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Comparing deliantra/server/common/object.C (file contents):
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC vs.
Revision 1.104 by root, Tue Jan 2 21:13:21 2007 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:
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 ();
592
593 active_objects = op;
594 }
595 else 570 else
596 { 571 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} 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
702 return; 624 return;
703 } 625 }
704 626
705 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
706 628
707 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 630 /* nop */;
709 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
710 { 632 {
711 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 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 643 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 644 * to have move_allow right now.
723 */ 645 */
724 || ((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
725 || 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)
726 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
727 } 649 }
728 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 652 * that is being removed.
731 */ 653 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
736 else 658 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 660
739 if (op->more) 661 if (op->more)
740 update_object (op->more, action); 662 update_object (op->more, action);
741} 663}
742 664
743object::vector object::objects; // not yet used
744object *object::first; 665object *object::first;
745 666
746object::object () 667object::object ()
747{ 668{
748 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
781 702
782 prev = 0; 703 prev = 0;
783 next = 0; 704 next = 0;
784} 705}
785 706
786object *object::create () 707bool
708object::active () const
787{ 709{
788 object *op = new object; 710 return active_next || active_prev || this == active_objects;
789 op->link ();
790 return op;
791} 711}
792 712
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 713void
804object::do_destroy () 714object::activate ()
805{ 715{
806 attachable::do_destroy (); 716 /* If already on active list, don't do anything */
807 717 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; 718 return;
819 719
820 flag [FLAG_FREED] = 1; 720 if (has_active_speed ())
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 { 721 {
828 freed_map = new maptile; 722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
829 725
830 freed_map->name = "/internal/freed_objects_map"; 726 if (active_next)
831 freed_map->width = 3; 727 active_next->active_prev = this;
832 freed_map->height = 3;
833 728
834 freed_map->allocate (); 729 active_objects = this;
835 } 730 }
731}
836 732
837 map = freed_map; 733void
838 x = 1; 734object::activate_recursive ()
839 y = 1; 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
840 } 762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
841 769
842 more = 0; 770 active_next = 0;
843 head = 0; 771 active_prev = 0;
844 inv = 0; 772}
845 773
846 // clear those pointers that likely might have circular references to us 774void
847 owner = 0; 775object::deactivate_recursive ()
848 enemy = 0; 776{
849 attacked_by = 0; 777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
850 779
851 // only relevant for players(?), but make sure of it anyways 780 deactivate ();
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859} 781}
860 782
861/* 783/*
862 * Remove and free all objects in the inventory of the given object. 784 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 785 * object.c ?
864 */ 786 */
865void 787void
866object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
867{ 789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
868 if (!inv) 795 if (!inv)
869 return; 796 return;
870 797
871 /* Only if the space blocks everything do we not process - 798 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 799 * if some form of movement is allowed, let objects
873 * drop on that space. 800 * drop on that space.
874 */ 801 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
876 { 806 {
877 while (inv) 807 while (inv)
878 { 808 {
879 inv->destroy_inv (drop_to_ground); 809 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 810 inv->destroy ();
891 || op->type == RUNE 821 || op->type == RUNE
892 || op->type == TRAP 822 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 823 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy (); 824 op->destroy ();
895 else 825 else
896 { 826 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 } 827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
902 } 876 }
877
878 map = freed_map;
879 x = 1;
880 y = 1;
881 }
882
883 head = 0;
884
885 if (more)
903 } 886 {
887 more->destroy ();
888 more = 0;
889 }
890
891 // clear those pointers that likely might have circular references to us
892 owner = 0;
893 enemy = 0;
894 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
904} 898}
905 899
906void 900void
907object::destroy (bool destroy_inventory) 901object::destroy (bool destroy_inventory)
908{ 902{
909 if (destroyed ()) 903 if (destroyed ())
910 return; 904 return;
911 905
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) 906 if (destroy_inventory)
920 destroy_inv (true); 907 destroy_inv (false);
921 908
922 attachable::destroy (); 909 attachable::destroy ();
923} 910}
924 911
925/* 912/*
978 * to save cpu time. 965 * to save cpu time.
