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Comparing deliantra/server/common/object.C (file contents):
Revision 1.82 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
141 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
143 */ 145 */
144 146
145 /* For each field in wants, */ 147 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 149 {
148 key_value *has_field; 150 key_value *has_field;
149 151
150 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
364{ 365{
365 if (!op) 366 if (!op)
366 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
367 368
368 object_freezer freezer; 369 object_freezer freezer;
369 save_object (freezer, op, 3); 370 save_object (freezer, op, 1);
370 return freezer.as_string (); 371 return freezer.as_string ();
371} 372}
372 373
373/* 374/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
522 tail = new_link; 519 tail = new_link;
523 } 520 }
524 } 521 }
525 } 522 }
526 523
527 update_ob_speed (dst); 524 dst->set_speed (dst->speed);
528} 525}
529 526
530object * 527object *
531object::clone () 528object::clone ()
532{ 529{
538/* 535/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
542 */ 539 */
543
544void 540void
545update_turn_face (object *op) 541update_turn_face (object *op)
546{ 542{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 544 return;
545
549 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
551} 548}
552 549
553/* 550/*
554 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
557 */ 554 */
558void 555void
559update_ob_speed (object *op) 556object::set_speed (float speed)
560{ 557{
561 extern int arch_init; 558 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 559 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 561 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 562 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 563
586 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 565
590 if (op->active_next != NULL) 566 if (has_active_speed ())
591 op->active_next->active_prev = op; 567 activate ();
592
593 active_objects = op;
594 }
595 else 568 else
596 { 569 deactivate ();
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 570}
651 571
652/* 572/*
653 * update_object() updates the the map. 573 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
691 */ 611 */
692 if (!op->map || op->map->in_memory == MAP_SAVING) 612 if (!op->map || op->map->in_memory == MAP_SAVING)
693 return; 613 return;
694 614
695 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
696 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
697 { 617 {
698 LOG (llevError, "update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
699#ifdef MANY_CORES 619#ifdef MANY_CORES
700 abort (); 620 abort ();
701#endif 621#endif
702 return; 622 return;
703 } 623 }
704 624
705 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
706 626
707 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 628 /* nop */;
709 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
710 { 630 {
711 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
721 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 642 * to have move_allow right now.
723 */ 643 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
727 } 647 }
728 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 650 * that is being removed.
731 */ 651 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
736 else 656 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 658
739 if (op->more) 659 if (op->more)
740 update_object (op->more, action); 660 update_object (op->more, action);
741} 661}
742 662
743object::vector object::objects; // not yet used
744object *object::first; 663object *object::first;
745 664
746object::object () 665object::object ()
747{ 666{
748 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
756 free_key_values (this); 675 free_key_values (this);
757} 676}
758 677
759void object::link () 678void object::link ()
760{ 679{
761 count = ++ob_count;
762 uuid = gen_uuid (); 680 uuid = gen_uuid ();
763 681
764 prev = 0; 682 objects.insert (this);
765 next = object::first;
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771} 683}
772 684
773void object::unlink () 685void object::unlink ()
774{ 686{
775 if (this == object::first) 687 objects.erase (this);
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784} 688}
785 689
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
792
793/*
794 * free_object() frees everything allocated by an object, removes
795 * it from the list of used objects, and puts it on the list of
796 * free objects. The IS_FREED() flag is set in the object.
797 * The object must have been removed by remove_ob() first for
798 * this function to succeed.
799 *
800 * If destroy_inventory is set, free inventory as well. Else drop items in
801 * inventory to the ground.
