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Comparing deliantra/server/common/object.C (file contents):
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC vs.
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 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
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);
778 702
779 prev = 0; 703 prev = 0;
780 next = 0; 704 next = 0;
781} 705}
782 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731}
732
733void
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->below)
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;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
780 deactivate ();
781}
782
783void
784object::set_flag_inv (int flag, int value)
785{
786 for (object *op = inv; op; op = op->below)
787 {
788 op->flag [flag] = value;
789 op->set_flag_inv (flag, value);
790 }
791}
792
783/* 793/*
784 * Remove and free all objects in the inventory of the given object. 794 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 795 * object.c ?
786 */ 796 */
787void 797void
788object::destroy_inv (bool drop_to_ground) 798object::destroy_inv (bool drop_to_ground)
789{ 799{
800 // need to check first, because the checks below might segfault
801 // as we might be on an invalid mapspace and crossfire code
802 // is too buggy to ensure that the inventory is empty.
803 // corollary: if you create arrows etc. with stuff in tis inventory,
804 // cf will crash below with off-map x and y
805 if (!inv)
806 return;
807
790 /* Only if the space blocks everything do we not process - 808 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 809 * if some form of movement is allowed, let objects
792 * drop on that space. 810 * drop on that space.
793 */ 811 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 812 if (!drop_to_ground
813 || !map
814 || map->in_memory != MAP_IN_MEMORY
815 || ms ().move_block == MOVE_ALL)
795 { 816 {
796 while (inv) 817 while (inv)
818 {
819 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 820 inv->destroy ();
821 }
798 } 822 }
799 else 823 else
800 { /* Put objects in inventory onto this space */ 824 { /* Put objects in inventory onto this space */
801 while (inv) 825 while (inv)
802 { 826 {
807 || op->type == RUNE 831 || op->type == RUNE
808 || op->type == TRAP 832 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 833 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy (); 834 op->destroy ();
811 else 835 else
812 { 836 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 837 }
819 } 838 }
820} 839}
821 840
822object *object::create () 841object *object::create ()
839 remove (); 858 remove ();
840 859
841 if (flag [FLAG_FREED]) 860 if (flag [FLAG_FREED])
842 return; 861 return;
843 862
863 set_speed (0);
864
844 flag [FLAG_FREED] = 1; 865 flag [FLAG_FREED] = 1;
845 866
846 attachable::do_destroy (); 867 attachable::do_destroy ();
847 868
848 destroy_inv (true); 869 destroy_inv (true);
849 set_speed (0);
850 unlink (); 870 unlink ();
851 871
852 // hack to ensure that freed objects still have a valid map 872 // hack to ensure that freed objects still have a valid map
853 { 873 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 874 static maptile *freed_map; // freed objects are moved here to avoid crashes
859 879
860 freed_map->name = "/internal/freed_objects_map"; 880 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 881 freed_map->width = 3;
862 freed_map->height = 3; 882 freed_map->height = 3;
863 883
864 freed_map->allocate (); 884 freed_map->alloc ();
885 freed_map->in_memory = MAP_IN_MEMORY;
865 } 886 }
866 887
867 map = freed_map; 888 map = freed_map;
868 x = 1; 889 x = 1;
869 y = 1; 890 y = 1;
954 * to save cpu time. 975 * to save cpu time.
955 */ 976 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 977 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 978 otmp->update_stats ();
958 979
959 if (above != NULL) 980 if (above)
960 above->below = below; 981 above->below = below;
961 else 982 else
962 env->inv = below; 983 env->inv = below;
963 984
964 if (below != NULL) 985 if (below)
965 below->above = above; 986 below->above = above;
966 987
967 /* we set up values so that it could be inserted into 988 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 989 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 990 * to the caller to decide what we want to do.
