1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | This program is free software; you can redistribute it and/or modify |
8 | This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | it under the terms of the GNU General Public License as published by |
… | |
… | |
36 | |
37 | |
37 | int nrofallocobjects = 0; |
38 | int nrofallocobjects = 0; |
38 | static UUID uuid; |
39 | static UUID uuid; |
39 | const uint64 UUID_SKIP = 1<<19; |
40 | const uint64 UUID_SKIP = 1<<19; |
40 | |
41 | |
41 | object *active_objects; /* List of active objects that need to be processed */ |
42 | objectvec objects; |
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|
43 | activevec actives; |
42 | |
44 | |
43 | short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
45 | short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, |
44 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
46 | 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 |
45 | }; |
47 | }; |
46 | short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
48 | short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, |
… | |
… | |
190 | * Check nrof variable *before* calling can_merge() |
192 | * Check nrof variable *before* calling can_merge() |
191 | * |
193 | * |
192 | * Improvements made with merge: Better checking on potion, and also |
194 | * Improvements made with merge: Better checking on potion, and also |
193 | * check weight |
195 | * check weight |
194 | */ |
196 | */ |
195 | |
|
|
196 | bool object::can_merge_slow (object *ob1, object *ob2) |
197 | bool object::can_merge_slow (object *ob1, object *ob2) |
197 | { |
198 | { |
198 | /* A couple quicksanity checks */ |
199 | /* A couple quicksanity checks */ |
199 | if (ob1 == ob2 |
200 | if (ob1 == ob2 |
200 | || ob1->type != ob2->type |
201 | || ob1->type != ob2->type |
… | |
… | |
277 | |
278 | |
278 | /* Note sure why the following is the case - either the object has to |
279 | /* Note sure why the following is the case - either the object has to |
279 | * be animated or have a very low speed. Is this an attempted monster |
280 | * be animated or have a very low speed. Is this an attempted monster |
280 | * check? |
281 | * check? |
281 | */ |
282 | */ |
282 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) |
283 | if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) |
283 | return 0; |
284 | return 0; |
284 | |
285 | |
285 | switch (ob1->type) |
286 | switch (ob1->type) |
286 | { |
287 | { |
287 | case SCROLL: |
288 | case SCROLL: |
… | |
… | |
391 | } |
392 | } |
392 | |
393 | |
393 | /* |
394 | /* |
394 | * Returns the object which has the count-variable equal to the argument. |
395 | * Returns the object which has the count-variable equal to the argument. |
395 | */ |
396 | */ |
396 | |
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|
397 | object * |
397 | object * |
398 | find_object (tag_t i) |
398 | find_object (tag_t i) |
399 | { |
399 | { |
400 | for (object *op = object::first; op; op = op->next) |
400 | for_all_objects (op) |
401 | if (op->count == i) |
401 | if (op->count == i) |
402 | return op; |
402 | return op; |
403 | |
403 | |
404 | return 0; |
404 | return 0; |
405 | } |
405 | } |
406 | |
406 | |
407 | /* |
407 | /* |
408 | * Returns the first object which has a name equal to the argument. |
408 | * Returns the first object which has a name equal to the argument. |
409 | * Used only by the patch command, but not all that useful. |
409 | * Used only by the patch command, but not all that useful. |
410 | * Enables features like "patch <name-of-other-player> food 999" |
410 | * Enables features like "patch <name-of-other-player> food 999" |
411 | */ |
411 | */ |
412 | |
|
|
413 | object * |
412 | object * |
414 | find_object_name (const char *str) |
413 | find_object_name (const char *str) |
415 | { |
414 | { |
416 | shstr_cmp str_ (str); |
415 | shstr_cmp str_ (str); |
417 | object *op; |
416 | object *op; |
418 | |
417 | |
419 | for (op = object::first; op != NULL; op = op->next) |
418 | for_all_objects (op) |
420 | if (op->name == str_) |
419 | if (op->name == str_) |
421 | break; |
420 | break; |
422 | |
421 | |
423 | return op; |
422 | return op; |
424 | } |
423 | } |
… | |
… | |
538 | /* |
537 | /* |
539 | * If an object with the IS_TURNABLE() flag needs to be turned due |
538 | * If an object with the IS_TURNABLE() flag needs to be turned due |
540 | * to the closest player being on the other side, this function can |
539 | * to the closest player being on the other side, this function can |