979 */ 966 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 967 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 968 otmp->update_stats ();
982 969
983 if (above != NULL) 970 if (above)
984 above->below = below; 971 above->below = below;
985 else 972 else
986 env->inv = below; 973 env->inv = below;
987 974
988 if (below != NULL) 975 if (below)
989 below->above = above; 976 below->above = above;
990 977
991 /* we set up values so that it could be inserted into 978 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 979 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 980 * to the caller to decide what we want to do.
997 above = 0, below = 0; 984 above = 0, below = 0;
998 env = 0; 985 env = 0;
999 } 986 }
1000 else if (map) 987 else if (map)
1001 { 988 {
1002 /* Re did the following section of code - it looks like it had 989 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 990 {
991 --map->players;
992 map->touch ();
993 }
994
995 map->dirty = true;
1005 996
1006 /* link the object above us */ 997 /* link the object above us */
1007 if (above) 998 if (above)
1008 above->below = below; 999 above->below = below;
1009 else 1000 else
1038 if (map->in_memory == MAP_SAVING) 1029 if (map->in_memory == MAP_SAVING)
1039 return; 1030 return;
1040 1031
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1032 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1033
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 1035 {
1045 /* No point updating the players look faces if he is the object 1036 /* No point updating the players look faces if he is the object
1046 * being removed. 1037 * being removed.
1047 */ 1038 */
1048 1039
1060 1051
1061 if (tmp->contr->ns) 1052 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1053 tmp->contr->ns->floorbox_update ();
1063 } 1054 }
1064 1055
1065 /* See if player moving off should effect something */ 1056 /* See if object moving off should effect something */
1066 if (check_walk_off 1057 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1058 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1059 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1060 {
1070 move_apply (tmp, this, 0); 1061 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1063 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1064 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1065 }
1075 1066
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1067 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1068 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1069 if (tmp->above == tmp)
1079 tmp->above = 0; 1070 tmp->above = 0;
1080 1071
1081 last = tmp; 1072 last = tmp;
1082 } 1073 }
1083 1074
1084 /* last == NULL of there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1076 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1077 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1078 map->at (x, y).flags_ = 0;
1087 else 1079 else
1088 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1089 1081
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1134 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1135 */ 1127 */
1136object * 1128object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1130{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1132 {
1146 tmp->x = x + tmp->arch->clone.x; 1133 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1134 tmp->y = y + tmp->arch->clone.y;
1148 } 1135 }
1149 1136
1180 { 1167 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1168 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1169 return NULL;
1183 } 1170 }
1184 1171
1185 if (m == NULL) 1172 if (!m)
1186 { 1173 {
1187 char *dump = dump_object (op); 1174 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1176 free (dump);
1190 return op; 1177 return op;
1254 y = op->y; 1241 y = op->y;
1255 1242
1256 /* this has to be done after we translate the coordinates. 1243 /* this has to be done after we translate the coordinates.
1257 */ 1244 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1245 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1247 if (object::can_merge (op, tmp))
1261 { 1248 {
1262 op->nrof += tmp->nrof; 1249 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1250 tmp->destroy ();
1264 } 1251 }
1291 else 1278 else
1292 { 1279 {
1293 /* If there are other objects, then */ 1280 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 { 1282 {
1296 object *last = NULL; 1283 object *last = 0;
1297 1284
1298 /* 1285 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1286 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1287 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1288 * 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 1292 * 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 1293 * 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 1294 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1295 * that flying non pickable objects are spell objects.
1309 */ 1296 */
1310
1311 while (top != NULL) 1297 while (top)
1312 { 1298 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1300 floor = top;
1315 1301
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1302 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); 1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1356
1371 if (op->above) 1357 if (op->above)
1372 op->above->below = op; 1358 op->above->below = op;
1373 1359
1374 op->below = NULL; 1360 op->below = 0;
1375 op->ms ().bot = op; 1361 op->ms ().bot = op;
1376 } 1362 }
1377 else 1363 else
1378 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1379 op->above = top->above; 1365 op->above = top->above;
1383 1369
1384 op->below = top; 1370 op->below = top;
1385 top->above = op; 1371 top->above = op;
1386 } 1372 }
1387 1373
1388 if (op->above == NULL) 1374 if (!op->above)
1389 op->ms ().top = op; 1375 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1391 1377
1392 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1379 {
1393 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1381 ++op->map->players;
1382 op->map->touch ();
1383 }
1384
1385 op->map->dirty = true;
1394 1386
1395 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1397 */ 1389 */
1398 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1404 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1402 * of effect may be sufficient.
