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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 1.124 by root, Sat Jan 27 02:19:36 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;
708 face = blank_face; 670 face = blank_face;
709} 671}
710 672
711object::~object () 673object::~object ()
712{ 674{
675 unlink ();
676
713 free_key_values (this); 677 free_key_values (this);
714} 678}
715 679
680static int object_count;
681
716void object::link () 682void object::link ()
717{ 683{
718 count = ++ob_count; 684 assert (!index);//D
719 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
720 687
721 prev = 0; 688 refcnt_inc ();
722 next = object::first; 689 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 690}
729 691
730void object::unlink () 692void object::unlink ()
731{ 693{
732 if (this == object::first) 694 if (!index)
733 object::first = next; 695 return;
734 696
735 /* Remove this object from the list of used objects */ 697 objects.erase (this);
736 if (prev) prev->next = next; 698 refcnt_dec ();
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 699}
742 700
743void 701void
702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
744object::activate (bool recursive) 713object::activate_recursive ()
745{ 714{
746 // uh, hack 715 activate ();
747 set_speed (speed);
748 716
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 717 for (object *op = inv; op; op = op->below)
751 op->activate (1); 718 op->activate_recursive ();
752} 719}
753 720
754/* This function removes object 'op' from the list of active 721/* This function removes object 'op' from the list of active
755 * objects. 722 * objects.
756 * This should only be used for style maps or other such 723 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 725 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 726 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 727 * will do the right thing based on the speed of the object.
761 */ 728 */
762void 729void
763object::deactivate (bool recursive) 730object::deactivate ()
764{ 731{
765 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 733 if (!active)
767 return; 734 return;
768 735
769 if (active_prev == 0) 736 actives.erase (this);
770 { 737}
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 }
781 738
782 active_next = 0; 739void
783 active_prev = 0; 740object::deactivate_recursive ()
784 741{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
787 op->deactivate (1); 745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
788} 756}
789 757
790/* 758/*
791 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 760 * object.c ?
807 * drop on that space. 775 * drop on that space.
808 */ 776 */
809 if (!drop_to_ground 777 if (!drop_to_ground
810 || !map 778 || !map
811 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
812 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
813 { 782 {
814 while (inv) 783 while (inv)
815 { 784 {
816 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
825 794
826 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 797 || op->type == RUNE
829 || op->type == TRAP 798 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 801 op->destroy ();
832 else 802 else
833 map->insert (op, x, y); 803 map->insert (op, x, y);
834 } 804 }
835 } 805 }
843} 813}
844 814
845void 815void
846object::do_destroy () 816object::do_destroy ()
847{ 817{
818 attachable::do_destroy ();
819
848 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 821 remove_button_link (this);
850 822
851 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 824 remove_friendly_object (this);
853 825
854 if (!flag [FLAG_REMOVED]) 826 if (!flag [FLAG_REMOVED])
855 remove (); 827 remove ();
856 828
857 if (flag [FLAG_FREED]) 829 destroy_inv (true);
858 return;
859 830
860 set_speed (0); 831 deactivate ();
832 unlink ();
861 833
862 flag [FLAG_FREED] = 1; 834 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 835
869 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
870 { 837 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 838 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 839
877 freed_map->name = "/internal/freed_objects_map"; 844 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 845 freed_map->width = 3;
879 freed_map->height = 3; 846 freed_map->height = 3;
880 847
881 freed_map->alloc (); 848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
882 } 850 }
883 851
884 map = freed_map; 852 map = freed_map;
885 x = 1; 853 x = 1;
886 y = 1; 854 y = 1;
896 864
897 // clear those pointers that likely might have circular references to us 865 // clear those pointers that likely might have circular references to us
898 owner = 0; 866 owner = 0;
899 enemy = 0; 867 enemy = 0;
900 attacked_by = 0; 868 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 869}
905 870
906void 871void
907object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
908{ 873{
936 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
937 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
938 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
939 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
940 * the previous environment. 905 * the previous environment.
941 * Beware: This function is called from the editor as well!
