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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 1.116 by pippijn, Mon Jan 15 21:06:18 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short 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, 45short 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};
46short 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, 48short 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
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool 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
397object * 397object *
398find_object (tag_t i) 398find_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
413object * 412object *
414find_object_name (const char *str) 413find_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
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 665object::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;
751object::~object () 673object::~object ()
752{ 674{
753 free_key_values (this); 675 free_key_values (this);
754} 676}
755 677
678static int object_count;
679
756void object::link () 680void 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)
765 object::first->prev = this;
766
767 object::first = this;
768} 688}
769 689
770void object::unlink () 690void 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 */ 697void
776 if (prev) prev->next = next; 698object::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
708void
709object::activate_recursive ()
710{
711 activate ();
712
713 for (object *op = inv; op; op = op->below)
714 op->activate_recursive ();
715}
716
717/* This function removes object 'op' from the list of active
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 */
725void
726object::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
735void
736object::deactivate_recursive ()
737{
738 for (object *op = inv; op; op = op->below)
739 op->deactivate_recursive ();
740
741 deactivate ();
742}
743
744void
745object::set_flag_inv (int flag, int value)
746{
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 ?
818 789
819 if (op->flag [FLAG_STARTEQUIP] 790 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 791 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 792 || op->type == RUNE
822 || op->type == TRAP 793 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 794 || op->flag [FLAG_IS_A_TEMPLATE]
795 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 796 op->destroy ();
825 else 797 else
826 map->insert (op, x, y); 798 map->insert (op, x, y);
827 } 799 }
828 } 800 }
836} 808}
837 809
838void 810void
839object::do_destroy () 811object::do_destroy ()
840{ 812{
813 attachable::do_destroy ();
814
841 if (flag [FLAG_IS_LINKED]) 815 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 816 remove_button_link (this);
843 817
844 if (flag [FLAG_FRIENDLY]) 818 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 819 remove_friendly_object (this);
846 820
847 if (!flag [FLAG_REMOVED]) 821 if (!flag [FLAG_REMOVED])
848 remove (); 822 remove ();
849 823
850 if (flag [FLAG_FREED]) 824 destroy_inv (true);
851 return;
852 825
853 set_speed (0); 826 deactivate ();
827 unlink ();
854 828
855 flag [FLAG_FREED] = 1; 829 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 830
862 // hack to ensure that freed objects still have a valid map 831 // hack to ensure that freed objects still have a valid map
863 { 832 {
864 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
865 834
869 838
870 freed_map->name = "/internal/freed_objects_map"; 839 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 840 freed_map->width = 3;
872 freed_map->height = 3; 841 freed_map->height = 3;
873 842
874 freed_map->allocate (); 843 freed_map->alloc ();
844 freed_map->in_memory = MAP_IN_MEMORY;
875 } 845 }
876 846
877 map = freed_map; 847 map = freed_map;
878 x = 1; 848 x = 1;
879 y = 1; 849 y = 1;
889 859
890 // clear those pointers that likely might have circular references to us 860 // clear those pointers that likely might have circular references to us
891 owner = 0; 861 owner = 0;
892 enemy = 0; 862 enemy = 0;
893 attacked_by = 0; 863 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 864}
898 865
899void 866void
900object::destroy (bool destroy_inventory) 867object::destroy (bool destroy_inventory)
901{ 868{
964 * to save cpu time. 931 * to save cpu time.
965 */ 932 */
966 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))
967 otmp->update_stats (); 934 otmp->update_stats ();
968 935
969 if (above != NULL) 936 if (above)
970 above->below = below; 937 above->below = below;
971 else 938 else
972 env->inv = below; 939 env->inv = below;
973 940
974 if (below != NULL) 941 if (below)
975 below->above = above; 942 below->above = above;
976 943
977 /* we set up values so that it could be inserted into 944 /* we set up values so that it could be inserted into
978 * 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
979 * to the caller to decide what we want to do. 946 * to the caller to decide what we want to do.
