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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC

190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
277 276
278 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
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
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);
778 702
779 prev = 0; 703 prev = 0;
780 next = 0; 704 next = 0;
781} 705}
782 706
783object *object::create () 707bool
708object::active () const
784{ 709{
785 object *op = new object; 710 return active_next || active_prev || this == active_objects;
786 op->link ();
787 return op;
788} 711}
789 712
790void 713void
791object::do_destroy () 714object::activate ()
792{ 715{
793 attachable::do_destroy (); 716 /* If already on active list, don't do anything */
794 717 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; 718 return;
806 719
807 flag [FLAG_FREED] = 1; 720 if (has_active_speed ())
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 { 721 {
815 freed_map = new maptile; 722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
816 725
817 freed_map->name = "/internal/freed_objects_map"; 726 if (active_next)
818 freed_map->width = 3; 727 active_next->active_prev = this;
819 freed_map->height = 3;
820 728
821 freed_map->allocate (); 729 active_objects = this;
822 } 730 }
731}
823 732
824 map = freed_map; 733void
825 x = 1; 734object::activate_recursive ()
826 y = 1; 735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
827 } 762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
828 769
829 more = 0; 770 active_next = 0;
830 head = 0; 771 active_prev = 0;
831 inv = 0; 772}
832 773
833 // clear those pointers that likely might have circular references to us 774void
834 owner = 0; 775object::deactivate_recursive ()
835 enemy = 0; 776{
836 attacked_by = 0; 777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
837 779
838 // only relevant for players(?), but make sure of it anyways 780 deactivate ();
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 781}
846 782
847/* 783/*
848 * Remove and free all objects in the inventory of the given object. 784 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 785 * object.c ?
850 */ 786 */
851void 787void
852object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
853{ 789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
854 if (!inv) 795 if (!inv)
855 return; 796 return;
856 797
857 /* Only if the space blocks everything do we not process - 798 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 799 * if some form of movement is allowed, let objects
859 * drop on that space. 800 * drop on that space.
860 */ 801 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
862 { 806 {
863 while (inv) 807 while (inv)
864 { 808 {
865 inv->destroy_inv (drop_to_ground); 809 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 810 inv->destroy ();
877 || op->type == RUNE 821 || op->type == RUNE
878 || op->type == TRAP 822 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 823 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy (); 824 op->destroy ();
881 else 825 else
882 { 826 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 } 827 }
828 }
829}
830
831object *object::create ()
832{
833 object *op = new object;
834 op->link ();
835 return op;
836}
837
838void
839object::do_destroy ()
840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
843
844 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this);
846
847 if (!flag [FLAG_REMOVED])
848 remove ();
849
850 if (flag [FLAG_FREED])
851 return;
852
853 set_speed (0);
854
855 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->alloc ();
888 } 875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
889 } 885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
890} 897}
891 898
892void 899void
893object::destroy (bool destroy_inventory) 900object::destroy (bool destroy_inventory)
894{ 901{
895 if (destroyed ()) 902 if (destroyed ())
896 return; 903 return;
897 904
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) 905 if (destroy_inventory)
906 destroy_inv (true); 906 destroy_inv (false);
907 907
908 attachable::destroy (); 908 attachable::destroy ();
909} 909}
910 910
911/* 911/*
964 * to save cpu time. 964 * to save cpu time.
965 */ 965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 967 otmp->update_stats ();
968 968
969 if (above != NULL) 969 if (above)
970 above->below = below; 970 above->below = below;
971 else 971 else
972 env->inv = below; 972 env->inv = below;
973 973
974 if (below != NULL) 974 if (below)
975 below->above = above; 975 below->above = above;
976 976
977 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
983 above = 0, below = 0; 983 above = 0, below = 0;
984 env = 0; 984 env = 0;
985 } 985 }
986 else if (map) 986 else if (map)
987 { 987 {
988 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 989 {
990 --map->players;
991 map->last_access = runtime;
992 }
993
994 map->dirty = true;
991 995
992 /* link the object above us */ 996 /* link the object above us */
993 if (above) 997 if (above)
994 above->below = below; 998 above->below = below;
995 else 999 else
1024 if (map->in_memory == MAP_SAVING) 1028 if (map->in_memory == MAP_SAVING)
1025 return; 1029 return;
1026 1030
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1031 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1032
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 1034 {
1031 /* No point updating the players look faces if he is the object 1035 /* No point updating the players look faces if he is the object
1032 * being removed. 1036 * being removed.
