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Comparing deliantra/server/common/object.C (file contents):
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.125 by root, Sat Jan 27 23:59:29 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>
395 * 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.
396 */ 396 */
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 return ((unsigned int)i) < objects.size () 400 for_all_objects (op)
401 ? objects [i] 401 if (op->count == i)
402 : 0; 402 return op;
403
404 return 0;
403} 405}
404 406
405/* 407/*
406 * 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.
407 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
487 489
488 if (is_removed) 490 if (is_removed)
489 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
490 492
491 if (speed < 0) 493 if (speed < 0)
492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
493 495
494 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
495 if (key_values) 497 if (key_values)
496 { 498 {
497 key_value *tail = 0; 499 key_value *tail = 0;
658 660
659 if (op->more) 661 if (op->more)
660 update_object (op->more, action); 662 update_object (op->more, action);
661} 663}
662 664
663object *object::first;
664
665object::object () 665object::object ()
666{ 666{
667 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
668 668
669 expmul = 1.0; 669 expmul = 1.0;
670 face = blank_face; 670 face = blank_face;
671} 671}
672 672
673object::~object () 673object::~object ()
674{ 674{
675 unlink ();
676
675 free_key_values (this); 677 free_key_values (this);
676} 678}
677 679
680static int object_count;
681
678void object::link () 682void object::link ()
679{ 683{
684 assert (!index);//D
680 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
681 687
688 refcnt_inc ();
682 objects.insert (this); 689 objects.insert (this);
683} 690}
684 691
685void object::unlink () 692void object::unlink ()
686{ 693{
694 if (!index)
695 return;
696
687 objects.erase (this); 697 objects.erase (this);
698 refcnt_dec ();
688} 699}
689 700
690void 701void
691object::activate () 702object::activate ()
692{ 703{
764 * drop on that space. 775 * drop on that space.
765 */ 776 */
766 if (!drop_to_ground 777 if (!drop_to_ground
767 || !map 778 || !map
768 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
769 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
770 { 782 {
771 while (inv) 783 while (inv)
772 { 784 {
773 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
782 794
783 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
784 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
785 || op->type == RUNE 797 || op->type == RUNE
786 || op->type == TRAP 798 || op->type == TRAP
787 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
788 op->destroy (); 801 op->destroy ();
789 else 802 else
790 map->insert (op, x, y); 803 map->insert (op, x, y);
791 } 804 }
792 } 805 }
800} 813}
801 814
802void 815void
803object::do_destroy () 816object::do_destroy ()
804{ 817{
818 attachable::do_destroy ();
819
805 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this); 821 remove_button_link (this);
807 822
808 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
809 remove_friendly_object (this); 824 remove_friendly_object (this);
810 825
811 if (!flag [FLAG_REMOVED]) 826 if (!flag [FLAG_REMOVED])
812 remove (); 827 remove ();
813 828
814 if (flag [FLAG_FREED]) 829 destroy_inv (true);
815 return;
816 830
817 set_speed (0); 831 deactivate ();
832 unlink ();
818 833
819 flag [FLAG_FREED] = 1; 834 flag [FLAG_FREED] = 1;
820
821 attachable::do_destroy ();
822
823 destroy_inv (true);
824 unlink ();
825 835
826 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
827 { 837 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes 838 static maptile *freed_map; // freed objects are moved here to avoid crashes
829 839
891 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
892 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
893 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
894 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
895 * the previous environment. 905 * the previous environment.
896 * Beware: This function is called from the editor as well!
