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Comparing deliantra/server/common/object.C (file contents):
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* 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 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
364{ 363{
365 if (!op) 364 if (!op)
366 return strdup ("[NULLOBJ]"); 365 return strdup ("[NULLOBJ]");
367 366
368 object_freezer freezer; 367 object_freezer freezer;
369 save_object (freezer, op, 3); 368 save_object (freezer, op, 1);
370 return freezer.as_string (); 369 return freezer.as_string ();
371} 370}
372 371
373/* 372/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 373 * get_nearest_part(multi-object, object 2) returns the part of the
522 tail = new_link; 521 tail = new_link;
523 } 522 }
524 } 523 }
525 } 524 }
526 525
527 update_ob_speed (dst); 526 dst->set_speed (dst->speed);
528} 527}
529 528
530object * 529object *
531object::clone () 530object::clone ()
532{ 531{
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
554 * Updates the speed of an object. If the speed changes from 0 to another 553 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 554 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559update_ob_speed (object *op) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init; 560 if (flag [FLAG_FREED] && speed)
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566
567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 { 561 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 563 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 564 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 565
586 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 567
590 if (op->active_next != NULL) 568 if (has_active_speed ())
591 op->active_next->active_prev = op; 569 activate (false);
592
593 active_objects = op;
594 }
595 else 570 else
596 { 571 deactivate (false);
597 /* If not on the active list, nothing needs to be done */
598 if (!op->active_next && !op->active_prev && op != active_objects)
599 return;
600
601 if (op->active_prev == NULL)
602 {
603 active_objects = op->active_next;
604
605 if (op->active_next != NULL)
606 op->active_next->active_prev = NULL;
607 }
608 else
609 {
610 op->active_prev->active_next = op->active_next;
611
612 if (op->active_next)
613 op->active_next->active_prev = op->active_prev;
614 }
615
616 op->active_next = NULL;
617 op->active_prev = NULL;
618 }
619}
620
621/* This function removes object 'op' from the list of active
622 * objects.
623 * This should only be used for style maps or other such
624 * reference maps where you don't want an object that isn't
625 * in play chewing up cpu time getting processed.
626 * The reverse of this is to call update_ob_speed, which
627 * will do the right thing based on the speed of the object.
628 */
629void
630remove_from_active_list (object *op)
631{
632 /* If not on the active list, nothing needs to be done */
633 if (!op->active_next && !op->active_prev && op != active_objects)
634 return;
635
636 if (op->active_prev == NULL)
637 {
638 active_objects = op->active_next;
639 if (op->active_next != NULL)
640 op->active_next->active_prev = NULL;
641 }
642 else
643 {
644 op->active_prev->active_next = op->active_next;
645 if (op->active_next)
646 op->active_next->active_prev = op->active_prev;
647 }
648 op->active_next = NULL;
649 op->active_prev = NULL;
650} 572}
651 573
652/* 574/*
653 * update_object() updates the the map. 575 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
781 703
782 prev = 0; 704 prev = 0;
783 next = 0; 705 next = 0;
784} 706}
785 707
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 708void
804object::do_destroy () 709object::activate (bool recursive)
805{ 710{
806 attachable::do_destroy (); 711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
807 716
808 if (flag [FLAG_IS_LINKED]) 717 /* process_events() expects us to insert the object at the beginning
809 remove_button_link (this); 718 * of the list. */
719 active_next = active_objects;
810 720
811 if (flag [FLAG_FRIENDLY]) 721 if (active_next)
812 remove_friendly_object (this); 722 active_next->active_prev = this;
813 723
814 if (!flag [FLAG_REMOVED]) 724 active_objects = this;
815 remove (); 725 }
816 726
817 if (flag [FLAG_FREED]) 727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
818 return; 745 return;
819 746
820 flag [FLAG_FREED] = 1; 747 if (active_prev == 0)
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 { 748 {
828 freed_map = new maptile; 749 active_objects = active_next;
829 750 if (active_next)
830 freed_map->name = "/internal/freed_objects_map"; 751 active_next->active_prev = 0;
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
835 } 752 }
836 753 else
837 map = freed_map; 754 {
838 x = 1; 755 active_prev->active_next = active_next;
839 y = 1; 756 if (active_next)
757 active_next->active_prev = active_prev;
840 } 758 }
841 759
842 more = 0; 760 active_next = 0;
843 head = 0; 761 active_prev = 0;
844 inv = 0;
845 762
846 // clear those pointers that likely might have circular references to us 763 if (recursive)
847 owner = 0; 764 for (object *op = inv; op; op = op->above)
848 enemy = 0; 765 op->deactivate (1);
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} 766}
860 767
861/* 768/*
862 * Remove and free all objects in the inventory of the given object. 769 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 770 * object.c ?
864 */ 771 */
865void 772void
866object::destroy_inv (bool drop_to_ground) 773object::destroy_inv (bool drop_to_ground)
867{ 774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
868 if (!inv) 780 if (!inv)
869 return; 781 return;
870 782
871 /* Only if the space blocks everything do we not process - 783 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 784 * if some form of movement is allowed, let objects
873 * drop on that space. 785 * drop on that space.