1033 */ 1037 */
1034 1038
1046 1050
1047 if (tmp->contr->ns) 1051 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1052 tmp->contr->ns->floorbox_update ();
1049 } 1053 }
1050 1054
1051 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1052 if (check_walk_off 1056 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1059 {
1056 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1062 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1064 }
1061 1065
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1065 tmp->above = 0; 1069 tmp->above = 0;
1066 1070
1067 last = tmp; 1071 last = tmp;
1068 } 1072 }
1069 1073
1070 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1076 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1077 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else 1078 else
1074 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1075 1080
1120 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1121 */ 1126 */
1122object * 1127object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1129{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1131 {
1132 tmp->x = x + tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1134 } 1134 }
1135 1135
1166 { 1166 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1168 return NULL;
1169 } 1169 }
1170 1170
1171 if (m == NULL) 1171 if (!m)
1172 { 1172 {
1173 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1175 free (dump);
1176 return op; 1176 return op;
1240 y = op->y; 1240 y = op->y;
1241 1241
1242 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1243 */ 1243 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1247 { 1247 {
1248 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1249 tmp->destroy ();
1250 } 1250 }
1277 else 1277 else
1278 { 1278 {
1279 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 { 1281 {
1282 object *last = NULL; 1282 object *last = 0;
1283 1283
1284 /* 1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1287 * 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 1291 * 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 1292 * 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 1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1295 */ 1295 */
1296
1297 while (top != NULL) 1296 while (top)
1298 { 1297 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1299 floor = top;
1301 1300
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 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); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1355
1357 if (op->above) 1356 if (op->above)
1358 op->above->below = op; 1357 op->above->below = op;
1359 1358
1360 op->below = NULL; 1359 op->below = 0;
1361 op->ms ().bot = op; 1360 op->ms ().bot = op;
1362 } 1361 }
1363 else 1362 else
1364 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1365 op->above = top->above; 1364 op->above = top->above;
1369 1368
1370 op->below = top; 1369 op->below = top;
1371 top->above = op; 1370 top->above = op;
1372 } 1371 }
1373 1372
1374 if (op->above == NULL) 1373 if (!op->above)
1375 op->ms ().top = op; 1374 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1377 1376
1378 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1379 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1380 1385
1381 /* If we have a floor, we know the player, if any, will be above 1386 /* 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. 1387 * it, so save a few ticks and start from there.
1383 */ 1388 */
1384 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1449 tmp1->x = op->x; 1454 tmp1->x = op->x;
1450 tmp1->y = op->y; 1455 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1456 insert_ob_in_map (tmp1, op->map, op, 0);
1452} 1457}
1453 1458
1459object *
1460object::insert_at (object *where, object *originator, int flags)
1461{
1462 where->map->insert (this, where->x, where->y, originator, flags);
1463}
1464
1454/* 1465/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1466 * 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 1467 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1468 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1469 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1470 * global static errmsg array.
1460 */ 1471 */
1461
1462object * 1472object *
1463get_split_ob (object *orig_ob, uint32 nr) 1473get_split_ob (object *orig_ob, uint32 nr)
1464{ 1474{
1465 object *newob; 1475 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1476 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1740 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1741 * 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 1742 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1743 * on top.
1734 */ 1744 */
1735
1736int 1745int
1737check_move_on (object *op, object *originator) 1746check_move_on (object *op, object *originator)
1738{ 1747{
1739 object *tmp; 1748 object *tmp;
1740 maptile *m = op->map; 1749 maptile *m = op->map;
2597 } 2606 }
2598 else 2607 else
2599 item = item->env; 2608 item = item->env;
2600} 2609}
2601 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2602// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2603const char * 2639const char *
2604object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2605{ 2641{
2642 char flagdesc[512];
2606 char info2[256 * 3]; 2643 char info2[256 * 4];
2607 char *p = info; 2644 char *p = info;
2608 2645
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2610 count, 2647 count, uuid.seq,
2611 &name, 2648 &name,
2612 title ? " " : "", 2649 title ? "\",title:" : "",
2613 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2614 2652
2615 if (env) 2653 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2655
2618 if (map) 2656 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2658
2621 return info; 2659 return info;
2622} 2660}
2623 2661
2624const char * 2662const char *

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