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Comparing deliantra/server/common/object.C (file contents):
Revision 1.106 by root, Wed Jan 3 20:08:04 2007 UTC vs.
Revision 1.126 by root, Mon Jan 29 15:36:25 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,
390} 392}
391 393
392/* 394/*
393 * 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.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
660 660
661 if (op->more) 661 if (op->more)
662 update_object (op->more, action); 662 update_object (op->more, action);
663} 663}
664 664
665object *object::first;
666
667object::object () 665object::object ()
668{ 666{
669 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
670 668
671 expmul = 1.0; 669 expmul = 1.0;
672 face = blank_face; 670 face = blank_face;
673} 671}
674 672
675object::~object () 673object::~object ()
676{ 674{
675 unlink ();
676
677 free_key_values (this); 677 free_key_values (this);
678} 678}
679 679
680static int object_count;
681
680void object::link () 682void object::link ()
681{ 683{
682 count = ++ob_count; 684 assert (!index);//D
683 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
684 687
685 prev = 0; 688 refcnt_inc ();
686 next = object::first; 689 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 690}
693 691
694void object::unlink () 692void object::unlink ()
695{ 693{
696 if (this == object::first) 694 if (!index)
697 object::first = next; 695 return;
698 696
699 /* Remove this object from the list of used objects */ 697 objects.erase (this);
700 if (prev) prev->next = next; 698 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 699}
712 700
713void 701void
714object::activate () 702object::activate ()
715{ 703{
716 /* If already on active list, don't do anything */ 704 /* If already on active list, don't do anything */
717 if (active ()) 705 if (active)
718 return; 706 return;
719 707
720 if (has_active_speed ()) 708 if (has_active_speed ())
721 { 709 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 710}
732 711
733void 712void
734object::activate_recursive () 713object::activate_recursive ()
735{ 714{
749 */ 728 */
750void 729void
751object::deactivate () 730object::deactivate ()
752{ 731{
753 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 733 if (!active)
755 return; 734 return;
756 735
757 if (active_prev == 0) 736 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 737}
773 738
774void 739void
775object::deactivate_recursive () 740object::deactivate_recursive ()
776{ 741{
810 * drop on that space. 775 * drop on that space.
811 */ 776 */
812 if (!drop_to_ground 777 if (!drop_to_ground
813 || !map 778 || !map
814 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
815 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
816 { 782 {
817 while (inv) 783 while (inv)
818 { 784 {
819 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
828 794
829 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
830 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
831 || op->type == RUNE 797 || op->type == RUNE
832 || op->type == TRAP 798 || op->type == TRAP
833 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
834 op->destroy (); 801 op->destroy ();
835 else 802 else
836 map->insert (op, x, y); 803 map->insert (op, x, y);
837 } 804 }
838 } 805 }
846} 813}
847 814
848void 815void
849object::do_destroy () 816object::do_destroy ()
850{ 817{
818 attachable::do_destroy ();
819
851 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
852 remove_button_link (this); 821 remove_button_link (this);
853 822
854 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
855 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
856 833
857 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
858 remove (); 835 remove ();
859 836
860 if (flag [FLAG_FREED]) 837 destroy_inv (true);
861 return;
862 838
863 set_speed (0); 839 deactivate ();
840 unlink ();
864 841
865 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
866
867 attachable::do_destroy ();
868
869 destroy_inv (true);
870 unlink ();
871 843
872 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
873 { 845 {
874 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
875 847
900 872
901 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
902 owner = 0; 874 owner = 0;
903 enemy = 0; 875 enemy = 0;
904 attacked_by = 0; 876 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908} 877}
909 878
910void 879void
911object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
912{ 881{
940 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
941 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
942 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
943 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
944 * the previous environment. 913 * the previous environment.
945 * Beware: This function is called from the editor as well!
