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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
401 if (op->count == i) 401 ? objects [i]
402 return op; 402 : 0;
403
404 return 0;
405} 403}
406 404
407/* 405/*
408 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
411 */ 409 */
412
413object * 410object *
414find_object_name (const char *str) 411find_object_name (const char *str)
415{ 412{
416 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
417 object *op; 414 object *op;
418 415
419 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
420 if (op->name == str_) 417 if (op->name == str_)
421 break; 418 break;
422 419
423 return op; 420 return op;
424} 421}
538/* 535/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
542 */ 539 */
543
544void 540void
545update_turn_face (object *op) 541update_turn_face (object *op)
546{ 542{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 544 return;
545
549 SET_ANIMATION (op, op->direction); 546 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
551} 548}
552 549
553/* 550/*
556 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
557 */ 554 */
558void 555void
559object::set_speed (float speed) 556object::set_speed (float speed)
560{ 557{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 558 if (flag [FLAG_FREED] && speed)
567 { 559 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 561 speed = 0;
570 } 562 }
571 563
572 this->speed = speed; 564 this->speed = speed;
573 565
574 if (arch_init) 566 if (has_active_speed ())
575 return; 567 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 568 else
593 { 569 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 570}
648 571
649/* 572/*
650 * update_object() updates the the map. 573 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
699 return; 622 return;
700 } 623 }
701 624
702 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
703 626
704 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 628 /* nop */;
706 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
707 { 630 {
708 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 642 * to have move_allow right now.
720 */ 643 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
724 } 647 }
725 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 650 * that is being removed.
728 */ 651 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
733 else 656 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 658
736 if (op->more) 659 if (op->more)
737 update_object (op->more, action); 660 update_object (op->more, action);
738} 661}
739 662
740object::vector object::objects; // not yet used
741object *object::first; 663object *object::first;
742 664
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
753 free_key_values (this); 675 free_key_values (this);
754} 676}
755 677
756void object::link () 678void object::link ()
757{ 679{
758 count = ++ob_count;
759 uuid = gen_uuid (); 680 uuid = gen_uuid ();
760 681
761 prev = 0; 682 objects.insert (this);
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 683}
769 684
770void object::unlink () 685void object::unlink ()
771{ 686{
772 if (this == object::first) 687 objects.erase (this);
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788} 688}
789 689
790void 690void
791object::do_destroy () 691object::activate ()
792{ 692{
793 attachable::do_destroy (); 693 /* If already on active list, don't do anything */
794 694 if (active)
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 695 return;
806 696
807 flag [FLAG_FREED] = 1; 697 if (has_active_speed ())
698 actives.insert (this);
699}
808 700
809 // hack to ensure that freed objects still have a valid map 701void
810 { 702object::activate_recursive ()
811 static maptile *freed_map; // freed objects are moved here to avoid crashes 703{
704 activate ();
812 705
813 if (!freed_map) 706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
814 { 741 {
815 freed_map = new maptile; 742 op->flag [flag] = value;
816 743 op->set_flag_inv (flag, value);
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 744 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 745}
846 746
847/* 747/*
848 * Remove and free all objects in the inventory of the given object. 748 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 749 * object.c ?
850 */ 750 */
851void 751void
852object::destroy_inv (bool drop_to_ground) 752object::destroy_inv (bool drop_to_ground)
853{ 753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
854 if (!inv) 759 if (!inv)
855 return; 760 return;
856 761
857 /* Only if the space blocks everything do we not process - 762 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 763 * if some form of movement is allowed, let objects
859 * drop on that space. 764 * drop on that space.
