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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.119 by root, Fri Jan 19 18:06:51 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short 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,
45 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
46}; 47};
47short 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,
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;
661 660
662 if (op->more) 661 if (op->more)
663 update_object (op->more, action); 662 update_object (op->more, action);
664} 663}
665 664
666object *object::first;
667
668object::object () 665object::object ()
669{ 666{
670 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
671 668
672 expmul = 1.0; 669 expmul = 1.0;
673 face = blank_face; 670 face = blank_face;
674} 671}
675 672
676object::~object () 673object::~object ()
677{ 674{
675 if (index)
676 unlink ();
677
678 free_key_values (this); 678 free_key_values (this);
679} 679}
680 680
681static int object_count;
682
681void object::link () 683void object::link ()
682{ 684{
683 count = ++ob_count; 685 assert (!index);//D
684 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
685 688
686 prev = 0; 689 refcnt_inc ();
687 next = object::first; 690 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 691}
694 692
695void object::unlink () 693void object::unlink ()
696{ 694{
697 if (this == object::first) 695 assert (index);//D
698 object::first = next; 696 objects.erase (this);
699 697 refcnt_dec ();
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 698}
713 699
714void 700void
715object::activate () 701object::activate ()
716{ 702{
717 /* If already on active list, don't do anything */ 703 /* If already on active list, don't do anything */
718 if (active ()) 704 if (active)
719 return; 705 return;
720 706
721 if (has_active_speed ()) 707 if (has_active_speed ())
722 { 708 actives.insert (this);
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} 709}
733 710
734void 711void
735object::activate_recursive () 712object::activate_recursive ()
736{ 713{
750 */ 727 */
751void 728void
752object::deactivate () 729object::deactivate ()
753{ 730{
754 /* If not on the active list, nothing needs to be done */ 731 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 732 if (!active)
756 return; 733 return;
757 734
758 if (active_prev == 0) 735 actives.erase (this);
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} 736}
774 737
775void 738void
776object::deactivate_recursive () 739object::deactivate_recursive ()
777{ 740{
829 792
830 if (op->flag [FLAG_STARTEQUIP] 793 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 794 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 795 || op->type == RUNE
833 || op->type == TRAP 796 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 799 op->destroy ();
836 else 800 else
837 map->insert (op, x, y); 801 map->insert (op, x, y);
838 } 802 }
839 } 803 }
847} 811}
848 812
849void 813void
850object::do_destroy () 814object::do_destroy ()
851{ 815{
816 attachable::do_destroy ();
817
852 if (flag [FLAG_IS_LINKED]) 818 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 819 remove_button_link (this);
854 820
855 if (flag [FLAG_FRIENDLY]) 821 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 822 remove_friendly_object (this);
857 823
858 if (!flag [FLAG_REMOVED]) 824 if (!flag [FLAG_REMOVED])
859 remove (); 825 remove ();
860 826
861 if (flag [FLAG_FREED]) 827 destroy_inv (true);
862 return;
863 828
864 set_speed (0); 829 deactivate ();
830 unlink ();
865 831
866 flag [FLAG_FREED] = 1; 832 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 833
873 // hack to ensure that freed objects still have a valid map 834 // hack to ensure that freed objects still have a valid map
874 { 835 {
875 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
876 837
901 862
902 // clear those pointers that likely might have circular references to us 863 // clear those pointers that likely might have circular references to us
903 owner = 0; 864 owner = 0;
904 enemy = 0; 865 enemy = 0;
905 attacked_by = 0; 866 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 867}
910 868
911void 869void
912object::destroy (bool destroy_inventory) 870object::destroy (bool destroy_inventory)
913{ 871{
944 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
945 * the previous environment. 903 * the previous environment.
946 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
947 */ 905 */
948void 906void
949object::remove () 907object::remove_slow ()
950{ 908{
951 object *tmp, *last = 0; 909 object *tmp, *last = 0;
952 object *otmp; 910 object *otmp;
953 911
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 --map->players; 960 --map->players;
1003 map->touch (); 961 map->touch ();
1004 } 962 }
1005 963
1006 map->dirty = true; 964 map->dirty = true;
965 mapspace &ms = this->ms ();
1007 966
1008 /* link the object above us */ 967 /* link the object above us */
1009 if (above) 968 if (above)
1010 above->below = below; 969 above->below = below;
1011 else 970 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1013 972
1014 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1015 if (below) 974 if (below)
1016 below->above = above; 975 below->above = above;
1017 else 976 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1021 * evident 980 * evident
1022 */ 981 */
1023 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 984
1034 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1035 } 986 }
1036 987
1037 above = 0; 988 above = 0;
1038 below = 0; 989 below = 0;
1039 990
1040 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1041 return; 992 return;
1042 993
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 995
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 997 {
1047 /* 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
1048 * being removed. 999 * being removed.