946 */ 914 */
947void 915void
948object::remove () 916object::remove_slow ()
949{ 917{
950 object *tmp, *last = 0; 918 object *tmp, *last = 0;
951 object *otmp; 919 object *otmp;
952 920
953 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
1001 --map->players; 969 --map->players;
1002 map->touch (); 970 map->touch ();
1003 } 971 }
1004 972
1005 map->dirty = true; 973 map->dirty = true;
974 mapspace &ms = this->ms ();
1006 975
1007 /* link the object above us */ 976 /* link the object above us */
1008 if (above) 977 if (above)
1009 above->below = below; 978 above->below = below;
1010 else 979 else
1011 map->at (x, y).top = below; /* we were top, set new top */ 980 ms.top = below; /* we were top, set new top */
1012 981
1013 /* Relink the object below us, if there is one */ 982 /* Relink the object below us, if there is one */
1014 if (below) 983 if (below)
1015 below->above = above; 984 below->above = above;
1016 else 985 else
1018 /* Nothing below, which means we need to relink map object for this space 987 /* Nothing below, which means we need to relink map object for this space
1019 * use translated coordinates in case some oddness with map tiling is 988 * use translated coordinates in case some oddness with map tiling is
1020 * evident 989 * evident
1021 */ 990 */
1022 if (GET_MAP_OB (map, x, y) != this) 991 if (GET_MAP_OB (map, x, y) != this)
1023 {
1024 char *dump = dump_object (this);
1025 LOG (llevError,
1026 "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); 992 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 ());
1027 free (dump);
1028 dump = dump_object (GET_MAP_OB (map, x, y));
1029 LOG (llevError, "%s\n", dump);
1030 free (dump);
1031 }
1032 993
1033 map->at (x, y).bot = above; /* goes on above it. */ 994 ms.bot = above; /* goes on above it. */
1034 } 995 }
1035 996
1036 above = 0; 997 above = 0;
1037 below = 0; 998 below = 0;
1038 999
1039 if (map->in_memory == MAP_SAVING) 1000 if (map->in_memory == MAP_SAVING)
1040 return; 1001 return;
1041 1002
1042 int check_walk_off = !flag [FLAG_NO_APPLY]; 1003 int check_walk_off = !flag [FLAG_NO_APPLY];
1043 1004
1044 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1005 for (tmp = ms.bot; tmp; tmp = tmp->above)
1045 { 1006 {
1046 /* No point updating the players look faces if he is the object 1007 /* No point updating the players look faces if he is the object
1047 * being removed. 1008 * being removed.
1048 */ 1009 */
1049 1010
1130 1091
1131 return 0; 1092 return 0;
1132} 1093}
1133 1094
1134/* 1095/*
1135 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1136 * job preparing multi-part monsters 1097 * job preparing multi-part monsters.
1137 */ 1098 */
1138object * 1099object *
1139insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1140{ 1101{
1141 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1169 */ 1130 */
1170object * 1131object *
1171insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1172{ 1133{
1173 object *tmp, *top, *floor = NULL; 1134 object *tmp, *top, *floor = NULL;
1174 sint16 x, y;
1175 1135
1176 if (QUERY_FLAG (op, FLAG_FREED)) 1136 if (QUERY_FLAG (op, FLAG_FREED))
1177 { 1137 {
1178 LOG (llevError, "Trying to insert freed object!\n"); 1138 LOG (llevError, "Trying to insert freed object!\n");
1179 return NULL; 1139 return NULL;
1180 } 1140 }
1141
1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144
1145 op->remove ();
1181 1146
1182 if (!m) 1147 if (!m)
1183 { 1148 {
1184 char *dump = dump_object (op); 1149 char *dump = dump_object (op);
1185 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1200#endif 1165#endif
1201 free (dump); 1166 free (dump);
1202 return op; 1167 return op;
1203 } 1168 }
1204 1169
1205 if (!QUERY_FLAG (op, FLAG_REMOVED))
1206 {
1207 char *dump = dump_object (op);
1208 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1209 free (dump);
1210 return op;
1211 }
1212
1213 if (op->more)
1214 {
1215 /* The part may be on a different map. */
1216
1217 object *more = op->more; 1170 if (object *more = op->more)
1218 1171 {
1219 /* We really need the caller to normalise coordinates - if
1220 * we set the map, that doesn't work if the location is within
1221 * a map and this is straddling an edge. So only if coordinate
1222 * is clear wrong do we normalise it.
1223 */
1224 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1225 more->map = get_map_from_coord (m, &more->x, &more->y);
1226 else if (!more->map)
1227 {
1228 /* For backwards compatibility - when not dealing with tiled maps,
1229 * more->map should always point to the parent.
1230 */
1231 more->map = m;
1232 }
1233
1234 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1172 if (!insert_ob_in_map (more, m, originator, flag))
1235 { 1173 {
1236 if (!op->head) 1174 if (!op->head)
1237 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1238 1176
1239 return 0; 1177 return 0;
1244 1182
1245 /* Ideally, the caller figures this out. However, it complicates a lot 1183 /* Ideally, the caller figures this out. However, it complicates a lot
1246 * of areas of callers (eg, anything that uses find_free_spot would now 1184 * of areas of callers (eg, anything that uses find_free_spot would now
1247 * need extra work 1185 * need extra work
1248 */ 1186 */
1249 op->map = get_map_from_coord (m, &op->x, &op->y); 1187 if (!xy_normalise (m, op->x, op->y))
1250 x = op->x; 1188 return 0;
1251 y = op->y; 1189
1190 op->map = m;
1191 mapspace &ms = op->ms ();
1252 1192
1253 /* this has to be done after we translate the coordinates. 1193 /* this has to be done after we translate the coordinates.