860 */ 765 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 766 if (!drop_to_ground
767 || !map
768 || map->in_memory != MAP_IN_MEMORY
769 || ms ().move_block == MOVE_ALL)
862 { 770 {
863 while (inv) 771 while (inv)
864 { 772 {
865 inv->destroy_inv (drop_to_ground); 773 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 774 inv->destroy ();
877 || op->type == RUNE 785 || op->type == RUNE
878 || op->type == TRAP 786 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 787 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy (); 788 op->destroy ();
881 else 789 else
882 { 790 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 } 791 }
792 }
793}
794
795object *object::create ()
796{
797 object *op = new object;
798 op->link ();
799 return op;
800}
801
802void
803object::do_destroy ()
804{
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
807
808 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this);
810
811 if (!flag [FLAG_REMOVED])
812 remove ();
813
814 if (flag [FLAG_FREED])
815 return;
816
817 set_speed (0);
818
819 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
888 } 840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
848
849 if (more)
889 } 850 {
851 more->destroy ();
852 more = 0;
853 }
854
855 // clear those pointers that likely might have circular references to us
856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
890} 859}
891 860
892void 861void
893object::destroy (bool destroy_inventory) 862object::destroy (bool destroy_inventory)
894{ 863{
895 if (destroyed ()) 864 if (destroyed ())
896 return; 865 return;
897 866
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 867 if (destroy_inventory)
906 destroy_inv (true); 868 destroy_inv (false);
907 869
908 attachable::destroy (); 870 attachable::destroy ();
909} 871}
910 872
911/* 873/*
964 * to save cpu time. 926 * to save cpu time.
965 */ 927 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 929 otmp->update_stats ();
968 930
969 if (above != NULL) 931 if (above)
970 above->below = below; 932 above->below = below;
971 else 933 else
972 env->inv = below; 934 env->inv = below;
973 935
974 if (below != NULL) 936 if (below)
975 below->above = above; 937 below->above = above;
976 938
977 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
983 above = 0, below = 0; 945 above = 0, below = 0;
984 env = 0; 946 env = 0;
985 } 947 }
986 else if (map) 948 else if (map)
987 { 949 {
988 /* Re did the following section of code - it looks like it had 950 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
991 957
992 /* link the object above us */ 958 /* link the object above us */
993 if (above) 959 if (above)
994 above->below = below; 960 above->below = below;
995 else 961 else
1024 if (map->in_memory == MAP_SAVING) 990 if (map->in_memory == MAP_SAVING)
1025 return; 991 return;
1026 992
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 994
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 996 {
1031 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1032 * being removed. 998 * being removed.
1033 */ 999 */
1034 1000
1046 1012
1047 if (tmp->contr->ns) 1013 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1014 tmp->contr->ns->floorbox_update ();
1049 } 1015 }
1050 1016
1051 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1052 if (check_walk_off 1018 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1019 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1021 {
1056 move_apply (tmp, this, 0); 1022 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1024 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1026 }
1061 1027
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1030 if (tmp->above == tmp)
1065 tmp->above = 0; 1031 tmp->above = 0;
1066 1032
1067 last = tmp; 1033 last = tmp;
1068 } 1034 }
1069 1035
1070 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1037 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1038 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1039 map->at (x, y).flags_ = 0;
1073 else 1040 else
1074 update_object (last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1075 1042
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1044 update_all_los (map, x, y);
1120 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1121 */ 1088 */
1122object * 1089object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1091{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1093 {
1132 tmp->x = x + tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1134 } 1096 }
1135 1097
1166 { 1128 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1130 return NULL;
1169 } 1131 }
1170 1132
1171 if (m == NULL) 1133 if (!m)
1172 { 1134 {
1173 char *dump = dump_object (op); 1135 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1137 free (dump);
1176 return op; 1138 return op;
1203 { 1165 {
1204 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1205 1167
1206 object *more = op->more; 1168 object *more = op->more;
1207 1169
1208 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1209 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1212 */ 1174 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1177 else if (!more->map)
1216 { 1178 {
1240 y = op->y; 1202 y = op->y;
1241 1203
1242 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1243 */ 1205 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1208 if (object::can_merge (op, tmp))
1247 { 1209 {
1248 op->nrof += tmp->nrof; 1210 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1211 tmp->destroy ();
1250 } 1212 }
1277 else 1239 else
1278 { 1240 {
1279 /* If there are other objects, then */ 1241 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 { 1243 {
1282 object *last = NULL; 1244 object *last = 0;
1283 1245
1284 /* 1246 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1247 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1248 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1249 * Generally, we want to put the new object on top. But if
1291 * once we get to them. This reduces the need to traverse over all of 1253 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1254 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1255 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1256 * that flying non pickable objects are spell objects.
