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Comparing deliantra/server/common/object.C (file contents):
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
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
190 * Check nrof variable *before* calling can_merge() 191 * Check nrof variable *before* calling can_merge()
191 * 192 *
192 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
193 * check weight 194 * check weight
194 */ 195 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
197{ 197{
198 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
199 if (ob1 == ob2 199 if (ob1 == ob2
200 || ob1->type != ob2->type 200 || ob1->type != ob2->type
277 277
278 /* Note sure why the following is the case - either the object has to 278 /* 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 279 * be animated or have a very low speed. Is this an attempted monster
280 * check? 280 * check?
281 */ 281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 283 return 0;
284 284
285 switch (ob1->type) 285 switch (ob1->type)
286 { 286 {
287 case SCROLL: 287 case SCROLL:
538/* 538/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * 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. 541 * be called to update the face variable, _and_ how it looks on the map.
542 */ 542 */
543
544void 543void
545update_turn_face (object *op) 544update_turn_face (object *op)
546{ 545{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 547 return;
548
549 SET_ANIMATION (op, op->direction); 549 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
551} 551}
552 552
553/* 553/*
556 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
557 */ 557 */
558void 558void
559object::set_speed (float speed) 559object::set_speed (float speed)
560{ 560{
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) 561 if (flag [FLAG_FREED] && speed)
567 { 562 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 564 speed = 0;
570 } 565 }
571 566
572 this->speed = speed; 567 this->speed = speed;
573 568
574 if (arch_init) 569 if (has_active_speed ())
575 return; 570 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 571 else
593 { 572 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} 573}
648 574
649/* 575/*
650 * update_object() updates the the map. 576 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
699 return; 625 return;
700 } 626 }
701 627
702 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
703 629
704 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 631 /* nop */;
706 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
707 { 633 {
708 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 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 644 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 645 * to have move_allow right now.
720 */ 646 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((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) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
724 } 650 }
725 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 653 * that is being removed.
728 */ 654 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
733 else 659 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 661
736 if (op->more) 662 if (op->more)
737 update_object (op->more, action); 663 update_object (op->more, action);
738} 664}
739 665
740object::vector object::objects; // not yet used
741object *object::first; 666object *object::first;
742 667
743object::object () 668object::object ()
744{ 669{
745 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
776 if (prev) prev->next = next; 701 if (prev) prev->next = next;
777 if (next) next->prev = prev; 702 if (next) next->prev = prev;
778 703
779 prev = 0; 704 prev = 0;
780 next = 0; 705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
735object::activate_recursive ()
736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
781} 792}
782 793
783/* 794/*
784 * Remove and free all objects in the inventory of the given object. 795 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 796 * object.c ?
869 880
870 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 882 freed_map->width = 3;
872 freed_map->height = 3; 883 freed_map->height = 3;
873 884
874 freed_map->allocate (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
875 } 887 }
876 888
877 map = freed_map; 889 map = freed_map;
878 x = 1; 890 x = 1;
879 y = 1; 891 y = 1;
964 * to save cpu time. 976 * to save cpu time.