942 */ 906 */
943void 907void
944object::remove () 908object::remove_slow ()
945{ 909{
946 object *tmp, *last = 0; 910 object *tmp, *last = 0;
947 object *otmp; 911 object *otmp;
948 912
949 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
993 else if (map) 957 else if (map)
994 { 958 {
995 if (type == PLAYER) 959 if (type == PLAYER)
996 { 960 {
997 --map->players; 961 --map->players;
998 map->last_access = runtime; 962 map->touch ();
999 } 963 }
1000 964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
1001 967
1002 /* link the object above us */ 968 /* link the object above us */
1003 if (above) 969 if (above)
1004 above->below = below; 970 above->below = below;
1005 else 971 else
1006 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
1007 973
1008 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
1009 if (below) 975 if (below)
1010 below->above = above; 976 below->above = above;
1011 else 977 else
1013 /* Nothing below, which means we need to relink map object for this space 979 /* 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 980 * use translated coordinates in case some oddness with map tiling is
1015 * evident 981 * evident
1016 */ 982 */
1017 if (GET_MAP_OB (map, x, y) != this) 983 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); 984 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 985
1028 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1029 } 987 }
1030 988
1031 above = 0; 989 above = 0;
1032 below = 0; 990 below = 0;
1033 991
1034 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1035 return; 993 return;
1036 994
1037 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1038 996
1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1040 { 998 {
1041 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1042 * being removed. 1000 * being removed.
1043 */ 1001 */
1044 1002
1078 } 1036 }
1079 1037
1080 /* last == NULL if there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1039 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1040 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1084 else 1042 else
1085 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1086 1044
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1125 1083
1126 return 0; 1084 return 0;
1127} 1085}
1128 1086
1129/* 1087/*
1130 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1131 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1132 */ 1090 */
1133object * 1091object *
1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1135{ 1093{
1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1164 */ 1122 */
1165object * 1123object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1125{
1168 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1169 sint16 x, y;
1170 1127
1171 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1172 { 1129 {
1173 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1174 return NULL; 1131 return NULL;
1175 } 1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1176 1138
1177 if (!m) 1139 if (!m)
1178 { 1140 {
1179 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1195#endif 1157#endif
1196 free (dump); 1158 free (dump);
1197 return op; 1159 return op;
1198 } 1160 }
1199 1161
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; 1162 if (object *more = op->more)
1213 1163 {
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) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1230 { 1165 {
1231 if (!op->head) 1166 if (!op->head)
1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233 1168
1234 return 0; 1169 return 0;
1239 1174
1240 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* 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 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1242 * need extra work 1177 * need extra work
1243 */ 1178 */
1244 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1245 x = op->x; 1180 return 0;
1246 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1247 1184
1248 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1249 */ 1186 */
1250 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1252 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1253 { 1190 {
1254 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1255 tmp->destroy (); 1192 tmp->destroy ();
1256 } 1193 }
1273 op->below = originator->below; 1210 op->below = originator->below;
1274 1211
1275 if (op->below) 1212 if (op->below)
1276 op->below->above = op; 1213 op->below->above = op;
1277 else 1214 else
1278 op->ms ().bot = op; 1215 ms.bot = op;
1279 1216
1280 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1281 originator->below = op; 1218 originator->below = op;
1282 } 1219 }
1283 else 1220 else
1284 { 1221 {
1222 top = ms.bot;
1223
1285 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1287 { 1226 {
1288 object *last = 0; 1227 object *last = 0;
1289 1228
1290 /* 1229 /*
1291 * If there are multiple objects on this space, we do some trickier handling. 1230 * 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 1236 * 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 1237 * 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 1238 * when lots of spells are cast in one area. Currently, it is presumed
1300 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1301 */ 1240 */
1302 while (top) 1241 for (top = ms.bot; top; top = top->above)
1303 { 1242 {
1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1305 floor = top; 1244 floor = top;
1306 1245
1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 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; 1249 top = top->below;
1311 break; 1250 break;
1312 } 1251 }
1313 1252
1314 last = top; 1253 last = top;
1315 top = top->above;
1316 } 1254 }
1317 1255
1318 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1319 top = last; 1257 top = last;
1320 1258
1327 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1328 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1329 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1330 * stacking is a bit odd. 1268 * stacking is a bit odd.
1331 */ 1269 */
1332 if (!(flag & INS_ON_TOP) && 1270 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)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1334 { 1273 {
1335 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1336 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1337 break; 1276 break;
1277
1338 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1339 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1340 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1341 * set top to the object below us. 1281 * set top to the object below us.
