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Comparing deliantra/server/common/object.C (file contents):
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC vs.
Revision 1.97 by elmex, Sat Dec 30 21:07:46 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 (false);
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 (false);
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
778 703
779 prev = 0; 704 prev = 0;
780 next = 0; 705 next = 0;
781} 706}
782 707
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void 708void
791object::do_destroy () 709object::activate (bool recursive)
792{ 710{
793 attachable::do_destroy (); 711 if (has_active_speed ())
712 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
794 716
795 if (flag [FLAG_IS_LINKED]) 717 /* process_events() expects us to insert the object at the beginning
796 remove_button_link (this); 718 * of the list. */
719 active_next = active_objects;
797 720
798 if (flag [FLAG_FRIENDLY]) 721 if (active_next)
799 remove_friendly_object (this); 722 active_next->active_prev = this;
800 723
801 if (!flag [FLAG_REMOVED]) 724 active_objects = this;
802 remove (); 725 }
803 726
804 if (flag [FLAG_FREED]) 727 if (recursive)
728 for (object *op = inv; op; op = op->above)
729 op->activate (1);
730}
731
732/* This function removes object 'op' from the list of active
733 * objects.
734 * This should only be used for style maps or other such
735 * reference maps where you don't want an object that isn't
736 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object.
739 */
740void
741object::deactivate (bool recursive)
742{
743 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects)
805 return; 745 return;
806 746
807 flag [FLAG_FREED] = 1; 747 if (active_prev == 0)
808
809 while (inv)
810 inv->destroy ();
811
812 set_speed (0);
813 unlink ();
814
815 // hack to ensure that freed objects still have a valid map
816 {
817 static maptile *freed_map; // freed objects are moved here to avoid crashes
818
819 if (!freed_map)
820 { 748 {
821 freed_map = new maptile; 749 active_objects = active_next;
822 750 if (active_next)
823 freed_map->name = "/internal/freed_objects_map"; 751 active_next->active_prev = 0;
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 } 752 }
829 753 else
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 } 754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
842 759
843 // clear those pointers that likely might have circular references to us 760 active_next = 0;
844 owner = 0; 761 active_prev = 0;
845 enemy = 0;
846 attacked_by = 0;
847 762
848 // only relevant for players(?), but make sure of it anyways 763 if (recursive)
849 contr = 0; 764 for (object *op = inv; op; op = op->above)
765 op->deactivate (1);
850} 766}
851 767
852/* 768/*
853 * Remove and free all objects in the inventory of the given object. 769 * Remove and free all objects in the inventory of the given object.
854 * object.c ? 770 * object.c ?
855 */ 771 */
856void 772void
857object::destroy_inv (bool drop_to_ground) 773object::destroy_inv (bool drop_to_ground)
858{ 774{
775 // need to check first, because the checks below might segfault
776 // as we might be on an invalid mapspace and crossfire code
777 // is too buggy to ensure that the inventory is empty.
778 // corollary: if you create arrows etc. with stuff in tis inventory,
779 // cf will crash below with off-map x and y
780 if (!inv)
781 return;
782
859 /* Only if the space blocks everything do we not process - 783 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects 784 * if some form of movement is allowed, let objects
861 * drop on that space. 785 * drop on that space.
862 */ 786 */
863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 787 if (!drop_to_ground
788 || !map
789 || map->in_memory != MAP_IN_MEMORY
790 || ms ().move_block == MOVE_ALL)
864 { 791 {
865 while (inv) 792 while (inv)
793 {
794 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 795 inv->destroy ();
796 }
867 } 797 }
868 else 798 else
869 { /* Put objects in inventory onto this space */ 799 { /* Put objects in inventory onto this space */
870 while (inv) 800 while (inv)
871 { 801 {
876 || op->type == RUNE 806 || op->type == RUNE
877 || op->type == TRAP 807 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE]) 808 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy (); 809 op->destroy ();
880 else 810 else
881 { 811 map->insert (op, x, y);
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 } 812 }
813 }
814}
815
816object *object::create ()
817{
818 object *op = new object;
819 op->link ();
820 return op;
821}
822
823void
824object::do_destroy ()
825{
826 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this);
828
829 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this);
831
832 if (!flag [FLAG_REMOVED])
833 remove ();
834
835 if (flag [FLAG_FREED])
836 return;
837
838 set_speed (0);
839
840 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846
847 // hack to ensure that freed objects still have a valid map
848 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes
850
851 if (!freed_map)
852 {
853 freed_map = new maptile;
854
855 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3;
857 freed_map->height = 3;
858
859 freed_map->alloc ();
887 } 860 }
861
862 map = freed_map;
863 x = 1;
864 y = 1;
865 }
866
867 head = 0;
868
869 if (more)
888 } 870 {
871 more->destroy ();
872 more = 0;
873 }
874
875 // clear those pointers that likely might have circular references to us
876 owner = 0;
877 enemy = 0;
878 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
889} 882}
890 883
891void 884void
892object::destroy (bool destroy_inventory) 885object::destroy (bool destroy_inventory)
893{ 886{
894 if (destroyed ()) 887 if (destroyed ())
895 return; 888 return;
896 889
897 if (destroy_inventory) 890 if (destroy_inventory)
898 destroy_inv (true); 891 destroy_inv (false);
899 892
900 attachable::destroy (); 893 attachable::destroy ();
901} 894}
902 895
903/* 896/*
956 * to save cpu time. 949 * to save cpu time.
