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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 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
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/*
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
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
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) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 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 570 else
593 { 571 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} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 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 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first; 665object *object::first;
742 666
743object::object () 667object::object ()
744{ 668{
745 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
751object::~object () 675object::~object ()
752{ 676{
753 free_key_values (this); 677 free_key_values (this);
754} 678}
755 679
680static int object_count;
681
756void object::link () 682void object::link ()
757{ 683{
758 count = ++ob_count; 684 assert (!index);//D
759 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
760 687
761 prev = 0; 688 refcnt_inc ();
762 next = object::first; 689 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 690}
769 691
770void object::unlink () 692void object::unlink ()
771{ 693{
772 if (this == object::first) 694 assert (index);//D
773 object::first = next; 695 objects.erase (this);
696 refcnt_dec ();
697}
774 698
775 /* Remove this object from the list of used objects */ 699void
776 if (prev) prev->next = next; 700object::activate ()
777 if (next) next->prev = prev; 701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
778 705
779 prev = 0; 706 if (has_active_speed ())
780 next = 0; 707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
726 */
727void
728object::deactivate ()
729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
733
734 actives.erase (this);
735}
736
737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
754}
755
756/*
757 * Remove and free all objects in the inventory of the given object.
758 * object.c ?
759 */
760void
761object::destroy_inv (bool drop_to_ground)
762{
763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
771 /* Only if the space blocks everything do we not process -
772 * if some form of movement is allowed, let objects
773 * drop on that space.
774 */
775 if (!drop_to_ground
776 || !map
777 || map->in_memory != MAP_IN_MEMORY
778 || ms ().move_block == MOVE_ALL)
779 {
780 while (inv)
781 {
782 inv->destroy_inv (drop_to_ground);
783 inv->destroy ();
784 }
785 }
786 else
787 { /* Put objects in inventory onto this space */
788 while (inv)
789 {
790 object *op = inv;
791
792 if (op->flag [FLAG_STARTEQUIP]
793 || op->flag [FLAG_NO_DROP]
794 || op->type == RUNE
795 || op->type == TRAP
796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
798 op->destroy ();
799 else
800 map->insert (op, x, y);
801 }
802 }
781} 803}
782 804
783object *object::create () 805object *object::create ()
784{ 806{
785 object *op = new object; 807 object *op = new object;
799 remove_friendly_object (this); 821 remove_friendly_object (this);
800 822
801 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
802 remove (); 824 remove ();
803 825
804 if (flag [FLAG_FREED]) 826 destroy_inv (true);
805 return; 827
828 deactivate ();
829 unlink ();
806 830
807 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
808 832
809 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
810 { 834 {
816 840
817 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3; 842 freed_map->width = 3;
819 freed_map->height = 3; 843 freed_map->height = 3;
820 844
821 freed_map->allocate (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
822 } 847 }
823 848
824 map = freed_map; 849 map = freed_map;
825 x = 1; 850 x = 1;
826 y = 1; 851 y = 1;
827 } 852 }
828 853
829 more = 0;
830 head = 0; 854 head = 0;
831 inv = 0; 855
856 if (more)
857 {
858 more->destroy ();
859 more = 0;
860 }
832 861
833 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
834 owner = 0; 863 owner = 0;
835 enemy = 0; 864 enemy = 0;
836 attacked_by = 0; 865 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}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
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 }
888 }
889 }
890} 866}
891 867
892void 868void
893object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
894{ 870{
895 if (destroyed ()) 871 if (destroyed ())
896 return; 872 return;
897 873
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) 874 if (destroy_inventory)
906 destroy_inv (true); 875 destroy_inv (false);
907 876
908 attachable::destroy (); 877 attachable::destroy ();
909} 878}
910 879
911/* 880/*
964 * to save cpu time. 933 * to save cpu time.
965 */ 934 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 936 otmp->update_stats ();
968 937
969 if (above != NULL) 938 if (above)
970 above->below = below; 939 above->below = below;
971 else 940 else
972 env->inv = below; 941 env->inv = below;
973 942
974 if (below != NULL) 943 if (below)
975 below->above = above; 944 below->above = above;
976 945
977 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 948 * to the caller to decide what we want to do.
983 above = 0, below = 0; 952 above = 0, below = 0;
984 env = 0; 953 env = 0;
985 } 954 }
986 else if (map) 955 else if (map)
987 { 956 {
988 /* Re did the following section of code - it looks like it had 957 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 958 {
959 --map->players;
960 map->touch ();
961 }
962
963 map->dirty = true;
991 964
992 /* link the object above us */ 965 /* link the object above us */
993 if (above) 966 if (above)
994 above->below = below; 967 above->below = below;
995 else 968 else
1024 if (map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1025 return; 998 return;
1026 999
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1001
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 1003 {
1031 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1032 * being removed. 1005 * being removed.
