET_MAP_OB (map, x, y) != this) 979 if (GET_MAP_OB (map, x, y) != this)
1018 {
1019 char *dump = dump_object (this);
1020 LOG (llevError,
1021 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 980 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1022 free (dump);
1023 dump = dump_object (GET_MAP_OB (map, x, y));
1024 LOG (llevError, "%s\n", dump);
1025 free (dump);
1026 }
1027 981
1028 map->at (x, y).bot = above; /* goes on above it. */ 982 ms.bot = above; /* goes on above it. */
1029 } 983 }
1030 984
1031 above = 0; 985 above = 0;
1032 below = 0; 986 below = 0;
1033 987
1034 if (map->in_memory == MAP_SAVING) 988 if (map->in_memory == MAP_SAVING)
1035 return; 989 return;
1036 990
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 991 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 992
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 993 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 994 {
1041 /* No point updating the players look faces if he is the object 995 /* No point updating the players look faces if he is the object
1042 * being removed. 996 * being removed.
1043 */ 997 */
1044 998
1078 } 1032 }
1079 1033
1080 /* last == NULL if there are no objects on this space */ 1034 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1035 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1036 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1037 map->at (x, y).flags_ = 0;
1084 else 1038 else
1085 update_object (last, UP_OBJ_REMOVE); 1039 update_object (last, UP_OBJ_REMOVE);
1086 1040
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1041 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1042 update_all_los (map, x, y);
1125 1079
1126 return 0; 1080 return 0;
1127} 1081}
1128 1082
1129/* 1083/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1084 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1085 * job preparing multi-part monsters.
1132 */ 1086 */
1133object * 1087object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1088insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1089{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1090 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1164 */ 1118 */
1165object * 1119object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1120insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1121{
1168 object *tmp, *top, *floor = NULL; 1122 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1123
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1124 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1125 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1126 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1127 return NULL;
1175 } 1128 }
1129
1130 if (!QUERY_FLAG (op, FLAG_REMOVED))
1131 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1132
1133 op->remove ();
1176 1134
1177 if (!m) 1135 if (!m)
1178 { 1136 {
1179 char *dump = dump_object (op); 1137 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1195#endif 1153#endif
1196 free (dump); 1154 free (dump);
1197 return op; 1155 return op;
1198 } 1156 }
1199 1157
1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1201 {
1202 char *dump = dump_object (op);
1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1204 free (dump);
1205 return op;
1206 }
1207
1208 if (op->more)
1209 {
1210 /* The part may be on a different map. */
1211
1212 object *more = op->more; 1158 if (object *more = op->more)
1213 1159 {
1214 /* We really need the caller to normalize coordinates - if
1215 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it.
1218 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map)
1222 {
1223 /* For backwards compatibility - when not dealing with tiled maps,
1224 * more->map should always point to the parent.
1225 */
1226 more->map = m;
1227 }
1228
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1160 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1161 {
1231 if (!op->head) 1162 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1163 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1164
1234 return 0; 1165 return 0;
1239 1170
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1171 /* Ideally, the caller figures this out. However, it complicates a lot
1241 * of areas of callers (eg, anything that uses find_free_spot would now 1172 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1173 * need extra work
1243 */ 1174 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1175 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1176 return 0;
1246 y = op->y; 1177
1178 op->map = m;
1179 mapspace &ms = op->ms ();
1247 1180
1248 /* this has to be done after we translate the coordinates. 1181 /* this has to be done after we translate the coordinates.
1249 */ 1182 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1183 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1184 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1185 if (object::can_merge (op, tmp))
1253 { 1186 {
1254 op->nrof += tmp->nrof; 1187 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1188 tmp->destroy ();
1256 } 1189 }
1273 op->below = originator->below; 1206 op->below = originator->below;
1274 1207
1275 if (op->below) 1208 if (op->below)
1276 op->below->above = op; 1209 op->below->above = op;
1277 else 1210 else
1278 op->ms ().bot = op; 1211 ms.bot = op;
1279 1212
1280 /* since *below* originator, no need to update top */ 1213 /* since *below* originator, no need to update top */
1281 originator->below = op; 1214 originator->below = op;
1282 } 1215 }
1283 else 1216 else
1284 { 1217 {
1218 top = ms.bot;
1219
1285 /* If there are other objects, then */ 1220 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1221 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1222 {
1288 object *last = 0; 1223 object *last = 0;
1289 1224
1290 /* 1225 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1226 * If there are multiple objects on this space, we do some trickier handling.
