… | |
… | |
624 | return; |
624 | return; |
625 | } |
625 | } |
626 | |
626 | |
627 | mapspace &m = op->ms (); |
627 | mapspace &m = op->ms (); |
628 | |
628 | |
629 | if (m.flags_ & P_NEED_UPDATE) |
629 | if (!(m.flags_ & P_UPTODATE)) |
630 | /* nop */; |
630 | /* nop */; |
631 | else if (action == UP_OBJ_INSERT) |
631 | else if (action == UP_OBJ_INSERT) |
632 | { |
632 | { |
633 | // this is likely overkill, TODO: revisit (schmorp) |
633 | // this is likely overkill, TODO: revisit (schmorp) |
634 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
634 | if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) |
… | |
… | |
643 | /* 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 |
644 | * to have move_allow right now. |
644 | * to have move_allow right now. |
645 | */ |
645 | */ |
646 | || ((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 |
647 | || 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) |
648 | m.flags_ = P_NEED_UPDATE; |
648 | m.flags_ = 0; |
649 | } |
649 | } |
650 | /* if the object is being removed, we can't make intelligent |
650 | /* if the object is being removed, we can't make intelligent |
651 | * decisions, because remove_ob can't really pass the object |
651 | * decisions, because remove_ob can't really pass the object |
652 | * that is being removed. |
652 | * that is being removed. |
653 | */ |
653 | */ |
654 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
654 | else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) |
655 | m.flags_ = P_NEED_UPDATE; |
655 | m.flags_ = 0; |
656 | else if (action == UP_OBJ_FACE) |
656 | else if (action == UP_OBJ_FACE) |
657 | /* Nothing to do for that case */ ; |
657 | /* Nothing to do for that case */ ; |
658 | else |
658 | else |
659 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
659 | LOG (llevError, "update_object called with invalid action: %d\n", action); |
660 | |
660 | |
… | |
… | |
870 | freed_map->name = "/internal/freed_objects_map"; |
870 | freed_map->name = "/internal/freed_objects_map"; |
871 | freed_map->width = 3; |
871 | freed_map->width = 3; |
872 | freed_map->height = 3; |
872 | freed_map->height = 3; |
873 | |
873 | |
874 | freed_map->alloc (); |
874 | freed_map->alloc (); |
|
|
875 | freed_map->in_memory = MAP_IN_MEMORY; |
875 | } |
876 | } |
876 | |
877 | |
877 | map = freed_map; |
878 | map = freed_map; |
878 | x = 1; |
879 | x = 1; |
879 | y = 1; |
880 | y = 1; |
… | |
… | |
986 | else if (map) |
987 | else if (map) |
987 | { |
988 | { |
988 | if (type == PLAYER) |
989 | if (type == PLAYER) |
989 | { |
990 | { |
990 | --map->players; |
991 | --map->players; |
991 | map->last_access = runtime; |
992 | map->touch (); |
992 | } |
993 | } |
993 | |
994 | |
994 | map->dirty = true; |
995 | map->dirty = true; |
995 | |
996 | |
996 | /* link the object above us */ |
997 | /* link the object above us */ |
… | |
… | |
1072 | } |
1073 | } |
1073 | |
1074 | |
1074 | /* last == NULL if there are no objects on this space */ |
1075 | /* last == NULL if there are no objects on this space */ |
1075 | //TODO: this makes little sense, why only update the topmost object? |
1076 | //TODO: this makes little sense, why only update the topmost object? |
1076 | if (!last) |
1077 | if (!last) |
1077 | map->at (x, y).flags_ = P_NEED_UPDATE; |
1078 | map->at (x, y).flags_ = 0; |
1078 | else |
1079 | else |
1079 | update_object (last, UP_OBJ_REMOVE); |
1080 | update_object (last, UP_OBJ_REMOVE); |
1080 | |
1081 | |
1081 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1082 | if (flag [FLAG_BLOCKSVIEW] || glow_radius) |
1082 | update_all_los (map, x, y); |
1083 | update_all_los (map, x, y); |
… | |
… | |
1376 | |
1377 | |