541 | * be called to update the face variable, _and_ how it looks on the map. |
540 | * be called to update the face variable, _and_ how it looks on the map. |
542 | */ |
541 | */ |
543 | |
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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; |
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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; |
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562 | |
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563 | /* No reason putting the archetypes objects on the speed list, |
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564 | * since they never really need to be updated. |
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565 | */ |
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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 | |
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|
577 | if (FABS (speed) > MIN_ACTIVE_SPEED) |
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|
578 | { |
|
|
579 | /* If already on active list, don't do anything */ |
|
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580 | if (active_next || active_prev || this == active_objects) |
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|
581 | return; |
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|
582 | |
|
|
583 | /* process_events() expects us to insert the object at the beginning |
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584 | * of the list. */ |
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585 | active_next = active_objects; |
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586 | |
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587 | if (active_next) |
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588 | active_next->active_prev = this; |
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589 | |
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590 | active_objects = this; |
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591 | } |
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592 | else |
570 | else |
593 | { |
571 | deactivate (); |
594 | /* If not on the active list, nothing needs to be done */ |
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595 | if (!active_next && !active_prev && this != active_objects) |
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596 | return; |
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597 | |
|
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598 | if (!active_prev) |
|
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599 | { |
|
|
600 | active_objects = active_next; |
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601 | |
|
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602 | if (active_next) |
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603 | active_next->active_prev = 0; |
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604 | } |
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605 | else |
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606 | { |
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607 | active_prev->active_next = active_next; |
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608 | |
|
|
609 | if (active_next) |
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610 | active_next->active_prev = active_prev; |
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611 | } |
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612 | |
|
|
613 | active_next = 0; |
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614 | active_prev = 0; |
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|
615 | } |
|
|
616 | } |
|
|
617 | |
|
|
618 | /* This function removes object 'op' from the list of active |
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|
619 | * objects. |
|
|
620 | * This should only be used for style maps or other such |
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|
621 | * reference maps where you don't want an object that isn't |
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|
622 | * in play chewing up cpu time getting processed. |
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|
623 | * The reverse of this is to call update_ob_speed, which |
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|
624 | * will do the right thing based on the speed of the object. |
|
|
625 | */ |
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|
626 | void |
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627 | remove_from_active_list (object *op) |
