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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 1.107 by pippijn, Sat Jan 6 14:42:29 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
141 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
143 */ 144 */
144 145
145 /* For each field in wants, */ 146 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 148 {
148 key_value *has_field; 149 key_value *has_field;
149 150
150 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
277 277
278 /* Note sure why the following is the case - either the object has to 278 /* 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 279 * be animated or have a very low speed. Is this an attempted monster
280 * check? 280 * check?
281 */ 281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 283 return 0;
284 284
285 switch (ob1->type) 285 switch (ob1->type)
286 { 286 {
287 case SCROLL: 287 case SCROLL:
522 tail = new_link; 522 tail = new_link;
523 } 523 }
524 } 524 }
525 } 525 }
526 526
527 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
528} 528}
529 529
530object * 530object *
531object::clone () 531object::clone ()
532{ 532{
538/* 538/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
542 */ 542 */
543
544void 543void
545update_turn_face (object *op) 544update_turn_face (object *op)
546{ 545{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 547 return;
548
549 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
551} 551}
552 552
553/* 553/*
554 * Updates the speed of an object. If the speed changes from 0 to another 554 * 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. 555 * 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. 556 * This function needs to be called whenever the speed of an object changes.
557 */ 557 */
558void 558void
559update_ob_speed (object *op) 559object::set_speed (float speed)
560{ 560{
561 extern int arch_init; 561 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 { 562 {
569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
570#ifdef MANY_CORES
571 abort ();
572#else
573 op->speed = 0; 564 speed = 0;
574#endif
575 }
576
577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 { 565 }
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585 566
586 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
587 * of the list. */
588 op->active_next = active_objects;
589 568
590 if (op->active_next != NULL) 569 if (has_active_speed ())
591 op->active_next->active_prev = op; 570 activate ();
592
593 active_objects = op;
594 }
595 else 571 else
596 { 572 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} 573}
651 574
652/* 575/*
653 * update_object() updates the the map. 576 * update_object() updates the the map.
654 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
702 return; 625 return;
703 } 626 }
704 627
705 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
706 629
707 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
708 /* nop */; 631 /* nop */;
709 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
710 { 633 {
711 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 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 644 /* This isn't perfect, but I don't expect a lot of objects to
722 * to have move_allow right now. 645 * to have move_allow right now.
723 */ 646 */
724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((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) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
726 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
727 } 650 }
728 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
729 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
730 * that is being removed. 653 * that is being removed.
731 */ 654 */
732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
733 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
734 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
735 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
736 else 659 else
737 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
738 661
739 if (op->more) 662 if (op->more)
740 update_object (op->more, action); 663 update_object (op->more, action);
741} 664}
742 665
743object::vector object::objects; // not yet used
744object *object::first; 666object *object::first;
745 667
746object::object () 668object::object ()
747{ 669{
748 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
781 703
782 prev = 0; 704 prev = 0;
783 next = 0; 705 next = 0;
784} 706}
785 707
786object *object::create () 708bool
709object::active () const
787{ 710{
788 object *op = new object; 711 return active_next || active_prev || this == active_objects;
789 op->link ();
790 return op;
791} 712}
792 713
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 714void
804object::do_destroy () 715object::activate ()
805{ 716{
806 attachable::do_destroy (); 717 /* If already on active list, don't do anything */
807 718 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; 719 return;
819 720
820 flag [FLAG_FREED] = 1; 721 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 { 722 {
828 freed_map = new maptile; 723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
829 726
830 freed_map->name = "/internal/freed_objects_map"; 727 if (active_next)
831 freed_map->width = 3; 728 active_next->active_prev = this;
832 freed_map->height = 3;
833 729
834 freed_map->allocate (); 730 active_objects = this;
835 } 731 }
732}
836 733
837 map = freed_map; 734void
838 x = 1; 735object::activate_recursive ()
839 y = 1; 736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
840 } 763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
841 770
842 more = 0; 771 active_next = 0;
843 head = 0; 772 active_prev = 0;
844 inv = 0; 773}
845 774
846 // clear those pointers that likely might have circular references to us 775void
847 owner = 0; 776object::deactivate_recursive ()
848 enemy = 0; 777{
849 attacked_by = 0; 778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
850 780
851 // only relevant for players(?), but make sure of it anyways 781 deactivate ();
852 contr = 0; 782}
853 783
854 /* Remove object from the active list */ 784void
855 speed = 0; 785object::set_flag_inv (int flag, int value)
856 update_ob_speed (this); 786{
857 787 for (object *op = inv; op; op = op->below)
858 unlink (); 788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
859} 792}
860 793
861/* 794/*
862 * Remove and free all objects in the inventory of the given object. 795 * Remove and free all objects in the inventory of the given object.