983 above = 0, below = 0; 950 above = 0, below = 0;
984 env = 0; 951 env = 0;
985 } 952 }
986 else if (map) 953 else if (map)
987 { 954 {
988 /* Re did the following section of code - it looks like it had 955 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 956 {
957 --map->players;
958 map->touch ();
959 }
960
961 map->dirty = true;
991 962
992 /* link the object above us */ 963 /* link the object above us */
993 if (above) 964 if (above)
994 above->below = below; 965 above->below = below;
995 else 966 else
1046 1017
1047 if (tmp->contr->ns) 1018 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1019 tmp->contr->ns->floorbox_update ();
1049 } 1020 }
1050 1021
1051 /* See if player moving off should effect something */ 1022 /* See if object moving off should effect something */
1052 if (check_walk_off 1023 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1024 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1025 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1026 {
1056 move_apply (tmp, this, 0); 1027 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1029 if (destroyed ())
1059 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 ());
1060 } 1031 }
1061 1032
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1035 if (tmp->above == tmp)
1065 tmp->above = 0; 1036 tmp->above = 0;
1066 1037
1067 last = tmp; 1038 last = tmp;
1068 } 1039 }
1069 1040
1070 /* 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?
1071 if (!last) 1043 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1044 map->at (x, y).flags_ = 0;
1073 else 1045 else
1074 update_object (last, UP_OBJ_REMOVE); 1046 update_object (last, UP_OBJ_REMOVE);
1075 1047
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1048 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1049 update_all_los (map, x, y);
1161 { 1133 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1134 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1135 return NULL;
1164 } 1136 }
1165 1137
1166 if (m == NULL) 1138 if (!m)
1167 { 1139 {
1168 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1169 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);
1170 free (dump); 1142 free (dump);
1171 return op; 1143 return op;
1198 { 1170 {
1199 /* The part may be on a different map. */ 1171 /* The part may be on a different map. */
1200 1172
1201 object *more = op->more; 1173 object *more = op->more;
1202 1174
1203 /* We really need the caller to normalize coordinates - if 1175 /* We really need the caller to normalise coordinates - if
1204 * 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
1205 * 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
1206 * is clear wrong do we normalize it. 1178 * is clear wrong do we normalise it.
1207 */ 1179 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y); 1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map) 1182 else if (!more->map)
1211 { 1183 {
1235 y = op->y; 1207 y = op->y;
1236 1208
1237 /* this has to be done after we translate the coordinates. 1209 /* this has to be done after we translate the coordinates.
1238 */ 1210 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1211 if (op->nrof && !(flag & INS_NO_MERGE))
1240 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)
1241 if (object::can_merge (op, tmp)) 1213 if (object::can_merge (op, tmp))
1242 { 1214 {
1243 op->nrof += tmp->nrof; 1215 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1216 tmp->destroy ();
1245 } 1217 }
1272 else 1244 else
1273 { 1245 {
1274 /* If there are other objects, then */ 1246 /* If there are other objects, then */
1275 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))
1276 { 1248 {
1277 object *last = NULL; 1249 object *last = 0;
1278 1250
1279 /* 1251 /*
1280 * 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.
1281 * We've already dealt with merging if appropriate. 1253 * We've already dealt with merging if appropriate.
1282 * 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
1286 * 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
1287 * 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
1288 * 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
1289 * that flying non pickable objects are spell objects. 1261 * that flying non pickable objects are spell objects.
1290 */ 1262 */
1291
1292 while (top != NULL) 1263 while (top)
1293 { 1264 {
1294 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))
1295 floor = top; 1266 floor = top;
1296 1267
1297 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))
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1321 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351 1322
1352 if (op->above) 1323 if (op->above)
1353 op->above->below = op; 1324 op->above->below = op;
1354 1325
1355 op->below = NULL; 1326 op->below = 0;
1356 op->ms ().bot = op; 1327 op->ms ().bot = op;
1357 } 1328 }
1358 else 1329 else
1359 { /* get inserted into the stack above top */ 1330 { /* get inserted into the stack above top */
1360 op->above = top->above; 1331 op->above = top->above;
1364 1335
1365 op->below = top; 1336 op->below = top;
1366 top->above = op; 1337 top->above = op;
1367 } 1338 }
1368 1339
1369 if (op->above == NULL) 1340 if (!op->above)
1370 op->ms ().top = op; 1341 op->ms ().top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1342 } /* else not INS_BELOW_ORIGINATOR */
1372 1343
1373 if (op->type == PLAYER) 1344 if (op->type == PLAYER)
1345 {
1374 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;
1375 1352
1376 /* 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
1377 * it, so save a few ticks and start from there. 1354 * it, so save a few ticks and start from there.