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628 | { |
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629 | /* If not on the active list, nothing needs to be done */ |
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630 | if (!op->active_next && !op->active_prev && op != active_objects) |
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|
631 | return; |
|
|
632 | |
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|
633 | if (op->active_prev == NULL) |
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634 | { |
|
|
635 | active_objects = op->active_next; |
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|
636 | if (op->active_next != NULL) |
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637 | op->active_next->active_prev = NULL; |
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|
638 | } |
|
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639 | else |
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640 | { |
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641 | op->active_prev->active_next = op->active_next; |
|
|
642 | if (op->active_next) |
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643 | op->active_next->active_prev = op->active_prev; |
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|
644 | } |
|
|
645 | op->active_next = NULL; |
|
|
646 | op->active_prev = NULL; |
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|
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 |
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|
741 | object *object::first; |
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|
742 | |
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743 | object::object () |
665 | object::object () |
744 | { |
666 | { |
745 | SET_FLAG (this, FLAG_REMOVED); |
667 | SET_FLAG (this, FLAG_REMOVED); |
746 | |
668 | |
747 | expmul = 1.0; |
669 | expmul = 1.0; |
… | |
… | |
751 | object::~object () |
673 | object::~object () |
752 | { |
674 | { |
753 | free_key_values (this); |
675 | free_key_values (this); |
754 | } |
676 | } |
755 | |
677 | |
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|
678 | static int object_count; |
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679 | |
756 | void object::link () |
680 | void object::link () |
757 | { |
681 | { |
758 | count = ++ob_count; |
682 | assert (!index);//D |
759 | uuid = gen_uuid (); |
683 | uuid = gen_uuid (); |
|
|
684 | count = ++object_count; |
760 | |
685 | |
761 | prev = 0; |
686 | refcnt_inc (); |
762 | next = object::first; |
687 | objects.insert (this); |
763 | |
|
|
764 | if (object::first) |
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|
765 | object::first->prev = this; |
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766 | |
|
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767 | object::first = this; |
|
|
768 | } |
688 | } |
769 | |
689 | |
770 | void object::unlink () |
690 | void object::unlink () |
771 | { |
691 | { |
772 | if (this == object::first) |
692 | assert (index);//D |
773 | object::first = next; |
693 | objects.erase (this); |
|
|
694 | refcnt_dec (); |
|
|
695 | } |
774 | |
696 | |
775 | /* Remove this object from the list of used objects */ |
697 | void |
776 | if (prev) prev->next = next; |
698 | object::activate () |
777 | if (next) next->prev = prev; |
699 | { |
|
|
700 | /* If already on active list, don't do anything */ |
|
|
701 | if (active) |
|
|
702 | return; |
778 | |
703 | |
779 | prev = 0; |
704 | if (has_active_speed ()) |
780 | next = 0; |
705 | actives.insert (this); |
|
|
706 | } |
|
|
707 | |
|
|
708 | void |
|
|
709 | object::activate_recursive () |
|
|
710 | { |
|
|
711 | activate (); |
|
|
712 | |
|
|
713 | for (object *op = inv; op; op = op->below) |
|
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714 | op->activate_recursive (); |
|
|
715 | } |
|
|
716 | |
|
|
717 | /* This function removes object 'op' from the list of active |
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|
718 | * objects. |
|
|
719 | * This should only be used for style maps or other such |
|
|
720 | * reference maps where you don't want an object that isn't |
|
|
721 | * in play chewing up cpu time getting processed. |
|
|
722 | * The reverse of this is to call update_ob_speed, which |
|
|
723 | * will do the right thing based on the speed of the object. |
|
|
724 | */ |
|
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725 | void |
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|
726 | object::deactivate () |
|
|
727 | { |
|
|
728 | /* If not on the active list, nothing needs to be done */ |
|
|
