… | |
… | |
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 | |
|
|
196 | bool object::can_merge_slow (object *ob1, object *ob2) |
195 | bool 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 | |
|
|
544 | void |
542 | void |
545 | update_turn_face (object *op) |
543 | update_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 | */ |
558 | void |
557 | void |
559 | object::set_speed (float speed) |
558 | object::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 | */ |
|
|
626 | void |
|
|
627 | remove_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 | |
740 | object::vector object::objects; // not yet used |
|
|
741 | object *object::first; |
665 | object *object::first; |
742 | |
666 | |
743 | object::object () |
667 | object::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 | |
|
|
707 | bool |
|
|
708 | object::active () const |
|
|
709 | { |
|
|
710 | return active_next || active_prev || this == active_objects; |
|
|
711 | } |
|
|
712 | |
|
|
713 | void |
|
|
714 | object::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 | |
|
|
733 | void |
|
|
734 | object::activate_recursive () |
|
|
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 | */ |
|
|
750 | void |
|
|
751 | object::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 | |
|
|
774 | void |
|
|
775 | object::deactivate_recursive () |
|
|
776 | { |
|
|
777 | for (object *op = inv; op; op = op->above) |
|
|
778 | op->deactivate_recursive (); |
|
|
779 | |
|
|
780 | deactivate (); |
|
|
781 | } |
|
|
782 | |
783 | /* |
783 | /* |
784 | * 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. |
785 | * object.c ? |
785 | * object.c ? |
786 | */ |
786 | */ |
787 | void |
787 | void |
788 | object::destroy_inv (bool drop_to_ground) |
788 | object::destroy_inv (bool drop_to_ground) |
789 | { |
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 |
|
|
795 | if (!inv) |
|
|
796 | return; |
|
|
797 | |
790 | /* Only if the space blocks everything do we not process - |
798 | /* Only if the space blocks everything do we not process - |
791 | * if some form of movement is allowed, let objects |
799 | * if some form of movement is allowed, let objects |
792 | * drop on that space. |
800 | * drop on that space. |
793 | */ |
801 | */ |
794 | if (!drop_to_ground |
802 | if (!drop_to_ground |
795 | || !map |
803 | || !map |
796 | || map->in_memory != MAP_IN_MEMORY |
804 | || map->in_memory != MAP_IN_MEMORY |
797 | || map->at (x, y).move_block == MOVE_ALL) |
805 | || ms ().move_block == MOVE_ALL) |
798 | { |
806 | { |
799 | while (inv) |
807 | while (inv) |
800 | { |
808 | { |
801 | inv->destroy_inv (drop_to_ground); |
809 | inv->destroy_inv (drop_to_ground); |
802 | inv->destroy (); |
810 | inv->destroy (); |
… | |
… | |
861 | |
869 | |
862 | freed_map->name = "/internal/freed_objects_map"; |
870 | freed_map->name = "/internal/freed_objects_map"; |
863 | freed_map->width = 3; |
871 | freed_map->width = 3; |
864 | freed_map->height = 3; |
872 | freed_map->height = 3; |
865 | |
873 | |
866 | freed_map->allocate (); |
874 | freed_map->alloc (); |
|
|
875 | freed_map->in_memory = MAP_IN_MEMORY; |
867 | } |
876 | } |
868 | |
877 | |
869 | map = freed_map; |
878 | map = freed_map; |
870 | x = 1; |
879 | x = 1; |
871 | y = 1; |
880 | y = 1; |
… | |
… | |
956 | * to save cpu time. |
965 | * to save cpu time. |
957 | */ |
966 | */ |
958 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
967 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
959 | otmp->update_stats (); |
968 | otmp->update_stats (); |
960 | |
969 | |
961 | if (above != NULL) |
970 | if (above) |
962 | above->below = below; |
971 | above->below = below; |
963 | else |
972 | else |
964 | env->inv = below; |
973 | env->inv = below; |
965 | |
974 | |
966 | if (below != NULL) |
975 | if (below) |
967 | below->above = above; |
976 | below->above = above; |