1049 */ 1000 */
1050 1001
1131 1082
1132 return 0; 1083 return 0;
1133} 1084}
1134 1085
1135/* 1086/*
1136 * 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
1137 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1138 */ 1089 */
1139object * 1090object *
1140insert_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)
1141{ 1092{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1170 */ 1121 */
1171object * 1122object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1124{
1174 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1175 sint16 x, y;
1176 1126
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1178 { 1128 {
1179 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL; 1130 return NULL;
1181 } 1131 }
1132
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 ();
1182 1137
1183 if (!m) 1138 if (!m)
1184 { 1139 {
1185 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1186 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);
1201#endif 1156#endif
1202 free (dump); 1157 free (dump);
1203 return op; 1158 return op;
1204 } 1159 }
1205 1160
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more; 1161 if (object *more = op->more)
1219 1162 {
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1236 { 1164 {
1237 if (!op->head) 1165 if (!op->head)
1238 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");
1239 1167
1240 return 0; 1168 return 0;
1245 1173
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * 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
1248 * need extra work 1176 * need extra work
1249 */ 1177 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1179 return 0;
1252 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1253 1183
1254 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1255 */ 1185 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1259 { 1189 {
1260 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1191 tmp->destroy ();
1262 } 1192 }
1279 op->below = originator->below; 1209 op->below = originator->below;
1280 1210
1281 if (op->below) 1211 if (op->below)
1282 op->below->above = op; 1212 op->below->above = op;
1283 else 1213 else
1284 op->ms ().bot = op; 1214 ms.bot = op;
1285 1215
1286 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1287 originator->below = op; 1217 originator->below = op;
1288 } 1218 }
1289 else 1219 else
1290 { 1220 {
1221 top = ms.bot;
1222
1291 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1225 {
1294 object *last = 0; 1226 object *last = 0;
1295 1227
1296 /* 1228 /*
1297 * 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.
1303 * 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
1304 * 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
1305 * 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
1306 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1307 */ 1239 */
1308 while (top) 1240 for (top = ms.bot; top; top = top->above)
1309 { 1241 {
1310 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))
1311 floor = top; 1243 floor = top;
1312 1244
1313 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))
1316 top = top->below; 1248 top = top->below;
1317 break; 1249 break;
1318 } 1250 }
1319 1251
1320 last = top; 1252 last = top;
1321 top = top->above;
1322 } 1253 }
1323 1254
1324 /* 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 */
1325 top = last; 1256 top = last;
1326 1257
1333 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1334 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1267 * stacking is a bit odd.
1337 */ 1268 */
1338 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1339 (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))
1340 { 1272 {
1341 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1275 break;
1276
1344 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1345 * 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
1346 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1280 * set top to the object below us.
1348 */ 1281 */
1350 top = last->below; 1283 top = last->below;
1351 } 1284 }
1352 } /* If objects on this space */ 1285 } /* If objects on this space */
1353 1286
1354 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1356 1289
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1291 top = floor;
1359 1292
1360 /* 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.
1361 */ 1294 */
1362 1295
1363 /* First object on this space */ 1296 /* First object on this space */
1364 if (!top) 1297 if (!top)
1365 { 1298 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1367 1300
1368 if (op->above) 1301 if (op->above)
1369 op->above->below = op; 1302 op->above->below = op;
1370 1303
1371 op->below = 0; 1304 op->below = 0;
1372 op->ms ().bot = op; 1305 ms.bot = op;
1373 } 1306 }
1374 else 1307 else
1375 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1376 op->above = top->above; 1309 op->above = top->above;
1377 1310
1381 op->below = top; 1314 op->below = top;
1382 top->above = op; 1315 top->above = op;
1383 } 1316 }
1384 1317
1385 if (!op->above) 1318 if (!op->above)
1386 op->ms ().top = op; 1319 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1388 1321
1389 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1390 { 1323 {
1391 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1397 1330
1398 /* 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
1399 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1400 */ 1333 */
1401 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1336 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1405 1338
1406 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1407 * 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
2208 2141
2209 return 3; 2142 return 3;
2210} 2143}
2211 2144
2212/* 2145/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2148 */
2234
2235int 2149int
2236dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2237{ 2151{
2238 int d; 2152 int d;
2239 2153
2655{ 2569{
2656 char flagdesc[512]; 2570 char flagdesc[512];
2657 char info2[256 * 4]; 2571 char info2[256 * 4];
2658 char *p = info; 2572 char *p = info;
2659 2573
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2661 count, uuid.seq, 2575 count, uuid.seq,
2662 &name, 2576 &name,
2663 title ? "\",title:" : "", 2577 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2578 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2579 flag_desc (flagdesc, 512), type);
2666 2580
2667 if (env) 2581 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2678{ 2592{
2679 static char info[256 * 4]; 2593 static char info[256 * 4];
2680 return debug_desc (info); 2594 return debug_desc (info);
2681} 2595}
2682 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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