1377 | if (op->type == PLAYER) |
1378 | if (op->type == PLAYER) |
1378 | { |
1379 | { |
1379 | op->contr->do_los = 1; |
1380 | op->contr->do_los = 1; |
1380 | ++op->map->players; |
1381 | ++op->map->players; |
1381 | op->map->last_access = runtime; |
1382 | op->map->touch (); |
1382 | } |
1383 | } |
1383 | |
1384 | |
1384 | op->map->dirty = true; |
1385 | op->map->dirty = true; |
1385 | |
1386 | |
1386 | /* If we have a floor, we know the player, if any, will be above |
1387 | /* If we have a floor, we know the player, if any, will be above |
… | |
… | |
1395 | * visible to others on this map. But update_all_los is really |
1396 | * visible to others on this map. But update_all_los is really |
1396 | * an inefficient way to do this, as it means los for all players |
1397 | * an inefficient way to do this, as it means los for all players |
1397 | * on the map will get recalculated. The players could very well |
1398 | * on the map will get recalculated. The players could very well |
1398 | * be far away from this change and not affected in any way - |
1399 | * be far away from this change and not affected in any way - |
1399 | * this should get redone to only look for players within range, |
1400 | * this should get redone to only look for players within range, |
1400 | * or just updating the P_NEED_UPDATE for spaces within this area |
1401 | * or just updating the P_UPTODATE for spaces within this area |
1401 | * of effect may be sufficient. |
1402 | * of effect may be sufficient. |
1402 | */ |
1403 | */ |
1403 | if (op->map->darkness && (op->glow_radius != 0)) |
1404 | if (op->map->darkness && (op->glow_radius != 0)) |
1404 | update_all_los (op->map, op->x, op->y); |
1405 | update_all_los (op->map, op->x, op->y); |
1405 | |
1406 | |
… | |
… | |
2613 | object::flag_desc (char *desc, int len) const |
2614 | object::flag_desc (char *desc, int len) const |
2614 | { |
2615 | { |
2615 | char *p = desc; |
2616 | char *p = desc; |
2616 | bool first = true; |
2617 | bool first = true; |
2617 | |
2618 | |
|
|
2619 | *p = 0; |
|
|
2620 | |
2618 | for (int i = 0; i < NUM_FLAGS; i++) |
2621 | for (int i = 0; i < NUM_FLAGS; i++) |
2619 | { |
2622 | { |
2620 | if (len <= 10) // magic constant! |
2623 | if (len <= 10) // magic constant! |
2621 | { |
2624 | { |
2622 | snprintf (p, len, ",..."); |
2625 | snprintf (p, len, ",..."); |
2623 | break; |
2626 | break; |
2624 | } |
2627 | } |
2625 | |
2628 | |
2626 | if (flag[i]) |
2629 | if (flag [i]) |
2627 | { |
2630 | { |
2628 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2631 | int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); |
2629 | len -= cnt; |
2632 | len -= cnt; |
2630 | p += cnt; |
2633 | p += cnt; |
2631 | first = false; |
2634 | first = false; |
… | |
… | |
2633 | } |
2636 | } |
2634 | |
2637 | |
2635 | return desc; |
2638 | return desc; |
2636 | } |
2639 | } |
2637 | |
2640 | |
2638 | // return a suitable string describing an objetc in enough detail to find it |
2641 | // return a suitable string describing an object in enough detail to find it |
2639 | const char * |
2642 | const char * |
2640 | object::debug_desc (char *info) const |
2643 | object::debug_desc (char *info) const |
2641 | { |
2644 | { |
2642 | char flagdesc[512]; |
2645 | char flagdesc[512]; |
2643 | char info2[256 * 4]; |
2646 | char info2[256 * 4]; |
… | |
… | |
2660 | } |
2663 | } |
2661 | |
2664 | |
2662 | const char * |
2665 | const char * |
2663 | object::debug_desc () const |
2666 | object::debug_desc () const |
2664 | { |
2667 | { |
2665 | static char info[256 * 3]; |
2668 | static char info[256 * 4]; |
2666 | return debug_desc (info); |
2669 | return debug_desc (info); |
2667 | } |
2670 | } |
2668 | |
2671 | |