1295 */ 1257 */
1296
1297 while (top != NULL) 1258 while (top)
1298 { 1259 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1261 floor = top;
1301 1262
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1317
1357 if (op->above) 1318 if (op->above)
1358 op->above->below = op; 1319 op->above->below = op;
1359 1320
1360 op->below = NULL; 1321 op->below = 0;
1361 op->ms ().bot = op; 1322 op->ms ().bot = op;
1362 } 1323 }
1363 else 1324 else
1364 { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1365 op->above = top->above; 1326 op->above = top->above;
1369 1330
1370 op->below = top; 1331 op->below = top;
1371 top->above = op; 1332 top->above = op;
1372 } 1333 }
1373 1334
1374 if (op->above == NULL) 1335 if (!op->above)
1375 op->ms ().top = op; 1336 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1377 1338
1378 if (op->type == PLAYER) 1339 if (op->type == PLAYER)
1340 {
1379 op->contr->do_los = 1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1345
1346 op->map->dirty = true;
1380 1347
1381 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1383 */ 1350 */
1384 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1390 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1363 * of effect may be sufficient.
1397 */ 1364 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1400 1367
1438{ 1405{
1439 object *tmp, *tmp1; 1406 object *tmp, *tmp1;
1440 1407
1441 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1442 1409
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1412 tmp->destroy ();
1446 1413
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1415
1449 tmp1->x = op->x; 1416 tmp1->x = op->x;
1450 tmp1->y = op->y; 1417 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1452} 1425}
1453 1426
1454/* 1427/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1432 * global static errmsg array.
1460 */ 1433 */
1461
1462object * 1434object *
1463get_split_ob (object *orig_ob, uint32 nr) 1435get_split_ob (object *orig_ob, uint32 nr)
1464{ 1436{
1465 object *newob; 1437 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1702 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1705 * on top.
1734 */ 1706 */
1735
1736int 1707int
1737check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
1738{ 1709{
1739 object *tmp; 1710 object *tmp;
1740 maptile *m = op->map; 1711 maptile *m = op->map;
1767 1738
1768 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
1770 */ 1741 */
1771 1742
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1744 {
1774 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1747 * we don't need to check all of them.
1777 */ 1748 */
1835 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
1836 */ 1807 */
1837object * 1808object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1809present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1810{
1840 if (m == NULL || out_of_map (m, x, y)) 1811 if (!m || out_of_map (m, x, y))
1841 { 1812 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1814 return NULL;
1844 } 1815 }
1845 1816
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1818 if (tmp->arch == at)
1848 return tmp; 1819 return tmp;
1849 1820
1850 return NULL; 1821 return NULL;
1851} 1822}
1862 { 1833 {
1863 LOG (llevError, "Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1835 return NULL;
1865 } 1836 }
1866 1837
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1839 if (tmp->type == type)
1869 return tmp; 1840 return tmp;
1870 1841
1871 return NULL; 1842 return NULL;
1872} 1843}
2597 } 2568 }
2598 else 2569 else
2599 item = item->env; 2570 item = item->env;
2600} 2571}
2601 2572
2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2583 {
2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2597 }
2598
2599 return desc;
2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it 2602// return a suitable string describing an object in enough detail to find it
2603const char * 2603const char *
2604object::debug_desc (char *info) const 2604object::debug_desc (char *info) const
2605{ 2605{
2606 char flagdesc[512];
2606 char info2[256 * 3]; 2607 char info2[256 * 4];
2607 char *p = info; 2608 char *p = info;
2608 2609
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2610 count, 2611 count, uuid.seq,
2611 &name, 2612 &name,
2612 title ? " " : "", 2613 title ? "\",title:" : "",
2613 title ? (const char *)title : ""); 2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2614 2616
2615 if (env) 2617 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2619
2618 if (map) 2620 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2622
2621 return info; 2623 return info;
2622} 2624}
2623 2625
2624const char * 2626const char *
2625object::debug_desc () const 2627object::debug_desc () const
2626{ 2628{
2627 static char info[256 * 3]; 2629 static char info[256 * 4];
2628 return debug_desc (info); 2630 return debug_desc (info);
2629} 2631}
2630 2632

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