968 | |
977 | |
969 | /* we set up values so that it could be inserted into |
978 | /* we set up values so that it could be inserted into |
970 | * the map, but we don't actually do that - it is up |
979 | * the map, but we don't actually do that - it is up |
971 | * to the caller to decide what we want to do. |
980 | * to the caller to decide what we want to do. |
… | |
… | |
975 | above = 0, below = 0; |
984 | above = 0, below = 0; |
976 | env = 0; |
985 | env = 0; |
977 | } |
986 | } |
978 | else if (map) |
987 | else if (map) |
979 | { |
988 | { |
980 | /* Re did the following section of code - it looks like it had |
989 | if (type == PLAYER) |
981 | * lots of logic for things we no longer care about |
|
|
982 | */ |
990 | { |
|
|
991 | --map->players; |
|
|
992 | map->touch (); |
|
|
993 | } |
|
|
994 | |
|
|
995 | map->dirty = true; |
983 | |
996 | |
984 | /* link the object above us */ |
997 | /* link the object above us */ |
985 | if (above) |
998 | if (above) |
986 | above->below = below; |
999 | above->below = below; |
987 | else |
1000 | else |
… | |
… | |
1038 | |
1051 | |
1039 | if (tmp->contr->ns) |
1052 | if (tmp->contr->ns) |
1040 | tmp->contr->ns->floorbox_update (); |
1053 | tmp->contr->ns->floorbox_update (); |
1041 | } |
1054 | } |
1042 | |
1055 | |
1043 | /* See if player moving off should effect something */ |
1056 | /* See if object moving off should effect something */ |
1044 | if (check_walk_off |
1057 | if (check_walk_off |
1045 | && ((move_type & tmp->move_off) |
1058 | && ((move_type & tmp->move_off) |
1046 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1059 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1047 | { |
1060 | { |
1048 | move_apply (tmp, this, 0); |
1061 | move_apply (tmp, this, 0); |
… | |
… | |
1050 | if (destroyed ()) |
1063 | if (destroyed ()) |
1051 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1064 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1052 | } |
1065 | } |
1053 | |
1066 | |
1054 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1067 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1055 | |
1068 | //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1056 | if (tmp->above == tmp) |
1069 | if (tmp->above == tmp) |
1057 | tmp->above = 0; |
1070 | tmp->above = 0; |
1058 | |
1071 | |
1059 | last = tmp; |
1072 | last = tmp; |
1060 | } |
1073 | } |
1061 | |
1074 | |
1062 | /* last == NULL of there are no objects on this space */ |
1075 | /* last == NULL if there are no objects on this space */ |
|
|
1076 | //TODO: this makes little sense, why only update the topmost object? |
1063 | if (!last) |
1077 | if (!last) |
1064 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1078 | map->at (x, y).flags_ = 0; |
1065 | else |
1079 | else |
1066 | update_object (last, UP_OBJ_REMOVE); |
1080 | update_object (last, UP_OBJ_REMOVE); |
1067 | |
1081 | |
1068 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1082 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1069 | update_all_los (map, x, y); |
1083 | update_all_los (map, x, y); |
… | |
… | |
1153 | { |
1167 | { |
1154 | LOG (llevError, "Trying to insert freed object!\n"); |
1168 | LOG (llevError, "Trying to insert freed object!\n"); |
1155 | return NULL; |
1169 | return NULL; |
1156 | } |
1170 | } |
1157 | |
1171 | |
1158 | if (m == NULL) |
1172 | if (!m) |
1159 | { |
1173 | { |
1160 | char *dump = dump_object (op); |
1174 | char *dump = dump_object (op); |
1161 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1175 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1162 | free (dump); |
1176 | free (dump); |
1163 | return op; |
1177 | return op; |
… | |
… | |
1227 | y = op->y; |
1241 | y = op->y; |
1228 | |
1242 | |
1229 | /* this has to be done after we translate the coordinates. |
1243 | /* this has to be done after we translate the coordinates. |
1230 | */ |