1378 */ 1355 */
1379 if (!(flag & INS_MAP_LOAD)) 1356 if (!(flag & INS_MAP_LOAD))
1385 * 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
1386 * 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
1387 * on the map will get recalculated. The players could very well 1364 * on the map will get recalculated. The players could very well
1388 * 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 -
1389 * this should get redone to only look for players within range, 1366 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1367 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1368 * of effect may be sufficient.
1392 */ 1369 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1370 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1371 update_all_los (op->map, op->x, op->y);
1395 1372
1433{ 1410{
1434 object *tmp, *tmp1; 1411 object *tmp, *tmp1;
1435 1412
1436 /* first search for itself and remove any old instances */ 1413 /* first search for itself and remove any old instances */
1437 1414
1438 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)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy (); 1417 tmp->destroy ();
1441 1418
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1419 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1420
1766 1743
1767 /* The objects have to be checked from top to bottom. 1744 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1745 * Hence, we first go to the top:
1769 */ 1746 */
1770 1747
1771 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)
1772 { 1749 {
1773 /* Trim the search when we find the first other spell effect 1750 /* Trim the search when we find the first other spell effect
1774 * 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,
1775 * we don't need to check all of them. 1752 * we don't need to check all of them.
1776 */ 1753 */
1834 * The first matching object is returned, or NULL if none. 1811 * The first matching object is returned, or NULL if none.
1835 */ 1812 */
1836object * 1813object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1814present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1815{
1839 if (m == NULL || out_of_map (m, x, y)) 1816 if (!m || out_of_map (m, x, y))
1840 { 1817 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1818 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1819 return NULL;
1843 } 1820 }
1844 1821
1845 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)
1846 if (tmp->arch == at) 1823 if (tmp->arch == at)
1847 return tmp; 1824 return tmp;
1848 1825
1849 return NULL; 1826 return NULL;
1850} 1827}
1861 { 1838 {
1862 LOG (llevError, "Present called outside map.\n"); 1839 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1840 return NULL;
1864 } 1841 }
1865 1842
1866 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)
1867 if (tmp->type == type) 1844 if (tmp->type == type)
1868 return tmp; 1845 return tmp;
1869 1846
1870 return NULL; 1847 return NULL;
1871} 1848}
2186 2163
2187 return 3; 2164 return 3;
2188} 2165}
2189 2166
2190/* 2167/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2168 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2169 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2170 */
2212
2213int 2171int
2214dirdiff (int dir1, int dir2) 2172dirdiff (int dir1, int dir2)
2215{ 2173{
2216 int d; 2174 int d;
2217 2175
2596 } 2554 }
2597 else 2555 else
2598 item = item->env; 2556 item = item->env;
2599} 2557}
2600 2558
2559
2560const char *
2561object::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
2601// 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
2602const char * 2589const char *
2603object::debug_desc (char *info) const 2590object::debug_desc (char *info) const
2604{ 2591{
2592 char flagdesc[512];
2605 char info2[256 * 3]; 2593 char info2[256 * 4];
2606 char *p = info; 2594 char *p = info;
2607 2595
2608 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}",
2609 count, 2597 count, uuid.seq,
2610 &name, 2598 &name,
2611 title ? " " : "", 2599 title ? "\",title:" : "",
2612 title ? (const char *)title : ""); 2600 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type);
2613 2602
2614 if (env) 2603 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2605
2617 if (map) 2606 if (map)
2618 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);
2619 2608
2620 return info; 2609 return info;
2621} 2610}
2622 2611
2623const char * 2612const char *
2624object::debug_desc () const 2613object::debug_desc () const
2625{ 2614{
2626 static char info[256 * 3]; 2615 static char info[256 * 4];
2627 return debug_desc (info); 2616 return debug_desc (info);
2628} 2617}
2629 2618
2619const char *
2620object::debug_desc2 () const
2621{
2622 static char info[256 * 4];
2623 return debug_desc (info);
2624}
2625

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