1297 * once we get to them. This reduces the need to traverse over all of 1232 * once we get to them. This reduces the need to traverse over all of
1298 * them when adding another one - this saves quite a bit of cpu time 1233 * them when adding another one - this saves quite a bit of cpu time
1299 * when lots of spells are cast in one area. Currently, it is presumed 1234 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1235 * that flying non pickable objects are spell objects.
1301 */ 1236 */
1302 while (top) 1237 for (top = ms.bot; top; top = top->above)
1303 { 1238 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1239 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1240 floor = top;
1306 1241
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1310 top = top->below; 1245 top = top->below;
1311 break; 1246 break;
1312 } 1247 }
1313 1248
1314 last = top; 1249 last = top;
1315 top = top->above;
1316 } 1250 }
1317 1251
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1252 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1253 top = last;
1320 1254
1327 * Unless those objects are exits, type 66 1261 * Unless those objects are exits, type 66
1328 * If INS_ON_TOP is used, don't do this processing 1262 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1263 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1264 * stacking is a bit odd.
1331 */ 1265 */
1332 if (!(flag & INS_ON_TOP) && 1266 if (!(flag & INS_ON_TOP)
1333 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1267 && ms.flags () & P_BLOCKSVIEW
1268 && (op->face && !op->face->visibility))
1334 { 1269 {
1335 for (last = top; last != floor; last = last->below) 1270 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1271 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1272 break;
1273
1338 /* Check to see if we found the object that blocks view, 1274 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1275 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1276 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1277 * set top to the object below us.
1342 */ 1278 */
1344 top = last->below; 1280 top = last->below;
1345 } 1281 }
1346 } /* If objects on this space */ 1282 } /* If objects on this space */
1347 1283
1348 if (flag & INS_MAP_LOAD) 1284 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1285 top = ms.top;
1350 1286
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1287 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1288 top = floor;
1353 1289
1354 /* Top is the object that our object (op) is going to get inserted above. 1290 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1291 */
1356 1292
1357 /* First object on this space */ 1293 /* First object on this space */
1358 if (!top) 1294 if (!top)
1359 { 1295 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1296 op->above = ms.bot;
1361 1297
1362 if (op->above) 1298 if (op->above)
1363 op->above->below = op; 1299 op->above->below = op;
1364 1300
1365 op->below = 0; 1301 op->below = 0;
1366 op->ms ().bot = op; 1302 ms.bot = op;
1367 } 1303 }
1368 else 1304 else
1369 { /* get inserted into the stack above top */ 1305 { /* get inserted into the stack above top */
1370 op->above = top->above; 1306 op->above = top->above;
1371 1307
1375 op->below = top; 1311 op->below = top;
1376 top->above = op; 1312 top->above = op;
1377 } 1313 }
1378 1314
1379 if (!op->above) 1315 if (!op->above)
1380 op->ms ().top = op; 1316 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1317 } /* else not INS_BELOW_ORIGINATOR */
1382 1318
1383 if (op->type == PLAYER) 1319 if (op->type == PLAYER)
1384 { 1320 {
1385 op->contr->do_los = 1; 1321 op->contr->do_los = 1;
1386 ++op->map->players; 1322 ++op->map->players;
1387 op->map->last_access = runtime; 1323 op->map->touch ();
1388 } 1324 }
1325
1326 op->map->dirty = true;
1389 1327
1390 /* If we have a floor, we know the player, if any, will be above 1328 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1329 * it, so save a few ticks and start from there.
1392 */ 1330 */
1393 if (!(flag & INS_MAP_LOAD)) 1331 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1332 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1333 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1334 pl->contr->ns->floorbox_update ();
1397 1335
1398 /* If this object glows, it may affect lighting conditions that are 1336 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1337 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1338 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1339 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1340 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1341 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1342 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1343 * of effect may be sufficient.