897 */ 906 */
898void 907void
899object::remove () 908object::remove_slow ()
900{ 909{
901 object *tmp, *last = 0; 910 object *tmp, *last = 0;
902 object *otmp; 911 object *otmp;
903 912
904 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
952 --map->players; 961 --map->players;
953 map->touch (); 962 map->touch ();
954 } 963 }
955 964
956 map->dirty = true; 965 map->dirty = true;
966 mapspace &ms = this->ms ();
957 967
958 /* link the object above us */ 968 /* link the object above us */
959 if (above) 969 if (above)
960 above->below = below; 970 above->below = below;
961 else 971 else
962 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
963 973
964 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
965 if (below) 975 if (below)
966 below->above = above; 976 below->above = above;
967 else 977 else
969 /* Nothing below, which means we need to relink map object for this space 979 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is 980 * use translated coordinates in case some oddness with map tiling is
971 * evident 981 * evident
972 */ 982 */
973 if (GET_MAP_OB (map, x, y) != this) 983 if (GET_MAP_OB (map, x, y) != this)
974 {
975 char *dump = dump_object (this);
976 LOG (llevError,
977 "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); 984 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 ());
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983 985
984 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
985 } 987 }
986 988
987 above = 0; 989 above = 0;
988 below = 0; 990 below = 0;
989 991
990 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
991 return; 993 return;
992 994
993 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
994 996
995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
996 { 998 {
997 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
998 * being removed. 1000 * being removed.
999 */ 1001 */
1000 1002
1081 1083
1082 return 0; 1084 return 0;
1083} 1085}
1084 1086
1085/* 1087/*
1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1087 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1088 */ 1090 */
1089object * 1091object *
1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1091{ 1093{
1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1120 */ 1122 */
1121object * 1123object *
1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1123{ 1125{
1124 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1125 sint16 x, y;
1126 1127
1127 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1128 { 1129 {
1129 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1130 return NULL; 1131 return NULL;
1131 } 1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1132 1138
1133 if (!m) 1139 if (!m)
1134 { 1140 {
1135 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1151#endif 1157#endif
1152 free (dump); 1158 free (dump);
1153 return op; 1159 return op;
1154 } 1160 }
1155 1161
1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1158 char *dump = dump_object (op);
1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1161 return op;
1162 }
1163
1164 if (op->more)
1165 {
1166 /* The part may be on a different map. */
1167
1168 object *more = op->more; 1162 if (object *more = op->more)
1169 1163 {
1170 /* We really need the caller to normalise coordinates - if
1171 * we set the map, that doesn't work if the location is within
1172 * a map and this is straddling an edge. So only if coordinate
1173 * is clear wrong do we normalise it.
1174 */
1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1177 else if (!more->map)
1178 {
1179 /* For backwards compatibility - when not dealing with tiled maps,
1180 * more->map should always point to the parent.
1181 */
1182 more->map = m;
1183 }
1184
1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1186 { 1165 {
1187 if (!op->head) 1166 if (!op->head)
1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189 1168
1190 return 0; 1169 return 0;
1195 1174
1196 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1197 * of areas of callers (eg, anything that uses find_free_spot would now 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1198 * need extra work 1177 * need extra work
1199 */ 1178 */
1200 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1201 x = op->x; 1180 return 0;
1202 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1203 1184
1204 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1205 */ 1186 */
1206 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1208 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1209 { 1190 {
1210 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1211 tmp->destroy (); 1192 tmp->destroy ();
1212 } 1193 }
1229 op->below = originator->below; 1210 op->below = originator->below;
1230 1211
1231 if (op->below) 1212 if (op->below)
1232 op->below->above = op; 1213 op->below->above = op;
1233 else 1214 else
1234 op->ms ().bot = op; 1215 ms.bot = op;
1235 1216
1236 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1237 originator->below = op; 1218 originator->below = op;
1238 } 1219 }
1239 else 1220 else
1240 { 1221 {
1222 top = ms.bot;
1223
1241 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1243 { 1226 {
1244 object *last = 0; 1227 object *last = 0;
1245 1228
1246 /* 1229 /*
1247 * If there are multiple objects on this space, we do some trickier handling. 1230 * If there are multiple objects on this space, we do some trickier handling.