1244 | */ |
1231 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1245 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1232 | for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1246 | for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) |
1233 | if (object::can_merge (op, tmp)) |
1247 | if (object::can_merge (op, tmp)) |
1234 | { |
1248 | { |
1235 | op->nrof += tmp->nrof; |
1249 | op->nrof += tmp->nrof; |
1236 | tmp->destroy (); |
1250 | tmp->destroy (); |
1237 | } |
1251 | } |
… | |
… | |
1264 | else |
1278 | else |
1265 | { |
1279 | { |
1266 | /* If there are other objects, then */ |
1280 | /* If there are other objects, then */ |
1267 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1281 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1268 | { |
1282 | { |
1269 | object *last = NULL; |
1283 | object *last = 0; |
1270 | |
1284 | |
1271 | /* |
1285 | /* |
1272 | * If there are multiple objects on this space, we do some trickier handling. |
1286 | * If there are multiple objects on this space, we do some trickier handling. |
1273 | * We've already dealt with merging if appropriate. |
1287 | * We've already dealt with merging if appropriate. |
1274 | * Generally, we want to put the new object on top. But if |
1288 | * Generally, we want to put the new object on top. But if |
… | |
… | |
1278 | * once we get to them. This reduces the need to traverse over all of |
1292 | * once we get to them. This reduces the need to traverse over all of |
1279 | * them when adding another one - this saves quite a bit of cpu time |
1293 | * them when adding another one - this saves quite a bit of cpu time |
1280 | * when lots of spells are cast in one area. Currently, it is presumed |
1294 | * when lots of spells are cast in one area. Currently, it is presumed |
1281 | * that flying non pickable objects are spell objects. |
1295 | * that flying non pickable objects are spell objects. |
1282 | */ |
1296 | */ |
1283 | |
|
|
1284 | while (top != NULL) |
1297 | while (top) |
1285 | { |
1298 | { |
1286 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1299 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1287 | floor = top; |
1300 | floor = top; |
1288 | |
1301 | |
1289 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1302 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
… | |
… | |
1342 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1355 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1343 | |
1356 | |
1344 | if (op->above) |
1357 | if (op->above) |
1345 | op->above->below = op; |
1358 | op->above->below = op; |
1346 | |
1359 | |
1347 | op->below = NULL; |
1360 | op->below = 0; |
1348 | op->ms ().bot = op; |
1361 | op->ms ().bot = op; |
1349 | } |
1362 | } |
1350 | else |
1363 | else |
1351 | { /* get inserted into the stack above top */ |
1364 | { /* get inserted into the stack above top */ |
1352 | op->above = top->above; |
1365 | op->above = top->above; |
… | |
… | |
1356 | |
1369 | |
1357 | op->below = top; |
1370 | op->below = top; |
1358 | top->above = op; |
1371 | top->above = op; |
1359 | } |
1372 | } |
1360 | |
1373 | |
1361 | if (op->above == NULL) |
1374 | if (!op->above) |
1362 | op->ms ().top = op; |
1375 | op->ms ().top = op; |
1363 | } /* else not INS_BELOW_ORIGINATOR */ |
1376 | } /* else not INS_BELOW_ORIGINATOR */ |
1364 | |
1377 | |
1365 | if (op->type == PLAYER) |
1378 | if (op->type == PLAYER) |
|
|
1379 | { |
1366 | op->contr->do_los = 1; |
1380 | op->contr->do_los = 1; |
|
|
1381 | ++op->map->players; |
|
|
1382 | op->map->touch (); |
|
|
1383 | } |
|
|
1384 | |
|
|
1385 | op->map->dirty = true; |
1367 | |
1386 | |
1368 | /* If we have a floor, we know the player, if any, will be above |
1387 | /* If we have a floor, we know the player, if any, will be above |
1369 | * it, so save a few ticks and start from there. |
1388 | * it, so save a few ticks and start from there. |