1342 */ 1282 */
1344 top = last->below; 1284 top = last->below;
1345 } 1285 }
1346 } /* If objects on this space */ 1286 } /* If objects on this space */
1347 1287
1348 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1349 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1350 1290
1351 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1352 top = floor; 1292 top = floor;
1353 1293
1354 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1355 */ 1295 */
1356 1296
1357 /* First object on this space */ 1297 /* First object on this space */
1358 if (!top) 1298 if (!top)
1359 { 1299 {
1360 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1361 1301
1362 if (op->above) 1302 if (op->above)
1363 op->above->below = op; 1303 op->above->below = op;
1364 1304
1365 op->below = 0; 1305 op->below = 0;
1366 op->ms ().bot = op; 1306 ms.bot = op;
1367 } 1307 }
1368 else 1308 else
1369 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1370 op->above = top->above; 1310 op->above = top->above;
1371 1311
1375 op->below = top; 1315 op->below = top;
1376 top->above = op; 1316 top->above = op;
1377 } 1317 }
1378 1318
1379 if (!op->above) 1319 if (!op->above)
1380 op->ms ().top = op; 1320 ms.top = op;
1381 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1382 1322
1383 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1384 { 1324 {
1385 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1386 ++op->map->players; 1326 ++op->map->players;
1387 op->map->last_access = runtime; 1327 op->map->touch ();
1388 } 1328 }
1329
1330 op->map->dirty = true;
1389 1331
1390 /* If we have a floor, we know the player, if any, will be above 1332 /* 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. 1333 * it, so save a few ticks and start from there.
1392 */ 1334 */
1393 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1394 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1395 if (pl->contr->ns) 1337 if (pl->contr->ns)
1396 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1397 1339
1398 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1399 * visible to others on this map. But update_all_los is really 1341 * 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 1342 * 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 1343 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1347 * of effect may be sufficient.
1406 */ 1348 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1409 1351
1447{ 1389{
1448 object *tmp, *tmp1; 1390 object *tmp, *tmp1;
1449 1391
1450 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1451 1393
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1396 tmp->destroy ();
1455 1397
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1399
1780 1722
1781 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1783 */ 1725 */
1784 1726
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1728 {
1787 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1731 * we don't need to check all of them.
1790 */ 1732 */
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 { 1752 {
1811 1753
1812 float 1754 float
1813 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1814 1756
1815 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1816 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1817 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1818 diff /= 4.0; 1760 diff /= 4.0;
1848 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1849 */ 1791 */
1850object * 1792object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1794{
1853 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1854 { 1796 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1798 return NULL;
1857 } 1799 }
1858 1800
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1802 if (tmp->arch == at)
1861 return tmp; 1803 return tmp;
1862 1804
1863 return NULL; 1805 return NULL;
1864} 1806}
1875 { 1817 {
1876 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1819 return NULL;
1878 } 1820 }
1879 1821
1880 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)
1881 if (tmp->type == type) 1823 if (tmp->type == type)
1882 return tmp; 1824 return tmp;
1883 1825
1884 return NULL; 1826 return NULL;
1885} 1827}
2025 } 1967 }
2026 1968
2027 if (!index) 1969 if (!index)
2028 return -1; 1970 return -1;
2029 1971
2030 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2031} 1973}
2032 1974
2033/* 1975/*
2034 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2035 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2056{ 1998{
2057 arr += begin; 1999 arr += begin;
2058 end -= begin; 2000 end -= begin;
2059 2001
2060 while (--end) 2002 while (--end)
2061 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2062} 2004}
2063 2005
2064/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2065 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2066 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2200 2142
2201 return 3; 2143 return 3;
2202} 2144}
2203 2145
2204/* 2146/*
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 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2224 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2225 */ 2149 */
2226
2227int 2150int
2228dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2229{ 2152{
2230 int d; 2153 int d;
2231 2154
2610 } 2533 }
2611 else 2534 else
2612 item = item->env; 2535 item = item->env;
2613} 2536}
2614 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2615// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2616const char * 2568const char *
2617object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2618{ 2570{
2571 char flagdesc[512];
2619 char info2[256 * 3]; 2572 char info2[256 * 4];
2620 char *p = info; 2573 char *p = info;
2621 2574
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2623 count, 2576 count, uuid.seq,
2624 &name, 2577 &name,
2625 title ? " " : "", 2578 title ? "\",title:\"" : "",
2626 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2627 2581
2628 if (env) 2582 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2584
2631 if (map) 2585 if (map)
2635} 2589}
2636 2590
2637const char * 2591const char *
2638object::debug_desc () const 2592object::debug_desc () const
2639{ 2593{
2640 static char info[256 * 3]; 2594 static char info[256 * 4];
2641 return debug_desc (info); 2595 return debug_desc (info);
2642} 2596}
2643 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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