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Comparing deliantra/server/common/object.C (file contents):
Revision 1.102 by root, Mon Jan 1 17:34:11 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) 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 if (index)
676 unlink ();
677
677 free_key_values (this); 678 free_key_values (this);
678} 679}
679 680
681static int object_count;
682
680void object::link () 683void object::link ()
681{ 684{
682 count = ++ob_count; 685 assert (!index);//D
683 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
684 688
685 prev = 0; 689 refcnt_inc ();
686 next = object::first; 690 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 691}
693 692
694void object::unlink () 693void object::unlink ()
695{ 694{
696 if (this == object::first) 695 assert (index);//D
697 object::first = next; 696 objects.erase (this);
698 697 refcnt_dec ();
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
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} 698}
712 699
713void 700void
714object::activate () 701object::activate ()
715{ 702{
716 /* If already on active list, don't do anything */ 703 /* If already on active list, don't do anything */
717 if (active ()) 704 if (active)
718 return; 705 return;
719 706
720 if (has_active_speed ()) 707 if (has_active_speed ())
721 { 708 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} 709}
732 710
733void 711void
734object::activate_recursive () 712object::activate_recursive ()
735{ 713{
736 activate (); 714 activate ();
737 715
738 for (object *op = inv; op; op = op->above) 716 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 717 op->activate_recursive ();
740} 718}
741 719
742/* This function removes object 'op' from the list of active 720/* This function removes object 'op' from the list of active
743 * objects. 721 * objects.
749 */ 727 */
750void 728void
751object::deactivate () 729object::deactivate ()
752{ 730{
753 /* If not on the active list, nothing needs to be done */ 731 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 732 if (!active)
755 return; 733 return;
756 734
757 if (active_prev == 0) 735 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} 736}
773 737
774void 738void
775object::deactivate_recursive () 739object::deactivate_recursive ()
776{ 740{
777 for (object *op = inv; op; op = op->above) 741 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 742 op->deactivate_recursive ();
779 743
780 deactivate (); 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
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->alloc (); 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))
990 --map->players; 960 --map->players;
991 map->touch (); 961 map->touch ();
992 } 962 }
993 963
994 map->dirty = true; 964 map->dirty = true;
965 mapspace &ms = this->ms ();
995 966
996 /* link the object above us */ 967 /* link the object above us */
997 if (above) 968 if (above)
998 above->below = below; 969 above->below = below;
999 else 970 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
1001 972
1002 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
1003 if (below) 974 if (below)
1004 below->above = above; 975 below->above = above;
1005 else 976 else
1007 /* 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
1008 * use translated coordinates in case some oddness with map tiling is 979 * use translated coordinates in case some oddness with map tiling is
1009 * evident 980 * evident
1010 */ 981 */
1011 if (GET_MAP_OB (map, x, y) != this) 982 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "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 ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 984
1022 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1023 } 986 }
1024 987
1025 above = 0; 988 above = 0;
1026 below = 0; 989 below = 0;
1027 990
1028 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1029 return; 992 return;
1030 993
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 995
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 997 {
1035 /* 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
1036 * being removed. 999 * being removed.
1037 */ 1000 */
1038 1001
1119 1082
1120 return 0; 1083 return 0;
1121} 1084}
1122 1085
1123/* 1086/*
1124 * 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
1125 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1126 */ 1089 */
1127object * 1090object *
1128insert_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)
1129{ 1092{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 */ 1121 */
1159object * 1122object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1124{
1162 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1126
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1128 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1130 return NULL;
1169 } 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 ();
1170 1137
1171 if (!m) 1138 if (!m)
1172 { 1139 {
1173 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1174 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);
1189#endif 1156#endif
1190 free (dump); 1157 free (dump);
1191 return op; 1158 return op;
1192 } 1159 }
1193 1160
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1161 if (object *more = op->more)
1207 1162 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1164 {
1225 if (!op->head) 1165 if (!op->head)
1226 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");
1227 1167
1228 return 0; 1168 return 0;
1233 1173
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * 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
1236 * need extra work 1176 * need extra work
1237 */ 1177 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1179 return 0;
1240 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1241 1183
1242 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1243 */ 1185 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1247 { 1189 {
1248 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1191 tmp->destroy ();
1250 } 1192 }
1267 op->below = originator->below; 1209 op->below = originator->below;
1268 1210
1269 if (op->below) 1211 if (op->below)
1270 op->below->above = op; 1212 op->below->above = op;
1271 else 1213 else
1272 op->ms ().bot = op; 1214 ms.bot = op;
1273 1215
1274 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1275 originator->below = op; 1217 originator->below = op;
1276 } 1218 }
1277 else 1219 else
1278 { 1220 {
1221 top = ms.bot;
1222
1279 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1225 {
1282 object *last = 0; 1226 object *last = 0;
1283 1227
1284 /* 1228 /*
1285 * 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.