874 */ 786 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
876 { 791 {
877 while (inv) 792 while (inv)
878 { 793 {
879 inv->destroy_inv (drop_to_ground); 794 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 795 inv->destroy ();
891 || op->type == RUNE 806 || op->type == RUNE
892 || op->type == TRAP 807 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 808 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy (); 809 op->destroy ();
895 else 810 else
896 { 811 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 } 812 }
813 }
814}
815
816object *object::create ()
817{
818 object *op = new object;
819 op->link ();
820 return op;
821}
822
823void
824object::do_destroy ()
825{
826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
836 return;
837
838 set_speed (0);
839
840 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
902 } 860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
868
869 if (more)
903 } 870 {
871 more->destroy ();
872 more = 0;
873 }
874
875 // clear those pointers that likely might have circular references to us
876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
904} 882}
905 883
906void 884void
907object::destroy (bool destroy_inventory) 885object::destroy (bool destroy_inventory)
908{ 886{
909 if (destroyed ()) 887 if (destroyed ())
910 return; 888 return;
911 889
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) 890 if (destroy_inventory)
920 destroy_inv (true); 891 destroy_inv (false);
921 892
922 attachable::destroy (); 893 attachable::destroy ();
923} 894}
924 895
925/* 896/*
978 * to save cpu time. 949 * to save cpu time.
979 */ 950 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 952 otmp->update_stats ();
982 953
983 if (above != NULL) 954 if (above)
984 above->below = below; 955 above->below = below;
985 else 956 else
986 env->inv = below; 957 env->inv = below;
987 958
988 if (below != NULL) 959 if (below)
989 below->above = above; 960 below->above = above;
990 961
991 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
997 above = 0, below = 0; 968 above = 0, below = 0;
998 env = 0; 969 env = 0;
999 } 970 }
1000 else if (map) 971 else if (map)
1001 { 972 {
1002 /* Re did the following section of code - it looks like it had 973 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
1005 979
1006 /* link the object above us */ 980 /* link the object above us */
1007 if (above) 981 if (above)
1008 above->below = below; 982 above->below = below;
1009 else 983 else
1038 if (map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1039 return; 1013 return;
1040 1014
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1016
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 1018 {
1045 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1046 * being removed. 1020 * being removed.
1047 */ 1021 */
1048 1022
1060 1034
1061 if (tmp->contr->ns) 1035 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1036 tmp->contr->ns->floorbox_update ();
1063 } 1037 }
1064 1038
1065 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1066 if (check_walk_off 1040 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1043 {
1070 move_apply (tmp, this, 0); 1044 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1046 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1048 }
1075 1049
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1079 tmp->above = 0; 1053 tmp->above = 0;
1080 1054
1081 last = tmp; 1055 last = tmp;
1082 } 1056 }
1083 1057
1084 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1060 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1087 else 1062 else
1088 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1089 1064
1134 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1135 */ 1110 */
1136object * 1111object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1113{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1115 {
1146 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1148 } 1118 }
1149 1119
1180 { 1150 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1152 return NULL;
1183 } 1153 }
1184 1154
1185 if (m == NULL) 1155 if (!m)
1186 { 1156 {
1187 char *dump = dump_object (op); 1157 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1159 free (dump);
1190 return op; 1160 return op;
1254 y = op->y; 1224 y = op->y;
1255 1225
1256 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1257 */ 1227 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1230 if (object::can_merge (op, tmp))
1261 { 1231 {
1262 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1233 tmp->destroy ();
1264 } 1234 }
1291 else 1261 else
1292 { 1262 {
1293 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 { 1265 {
1296 object *last = NULL; 1266 object *last = 0;
1297 1267
1298 /* 1268 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1271 * 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 1275 * 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 1276 * 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 1277 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1309 */ 1279 */
1310
1311 while (top != NULL) 1280 while (top)
1312 { 1281 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1283 floor = top;
1315 1284
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 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); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1339
1371 if (op->above) 1340 if (op->above)
1372 op->above->below = op; 1341 op->above->below = op;
1373 1342
1374 op->below = NULL; 1343 op->below = 0;
1375 op->ms ().bot = op; 1344 op->ms ().bot = op;
1376 } 1345 }
1377 else 1346 else
1378 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1379 op->above = top->above; 1348 op->above = top->above;
1383 1352
1384 op->below = top; 1353 op->below = top;
1385 top->above = op; 1354 top->above = op;
1386 } 1355 }
1387 1356
1388 if (op->above == NULL) 1357 if (!op->above)
1389 op->ms ().top = op; 1358 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1391 1360
1392 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1393 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1394 1367
1395 /* If we have a floor, we know the player, if any, will be above 1368 /* 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. 1369 * it, so save a few ticks and start from there.
1397 */ 1370 */
1398 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1463 tmp1->x = op->x; 1436 tmp1->x = op->x;
1464 tmp1->y = op->y; 1437 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1466} 1439}
1467 1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445}
1446
1468/* 1447/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * 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 1449 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1452 * global static errmsg array.
1474 */ 1453 */
1475
1476object * 1454object *
1477get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1478{ 1456{
1479 object *newob; 1457 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1722 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * 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 1724 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1725 * on top.
1748 */ 1726 */
1749
1750int 1727int
1751check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1752{ 1729{
1753 object *tmp; 1730 object *tmp;
1754 maptile *m = op->map; 1731 maptile *m = op->map;
2611 } 2588 }
2612 else 2589 else
2613 item = item->env; 2590 item = item->env;
2614} 2591}
2615 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2616// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2617const char * 2621const char *
2618object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2619{ 2623{
2624 char flagdesc[512];
2620 char info2[256 * 3]; 2625 char info2[256 * 4];
2621 char *p = info; 2626 char *p = info;
2622 2627
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2624 count, 2629 count, uuid.seq,
2625 &name, 2630 &name,
2626 title ? " " : "", 2631 title ? "\",title:" : "",
2627 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2628 2634
2629 if (env) 2635 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2637
2632 if (map) 2638 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2640
2635 return info; 2641 return info;
2636} 2642}
2637 2643
2638const char * 2644const char *

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