965 */ 977 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 979 otmp->update_stats ();
968 980
969 if (above != NULL) 981 if (above)
970 above->below = below; 982 above->below = below;
971 else 983 else
972 env->inv = below; 984 env->inv = below;
973 985
974 if (below != NULL) 986 if (below)
975 below->above = above; 987 below->above = above;
976 988
977 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
983 above = 0, below = 0; 995 above = 0, below = 0;
984 env = 0; 996 env = 0;
985 } 997 }
986 else if (map) 998 else if (map)
987 { 999 {
988 /* Re did the following section of code - it looks like it had 1000 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1005
1006 map->dirty = true;
991 1007
992 /* link the object above us */ 1008 /* link the object above us */
993 if (above) 1009 if (above)
994 above->below = below; 1010 above->below = below;
995 else 1011 else
1046 1062
1047 if (tmp->contr->ns) 1063 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1064 tmp->contr->ns->floorbox_update ();
1049 } 1065 }
1050 1066
1051 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1052 if (check_walk_off 1068 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1069 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1071 {
1056 move_apply (tmp, this, 0); 1072 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1074 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1076 }
1061 1077
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1080 if (tmp->above == tmp)
1065 tmp->above = 0; 1081 tmp->above = 0;
1066 1082
1067 last = tmp; 1083 last = tmp;
1068 } 1084 }
1069 1085
1070 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1087 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1088 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1073 else 1090 else
1074 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1075 1092
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1161 { 1178 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1180 return NULL;
1164 } 1181 }
1165 1182
1166 if (m == NULL) 1183 if (!m)
1167 { 1184 {
1168 char *dump = dump_object (op); 1185 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump); 1187 free (dump);
1171 return op; 1188 return op;
1198 { 1215 {
1199 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1200 1217
1201 object *more = op->more; 1218 object *more = op->more;
1202 1219
1203 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1204 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1207 */ 1224 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map) 1227 else if (!more->map)
1211 { 1228 {
1235 y = op->y; 1252 y = op->y;
1236 1253
1237 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1238 */ 1255 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1258 if (object::can_merge (op, tmp))
1242 { 1259 {
1243 op->nrof += tmp->nrof; 1260 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1261 tmp->destroy ();
1245 } 1262 }
1272 else 1289 else
1273 { 1290 {
1274 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1276 { 1293 {
1277 object *last = NULL; 1294 object *last = 0;
1278 1295
1279 /* 1296 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1286 * once we get to them. This reduces the need to traverse over all of 1303 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1304 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1305 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1290 */ 1307 */
1291
1292 while (top != NULL) 1308 while (top)
1293 { 1309 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1311 floor = top;
1296 1312
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351 1367
1352 if (op->above) 1368 if (op->above)
1353 op->above->below = op; 1369 op->above->below = op;
1354 1370
1355 op->below = NULL; 1371 op->below = 0;
1356 op->ms ().bot = op; 1372 op->ms ().bot = op;
1357 } 1373 }
1358 else 1374 else
1359 { /* get inserted into the stack above top */ 1375 { /* get inserted into the stack above top */
1360 op->above = top->above; 1376 op->above = top->above;
1364 1380
1365 op->below = top; 1381 op->below = top;
1366 top->above = op; 1382 top->above = op;
1367 } 1383 }
1368 1384
1369 if (op->above == NULL) 1385 if (!op->above)
1370 op->ms ().top = op; 1386 op->ms ().top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1372 1388
1373 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1390 {
1374 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1395
1396 op->map->dirty = true;
1375 1397
1376 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1377 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1378 */ 1400 */
1379 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1385 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1386 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1413 * of effect may be sufficient.
1392 */ 1414 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1395 1417
1433{ 1455{
1434 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1435 1457
1436 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1437 1459
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy (); 1462 tmp->destroy ();
1441 1463
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1465
1766 1788
1767 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1769 */ 1791 */
1770 1792
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1794 {
1773 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1797 * we don't need to check all of them.
1776 */ 1798 */
1834 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1835 */ 1857 */
1836object * 1858object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1860{
1839 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1840 { 1862 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1864 return NULL;
1843 } 1865 }
1844 1866
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1868 if (tmp->arch == at)
1847 return tmp; 1869 return tmp;
1848 1870
1849 return NULL; 1871 return NULL;
1850} 1872}
1861 { 1883 {
1862 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1885 return NULL;
1864 } 1886 }
1865 1887
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1889 if (tmp->type == type)
1868 return tmp; 1890 return tmp;
1869 1891
1870 return NULL; 1892 return NULL;
1871} 1893}
2596 } 2618 }
2597 else 2619 else
2598 item = item->env; 2620 item = item->env;
2599} 2621}
2600 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2601// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2602const char * 2653const char *
2603object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2604{ 2655{
2656 char flagdesc[512];
2605 char info2[256 * 3]; 2657 char info2[256 * 4];
2606 char *p = info; 2658 char *p = info;
2607 2659
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2609 count, 2661 count, uuid.seq,
2610 &name, 2662 &name,
2611 title ? " " : "", 2663 title ? "\",title:" : "",
2612 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2613 2666
2614 if (env) 2667 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2669
2617 if (map) 2670 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2672
2620 return info; 2673 return info;
2621} 2674}
2622 2675
2623const char * 2676const char *
2624object::debug_desc () const 2677object::debug_desc () const
2625{ 2678{
2626 static char info[256 * 3]; 2679 static char info[256 * 4];
2627 return debug_desc (info); 2680 return debug_desc (info);
2628} 2681}
2629 2682

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