802 */
803void 690void
804object::do_destroy () 691object::activate ()
805{ 692{
806 attachable::do_destroy (); 693 /* If already on active list, don't do anything */
807 694 if (active)
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return; 695 return;
819 696
820 flag [FLAG_FREED] = 1; 697 if (has_active_speed ())
698 actives.insert (this);
699}
821 700
822 // hack to ensure that freed objects still have a valid map 701void
823 { 702object::activate_recursive ()
824 static maptile *freed_map; // freed objects are moved here to avoid crashes 703{
704 activate ();
825 705
826 if (!freed_map) 706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
827 { 741 {
828 freed_map = new maptile; 742 op->flag [flag] = value;
829 743 op->set_flag_inv (flag, value);
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 744 }
836
837 map = freed_map;
838 x = 1;
839 y = 1;
840 }
841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 745}
860 746
861/* 747/*
862 * Remove and free all objects in the inventory of the given object. 748 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 749 * object.c ?
864 */ 750 */
865void 751void
866object::destroy_inv (bool drop_to_ground) 752object::destroy_inv (bool drop_to_ground)
867{ 753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
868 if (!inv) 759 if (!inv)
869 return; 760 return;
870 761
871 /* Only if the space blocks everything do we not process - 762 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 763 * if some form of movement is allowed, let objects
873 * drop on that space. 764 * drop on that space.
874 */ 765 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
876 { 770 {
877 while (inv) 771 while (inv)
878 { 772 {
879 inv->destroy_inv (drop_to_ground); 773 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 774 inv->destroy ();
891 || op->type == RUNE 785 || op->type == RUNE
892 || op->type == TRAP 786 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 787 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy (); 788 op->destroy ();
895 else 789 else
896 { 790 map->insert (op, x, y);
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 } 791 }
792 }
793}
794
795object *object::create ()
796{
797 object *op = new object;
798 op->link ();
799 return op;
800}
801
802void
803object::do_destroy ()
804{
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
902 } 840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
848
849 if (more)
903 } 850 {
851 more->destroy ();
852 more = 0;
853 }
854
855 // clear those pointers that likely might have circular references to us
856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
904} 859}
905 860
906void 861void
907object::destroy (bool destroy_inventory) 862object::destroy (bool destroy_inventory)
908{ 863{
909 if (destroyed ()) 864 if (destroyed ())
910 return; 865 return;
911 866
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory) 867 if (destroy_inventory)
920 destroy_inv (true); 868 destroy_inv (false);
921 869
922 attachable::destroy (); 870 attachable::destroy ();
923} 871}
924 872
925/* 873/*
978 * to save cpu time. 926 * to save cpu time.
979 */ 927 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 929 otmp->update_stats ();
982 930
983 if (above != NULL) 931 if (above)
984 above->below = below; 932 above->below = below;
985 else 933 else
986 env->inv = below; 934 env->inv = below;
987 935
988 if (below != NULL) 936 if (below)
989 below->above = above; 937 below->above = above;
990 938
991 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
997 above = 0, below = 0; 945 above = 0, below = 0;
998 env = 0; 946 env = 0;
999 } 947 }
1000 else if (map) 948 else if (map)
1001 { 949 {
1002 /* Re did the following section of code - it looks like it had 950 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
1005 957
1006 /* link the object above us */ 958 /* link the object above us */
1007 if (above) 959 if (above)
1008 above->below = below; 960 above->below = below;
1009 else 961 else
1027 dump = dump_object (GET_MAP_OB (map, x, y)); 979 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump); 980 LOG (llevError, "%s\n", dump);
1029 free (dump); 981 free (dump);
1030 } 982 }
1031 983
1032 map->at (x, y).bottom = above; /* goes on above it. */ 984 map->at (x, y).bot = above; /* goes on above it. */
1033 } 985 }
1034 986
1035 above = 0; 987 above = 0;
1036 below = 0; 988 below = 0;
1037 989
1038 if (map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1039 return; 991 return;
1040 992
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 994
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 996 {
1045 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1046 * being removed. 998 * being removed.