1291 * 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
1292 * 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
1293 * 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
1294 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1295 */ 1239 */
1296 while (top) 1240 for (top = ms.bot; top; top = top->above)
1297 { 1241 {
1298 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))
1299 floor = top; 1243 floor = top;
1300 1244
1301 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))
1304 top = top->below; 1248 top = top->below;
1305 break; 1249 break;
1306 } 1250 }
1307 1251
1308 last = top; 1252 last = top;
1309 top = top->above;
1310 } 1253 }
1311 1254
1312 /* 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 */
1313 top = last; 1256 top = last;
1314 1257
1321 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1322 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1267 * stacking is a bit odd.
1325 */ 1268 */
1326 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1327 (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))
1328 { 1272 {
1329 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1275 break;
1276
1332 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1333 * 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
1334 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1280 * set top to the object below us.
1336 */ 1281 */
1338 top = last->below; 1283 top = last->below;
1339 } 1284 }
1340 } /* If objects on this space */ 1285 } /* If objects on this space */
1341 1286
1342 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1344 1289
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1291 top = floor;
1347 1292
1348 /* 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.
1349 */ 1294 */
1350 1295
1351 /* First object on this space */ 1296 /* First object on this space */
1352 if (!top) 1297 if (!top)
1353 { 1298 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1355 1300
1356 if (op->above) 1301 if (op->above)
1357 op->above->below = op; 1302 op->above->below = op;
1358 1303
1359 op->below = 0; 1304 op->below = 0;
1360 op->ms ().bot = op; 1305 ms.bot = op;
1361 } 1306 }
1362 else 1307 else
1363 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1364 op->above = top->above; 1309 op->above = top->above;
1365 1310
1369 op->below = top; 1314 op->below = top;
1370 top->above = op; 1315 top->above = op;
1371 } 1316 }
1372 1317
1373 if (!op->above) 1318 if (!op->above)
1374 op->ms ().top = op; 1319 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1376 1321
1377 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1378 { 1323 {
1379 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1385 1330
1386 /* 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
1387 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1388 */ 1333 */
1389 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1336 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1393 1338
1394 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1443{ 1388{
1444 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1445 1390
1446 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1447 1392
1448 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)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1395 tmp->destroy ();
1451 1396
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1398
1776 1721
1777 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1779 */ 1724 */
1780 1725
1781 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)
1782 { 1727 {
1783 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1730 * we don't need to check all of them.
1786 */ 1731 */
1844 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1845 */ 1790 */
1846object * 1791object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1793{
1849 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1850 { 1795 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1797 return NULL;
1853 } 1798 }
1854 1799
1855 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)
1856 if (tmp->arch == at) 1801 if (tmp->arch == at)
1857 return tmp; 1802 return tmp;
1858 1803
1859 return NULL; 1804 return NULL;
1860} 1805}
1871 { 1816 {
1872 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1818 return NULL;
1874 } 1819 }
1875 1820
1876 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)
1877 if (tmp->type == type) 1822 if (tmp->type == type)
1878 return tmp; 1823 return tmp;
1879 1824
1880 return NULL; 1825 return NULL;
1881} 1826}
2196 2141
2197 return 3; 2142 return 3;
2198} 2143}
2199 2144
2200/* 2145/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2148 */
2222
2223int 2149int
2224dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2225{ 2151{
2226 int d; 2152 int d;
2227 2153
2643{ 2569{
2644 char flagdesc[512]; 2570 char flagdesc[512];
2645 char info2[256 * 4]; 2571 char info2[256 * 4];
2646 char *p = info; 2572 char *p = info;
2647 2573
2648 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}",
2649 count, uuid.seq, 2575 count, uuid.seq,
2650 &name, 2576 &name,
2651 title ? "\",title:" : "", 2577 title ? "\",title:\"" : "",
2652 title ? (const char *)title : "", 2578 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type); 2579 flag_desc (flagdesc, 512), type);
2654 2580
2655 if (env) 2581 if (env)
2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2666{ 2592{
2667 static char info[256 * 4]; 2593 static char info[256 * 4];
2668 return debug_desc (info); 2594 return debug_desc (info);
2669} 2595}
2670 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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