729 | if (!active) |
|
|
730 | return; |
|
|
731 | |
|
|
732 | actives.erase (this); |
|
|
733 | } |
|
|
734 | |
|
|
735 | void |
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|
736 | object::deactivate_recursive () |
|
|
737 | { |
|
|
738 | for (object *op = inv; op; op = op->below) |
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739 | op->deactivate_recursive (); |
|
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740 | |
|
|
741 | deactivate (); |
|
|
742 | } |
|
|
743 | |
|
|
744 | void |
|
|
745 | object::set_flag_inv (int flag, int value) |
|
|
746 | { |
|
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747 | for (object *op = inv; op; op = op->below) |
|
|
748 | { |
|
|
749 | op->flag [flag] = value; |
|
|
750 | op->set_flag_inv (flag, value); |
|
|
751 | } |
781 | } |
752 | } |
782 | |
753 | |
783 | /* |
754 | /* |
784 | * Remove and free all objects in the inventory of the given object. |
755 | * Remove and free all objects in the inventory of the given object. |
785 | * object.c ? |
756 | * object.c ? |
786 | */ |
757 | */ |
787 | void |
758 | void |
788 | object::destroy_inv (bool drop_to_ground) |
759 | object::destroy_inv (bool drop_to_ground) |
789 | { |
760 | { |
|
|
761 | // need to check first, because the checks below might segfault |
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|
762 | // as we might be on an invalid mapspace and crossfire code |
|
|
763 | // is too buggy to ensure that the inventory is empty. |
|
|
764 | // corollary: if you create arrows etc. with stuff in tis inventory, |
|
|
765 | // cf will crash below with off-map x and y |
|
|
766 | if (!inv) |
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|
767 | return; |
|
|
768 | |
790 | /* Only if the space blocks everything do we not process - |
769 | /* Only if the space blocks everything do we not process - |
791 | * if some form of movement is allowed, let objects |
770 | * if some form of movement is allowed, let objects |
792 | * drop on that space. |
771 | * drop on that space. |
793 | */ |
772 | */ |
794 | if (!drop_to_ground |
773 | if (!drop_to_ground |
795 | || !map |
774 | || !map |
796 | || map->in_memory != MAP_IN_MEMORY |
775 | || map->in_memory != MAP_IN_MEMORY |
797 | || map->at (x, y).move_block == MOVE_ALL) |
776 | || ms ().move_block == MOVE_ALL) |
798 | { |
777 | { |
799 | while (inv) |
778 | while (inv) |
800 | { |
779 | { |
801 | inv->destroy_inv (drop_to_ground); |
780 | inv->destroy_inv (drop_to_ground); |
802 | inv->destroy (); |
781 | inv->destroy (); |
… | |
… | |
810 | |
789 | |
811 | if (op->flag [FLAG_STARTEQUIP] |
790 | if (op->flag [FLAG_STARTEQUIP] |
812 | || op->flag [FLAG_NO_DROP] |
791 | || op->flag [FLAG_NO_DROP] |
813 | || op->type == RUNE |
792 | || op->type == RUNE |
814 | || op->type == TRAP |
793 | || op->type == TRAP |
815 | || op->flag [FLAG_IS_A_TEMPLATE]) |
794 | || op->flag [FLAG_IS_A_TEMPLATE] |
|
|
795 | || op->flag [FLAG_DESTROY_ON_DEATH]) |
816 | op->destroy (); |
796 | op->destroy (); |
817 | else |
797 | else |
818 | map->insert (op, x, y); |
798 | map->insert (op, x, y); |
819 | } |
799 | } |
820 | } |
800 | } |
… | |
… | |
828 | } |
808 | } |
829 | |
809 | |
830 | void |
810 | void |
831 | object::do_destroy () |
811 | object::do_destroy () |
832 | { |
812 | { |
|
|
813 | attachable::do_destroy (); |
|
|
814 | |
833 | if (flag [FLAG_IS_LINKED]) |
815 | if (flag [FLAG_IS_LINKED]) |
834 | remove_button_link (this); |
816 | remove_button_link (this); |
835 | |
817 | |
836 | if (flag [FLAG_FRIENDLY]) |
818 | if (flag [FLAG_FRIENDLY]) |
837 | remove_friendly_object (this); |
819 | remove_friendly_object (this); |
838 | |
820 | |
839 | if (!flag [FLAG_REMOVED]) |
821 | if (!flag [FLAG_REMOVED]) |
840 | remove (); |
822 | remove (); |
841 | |
823 | |
842 | if (flag [FLAG_FREED]) |
824 | destroy_inv (true); |
843 | return; |
|
|
844 | |
825 | |
845 | set_speed (0); |
826 | deactivate (); |
|
|
827 | unlink (); |
846 | |
828 | |
847 | flag [FLAG_FREED] = 1; |
829 | flag [FLAG_FREED] = 1; |
848 | |
|
|
849 | attachable::do_destroy (); |
|
|
850 | |
|
|
851 | destroy_inv (true); |
|
|
852 | unlink (); |
|
|
853 | |
830 | |
854 | // hack to ensure that freed objects still have a valid map |
831 | // hack to ensure that freed objects still have a valid map |
855 | { |
832 | { |
856 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
833 | static maptile *freed_map; // freed objects are moved here to avoid crashes |
857 | |
834 | |
… | |
… | |
861 | |
838 | |
862 | freed_map->name = "/internal/freed_objects_map"; |