957 */ 950 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 951 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 952 otmp->update_stats ();
960 953
961 if (above != NULL) 954 if (above)
962 above->below = below; 955 above->below = below;
963 else 956 else
964 env->inv = below; 957 env->inv = below;
965 958
966 if (below != NULL) 959 if (below)
967 below->above = above; 960 below->above = above;
968 961
969 /* we set up values so that it could be inserted into 962 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 963 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 964 * to the caller to decide what we want to do.
975 above = 0, below = 0; 968 above = 0, below = 0;
976 env = 0; 969 env = 0;
977 } 970 }
978 else if (map) 971 else if (map)
979 { 972 {
980 /* Re did the following section of code - it looks like it had 973 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 974 {
975 --map->players;
976 map->last_access = runtime;
977 }
978
983 979
984 /* link the object above us */ 980 /* link the object above us */
985 if (above) 981 if (above)
986 above->below = below; 982 above->below = below;
987 else 983 else
1016 if (map->in_memory == MAP_SAVING) 1012 if (map->in_memory == MAP_SAVING)
1017 return; 1013 return;
1018 1014
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1015 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1016
1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1017 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1022 { 1018 {
1023 /* No point updating the players look faces if he is the object 1019 /* No point updating the players look faces if he is the object
1024 * being removed. 1020 * being removed.
1025 */ 1021 */
1026 1022
1038 1034
1039 if (tmp->contr->ns) 1035 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1036 tmp->contr->ns->floorbox_update ();
1041 } 1037 }
1042 1038
1043 /* See if player moving off should effect something */ 1039 /* See if object moving off should effect something */
1044 if (check_walk_off 1040 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1041 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1043 {
1048 move_apply (tmp, this, 0); 1044 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1046 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1047 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1048 }
1053 1049
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1050 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1051 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1052 if (tmp->above == tmp)
1057 tmp->above = 0; 1053 tmp->above = 0;
1058 1054
1059 last = tmp; 1055 last = tmp;
1060 } 1056 }
1061 1057
1062 /* last == NULL of there are no objects on this space */ 1058 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1060 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1061 map->at (x, y).flags_ = P_NEED_UPDATE;
1065 else 1062 else
1066 update_object (last, UP_OBJ_REMOVE); 1063 update_object (last, UP_OBJ_REMOVE);
1067 1064
1112 * job preparing multi-part monsters 1109 * job preparing multi-part monsters
1113 */ 1110 */
1114object * 1111object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1112insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1113{
1117 object *tmp;
1118
1119 if (op->head)
1120 op = op->head;
1121
1122 for (tmp = op; tmp; tmp = tmp->more) 1114 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1123 { 1115 {
1124 tmp->x = x + tmp->arch->clone.x; 1116 tmp->x = x + tmp->arch->clone.x;
1125 tmp->y = y + tmp->arch->clone.y; 1117 tmp->y = y + tmp->arch->clone.y;
1126 } 1118 }
1127 1119
1158 { 1150 {
1159 LOG (llevError, "Trying to insert freed object!\n"); 1151 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL; 1152 return NULL;
1161 } 1153 }
1162 1154
1163 if (m == NULL) 1155 if (!m)
1164 { 1156 {
1165 char *dump = dump_object (op); 1157 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1158 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump); 1159 free (dump);
1168 return op; 1160 return op;
1232 y = op->y; 1224 y = op->y;
1233 1225
1234 /* this has to be done after we translate the coordinates. 1226 /* this has to be done after we translate the coordinates.
1235 */ 1227 */
1236 if (op->nrof && !(flag & INS_NO_MERGE)) 1228 if (op->nrof && !(flag & INS_NO_MERGE))
1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1229 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1238 if (object::can_merge (op, tmp)) 1230 if (object::can_merge (op, tmp))
1239 { 1231 {
1240 op->nrof += tmp->nrof; 1232 op->nrof += tmp->nrof;
1241 tmp->destroy (); 1233 tmp->destroy ();
1242 } 1234 }
1269 else 1261 else
1270 { 1262 {
1271 /* If there are other objects, then */ 1263 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1264 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1273 { 1265 {
1274 object *last = NULL; 1266 object *last = 0;
1275 1267
1276 /* 1268 /*
1277 * If there are multiple objects on this space, we do some trickier handling. 1269 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate. 1270 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if 1271 * Generally, we want to put the new object on top. But if
1283 * once we get to them. This reduces the need to traverse over all of 1275 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time 1276 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed 1277 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects. 1278 * that flying non pickable objects are spell objects.