1254 */ 1194 */
1255 if (op->nrof && !(flag & INS_NO_MERGE)) 1195 if (op->nrof && !(flag & INS_NO_MERGE))
1256 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1196 for (tmp = ms.bot; tmp; tmp = tmp->above)
1257 if (object::can_merge (op, tmp)) 1197 if (object::can_merge (op, tmp))
1258 { 1198 {
1259 op->nrof += tmp->nrof; 1199 op->nrof += tmp->nrof;
1260 tmp->destroy (); 1200 tmp->destroy ();
1261 } 1201 }
1278 op->below = originator->below; 1218 op->below = originator->below;
1279 1219
1280 if (op->below) 1220 if (op->below)
1281 op->below->above = op; 1221 op->below->above = op;
1282 else 1222 else
1283 op->ms ().bot = op; 1223 ms.bot = op;
1284 1224
1285 /* since *below* originator, no need to update top */ 1225 /* since *below* originator, no need to update top */
1286 originator->below = op; 1226 originator->below = op;
1287 } 1227 }
1288 else 1228 else
1289 { 1229 {
1230 top = ms.bot;
1231
1290 /* If there are other objects, then */ 1232 /* If there are other objects, then */
1291 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1233 if ((!(flag & INS_MAP_LOAD)) && top)
1292 { 1234 {
1293 object *last = 0; 1235 object *last = 0;
1294 1236
1295 /* 1237 /*
1296 * If there are multiple objects on this space, we do some trickier handling. 1238 * If there are multiple objects on this space, we do some trickier handling.
1302 * once we get to them. This reduces the need to traverse over all of 1244 * once we get to them. This reduces the need to traverse over all of
1303 * them when adding another one - this saves quite a bit of cpu time 1245 * them when adding another one - this saves quite a bit of cpu time
1304 * when lots of spells are cast in one area. Currently, it is presumed 1246 * when lots of spells are cast in one area. Currently, it is presumed
1305 * that flying non pickable objects are spell objects. 1247 * that flying non pickable objects are spell objects.
1306 */ 1248 */
1307 while (top) 1249 for (top = ms.bot; top; top = top->above)
1308 { 1250 {
1309 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1251 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1310 floor = top; 1252 floor = top;
1311 1253
1312 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1254 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1315 top = top->below; 1257 top = top->below;
1316 break; 1258 break;
1317 } 1259 }
1318 1260
1319 last = top; 1261 last = top;
1320 top = top->above;
1321 } 1262 }
1322 1263
1323 /* Don't want top to be NULL, so set it to the last valid object */ 1264 /* Don't want top to be NULL, so set it to the last valid object */
1324 top = last; 1265 top = last;
1325 1266
1332 * Unless those objects are exits, type 66 1273 * Unless those objects are exits, type 66
1333 * If INS_ON_TOP is used, don't do this processing 1274 * If INS_ON_TOP is used, don't do this processing
1334 * Need to find the object that in fact blocks view, otherwise 1275 * Need to find the object that in fact blocks view, otherwise
1335 * stacking is a bit odd. 1276 * stacking is a bit odd.
1336 */ 1277 */
1337 if (!(flag & INS_ON_TOP) && 1278 if (!(flag & INS_ON_TOP)
1338 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1279 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility))
1339 { 1281 {
1340 for (last = top; last != floor; last = last->below) 1282 for (last = top; last != floor; last = last->below)
1341 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1342 break; 1284 break;
1285
1343 /* Check to see if we found the object that blocks view, 1286 /* Check to see if we found the object that blocks view,
1344 * and make sure we have a below pointer for it so that 1287 * and make sure we have a below pointer for it so that
1345 * we can get inserted below this one, which requires we 1288 * we can get inserted below this one, which requires we
1346 * set top to the object below us. 1289 * set top to the object below us.
1347 */ 1290 */
1349 top = last->below; 1292 top = last->below;
1350 } 1293 }
1351 } /* If objects on this space */ 1294 } /* If objects on this space */
1352 1295
1353 if (flag & INS_MAP_LOAD) 1296 if (flag & INS_MAP_LOAD)
1354 top = GET_MAP_TOP (op->map, op->x, op->y); 1297 top = ms.top;
1355 1298
1356 if (flag & INS_ABOVE_FLOOR_ONLY) 1299 if (flag & INS_ABOVE_FLOOR_ONLY)
1357 top = floor; 1300 top = floor;
1358 1301
1359 /* Top is the object that our object (op) is going to get inserted above. 1302 /* Top is the object that our object (op) is going to get inserted above.