839 | freed_map->name = "/internal/freed_objects_map"; |
863 | freed_map->width = 3; |
840 | freed_map->width = 3; |
864 | freed_map->height = 3; |
841 | freed_map->height = 3; |
865 | |
842 | |
866 | freed_map->allocate (); |
843 | freed_map->alloc (); |
|
|
844 | freed_map->in_memory = MAP_IN_MEMORY; |
867 | } |
845 | } |
868 | |
846 | |
869 | map = freed_map; |
847 | map = freed_map; |
870 | x = 1; |
848 | x = 1; |
871 | y = 1; |
849 | y = 1; |
… | |
… | |
881 | |
859 | |
882 | // clear those pointers that likely might have circular references to us |
860 | // clear those pointers that likely might have circular references to us |
883 | owner = 0; |
861 | owner = 0; |
884 | enemy = 0; |
862 | enemy = 0; |
885 | attacked_by = 0; |
863 | attacked_by = 0; |
886 | |
|
|
887 | // only relevant for players(?), but make sure of it anyways |
|
|
888 | contr = 0; |
|
|
889 | } |
864 | } |
890 | |
865 | |
891 | void |
866 | void |
892 | object::destroy (bool destroy_inventory) |
867 | object::destroy (bool destroy_inventory) |
893 | { |
868 | { |
… | |
… | |
956 | * to save cpu time. |
931 | * to save cpu time. |
957 | */ |
932 | */ |
958 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
933 | if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) |
959 | otmp->update_stats (); |
934 | otmp->update_stats (); |
960 | |
935 | |
961 | if (above != NULL) |
936 | if (above) |
962 | above->below = below; |
937 | above->below = below; |
963 | else |
938 | else |
964 | env->inv = below; |
939 | env->inv = below; |
965 | |
940 | |
966 | if (below != NULL) |
941 | if (below) |
967 | below->above = above; |
942 | below->above = above; |
968 | |
943 | |
969 | /* we set up values so that it could be inserted into |
944 | /* we set up values so that it could be inserted into |
970 | * the map, but we don't actually do that - it is up |
945 | * the map, but we don't actually do that - it is up |
971 | * to the caller to decide what we want to do. |
946 | * to the caller to decide what we want to do. |
… | |
… | |
975 | above = 0, below = 0; |
950 | above = 0, below = 0; |
976 | env = 0; |
951 | env = 0; |
977 | } |
952 | } |
978 | else if (map) |
953 | else if (map) |
979 | { |
954 | { |
980 | /* Re did the following section of code - it looks like it had |
955 | if (type == PLAYER) |
981 | * lots of logic for things we no longer care about |
|
|
982 | */ |
956 | { |
|
|
957 | --map->players; |
|
|
958 | map->touch (); |
|
|
959 | } |
|
|
960 | |
|
|
961 | map->dirty = true; |
983 | |
962 | |
984 | /* link the object above us */ |
963 | /* link the object above us */ |
985 | if (above) |
964 | if (above) |
986 | above->below = below; |
965 | above->below = below; |
987 | else |
966 | else |
… | |
… | |
1038 | |
1017 | |
1039 | if (tmp->contr->ns) |
1018 | if (tmp->contr->ns) |
1040 | tmp->contr->ns->floorbox_update (); |
1019 | tmp->contr->ns->floorbox_update (); |
1041 | } |
1020 | } |
1042 | |
1021 | |
1043 | /* See if player moving off should effect something */ |
1022 | /* See if object moving off should effect something */ |
1044 | if (check_walk_off |
1023 | if (check_walk_off |
1045 | && ((move_type & tmp->move_off) |
1024 | && ((move_type & tmp->move_off) |
1046 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1025 | && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) |
1047 | { |
1026 | { |
1048 | move_apply (tmp, this, 0); |
1027 | move_apply (tmp, this, 0); |
… | |
… | |
1050 | if (destroyed ()) |
1029 | if (destroyed ()) |
1051 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1030 | LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); |
1052 | } |
1031 | } |
1053 | |
1032 | |
1054 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1033 | /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ |
1055 | |
1034 | //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp) |
1056 | if (tmp->above == tmp) |
1035 | if (tmp->above == tmp) |
1057 | tmp->above = 0; |
1036 | tmp->above = 0; |
1058 | |
1037 | |
1059 | last = tmp; |
1038 | last = tmp; |
1060 | } |
1039 | } |
1061 | |
1040 | |
1062 | /* last == NULL of there are no objects on this space */ |
1041 | /* last == NULL if there are no objects on this space */ |
|
|
1042 | //TODO: this makes little sense, why only update the topmost object? |
1063 | if (!last) |
1043 | if (!last) |
1064 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1044 | map->at (x, y).flags_ = 0; |
1065 | else |
1045 | else |
1066 | update_object (last, UP_OBJ_REMOVE); |
1046 | update_object (last, UP_OBJ_REMOVE); |
1067 | |
1047 | |