1287 */ 1279 */
1288
1289 while (top != NULL) 1280 while (top)
1290 { 1281 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1282 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top; 1283 floor = top;
1293 1284
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1285 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1347 op->above = GET_MAP_OB (op->map, op->x, op->y); 1338 op->above = GET_MAP_OB (op->map, op->x, op->y);
1348 1339
1349 if (op->above) 1340 if (op->above)
1350 op->above->below = op; 1341 op->above->below = op;
1351 1342
1352 op->below = NULL; 1343 op->below = 0;
1353 op->ms ().bot = op; 1344 op->ms ().bot = op;
1354 } 1345 }
1355 else 1346 else
1356 { /* get inserted into the stack above top */ 1347 { /* get inserted into the stack above top */
1357 op->above = top->above; 1348 op->above = top->above;
1361 1352
1362 op->below = top; 1353 op->below = top;
1363 top->above = op; 1354 top->above = op;
1364 } 1355 }
1365 1356
1366 if (op->above == NULL) 1357 if (!op->above)
1367 op->ms ().top = op; 1358 op->ms ().top = op;
1368 } /* else not INS_BELOW_ORIGINATOR */ 1359 } /* else not INS_BELOW_ORIGINATOR */
1369 1360
1370 if (op->type == PLAYER) 1361 if (op->type == PLAYER)
1362 {
1371 op->contr->do_los = 1; 1363 op->contr->do_los = 1;
1364 ++op->map->players;
1365 op->map->last_access = runtime;
1366 }
1372 1367
1373 /* If we have a floor, we know the player, if any, will be above 1368 /* If we have a floor, we know the player, if any, will be above
1374 * it, so save a few ticks and start from there. 1369 * it, so save a few ticks and start from there.
1375 */ 1370 */
1376 if (!(flag & INS_MAP_LOAD)) 1371 if (!(flag & INS_MAP_LOAD))
1441 tmp1->x = op->x; 1436 tmp1->x = op->x;
1442 tmp1->y = op->y; 1437 tmp1->y = op->y;
1443 insert_ob_in_map (tmp1, op->map, op, 0); 1438 insert_ob_in_map (tmp1, op->map, op, 0);
1444} 1439}
1445 1440
1441object *
1442object::insert_at (object *where, object *originator, int flags)
1443{
1444 where->map->insert (this, where->x, where->y, originator, flags);
1445}
1446
1446/* 1447/*
1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1448 * is returned contains nr objects, and the remaining parts contains 1449 * is returned contains nr objects, and the remaining parts contains
1449 * the rest (or is removed and freed if that number is 0). 1450 * the rest (or is removed and freed if that number is 0).
1450 * On failure, NULL is returned, and the reason put into the 1451 * On failure, NULL is returned, and the reason put into the
1451 * global static errmsg array. 1452 * global static errmsg array.
1452 */ 1453 */
1453
1454object * 1454object *
1455get_split_ob (object *orig_ob, uint32 nr) 1455get_split_ob (object *orig_ob, uint32 nr)
1456{ 1456{
1457 object *newob; 1457 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1722 * 1722 *
1723 * MSW 2001-07-08: Check all objects on space, not just those below 1723 * MSW 2001-07-08: Check all objects on space, not just those below
1724 * object being inserted. insert_ob_in_map may not put new objects 1724 * object being inserted. insert_ob_in_map may not put new objects
1725 * on top. 1725 * on top.
1726 */ 1726 */
1727
1728int 1727int
1729check_move_on (object *op, object *originator) 1728check_move_on (object *op, object *originator)
1730{ 1729{
1731 object *tmp; 1730 object *tmp;
1732 maptile *m = op->map; 1731 maptile *m = op->map;
2589 } 2588 }
2590 else 2589 else
2591 item = item->env; 2590 item = item->env;
2592} 2591}
2593 2592
2593
2594const char *
2595object::flag_desc (char *desc, int len) const
2596{
2597 char *p = desc;
2598 bool first = true;
2599
2600 for (int i = 0; i < NUM_FLAGS; i++)
2601 {
2602 if (len <= 10) // magic constant!
2603 {
2604 snprintf (p, len, ",...");
2605 break;
2606 }
2607
2608 if (flag[i])
2609 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt;
2612 p += cnt;
2613 first = false;
2614 }
2615 }
2616
2617 return desc;
2618}
2619
2594// return a suitable string describing an objetc in enough detail to find it 2620// return a suitable string describing an objetc in enough detail to find it
2595const char * 2621const char *
2596object::debug_desc (char *info) const 2622object::debug_desc (char *info) const
2597{ 2623{
2624 char flagdesc[512];
2598 char info2[256 * 3]; 2625 char info2[256 * 4];
2599 char *p = info; 2626 char *p = info;
2600 2627
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2628 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2602 count, 2629 count, uuid.seq,
2603 &name, 2630 &name,
2604 title ? " " : "", 2631 title ? "\",title:" : "",
2605 title ? (const char *)title : ""); 2632 title ? (const char *)title : "",
2633 flag_desc (flagdesc, 512), type);
2606 2634
2607 if (env) 2635 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2636 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609 2637
2610 if (map) 2638 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2639 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612 2640
2613 return info; 2641 return info;
2614} 2642}
2615 2643
2616const char * 2644const char *

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