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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 1.120 by root, Sun Jan 21 21:28:27 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}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
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;
748 face = blank_face; 670 face = blank_face;
749} 671}
750 672
751object::~object () 673object::~object ()
752{ 674{
675 if (index)
676 unlink ();
677
753 free_key_values (this); 678 free_key_values (this);
754} 679}
755 680
681static int object_count;
682
756void object::link () 683void object::link ()
757{ 684{
758 count = ++ob_count; 685 assert (!index);//D
759 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
760 688
761 prev = 0; 689 refcnt_inc ();
762 next = object::first; 690 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 691}
769 692
770void object::unlink () 693void object::unlink ()
771{ 694{
772 if (this == object::first) 695 assert (index);//D
773 object::first = next; 696 objects.erase (this);
697 refcnt_dec ();
698}
774 699
775 /* Remove this object from the list of used objects */ 700void
776 if (prev) prev->next = next; 701object::activate ()
777 if (next) next->prev = prev; 702{
703 /* If already on active list, don't do anything */
704 if (active)
705 return;
778 706
779 prev = 0; 707 if (has_active_speed ())
780 next = 0; 708 actives.insert (this);
709}
710
711void
712object::activate_recursive ()
713{
714 activate ();
715
716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
751 {
752 op->flag [flag] = value;
753 op->set_flag_inv (flag, value);
754 }
781} 755}
782 756
783/* 757/*
784 * Remove and free all objects in the inventory of the given object. 758 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 759 * object.c ?
818 792
819 if (op->flag [FLAG_STARTEQUIP] 793 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 794 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 795 || op->type == RUNE
822 || op->type == TRAP 796 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 799 op->destroy ();
825 else 800 else
826 map->insert (op, x, y); 801 map->insert (op, x, y);
827 } 802 }
828 } 803 }
836} 811}
837 812
838void 813void
839object::do_destroy () 814object::do_destroy ()
840{ 815{
816 attachable::do_destroy ();
817
841 if (flag [FLAG_IS_LINKED]) 818 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 819 remove_button_link (this);
843 820
844 if (flag [FLAG_FRIENDLY]) 821 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 822 remove_friendly_object (this);
846 823
847 if (!flag [FLAG_REMOVED]) 824 if (!flag [FLAG_REMOVED])
848 remove (); 825 remove ();
849 826
850 if (flag [FLAG_FREED]) 827 destroy_inv (true);
851 return;
852 828
853 set_speed (0); 829 deactivate ();
830 unlink ();
854 831
855 flag [FLAG_FREED] = 1; 832 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 833
862 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
863 { 835 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 836 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 837
869 841
870 freed_map->name = "/internal/freed_objects_map"; 842 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 843 freed_map->width = 3;
872 freed_map->height = 3; 844 freed_map->height = 3;
873 845
874 freed_map->allocate (); 846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
875 } 848 }
876 849
877 map = freed_map; 850 map = freed_map;
878 x = 1; 851 x = 1;
879 y = 1; 852 y = 1;
889 862
890 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
891 owner = 0; 864 owner = 0;
892 enemy = 0; 865 enemy = 0;
893 attacked_by = 0; 866 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 867}
898 868
899void 869void
900object::destroy (bool destroy_inventory) 870object::destroy (bool destroy_inventory)
901{ 871{
932 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
933 * the previous environment. 903 * the previous environment.
934 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
935 */ 905 */
936void 906void
937object::remove () 907object::remove_slow ()
938{ 908{
939 object *tmp, *last = 0; 909 object *tmp, *last = 0;
940 object *otmp; 910 object *otmp;
941 911
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 934 * to save cpu time.