863 * object.c ? 796 * object.c ?
864 */ 797 */
865void 798void
866object::destroy_inv (bool drop_to_ground) 799object::destroy_inv (bool drop_to_ground)
867{ 800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
868 if (!inv) 806 if (!inv)
869 return; 807 return;
870 808
871 /* Only if the space blocks everything do we not process - 809 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects 810 * if some form of movement is allowed, let objects
873 * drop on that space. 811 * drop on that space.
874 */ 812 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 813 if (!drop_to_ground
814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
876 { 817 {
877 while (inv) 818 while (inv)
878 { 819 {
879 inv->destroy_inv (drop_to_ground); 820 inv->destroy_inv (drop_to_ground);
880 inv->destroy (); 821 inv->destroy ();
891 || op->type == RUNE 832 || op->type == RUNE
892 || op->type == TRAP 833 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE]) 834 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy (); 835 op->destroy ();
895 else 836 else
896 { 837 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 } 838 }
839 }
840}
841
842object *object::create ()
843{
844 object *op = new object;
845 op->link ();
846 return op;
847}
848
849void
850object::do_destroy ()
851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
854
855 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this);
857
858 if (!flag [FLAG_REMOVED])
859 remove ();
860
861 if (flag [FLAG_FREED])
862 return;
863
864 set_speed (0);
865
866 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
902 } 887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
903 } 897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
904} 909}
905 910
906void 911void
907object::destroy (bool destroy_inventory) 912object::destroy (bool destroy_inventory)
908{ 913{
909 if (destroyed ()) 914 if (destroyed ())
910 return; 915 return;
911 916
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) 917 if (destroy_inventory)
920 destroy_inv (true); 918 destroy_inv (false);
921 919
922 attachable::destroy (); 920 attachable::destroy ();
923} 921}
924 922
925/* 923/*
978 * to save cpu time. 976 * to save cpu time.
979 */ 977 */
980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
981 otmp->update_stats (); 979 otmp->update_stats ();
982 980
983 if (above != NULL) 981 if (above)
984 above->below = below; 982 above->below = below;
985 else 983 else
986 env->inv = below; 984 env->inv = below;
987 985
988 if (below != NULL) 986 if (below)
989 below->above = above; 987 below->above = above;
990 988
991 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
992 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
993 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
997 above = 0, below = 0; 995 above = 0, below = 0;
998 env = 0; 996 env = 0;
999 } 997 }
1000 else if (map) 998 else if (map)
1001 { 999 {
1002 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
1003 * lots of logic for things we no longer care about
1004 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
1005 1007
1006 /* link the object above us */ 1008 /* link the object above us */
1007 if (above) 1009 if (above)
1008 above->below = below; 1010 above->below = below;
1009 else 1011 else
1038 if (map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1039 return; 1041 return;
1040 1042
1041 int check_walk_off = !flag [FLAG_NO_APPLY]; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1042 1044
1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1044 { 1046 {
1045 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1046 * being removed. 1048 * being removed.
1047 */ 1049 */
1048 1050
1060 1062
1061 if (tmp->contr->ns) 1063 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update (); 1064 tmp->contr->ns->floorbox_update ();
1063 } 1065 }
1064 1066
1065 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1066 if (check_walk_off 1068 if (check_walk_off
1067 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 { 1071 {
1070 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1072 if (destroyed ()) 1074 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 } 1076 }
1075 1077
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1078 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1079 tmp->above = 0; 1081 tmp->above = 0;
1080 1082
1081 last = tmp; 1083 last = tmp;
1082 } 1084 }
1083 1085
1084 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1085 if (!last) 1088 if (!last)
1086 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1087 else 1090 else
1088 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1089 1092
1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1134 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1135 */ 1138 */
1136object * 1139object *
1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{ 1141{
1139 object *tmp;
1140
1141 if (op->head)
1142 op = op->head;
1143
1144 for (tmp = op; tmp; tmp = tmp->more) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 { 1143 {
1146 tmp->x = x + tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1147 tmp->y = y + tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1148 } 1146 }
1149 1147
1180 { 1178 {
1181 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1182 return NULL; 1180 return NULL;
1183 } 1181 }
1184 1182
1185 if (m == NULL) 1183 if (!m)
1186 { 1184 {
1187 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump); 1187 free (dump);
1190 return op; 1188 return op;
1217 { 1215 {
1218 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1219 1217
1220 object *more = op->more; 1218 object *more = op->more;
1221 1219
1222 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1223 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1225 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1226 */ 1224 */
1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1228 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1229 else if (!more->map) 1227 else if (!more->map)
1230 { 1228 {
1254 y = op->y; 1252 y = op->y;
1255 1253
1256 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1257 */ 1255 */
1258 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1260 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1261 { 1259 {