973 above = 0, below = 0; 994 above = 0, below = 0;
974 env = 0; 995 env = 0;
975 } 996 }
976 else if (map) 997 else if (map)
977 { 998 {
978 /* Re did the following section of code - it looks like it had 999 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 1000 {
1001 --map->players;
1002 map->touch ();
1003 }
1004
1005 map->dirty = true;
981 1006
982 /* link the object above us */ 1007 /* link the object above us */
983 if (above) 1008 if (above)
984 above->below = below; 1009 above->below = below;
985 else 1010 else
1036 1061
1037 if (tmp->contr->ns) 1062 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1063 tmp->contr->ns->floorbox_update ();
1039 } 1064 }
1040 1065
1041 /* See if player moving off should effect something */ 1066 /* See if object moving off should effect something */
1042 if (check_walk_off 1067 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1068 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1069 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1070 {
1046 move_apply (tmp, this, 0); 1071 move_apply (tmp, this, 0);
1048 if (destroyed ()) 1073 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1074 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1075 }
1051 1076
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1077 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 1078 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp) 1079 if (tmp->above == tmp)
1055 tmp->above = 0; 1080 tmp->above = 0;
1056 1081
1057 last = tmp; 1082 last = tmp;
1058 } 1083 }
1059 1084
1060 /* last == NULL of there are no objects on this space */ 1085 /* last == NULL if there are no objects on this space */
1086 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1087 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1088 map->at (x, y).flags_ = 0;
1063 else 1089 else
1064 update_object (last, UP_OBJ_REMOVE); 1090 update_object (last, UP_OBJ_REMOVE);
1065 1091
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1092 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1093 update_all_los (map, x, y);
1110 * job preparing multi-part monsters 1136 * job preparing multi-part monsters
1111 */ 1137 */
1112object * 1138object *
1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{ 1140{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1142 {
1122 tmp->x = x + tmp->arch->clone.x; 1143 tmp->x = x + tmp->arch->clone.x;
1123 tmp->y = y + tmp->arch->clone.y; 1144 tmp->y = y + tmp->arch->clone.y;
1124 } 1145 }
1125 1146
1156 { 1177 {
1157 LOG (llevError, "Trying to insert freed object!\n"); 1178 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL; 1179 return NULL;
1159 } 1180 }
1160 1181
1161 if (m == NULL) 1182 if (!m)
1162 { 1183 {
1163 char *dump = dump_object (op); 1184 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump); 1186 free (dump);
1166 return op; 1187 return op;
1193 { 1214 {
1194 /* The part may be on a different map. */ 1215 /* The part may be on a different map. */
1195 1216
1196 object *more = op->more; 1217 object *more = op->more;
1197 1218
1198 /* We really need the caller to normalize coordinates - if 1219 /* We really need the caller to normalise coordinates - if
1199 * we set the map, that doesn't work if the location is within 1220 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate 1221 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it. 1222 * is clear wrong do we normalise it.
1202 */ 1223 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y); 1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map) 1226 else if (!more->map)
1206 { 1227 {
1230 y = op->y; 1251 y = op->y;
1231 1252
1232 /* this has to be done after we translate the coordinates. 1253 /* this has to be done after we translate the coordinates.
1233 */ 1254 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1255 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1257 if (object::can_merge (op, tmp))
1237 { 1258 {
1238 op->nrof += tmp->nrof; 1259 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1260 tmp->destroy ();
1240 } 1261 }
1267 else 1288 else
1268 { 1289 {
1269 /* If there are other objects, then */ 1290 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1271 { 1292 {
1272 object *last = NULL; 1293 object *last = 0;
1273 1294
1274 /* 1295 /*
1275 * If there are multiple objects on this space, we do some trickier handling. 1296 * If there are multiple objects on this space, we do some trickier handling.
1276 * We've already dealt with merging if appropriate. 1297 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1298 * Generally, we want to put the new object on top. But if
1281 * once we get to them. This reduces the need to traverse over all of 1302 * once we get to them. This reduces the need to traverse over all of
1282 * them when adding another one - this saves quite a bit of cpu time 1303 * them when adding another one - this saves quite a bit of cpu time
1283 * when lots of spells are cast in one area. Currently, it is presumed 1304 * when lots of spells are cast in one area. Currently, it is presumed
1284 * that flying non pickable objects are spell objects. 1305 * that flying non pickable objects are spell objects.
1285 */ 1306 */
1286
1287 while (top != NULL) 1307 while (top)
1288 { 1308 {
1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1290 floor = top; 1310 floor = top;
1291 1311
1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1365 op->above = GET_MAP_OB (op->map, op->x, op->y);
1346 1366
1347 if (op->above) 1367 if (op->above)
1348 op->above->below = op; 1368 op->above->below = op;
1349 1369
1350 op->below = NULL; 1370 op->below = 0;
1351 op->ms ().bot = op; 1371 op->ms ().bot = op;
1352 } 1372 }
1353 else 1373 else
1354 { /* get inserted into the stack above top */ 1374 { /* get inserted into the stack above top */
1355 op->above = top->above; 1375 op->above = top->above;
1359 1379
1360 op->below = top; 1380 op->below = top;
1361 top->above = op; 1381 top->above = op;
1362 } 1382 }
1363 1383
1364 if (op->above == NULL) 1384 if (!op->above)
1365 op->ms ().top = op; 1385 op->ms ().top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1386 } /* else not INS_BELOW_ORIGINATOR */
1367 1387
1368 if (op->type == PLAYER) 1388 if (op->type == PLAYER)
1389 {
1369 op->contr->do_los = 1; 1390 op->contr->do_los = 1;
1391 ++op->map->players;
1392 op->map->touch ();
1393 }
1394
1395 op->map->dirty = true;
1370 1396
1371 /* If we have a floor, we know the player, if any, will be above 1397 /* If we have a floor, we know the player, if any, will be above
1372 * it, so save a few ticks and start from there. 1398 * it, so save a few ticks and start from there.