1068 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1048 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1069 | update_all_los (map, x, y); |
1049 | update_all_los (map, x, y); |
… | |
… | |
1153 | { |
1133 | { |
1154 | LOG (llevError, "Trying to insert freed object!\n"); |
1134 | LOG (llevError, "Trying to insert freed object!\n"); |
1155 | return NULL; |
1135 | return NULL; |
1156 | } |
1136 | } |
1157 | |
1137 | |
1158 | if (m == NULL) |
1138 | if (!m) |
1159 | { |
1139 | { |
1160 | char *dump = dump_object (op); |
1140 | char *dump = dump_object (op); |
1161 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1141 | LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); |
1162 | free (dump); |
1142 | free (dump); |
1163 | return op; |
1143 | return op; |
… | |
… | |
1190 | { |
1170 | { |
1191 | /* The part may be on a different map. */ |
1171 | /* The part may be on a different map. */ |
1192 | |
1172 | |
1193 | object *more = op->more; |
1173 | object *more = op->more; |
1194 | |
1174 | |
1195 | /* We really need the caller to normalize coordinates - if |
1175 | /* We really need the caller to normalise coordinates - if |
1196 | * we set the map, that doesn't work if the location is within |
1176 | * we set the map, that doesn't work if the location is within |
1197 | * a map and this is straddling an edge. So only if coordinate |
1177 | * a map and this is straddling an edge. So only if coordinate |
1198 | * is clear wrong do we normalize it. |
1178 | * is clear wrong do we normalise it. |
1199 | */ |
1179 | */ |
1200 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1180 | if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) |
1201 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1181 | more->map = get_map_from_coord (m, &more->x, &more->y); |
1202 | else if (!more->map) |
1182 | else if (!more->map) |
1203 | { |
1183 | { |
… | |
… | |
1227 | y = op->y; |
1207 | y = op->y; |
1228 | |
1208 | |
1229 | /* this has to be done after we translate the coordinates. |
1209 | /* this has to be done after we translate the coordinates. |
1230 | */ |
1210 | */ |
1231 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1211 | if (op->nrof && !(flag & INS_NO_MERGE)) |
1232 | for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) |
1212 | for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) |
1233 | if (object::can_merge (op, tmp)) |
1213 | if (object::can_merge (op, tmp)) |
1234 | { |
1214 | { |
1235 | op->nrof += tmp->nrof; |
1215 | op->nrof += tmp->nrof; |
1236 | tmp->destroy (); |
1216 | tmp->destroy (); |
1237 | } |
1217 | } |
… | |
… | |
1264 | else |
1244 | else |
1265 | { |
1245 | { |
1266 | /* If there are other objects, then */ |
1246 | /* If there are other objects, then */ |
1267 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1247 | if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) |
1268 | { |
1248 | { |
1269 | object *last = NULL; |
1249 | object *last = 0; |
1270 | |
1250 | |
1271 | /* |
1251 | /* |
1272 | * If there are multiple objects on this space, we do some trickier handling. |
1252 | * If there are multiple objects on this space, we do some trickier handling. |
1273 | * We've already dealt with merging if appropriate. |
1253 | * We've already dealt with merging if appropriate. |
1274 | * Generally, we want to put the new object on top. But if |
1254 | * 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 |
1258 | * 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 |
1259 | * 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 |
1260 | * when lots of spells are cast in one area. Currently, it is presumed |
1281 | * that flying non pickable objects are spell objects. |
1261 | * that flying non pickable objects are spell objects. |
1282 | */ |
1262 | */ |
1283 | |
|
|
1284 | while (top != NULL) |
1263 | while (top) |
1285 | { |
1264 | { |
1286 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1265 | if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) |
1287 | floor = top; |
1266 | floor = top; |
1288 | |
1267 | |
1289 | if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) |
1268 | 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); |
1321 | op->above = GET_MAP_OB (op->map, op->x, op->y); |
1343 | |
1322 | |
1344 | if (op->above) |
1323 | if (op->above) |
1345 | op->above->below = op; |
1324 | op->above->below = op; |
1346 | |
1325 | |
1347 | op->below = NULL; |
1326 | op->below = 0; |
1348 | op->ms ().bot = op; |
1327 | op->ms ().bot = op; |
1349 | } |
1328 | } |
1350 | else |
1329 | else |
1351 | { /* get inserted into the stack above top */ |