1262 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1263 tmp->destroy (); 1261 tmp->destroy ();
1264 } 1262 }
1291 else 1289 else
1292 { 1290 {
1293 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 { 1293 {
1296 object *last = NULL; 1294 object *last = 0;
1297 1295
1298 /* 1296 /*
1299 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if 1299 * 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 1303 * 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 1304 * 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 1305 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1309 */ 1307 */
1310
1311 while (top != NULL) 1308 while (top)
1312 { 1309 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top; 1311 floor = top;
1315 1312
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 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); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370 1367
1371 if (op->above) 1368 if (op->above)
1372 op->above->below = op; 1369 op->above->below = op;
1373 1370
1374 op->below = NULL; 1371 op->below = 0;
1375 op->ms ().bot = op; 1372 op->ms ().bot = op;
1376 } 1373 }
1377 else 1374 else
1378 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1379 op->above = top->above; 1376 op->above = top->above;
1383 1380
1384 op->below = top; 1381 op->below = top;
1385 top->above = op; 1382 top->above = op;
1386 } 1383 }
1387 1384
1388 if (op->above == NULL) 1385 if (!op->above)
1389 op->ms ().top = op; 1386 op->ms ().top = op;
1390 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1391 1388
1392 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1393 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1394 1397
1395 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1397 */ 1400 */
1398 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1404 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1407 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1408 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1409 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1410 * of effect may be sufficient. 1413 * of effect may be sufficient.
1411 */ 1414 */
1412 if (op->map->darkness && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1413 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1414 1417
1452{ 1455{
1453 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1454 1457
1455 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1456 1459
1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1459 tmp->destroy (); 1462 tmp->destroy ();
1460 1463
1461 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1462 1465
1463 tmp1->x = op->x; 1466 tmp1->x = op->x;
1464 tmp1->y = op->y; 1467 tmp1->y = op->y;
1465 insert_ob_in_map (tmp1, op->map, op, 0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1466} 1475}
1467 1476
1468/* 1477/*
1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * 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 1479 * is returned contains nr objects, and the remaining parts contains
1471 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1472 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1473 * global static errmsg array. 1482 * global static errmsg array.
1474 */ 1483 */
1475
1476object * 1484object *
1477get_split_ob (object *orig_ob, uint32 nr) 1485get_split_ob (object *orig_ob, uint32 nr)
1478{ 1486{
1479 object *newob; 1487 object *newob;
1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1744 * 1752 *
1745 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * 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 1754 * object being inserted. insert_ob_in_map may not put new objects
1747 * on top. 1755 * on top.
1748 */ 1756 */
1749
1750int 1757int
1751check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
1752{ 1759{
1753 object *tmp; 1760 object *tmp;
1754 maptile *m = op->map; 1761 maptile *m = op->map;
1781 1788
1782 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1784 */ 1791 */
1785 1792
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1787 { 1794 {
1788 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them. 1797 * we don't need to check all of them.
1791 */ 1798 */
1849 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1850 */ 1857 */
1851object * 1858object *
1852present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1853{ 1860{
1854 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1855 { 1862 {
1856 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1857 return NULL; 1864 return NULL;
1858 } 1865 }
1859 1866
1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1861 if (tmp->arch == at) 1868 if (tmp->arch == at)
1862 return tmp; 1869 return tmp;
1863 1870
1864 return NULL; 1871 return NULL;
1865} 1872}
1876 { 1883 {
1877 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1878 return NULL; 1885 return NULL;
1879 } 1886 }
1880 1887
1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1882 if (tmp->type == type) 1889 if (tmp->type == type)
1883 return tmp; 1890 return tmp;
1884 1891
1885 return NULL; 1892 return NULL;
1886} 1893}
2611 } 2618 }
2612 else 2619 else
2613 item = item->env; 2620 item = item->env;
2614} 2621}
2615 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2616// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2617const char * 2653const char *
2618object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2619{ 2655{
2656 char flagdesc[512];
2620 char info2[256 * 3]; 2657 char info2[256 * 4];
2621 char *p = info; 2658 char *p = info;
2622 2659
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2624 count, 2661 count, uuid.seq,
2625 &name, 2662 &name,
2626 title ? " " : "", 2663 title ? "\",title:" : "",
2627 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2628 2666
2629 if (env) 2667 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631 2669
2632 if (map) 2670 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2634 2672
2635 return info; 2673 return info;
2636} 2674}
2637 2675
2638const char * 2676const char *
2639object::debug_desc () const 2677object::debug_desc () const
2640{ 2678{
2641 static char info[256 * 3]; 2679 static char info[256 * 4];
2642 return debug_desc (info); 2680 return debug_desc (info);
2643} 2681}
2644 2682

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