1253 * once we get to them. This reduces the need to traverse over all of 1236 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time 1237 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed 1238 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1257 */ 1240 */
1258 while (top) 1241 for (top = ms.bot; top; top = top->above)
1259 { 1242 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top; 1244 floor = top;
1262 1245
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1266 top = top->below; 1249 top = top->below;
1267 break; 1250 break;
1268 } 1251 }
1269 1252
1270 last = top; 1253 last = top;
1271 top = top->above;
1272 } 1254 }
1273 1255
1274 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1275 top = last; 1257 top = last;
1276 1258
1283 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1284 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1285 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1286 * stacking is a bit odd. 1268 * stacking is a bit odd.
1287 */ 1269 */
1288 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1290 { 1273 {
1291 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break; 1276 break;
1277
1294 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1297 * set top to the object below us. 1281 * set top to the object below us.
1298 */ 1282 */
1300 top = last->below; 1284 top = last->below;
1301 } 1285 }
1302 } /* If objects on this space */ 1286 } /* If objects on this space */
1303 1287
1304 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1305 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1306 1290
1307 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor; 1292 top = floor;
1309 1293
1310 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1311 */ 1295 */
1312 1296
1313 /* First object on this space */ 1297 /* First object on this space */
1314 if (!top) 1298 if (!top)
1315 { 1299 {
1316 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1317 1301
1318 if (op->above) 1302 if (op->above)
1319 op->above->below = op; 1303 op->above->below = op;
1320 1304
1321 op->below = 0; 1305 op->below = 0;
1322 op->ms ().bot = op; 1306 ms.bot = op;
1323 } 1307 }
1324 else 1308 else
1325 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1326 op->above = top->above; 1310 op->above = top->above;
1327 1311
1331 op->below = top; 1315 op->below = top;
1332 top->above = op; 1316 top->above = op;
1333 } 1317 }
1334 1318
1335 if (!op->above) 1319 if (!op->above)
1336 op->ms ().top = op; 1320 ms.top = op;
1337 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1338 1322
1339 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1340 { 1324 {
1341 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1347 1331
1348 /* If we have a floor, we know the player, if any, will be above 1332 /* If we have a floor, we know the player, if any, will be above
1349 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1350 */ 1334 */
1351 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1352 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1353 if (pl->contr->ns) 1337 if (pl->contr->ns)
1354 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1355 1339
1356 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1357 * visible to others on this map. But update_all_los is really 1341 * visible to others on this map. But update_all_los is really
1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 { 1752 {
1769 1753
1770 float 1754 float
1771 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1772 1756
1773 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1776 diff /= 4.0; 1760 diff /= 4.0;
1983 } 1967 }
1984 1968
1985 if (!index) 1969 if (!index)
1986 return -1; 1970 return -1;
1987 1971
1988 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
1989} 1973}
1990 1974
1991/* 1975/*
1992 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
1993 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2014{ 1998{
2015 arr += begin; 1999 arr += begin;
2016 end -= begin; 2000 end -= begin;
2017 2001
2018 while (--end) 2002 while (--end)
2019 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2020} 2004}
2021 2005
2022/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2023 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2024 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2158 2142
2159 return 3; 2143 return 3;
2160} 2144}
2161 2145
2162/* 2146/*
2163 * absdir(int): Returns a number between 1 and 8, which represent
2164 * the "absolute" direction of a number (it actually takes care of
2165 * "overflow" in previous calculations of a direction).
2166 */
2167
2168int
2169absdir (int d)
2170{
2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2177 return d;
2178}
2179
2180/*
2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2183 */ 2149 */
2184
2185int 2150int
2186dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2187{ 2152{
2188 int d; 2153 int d;
2189 2154
2605{ 2570{
2606 char flagdesc[512]; 2571 char flagdesc[512];
2607 char info2[256 * 4]; 2572 char info2[256 * 4];
2608 char *p = info; 2573 char *p = info;
2609 2574
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2611 count, uuid.seq, 2576 count, uuid.seq,
2612 &name, 2577 &name,
2613 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2614 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2616 2581
2617 if (env) 2582 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2628{ 2593{
2629 static char info[256 * 4]; 2594 static char info[256 * 4];
2630 return debug_desc (info); 2595 return debug_desc (info);
2631} 2596}
2632 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611

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