1047 */ 999 */
1048 1000
1060 1012
1061 if (tmp->contr->ns) 1013 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1014 tmp->contr->ns->floorbox_update ();
1063 } 1015 }
1064 1016
1065 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1066 if (check_walk_off 1018 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1019 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1021 {
1070 move_apply (tmp, this, 0); 1022 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1024 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1026 }
1075 1027
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1079 tmp->above = 0; 1031 tmp->above = 0;
1080 1032
1081 last = tmp; 1033 last = tmp;
1082 } 1034 }
1083 1035
1084 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1038 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1039 map->at (x, y).flags_ = 0;
1087 else 1040 else
1088 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1089 1042
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1044 update_all_los (map, x, y);
1134 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1135 */ 1088 */
1136object * 1089object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1091{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1093 {
1146 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1148 } 1096 }
1149 1097
1180 { 1128 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1130 return NULL;
1183 } 1131 }
1184 1132
1185 if (m == NULL) 1133 if (!m)
1186 { 1134 {
1187 char *dump = dump_object (op); 1135 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1137 free (dump);
1190 return op; 1138 return op;
1217 { 1165 {
1218 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1219 1167
1220 object *more = op->more; 1168 object *more = op->more;
1221 1169
1222 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1223 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1224 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1226 */ 1174 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map) 1177 else if (!more->map)
1230 { 1178 {
1254 y = op->y; 1202 y = op->y;
1255 1203
1256 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1257 */ 1205 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1208 if (object::can_merge (op, tmp))
1261 { 1209 {
1262 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1211 tmp->destroy ();
1264 } 1212 }
1281 op->below = originator->below; 1229 op->below = originator->below;
1282 1230
1283 if (op->below) 1231 if (op->below)
1284 op->below->above = op; 1232 op->below->above = op;
1285 else 1233 else
1286 op->ms ().bottom = op; 1234 op->ms ().bot = op;
1287 1235
1288 /* since *below* originator, no need to update top */ 1236 /* since *below* originator, no need to update top */
1289 originator->below = op; 1237 originator->below = op;
1290 } 1238 }
1291 else 1239 else
1292 { 1240 {
1293 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 { 1243 {
1296 object *last = NULL; 1244 object *last = 0;
1297 1245
1298 /* 1246 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1305 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1309 */ 1257 */
1310
1311 while (top != NULL) 1258 while (top)
1312 { 1259 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1261 floor = top;
1315 1262
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1369 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1317
1371 if (op->above) 1318 if (op->above)
1372 op->above->below = op; 1319 op->above->below = op;
1373 1320
1374 op->below = NULL; 1321 op->below = 0;
1375 op->ms ().bottom = op; 1322 op->ms ().bot = op;
1376 } 1323 }
1377 else 1324 else
1378 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1379 op->above = top->above; 1326 op->above = top->above;
1380 1327
1383 1330
1384 op->below = top; 1331 op->below = top;
1385 top->above = op; 1332 top->above = op;
1386 } 1333 }
1387 1334
1388 if (op->above == NULL) 1335 if (!op->above)
1389 op->ms ().top = op; 1336 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1391 1338
1392 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1393 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1394 1347
1395 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1396 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1397 */ 1350 */
1398 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1404 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1405 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1406 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1363 * of effect may be sufficient.
1411 */ 1364 */
1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1414 1367
1415 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1416 update_object (op, UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1417 1370
1452{ 1405{
1453 object *tmp, *tmp1; 1406 object *tmp, *tmp1;
1454 1407
1455 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1456 1409
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1412 tmp->destroy ();
1460 1413
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1415
1463 tmp1->x = op->x; 1416 tmp1->x = op->x;
1464 tmp1->y = op->y; 1417 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1425}
1467 1426
1468/* 1427/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1470 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1432 * global static errmsg array.
1474 */ 1433 */
1475
1476object * 1434object *
1477get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1478{ 1436{
1479 object *newob; 1437 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1703 if ((op->glow_radius != 0) && map) 1661 if ((op->glow_radius != 0) && map)
1704 { 1662 {
1705#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1707#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1708 if (MAP_DARKNESS (map)) 1666 if (map->darkness)
1709 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1710 } 1668 }
1711 1669
1712 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1713 * It sure simplifies this function... 1671 * It sure simplifies this function...
1744 * 1702 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1746 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1705 * on top.