1406 */ 1344 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1345 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1346 update_all_los (op->map, op->x, op->y);
1409 1347
1447{ 1385{
1448 object *tmp, *tmp1; 1386 object *tmp, *tmp1;
1449 1387
1450 /* first search for itself and remove any old instances */ 1388 /* first search for itself and remove any old instances */
1451 1389
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1390 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1391 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1392 tmp->destroy ();
1455 1393
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1394 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1395
1780 1718
1781 /* The objects have to be checked from top to bottom. 1719 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1720 * Hence, we first go to the top:
1783 */ 1721 */
1784 1722
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1723 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1724 {
1787 /* Trim the search when we find the first other spell effect 1725 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1726 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1727 * we don't need to check all of them.
1790 */ 1728 */
1848 * The first matching object is returned, or NULL if none. 1786 * The first matching object is returned, or NULL if none.
1849 */ 1787 */
1850object * 1788object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1789present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1790{
1853 if (m == NULL || out_of_map (m, x, y)) 1791 if (!m || out_of_map (m, x, y))
1854 { 1792 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1793 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1794 return NULL;
1857 } 1795 }
1858 1796
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1798 if (tmp->arch == at)
1861 return tmp; 1799 return tmp;
1862 1800
1863 return NULL; 1801 return NULL;
1864} 1802}
1875 { 1813 {
1876 LOG (llevError, "Present called outside map.\n"); 1814 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1815 return NULL;
1878 } 1816 }
1879 1817
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1819 if (tmp->type == type)
1882 return tmp; 1820 return tmp;
1883 1821
1884 return NULL; 1822 return NULL;
1885} 1823}
2200 2138
2201 return 3; 2139 return 3;
2202} 2140}
2203 2141
2204/* 2142/*
2205 * absdir(int): Returns a number between 1 and 8, which represent
2206 * the "absolute" direction of a number (it actually takes care of
2207 * "overflow" in previous calculations of a direction).
2208 */
2209
2210int
2211absdir (int d)
2212{
2213 while (d < 1)
2214 d += 8;
2215
2216 while (d > 8)
2217 d -= 8;
2218
2219 return d;
2220}
2221
2222/*
2223 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2143 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2144 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2145 */
2226
2227int 2146int
2228dirdiff (int dir1, int dir2) 2147dirdiff (int dir1, int dir2)
2229{ 2148{
2230 int d; 2149 int d;
2231 2150
2610 } 2529 }
2611 else 2530 else
2612 item = item->env; 2531 item = item->env;
2613} 2532}
2614 2533
2534
2535const char *
2536object::flag_desc (char *desc, int len) const
2537{
2538 char *p = desc;
2539 bool first = true;
2540
2541 *p = 0;
2542
2543 for (int i = 0; i < NUM_FLAGS; i++)
2544 {
2545 if (len <= 10) // magic constant!
2546 {
2547 snprintf (p, len, ",...");
2548 break;
2549 }
2550
2551 if (flag [i])
2552 {
2553 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2554 len -= cnt;
2555 p += cnt;
2556 first = false;
2557 }
2558 }
2559
2560 return desc;
2561}
2562
2615// return a suitable string describing an objetc in enough detail to find it 2563// return a suitable string describing an object in enough detail to find it
2616const char * 2564const char *
2617object::debug_desc (char *info) const 2565object::debug_desc (char *info) const
2618{ 2566{
2567 char flagdesc[512];
2619 char info2[256 * 3]; 2568 char info2[256 * 4];
2620 char *p = info; 2569 char *p = info;
2621 2570
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2571 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2572 count, uuid.seq,
2624 &name, 2573 &name,
2625 title ? " " : "", 2574 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2575 title ? (const char *)title : "",
2576 flag_desc (flagdesc, 512), type);
2627 2577
2628 if (env) 2578 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2579 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2580
2631 if (map) 2581 if (map)
2635} 2585}
2636 2586
2637const char * 2587const char *
2638object::debug_desc () const 2588object::debug_desc () const
2639{ 2589{
2640 static char info[256 * 3]; 2590 static char info[256 * 4];
2641 return debug_desc (info); 2591 return debug_desc (info);
2642} 2592}
2643 2593
2594const char *
2595object::debug_desc2 () const
2596{
2597 static char info[256 * 4];
2598 return debug_desc (info);
2599}
2600

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