1373 */ 1399 */
1374 if (!(flag & INS_MAP_LOAD)) 1400 if (!(flag & INS_MAP_LOAD))
1380 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1381 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1412 * of effect may be sufficient.
1387 */ 1413 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1390 1416
1428{ 1454{
1429 object *tmp, *tmp1; 1455 object *tmp, *tmp1;
1430 1456
1431 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1432 1458
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1460 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1435 tmp->destroy (); 1461 tmp->destroy ();
1436 1462
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1464
1439 tmp1->x = op->x; 1465 tmp1->x = op->x;
1440 tmp1->y = op->y; 1466 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 where->map->insert (this, where->x, where->y, originator, flags);
1442} 1474}
1443 1475
1444/* 1476/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1481 * global static errmsg array.
1450 */ 1482 */
1451
1452object * 1483object *
1453get_split_ob (object *orig_ob, uint32 nr) 1484get_split_ob (object *orig_ob, uint32 nr)
1454{ 1485{
1455 object *newob; 1486 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1720 * 1751 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1754 * on top.
1724 */ 1755 */
1725
1726int 1756int
1727check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
1728{ 1758{
1729 object *tmp; 1759 object *tmp;
1730 maptile *m = op->map; 1760 maptile *m = op->map;
1757 1787
1758 /* The objects have to be checked from top to bottom. 1788 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1789 * Hence, we first go to the top:
1760 */ 1790 */
1761 1791
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1792 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1793 {
1764 /* Trim the search when we find the first other spell effect 1794 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1795 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1796 * we don't need to check all of them.
1767 */ 1797 */
1825 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
1826 */ 1856 */
1827object * 1857object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1858present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1859{
1830 if (m == NULL || out_of_map (m, x, y)) 1860 if (!m || out_of_map (m, x, y))
1831 { 1861 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1862 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1863 return NULL;
1834 } 1864 }
1835 1865
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1866 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1867 if (tmp->arch == at)
1838 return tmp; 1868 return tmp;
1839 1869
1840 return NULL; 1870 return NULL;
1841} 1871}
1852 { 1882 {
1853 LOG (llevError, "Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1884 return NULL;
1855 } 1885 }
1856 1886
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1887 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1888 if (tmp->type == type)
1859 return tmp; 1889 return tmp;
1860 1890
1861 return NULL; 1891 return NULL;
1862} 1892}
2587 } 2617 }
2588 else 2618 else
2589 item = item->env; 2619 item = item->env;
2590} 2620}
2591 2621
2622
2623const char *
2624object::flag_desc (char *desc, int len) const
2625{
2626 char *p = desc;
2627 bool first = true;
2628
2629 *p = 0;
2630
2631 for (int i = 0; i < NUM_FLAGS; i++)
2632 {
2633 if (len <= 10) // magic constant!
2634 {
2635 snprintf (p, len, ",...");
2636 break;
2637 }
2638
2639 if (flag [i])
2640 {
2641 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2642 len -= cnt;
2643 p += cnt;
2644 first = false;
2645 }
2646 }
2647
2648 return desc;
2649}
2650
2592// return a suitable string describing an objetc in enough detail to find it 2651// return a suitable string describing an object in enough detail to find it
2593const char * 2652const char *
2594object::debug_desc (char *info) const 2653object::debug_desc (char *info) const
2595{ 2654{
2655 char flagdesc[512];
2596 char info2[256 * 3]; 2656 char info2[256 * 4];
2597 char *p = info; 2657 char *p = info;
2598 2658
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2600 count, 2660 count, uuid.seq,
2601 &name, 2661 &name,
2602 title ? " " : "", 2662 title ? "\",title:" : "",
2603 title ? (const char *)title : ""); 2663 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type);
2604 2665
2605 if (env) 2666 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2668
2608 if (map) 2669 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2670 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2671
2611 return info; 2672 return info;
2612} 2673}
2613 2674
2614const char * 2675const char *
2615object::debug_desc () const 2676object::debug_desc () const
2616{ 2677{
2617 static char info[256 * 3]; 2678 static char info[256 * 4];
2618 return debug_desc (info); 2679 return debug_desc (info);
2619} 2680}
2620 2681

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