965 */ 935 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 937 otmp->update_stats ();
968 938
969 if (above != NULL) 939 if (above)
970 above->below = below; 940 above->below = below;
971 else 941 else
972 env->inv = below; 942 env->inv = below;
973 943
974 if (below != NULL) 944 if (below)
975 below->above = above; 945 below->above = above;
976 946
977 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
983 above = 0, below = 0; 953 above = 0, below = 0;
984 env = 0; 954 env = 0;
985 } 955 }
986 else if (map) 956 else if (map)
987 { 957 {
988 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
991 966
992 /* link the object above us */ 967 /* link the object above us */
993 if (above) 968 if (above)
994 above->below = below; 969 above->below = below;
995 else 970 else
996 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
997 972
998 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
999 if (below) 974 if (below)
1000 below->above = above; 975 below->above = above;
1001 else 976 else
1003 /* Nothing below, which means we need to relink map object for this space 978 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1005 * evident 980 * evident
1006 */ 981 */
1007 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 983 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017 984
1018 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1019 } 986 }
1020 987
1021 above = 0; 988 above = 0;
1022 below = 0; 989 below = 0;
1023 990
1024 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1025 return; 992 return;
1026 993
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 995
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 997 {
1031 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1032 * being removed. 999 * being removed.
1033 */ 1000 */
1034 1001
1046 1013
1047 if (tmp->contr->ns) 1014 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1049 } 1016 }
1050 1017
1051 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1052 if (check_walk_off 1019 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1022 {
1056 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1025 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1027 }
1061 1028
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1065 tmp->above = 0; 1032 tmp->above = 0;
1066 1033
1067 last = tmp; 1034 last = tmp;
1068 } 1035 }
1069 1036
1070 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1039 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1073 else 1041 else
1074 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1075 1043
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1114 1082
1115 return 0; 1083 return 0;
1116} 1084}
1117 1085
1118/* 1086/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1121 */ 1089 */
1122object * 1090object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1092{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1153 */ 1121 */
1154object * 1122object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1124{
1157 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1158 sint16 x, y;
1159 1126
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1161 { 1128 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1130 return NULL;
1164 } 1131 }
1165 1132
1166 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
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;
1184#endif 1156#endif
1185 free (dump); 1157 free (dump);
1186 return op; 1158 return op;
1187 } 1159 }
1188 1160
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more; 1161 if (object *more = op->more)
1202 1162 {
1203 /* We really need the caller to normalize coordinates - if
1204 * 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
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1219 { 1164 {
1220 if (!op->head) 1165 if (!op->head)
1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1222 1167
1223 return 0; 1168 return 0;
1228 1173
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1231 * need extra work 1176 * need extra work
1232 */ 1177 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1179 return 0;
1235 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1236 1183
1237 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1238 */ 1185 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1242 { 1189 {
1243 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1191 tmp->destroy ();
1245 } 1192 }
1262 op->below = originator->below; 1209 op->below = originator->below;
1263 1210
1264 if (op->below) 1211 if (op->below)
1265 op->below->above = op; 1212 op->below->above = op;
1266 else 1213 else
1267 op->ms ().bot = op; 1214 ms.bot = op;
1268 1215
1269 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1270 originator->below = op; 1217 originator->below = op;
1271 } 1218 }
1272 else 1219 else
1273 { 1220 {
1221 top = ms.bot;
1222
1274 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1276 { 1225 {
1277 object *last = NULL; 1226 object *last = 0;
1278 1227
1279 /* 1228 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1231 * 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 1235 * 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 1236 * 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 1237 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1290 */ 1239 */
1291 1240 for (top = ms.bot; top; top = top->above)
1292 while (top != NULL)
1293 { 1241 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1243 floor = top;
1296 1244
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1300 top = top->below; 1248 top = top->below;
1301 break; 1249 break;
1302 } 1250 }
1303 1251
1304 last = top; 1252 last = top;
1305 top = top->above;
1306 } 1253 }
1307 1254
1308 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1309 top = last; 1256 top = last;
1310 1257
1317 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1318 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1267 * stacking is a bit odd.