1033 */ 1006 */
1034 1007
1046 1019
1047 if (tmp->contr->ns) 1020 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1021 tmp->contr->ns->floorbox_update ();
1049 } 1022 }
1050 1023
1051 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1052 if (check_walk_off 1025 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1026 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1028 {
1056 move_apply (tmp, this, 0); 1029 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1031 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1032 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1033 }
1061 1034
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1037 if (tmp->above == tmp)
1065 tmp->above = 0; 1038 tmp->above = 0;
1066 1039
1067 last = tmp; 1040 last = tmp;
1068 } 1041 }
1069 1042
1070 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1044 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1045 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1073 else 1047 else
1074 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1075 1049
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1120 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1121 */ 1095 */
1122object * 1096object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1098{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1100 {
1132 tmp->x = x + tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1134 } 1103 }
1135 1104
1166 { 1135 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1137 return NULL;
1169 } 1138 }
1170 1139
1171 if (m == NULL) 1140 if (!m)
1172 { 1141 {
1173 char *dump = dump_object (op); 1142 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1144 free (dump);
1176 return op; 1145 return op;
1203 { 1172 {
1204 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1205 1174
1206 object *more = op->more; 1175 object *more = op->more;
1207 1176
1208 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1209 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1212 */ 1181 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1184 else if (!more->map)
1216 { 1185 {
1240 y = op->y; 1209 y = op->y;
1241 1210
1242 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1243 */ 1212 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1215 if (object::can_merge (op, tmp))
1247 { 1216 {
1248 op->nrof += tmp->nrof; 1217 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1218 tmp->destroy ();
1250 } 1219 }
1277 else 1246 else
1278 { 1247 {
1279 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 { 1250 {
1282 object *last = NULL; 1251 object *last = 0;
1283 1252
1284 /* 1253 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1256 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1295 */ 1264 */
1296
1297 while (top != NULL) 1265 while (top)
1298 { 1266 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1268 floor = top;
1301 1269
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1270 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); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1324
1357 if (op->above) 1325 if (op->above)
1358 op->above->below = op; 1326 op->above->below = op;
1359 1327
1360 op->below = NULL; 1328 op->below = 0;
1361 op->ms ().bot = op; 1329 op->ms ().bot = op;
1362 } 1330 }
1363 else 1331 else
1364 { /* get inserted into the stack above top */ 1332 { /* get inserted into the stack above top */
1365 op->above = top->above; 1333 op->above = top->above;
1369 1337
1370 op->below = top; 1338 op->below = top;
1371 top->above = op; 1339 top->above = op;
1372 } 1340 }
1373 1341
1374 if (op->above == NULL) 1342 if (!op->above)
1375 op->ms ().top = op; 1343 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1377 1345
1378 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1347 {
1379 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1352
1353 op->map->dirty = true;
1380 1354
1381 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1383 */ 1357 */
1384 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1390 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1370 * of effect may be sufficient.
1397 */ 1371 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1400 1374
1438{ 1412{
1439 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1440 1414
1441 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1442 1416
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1419 tmp->destroy ();
1446 1420
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1422
1449 tmp1->x = op->x; 1423 tmp1->x = op->x;
1450 tmp1->y = op->y; 1424 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1452} 1432}
1453 1433
1454/* 1434/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1439 * global static errmsg array.
1460 */ 1440 */
1461
1462object * 1441object *
1463get_split_ob (object *orig_ob, uint32 nr) 1442get_split_ob (object *orig_ob, uint32 nr)
1464{ 1443{
1465 object *newob; 1444 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1709 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1712 * on top.
1734 */ 1713 */
1735
1736int 1714int
1737check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
1738{ 1716{
1739 object *tmp; 1717 object *tmp;
1740 maptile *m = op->map; 1718 maptile *m = op->map;
1767 1745
1768 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1770 */ 1748 */
1771 1749
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1751 {
1774 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1754 * we don't need to check all of them.
1777 */ 1755 */
1835 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1836 */ 1814 */
1837object * 1815object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1817{
1840 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1841 { 1819 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1821 return NULL;
1844 } 1822 }
1845 1823
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1825 if (tmp->arch == at)
1848 return tmp; 1826 return tmp;
1849 1827
1850 return NULL; 1828 return NULL;
1851} 1829}
1862 { 1840 {
1863 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1842 return NULL;
1865 } 1843 }
1866 1844
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1846 if (tmp->type == type)
1869 return tmp; 1847 return tmp;
1870 1848
1871 return NULL; 1849 return NULL;
1872} 1850}
2597 } 2575 }
2598 else 2576 else
2599 item = item->env; 2577 item = item->env;
2600} 2578}
2601 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2602// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2603const char * 2610const char *
2604object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2605{ 2612{
2613 char flagdesc[512];
2606 char info2[256 * 3]; 2614 char info2[256 * 4];
2607 char *p = info; 2615 char *p = info;
2608 2616
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2610 count, 2618 count, uuid.seq,
2611 &name, 2619 &name,
2612 title ? " " : "", 2620 title ? "\",title:" : "",
2613 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2614 2623
2615 if (env) 2624 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2626
2618 if (map) 2627 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2629
2621 return info; 2630 return info;
2622} 2631}
2623 2632
2624const char * 2633const char *
2625object::debug_desc () const 2634object::debug_desc () const
2626{ 2635{
2627 static char info[256 * 3]; 2636 static char info[256 * 4];
2628 return debug_desc (info); 2637 return debug_desc (info);
2629} 2638}
2630 2639

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