1370 | */ |
1389 | */ |
1371 | if (!(flag & INS_MAP_LOAD)) |
1390 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1377 | * visible to others on this map. But update_all_los is really |
1396 | * visible to others on this map. But update_all_los is really |
1378 | * an inefficient way to do this, as it means los for all players |
1397 | * an inefficient way to do this, as it means los for all players |
1379 | * on the map will get recalculated. The players could very well |
1398 | * on the map will get recalculated. The players could very well |
1380 | * be far away from this change and not affected in any way - |
1399 | * be far away from this change and not affected in any way - |
1381 | * this should get redone to only look for players within range, |
1400 | * this should get redone to only look for players within range, |
1382 | * or just updating the P_NEED_UPDATE for spaces within this area |
1401 | * or just updating the P_UPTODATE for spaces within this area |
1383 | * of effect may be sufficient. |
1402 | * of effect may be sufficient. |
1384 | */ |
1403 | */ |
1385 | if (op->map->darkness && (op->glow_radius != 0)) |
1404 | if (op->map->darkness && (op->glow_radius != 0)) |
1386 | update_all_los (op->map, op->x, op->y); |
1405 | update_all_los (op->map, op->x, op->y); |
1387 | |
1406 | |
… | |
… | |
2588 | } |
2607 | } |
2589 | else |
2608 | else |
2590 | item = item->env; |
2609 | item = item->env; |
2591 | } |
2610 | } |
2592 | |
2611 | |
|
|
2612 | |
|
|
2613 | const char * |
|
|
2614 | object::flag_desc (char *desc, int len) const |
|
|
2615 | { |
|
|
2616 | char *p = desc; |
|
|
2617 | bool first = true; |
|
|
2618 | |
|
|
2619 | *p = 0; |
|
|
2620 | |
|
|
2621 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2622 | { |
|
|
2623 | if (len <= 10) // magic constant! |
|
|
2624 | { |
|
|
2625 | snprintf (p, len, ",..."); |
|
|
2626 | break; |
|
|
2627 | } |
|
|
2628 | |
|
|
2629 | if (flag [i]) |
|
|
2630 | { |
|
|
2631 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2632 | len -= cnt; |
|
|
2633 | p += cnt; |
|
|
2634 | first = false; |
|
|
2635 | } |
|
|
2636 | } |
|
|
2637 | |
|
|
2638 | return desc; |
|
|
2639 | } |
|
|
2640 | |
2593 | // return a suitable string describing an objetc in enough detail to find it |
2641 | // return a suitable string describing an object in enough detail to find it |
2594 | const char * |
2642 | const char * |
2595 | object::debug_desc (char *info) const |
2643 | object::debug_desc (char *info) const |
2596 | { |
2644 | { |
|
|
2645 | char flagdesc[512]; |
2597 | char info2[256 * 3]; |
2646 | char info2[256 * 4]; |
2598 | char *p = info; |
2647 | char *p = info; |
2599 | |
2648 | |
2600 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2649 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2601 | count, |
2650 | count, uuid.seq, |
2602 | &name, |
2651 | &name, |
2603 | title ? " " : "", |
2652 | title ? "\",title:" : "", |
2604 | title ? (const char *)title : ""); |
2653 | title ? (const char *)title : "", |
|
|
2654 | flag_desc (flagdesc, 512), type); |
2605 | |
2655 | |
2606 | if (env) |
2656 | if (env) |
2607 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2657 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2608 | |
2658 | |
2609 | if (map) |
2659 | if (map) |
2610 | p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2660 | p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2611 | |
2661 | |
2612 | return info; |
2662 | return info; |
2613 | } |
2663 | } |
2614 | |
2664 | |
2615 | const char * |
2665 | const char * |
2616 | object::debug_desc () const |
2666 | object::debug_desc () const |
2617 | { |
2667 | { |
2618 | static char info[256 * 3]; |
2668 | static char info[256 * 4]; |
2619 | return debug_desc (info); |
2669 | return debug_desc (info); |
2620 | } |
2670 | } |
2621 | |
2671 | |