1360 */ 1303 */
1361 1304
1362 /* First object on this space */ 1305 /* First object on this space */
1363 if (!top) 1306 if (!top)
1364 { 1307 {
1365 op->above = GET_MAP_OB (op->map, op->x, op->y); 1308 op->above = ms.bot;
1366 1309
1367 if (op->above) 1310 if (op->above)
1368 op->above->below = op; 1311 op->above->below = op;
1369 1312
1370 op->below = 0; 1313 op->below = 0;
1371 op->ms ().bot = op; 1314 ms.bot = op;
1372 } 1315 }
1373 else 1316 else
1374 { /* get inserted into the stack above top */ 1317 { /* get inserted into the stack above top */
1375 op->above = top->above; 1318 op->above = top->above;
1376 1319
1380 op->below = top; 1323 op->below = top;
1381 top->above = op; 1324 top->above = op;
1382 } 1325 }
1383 1326
1384 if (!op->above) 1327 if (!op->above)
1385 op->ms ().top = op; 1328 ms.top = op;
1386 } /* else not INS_BELOW_ORIGINATOR */ 1329 } /* else not INS_BELOW_ORIGINATOR */
1387 1330
1388 if (op->type == PLAYER) 1331 if (op->type == PLAYER)
1389 { 1332 {
1390 op->contr->do_los = 1; 1333 op->contr->do_los = 1;
1396 1339
1397 /* If we have a floor, we know the player, if any, will be above 1340 /* If we have a floor, we know the player, if any, will be above
1398 * it, so save a few ticks and start from there. 1341 * it, so save a few ticks and start from there.
1399 */ 1342 */
1400 if (!(flag & INS_MAP_LOAD)) 1343 if (!(flag & INS_MAP_LOAD))
1401 if (object *pl = op->ms ().player ()) 1344 if (object *pl = ms.player ())
1402 if (pl->contr->ns) 1345 if (pl->contr->ns)
1403 pl->contr->ns->floorbox_update (); 1346 pl->contr->ns->floorbox_update ();
1404 1347
1405 /* If this object glows, it may affect lighting conditions that are 1348 /* If this object glows, it may affect lighting conditions that are
1406 * visible to others on this map. But update_all_los is really 1349 * visible to others on this map. But update_all_los is really
1815 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1816 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1817 { 1760 {
1818 1761
1819 float 1762 float
1820 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1821 1764
1822 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1823 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1824 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1825 diff /= 4.0; 1768 diff /= 4.0;
2032 } 1975 }
2033 1976
2034 if (!index) 1977 if (!index)
2035 return -1; 1978 return -1;
2036 1979
2037 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
2038} 1981}
2039 1982
2040/* 1983/*
2041 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2042 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2063{ 2006{
2064 arr += begin; 2007 arr += begin;
2065 end -= begin; 2008 end -= begin;
2066 2009
2067 while (--end) 2010 while (--end)
2068 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2069} 2012}
2070 2013
2071/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2072 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2073 * the spaces to find monsters. In this way, it won't always look for 2016 * the spaces to find monsters. In this way, it won't always look for
2207 2150
2208 return 3; 2151 return 3;
2209} 2152}
2210 2153
2211/* 2154/*
2212 * absdir(int): Returns a number between 1 and 8, which represent
2213 * the "absolute" direction of a number (it actually takes care of
2214 * "overflow" in previous calculations of a direction).
2215 */
2216
2217int
2218absdir (int d)
2219{
2220 while (d < 1)
2221 d += 8;
2222
2223 while (d > 8)
2224 d -= 8;
2225
2226 return d;
2227}
2228
2229/*
2230 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2231 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2232 */ 2157 */
2233
2234int 2158int
2235dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2236{ 2160{
2237 int d; 2161 int d;
2238 2162
2654{ 2578{
2655 char flagdesc[512]; 2579 char flagdesc[512];
2656 char info2[256 * 4]; 2580 char info2[256 * 4];
2657 char *p = info; 2581 char *p = info;
2658 2582
2659 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2660 count, uuid.seq, 2584 count, uuid.seq,
2661 &name, 2585 &name,
2662 title ? "\",title:" : "", 2586 title ? "\",title:\"" : "",
2663 title ? (const char *)title : "", 2587 title ? (const char *)title : "",
2664 flag_desc (flagdesc, 512), type); 2588 flag_desc (flagdesc, 512), type);
2665 2589
2666 if (env) 2590 if (env)
2667 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677{ 2601{
2678 static char info[256 * 4]; 2602 static char info[256 * 4];
2679 return debug_desc (info); 2603 return debug_desc (info);
2680} 2604}
2681 2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611}
2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619

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