1330 | { /* get inserted into the stack above top */ |
1352 | op->above = top->above; |
1331 | op->above = top->above; |
… | |
… | |
1356 | |
1335 | |
1357 | op->below = top; |
1336 | op->below = top; |
1358 | top->above = op; |
1337 | top->above = op; |
1359 | } |
1338 | } |
1360 | |
1339 | |
1361 | if (op->above == NULL) |
1340 | if (!op->above) |
1362 | op->ms ().top = op; |
1341 | op->ms ().top = op; |
1363 | } /* else not INS_BELOW_ORIGINATOR */ |
1342 | } /* else not INS_BELOW_ORIGINATOR */ |
1364 | |
1343 | |
1365 | if (op->type == PLAYER) |
1344 | if (op->type == PLAYER) |
|
|
1345 | { |
1366 | op->contr->do_los = 1; |
1346 | op->contr->do_los = 1; |
|
|
1347 | ++op->map->players; |
|
|
1348 | op->map->touch (); |
|
|
1349 | } |
|
|
1350 | |
|
|
1351 | op->map->dirty = true; |
1367 | |
1352 | |
1368 | /* If we have a floor, we know the player, if any, will be above |
1353 | /* 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. |
1354 | * it, so save a few ticks and start from there. |
1370 | */ |
1355 | */ |
1371 | if (!(flag & INS_MAP_LOAD)) |
1356 | if (!(flag & INS_MAP_LOAD)) |
… | |
… | |
1377 | * visible to others on this map. But update_all_los is really |
1362 | * 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 |
1363 | * 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 |
1364 | * on the map will get recalculated. The players could very well |
1380 | * be far away from this change and not affected in any way - |
1365 | * be far away from this change and not affected in any way - |
1381 | * this should get redone to only look for players within range, |
1366 | * this should get redone to only look for players within range, |
1382 | * or just updating the P_NEED_UPDATE for spaces within this area |
1367 | * or just updating the P_UPTODATE for spaces within this area |
1383 | * of effect may be sufficient. |
1368 | * of effect may be sufficient. |
1384 | */ |
1369 | */ |
1385 | if (op->map->darkness && (op->glow_radius != 0)) |
1370 | if (op->map->darkness && (op->glow_radius != 0)) |
1386 | update_all_los (op->map, op->x, op->y); |
1371 | update_all_los (op->map, op->x, op->y); |
1387 | |
1372 | |
… | |
… | |
1425 | { |
1410 | { |
1426 | object *tmp, *tmp1; |
1411 | object *tmp, *tmp1; |
1427 | |
1412 | |
1428 | /* first search for itself and remove any old instances */ |
1413 | /* first search for itself and remove any old instances */ |
1429 | |
1414 | |
1430 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1415 | for (tmp = op->ms ().bot; tmp; tmp = tmp->above) |
1431 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1416 | if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ |
1432 | tmp->destroy (); |
1417 | tmp->destroy (); |
1433 | |
1418 | |
1434 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1419 | tmp1 = arch_to_object (archetype::find (arch_string)); |
1435 | |
1420 | |
… | |
… | |
1758 | |
1743 | |
1759 | /* The objects have to be checked from top to bottom. |
1744 | /* The objects have to be checked from top to bottom. |
1760 | * Hence, we first go to the top: |
1745 | * Hence, we first go to the top: |
1761 | */ |
1746 | */ |
1762 | |
1747 | |
1763 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) |
1748 | for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) |
1764 | { |
1749 | { |
1765 | /* Trim the search when we find the first other spell effect |
1750 | /* Trim the search when we find the first other spell effect |
1766 | * this helps performance so that if a space has 50 spell objects, |
1751 | * this helps performance so that if a space has 50 spell objects, |
1767 | * we don't need to check all of them. |
1752 | * we don't need to check all of them. |
1768 | */ |
1753 | */ |
… | |
… | |
1826 | * The first matching object is returned, or NULL if none. |
1811 | * The first matching object is returned, or NULL if none. |
1827 | */ |
1812 | */ |
1828 | object * |
1813 | object * |
1829 | present_arch (const archetype *at, maptile *m, int x, int y) |
1814 | present_arch (const archetype *at, maptile *m, int x, int y) |
1830 | { |
1815 | { |
1831 | if (m == NULL || out_of_map (m, x, y)) |
1816 | if (!m || out_of_map (m, x, y)) |
1832 | { |
1817 | { |
1833 | LOG (llevError, "Present_arch called outside map.\n"); |
1818 | LOG (llevError, "Present_arch called outside map.\n"); |
1834 | return NULL; |
1819 | return NULL; |
1835 | } |
1820 | } |
1836 | |
1821 | |
1837 | for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1822 | for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1838 | if (tmp->arch == at) |
1823 | if (tmp->arch == at) |