1321 */ 1268 */
1322 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1324 { 1272 {
1325 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1275 break;
1276
1328 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1329 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1330 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1280 * set top to the object below us.
1332 */ 1281 */
1334 top = last->below; 1283 top = last->below;
1335 } 1284 }
1336 } /* If objects on this space */ 1285 } /* If objects on this space */
1337 1286
1338 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1340 1289
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1291 top = floor;
1343 1292
1344 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1345 */ 1294 */
1346 1295
1347 /* First object on this space */ 1296 /* First object on this space */
1348 if (!top) 1297 if (!top)
1349 { 1298 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1351 1300
1352 if (op->above) 1301 if (op->above)
1353 op->above->below = op; 1302 op->above->below = op;
1354 1303
1355 op->below = NULL; 1304 op->below = 0;
1356 op->ms ().bot = op; 1305 ms.bot = op;
1357 } 1306 }
1358 else 1307 else
1359 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1360 op->above = top->above; 1309 op->above = top->above;
1361 1310
1364 1313
1365 op->below = top; 1314 op->below = top;
1366 top->above = op; 1315 top->above = op;
1367 } 1316 }
1368 1317
1369 if (op->above == NULL) 1318 if (!op->above)
1370 op->ms ().top = op; 1319 ms.top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1372 1321
1373 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1374 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1375 1330
1376 /* If we have a floor, we know the player, if any, will be above 1331 /* 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. 1332 * it, so save a few ticks and start from there.
1378 */ 1333 */
1379 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1381 if (pl->contr->ns) 1336 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1383 1338
1384 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1385 * visible to others on this map. But update_all_los is really 1340 * 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 1341 * 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 1342 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1346 * of effect may be sufficient.
1392 */ 1347 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1395 1350
1433{ 1388{
1434 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1435 1390
1436 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1437 1392
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy (); 1395 tmp->destroy ();
1441 1396
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1398
1766 1721
1767 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1769 */ 1724 */
1770 1725
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1727 {
1773 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1730 * we don't need to check all of them.
1776 */ 1731 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 { 1751 {
1797 1752
1798 float 1753 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1754 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1755
1801 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0; 1759 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1835 */ 1790 */
1836object * 1791object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1793{
1839 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1840 { 1795 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1797 return NULL;
1843 } 1798 }
1844 1799
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1801 if (tmp->arch == at)
1847 return tmp; 1802 return tmp;
1848 1803
1849 return NULL; 1804 return NULL;
1850} 1805}
1861 { 1816 {
1862 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1818 return NULL;
1864 } 1819 }
1865 1820
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1822 if (tmp->type == type)
1868 return tmp; 1823 return tmp;
1869 1824
1870 return NULL; 1825 return NULL;
1871} 1826}
2186 2141
2187 return 3; 2142 return 3;
2188} 2143}
2189 2144
2190/* 2145/*
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 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2148 */
2212
2213int 2149int
2214dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2215{ 2151{
2216 int d; 2152 int d;
2217 2153
2596 } 2532 }
2597 else 2533 else
2598 item = item->env; 2534 item = item->env;
2599} 2535}
2600 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2601// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2602const char * 2567const char *
2603object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2604{ 2569{
2570 char flagdesc[512];
2605 char info2[256 * 3]; 2571 char info2[256 * 4];
2606 char *p = info; 2572 char *p = info;
2607 2573
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2609 count, 2575 count, uuid.seq,
2610 &name, 2576 &name,
2611 title ? " " : "", 2577 title ? "\",title:\"" : "",
2612 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2613 2580
2614 if (env) 2581 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2583
2617 if (map) 2584 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2586
2620 return info; 2587 return info;
2621} 2588}
2622 2589
2623const char * 2590const char *
2624object::debug_desc () const 2591object::debug_desc () const
2625{ 2592{
2626 static char info[256 * 3]; 2593 static char info[256 * 4];
2627 return debug_desc (info); 2594 return debug_desc (info);
2628} 2595}
2629 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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