1411 */ 1403 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1414 1406
1452{ 1444{
1453 object *tmp, *tmp1; 1445 object *tmp, *tmp1;
1454 1446
1455 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1456 1448
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1451 tmp->destroy ();
1460 1452
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1454
1463 tmp1->x = op->x; 1455 tmp1->x = op->x;
1464 tmp1->y = op->y; 1456 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1457 insert_ob_in_map (tmp1, op->map, op, 0);
1458}
1459
1460object *
1461object::insert_at (object *where, object *originator, int flags)
1462{
1463 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1464}
1467 1465
1468/* 1466/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1467 * 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 1468 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1469 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1470 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1471 * global static errmsg array.
1474 */ 1472 */
1475
1476object * 1473object *
1477get_split_ob (object *orig_ob, uint32 nr) 1474get_split_ob (object *orig_ob, uint32 nr)
1478{ 1475{
1479 object *newob; 1476 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1477 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1741 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1742 * 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 1743 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1744 * on top.
1748 */ 1745 */
1749
1750int 1746int
1751check_move_on (object *op, object *originator) 1747check_move_on (object *op, object *originator)
1752{ 1748{
1753 object *tmp; 1749 object *tmp;
1754 maptile *m = op->map; 1750 maptile *m = op->map;
1781 1777
1782 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1784 */ 1780 */
1785 1781
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1783 {
1788 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1786 * we don't need to check all of them.
1791 */ 1787 */
1849 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1850 */ 1846 */
1851object * 1847object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1849{
1854 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
1855 { 1851 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1853 return NULL;
1858 } 1854 }
1859 1855
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1857 if (tmp->arch == at)
1862 return tmp; 1858 return tmp;
1863 1859
1864 return NULL; 1860 return NULL;
1865} 1861}
1876 { 1872 {
1877 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1874 return NULL;
1879 } 1875 }
1880 1876
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1878 if (tmp->type == type)
1883 return tmp; 1879 return tmp;
1884 1880
1885 return NULL; 1881 return NULL;
1886} 1882}
2611 } 2607 }
2612 else 2608 else
2613 item = item->env; 2609 item = item->env;
2614} 2610}
2615 2611
2612
2613const char *
2614object::flag_desc (char *desc, int len) const
2615{
2616 char *p = desc;
2617 bool first = true;
2618
2619 *p = 0;
2620
2621 for (int i = 0; i < NUM_FLAGS; i++)
2622 {
2623 if (len <= 10) // magic constant!
2624 {
2625 snprintf (p, len, ",...");
2626 break;
2627 }
2628
2629 if (flag [i])
2630 {
2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2632 len -= cnt;
2633 p += cnt;
2634 first = false;
2635 }
2636 }
2637
2638 return desc;
2639}
2640
2616// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2617const char * 2642const char *
2618object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2619{ 2644{
2645 char flagdesc[512];
2620 char info2[256 * 3]; 2646 char info2[256 * 4];
2621 char *p = info; 2647 char *p = info;
2622 2648
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2624 count, 2650 count, uuid.seq,
2625 &name, 2651 &name,
2626 title ? " " : "", 2652 title ? "\",title:" : "",
2627 title ? (const char *)title : ""); 2653 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type);
2628 2655
2629 if (env) 2656 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2658
2632 if (map) 2659 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2660 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2661
2635 return info; 2662 return info;
2636} 2663}
2637 2664
2638const char * 2665const char *
2639object::debug_desc () const 2666object::debug_desc () const
2640{ 2667{
2641 static char info[256 * 3]; 2668 static char info[256 * 4];
2642 return debug_desc (info); 2669 return debug_desc (info);
2643} 2670}
2644 2671

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