1839 | return tmp; |
1824 | return tmp; |
1840 | |
1825 | |
1841 | return NULL; |
1826 | return NULL; |
1842 | } |
1827 | } |
… | |
… | |
1853 | { |
1838 | { |
1854 | LOG (llevError, "Present called outside map.\n"); |
1839 | LOG (llevError, "Present called outside map.\n"); |
1855 | return NULL; |
1840 | return NULL; |
1856 | } |
1841 | } |
1857 | |
1842 | |
1858 | for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1843 | for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) |
1859 | if (tmp->type == type) |
1844 | if (tmp->type == type) |
1860 | return tmp; |
1845 | return tmp; |
1861 | |
1846 | |
1862 | return NULL; |
1847 | return NULL; |
1863 | } |
1848 | } |
… | |
… | |
2178 | |
2163 | |
2179 | return 3; |
2164 | return 3; |
2180 | } |
2165 | } |
2181 | |
2166 | |
2182 | /* |
2167 | /* |
2183 | * absdir(int): Returns a number between 1 and 8, which represent |
|
|
2184 | * the "absolute" direction of a number (it actually takes care of |
|
|
2185 | * "overflow" in previous calculations of a direction). |
|
|
2186 | */ |
|
|
2187 | |
|
|
2188 | int |
|
|
2189 | absdir (int d) |
|
|
2190 | { |
|
|
2191 | while (d < 1) |
|
|
2192 | d += 8; |
|
|
2193 | |
|
|
2194 | while (d > 8) |
|
|
2195 | d -= 8; |
|
|
2196 | |
|
|
2197 | return d; |
|
|
2198 | } |
|
|
2199 | |
|
|
2200 | /* |
|
|
2201 | * dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2168 | * dirdiff(dir1, dir2) returns how many 45-degrees differences there is |
2202 | * between two directions (which are expected to be absolute (see absdir()) |
2169 | * between two directions (which are expected to be absolute (see absdir()) |
2203 | */ |
2170 | */ |
2204 | |
|
|
2205 | int |
2171 | int |
2206 | dirdiff (int dir1, int dir2) |
2172 | dirdiff (int dir1, int dir2) |
2207 | { |
2173 | { |
2208 | int d; |
2174 | int d; |
2209 | |
2175 | |
… | |
… | |
2588 | } |
2554 | } |
2589 | else |
2555 | else |
2590 | item = item->env; |
2556 | item = item->env; |
2591 | } |
2557 | } |
2592 | |
2558 | |
|
|
2559 | |
|
|
2560 | const char * |
|
|
2561 | object::flag_desc (char *desc, int len) const |
|
|
2562 | { |
|
|
2563 | char *p = desc; |
|
|
2564 | bool first = true; |
|
|
2565 | |
|
|
2566 | *p = 0; |
|
|
2567 | |
|
|
2568 | for (int i = 0; i < NUM_FLAGS; i++) |
|
|
2569 | { |
|
|
2570 | if (len <= 10) // magic constant! |
|
|
2571 | { |
|
|
2572 | snprintf (p, len, ",..."); |
|
|
2573 | break; |
|
|
2574 | } |
|
|
2575 | |
|
|
2576 | if (flag [i]) |
|
|
2577 | { |
|
|
2578 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
|
|
2579 | len -= cnt; |
|
|
2580 | p += cnt; |
|
|
2581 | first = false; |
|
|
2582 | } |
|
|
2583 | } |
|
|
2584 | |
|
|
2585 | return desc; |
|
|
2586 | } |
|
|
2587 | |
2593 | // return a suitable string describing an objetc in enough detail to find it |
2588 | // return a suitable string describing an object in enough detail to find it |
2594 | const char * |
2589 | const char * |
2595 | object::debug_desc (char *info) const |
2590 | object::debug_desc (char *info) const |
2596 | { |
2591 | { |
|
|
2592 | char flagdesc[512]; |
2597 | char info2[256 * 3]; |
2593 | char info2[256 * 4]; |
2598 | char *p = info; |
2594 | char *p = info; |
2599 | |
2595 | |
2600 | p += snprintf (p, 256, "%d=\"%s%s%s\"", |
2596 | p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", |
2601 | count, |
2597 | count, uuid.seq, |
2602 | &name, |
2598 | &name, |
2603 | title ? " " : "", |
2599 | title ? "\",title:" : "", |
2604 | title ? (const char *)title : ""); |
2600 | title ? (const char *)title : "", |
|
|
2601 | flag_desc (flagdesc, 512), type); |
2605 | |
2602 | |
2606 | if (env) |
2603 | if (env) |
2607 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2604 | p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); |
2608 | |
2605 | |
2609 | if (map) |
2606 | if (map) |
2610 | p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); |
2607 | p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); |
2611 | |
2608 | |
2612 | return info; |
2609 | return info; |
2613 | } |
2610 | } |
2614 | |
2611 | |
2615 | const char * |
2612 | const char * |
2616 | object::debug_desc () const |
2613 | object::debug_desc () const |
2617 | { |
2614 | { |
2618 | static char info[256 * 3]; |
2615 | static char info[256 * 4]; |
2619 | return debug_desc (info); |
2616 | return debug_desc (info); |
2620 | } |
2617 | } |
2621 | |
2618 | |
|
|
2619 | const char * |
|
|
2620 | object::debug_desc2 () const |
|
|
2621 | { |
|
|
2622 | static char info[256 * 4]; |
|
|
2623 | return debug_desc (info); |
|
|
2624 | } |
|
|
2625 | |