1748 */ 1706 */
1749
1750int 1707int
1751check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1752{ 1709{
1753 object *tmp; 1710 object *tmp;
1754 maptile *m = op->map; 1711 maptile *m = op->map;
1781 1738
1782 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1784 */ 1741 */
1785 1742
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1744 {
1788 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1747 * we don't need to check all of them.
1791 */ 1748 */
1846/* 1803/*
1847 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
1848 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
1849 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1850 */ 1807 */
1851
1852object * 1808object *
1853present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
1854{ 1810{
1855 object *
1856 tmp;
1857
1858 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
1859 { 1812 {
1860 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1861 return NULL; 1814 return NULL;
1862 } 1815 }
1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1864 if (tmp->arch == at) 1818 if (tmp->arch == at)
1865 return tmp; 1819 return tmp;
1820
1866 return NULL; 1821 return NULL;
1867} 1822}
1868 1823
1869/* 1824/*
1870 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
1871 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
1872 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1873 */ 1828 */
1874
1875object * 1829object *
1876present (unsigned char type, maptile *m, int x, int y) 1830present (unsigned char type, maptile *m, int x, int y)
1877{ 1831{
1878 object *
1879 tmp;
1880
1881 if (out_of_map (m, x, y)) 1832 if (out_of_map (m, x, y))
1882 { 1833 {
1883 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1884 return NULL; 1835 return NULL;
1885 } 1836 }
1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1887 if (tmp->type == type) 1839 if (tmp->type == type)
1888 return tmp; 1840 return tmp;
1841
1889 return NULL; 1842 return NULL;
1890} 1843}
1891 1844
1892/* 1845/*
1893 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
1894 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
1895 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1896 */ 1849 */
1897
1898object * 1850object *
1899present_in_ob (unsigned char type, const object *op) 1851present_in_ob (unsigned char type, const object *op)
1900{ 1852{
1901 object *
1902 tmp;
1903
1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1905 if (tmp->type == type) 1854 if (tmp->type == type)
1906 return tmp; 1855 return tmp;
1856
1907 return NULL; 1857 return NULL;
1908} 1858}
1909 1859
1910/* 1860/*
1911 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
1922 * to be unique. 1872 * to be unique.
1923 */ 1873 */
1924object * 1874object *
1925present_in_ob_by_name (int type, const char *str, const object *op) 1875present_in_ob_by_name (int type, const char *str, const object *op)
1926{ 1876{
1927 object *tmp;
1928
1929 for (tmp = op->inv; tmp; tmp = tmp->below) 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1931 return tmp; 1879 return tmp;
1932 1880
1933 return 0; 1881 return 0;
1934} 1882}
2143 2091
2144 if ((move_type & blocked) == move_type) 2092 if ((move_type & blocked) == move_type)
2145 max = maxfree[i]; 2093 max = maxfree[i];
2146 else if (mflags & P_IS_ALIVE) 2094 else if (mflags & P_IS_ALIVE)
2147 { 2095 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above) 2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2150 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2151 break; 2099 break;
2152 2100
2153 if (tmp) 2101 if (tmp)
2620 } 2568 }
2621 else 2569 else
2622 item = item->env; 2570 item = item->env;
2623} 2571}
2624 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2625// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2626const char * 2603const char *
2627object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2628{ 2605{
2606 char flagdesc[512];
2629 char info2[256 * 3]; 2607 char info2[256 * 4];
2630 char *p = info; 2608 char *p = info;
2631 2609
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2633 count, 2611 count, uuid.seq,
2634 &name, 2612 &name,
2635 title ? " " : "", 2613 title ? "\",title:" : "",
2636 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2637 2616
2638 if (env) 2617 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640 2619
2641 if (map) 2620 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2643 2622
2644 return info; 2623 return info;
2645} 2624}
2646 2625
2647const char * 2626const char *
2648object::debug_desc () const 2627object::debug_desc () const
2649{ 2628{
2650 static char info[256 * 3]; 2629 static char info[256 * 4];
2651 return debug_desc (info); 2630 return debug_desc (info);
2652} 2631}
2653 2632

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