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Comparing deliantra/server/common/object.C (file contents):
Revision 1.114 by root, Sun Jan 14 22:06:05 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) 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>
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;
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
678static int object_count; 680static int object_count;
679 681
687 objects.insert (this); 689 objects.insert (this);
688} 690}
689 691
690void object::unlink () 692void object::unlink ()
691{ 693{
692 assert (index);//D 694 if (!index)
695 return;
696
693 objects.erase (this); 697 objects.erase (this);
694 refcnt_dec (); 698 refcnt_dec ();
695} 699}
696 700
697void 701void
771 * drop on that space. 775 * drop on that space.
772 */ 776 */
773 if (!drop_to_ground 777 if (!drop_to_ground
774 || !map 778 || !map
775 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
777 { 782 {
778 while (inv) 783 while (inv)
779 { 784 {
780 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
814 819
815 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
816 remove_button_link (this); 821 remove_button_link (this);
817 822
818 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
819 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 }
820 833
821 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
822 remove (); 835 remove ();
823 836
824 destroy_inv (true); 837 destroy_inv (true);
896 * 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
897 * 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
898 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
900 * the previous environment. 913 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 914 */
903void 915void
904object::remove () 916object::remove_slow ()
905{ 917{
906 object *tmp, *last = 0; 918 object *tmp, *last = 0;
907 object *otmp; 919 object *otmp;
908 920
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
957 --map->players; 969 --map->players;
958 map->touch (); 970 map->touch ();
959 } 971 }
960 972
961 map->dirty = true; 973 map->dirty = true;
974 mapspace &ms = this->ms ();
962 975
963 /* link the object above us */ 976 /* link the object above us */
964 if (above) 977 if (above)
965 above->below = below; 978 above->below = below;
966 else 979 else
967 map->at (x, y).top = below; /* we were top, set new top */ 980 ms.top = below; /* we were top, set new top */
968 981
969 /* Relink the object below us, if there is one */ 982 /* Relink the object below us, if there is one */
970 if (below) 983 if (below)
971 below->above = above; 984 below->above = above;
972 else 985 else
974 /* 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
975 * use translated coordinates in case some oddness with map tiling is 988 * use translated coordinates in case some oddness with map tiling is
976 * evident 989 * evident
977 */ 990 */
978 if (GET_MAP_OB (map, x, y) != this) 991 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 993
989 map->at (x, y).bot = above; /* goes on above it. */ 994 ms.bot = above; /* goes on above it. */
990 } 995 }
991 996
992 above = 0; 997 above = 0;
993 below = 0; 998 below = 0;
994 999
995 if (map->in_memory == MAP_SAVING) 1000 if (map->in_memory == MAP_SAVING)
996 return; 1001 return;
997 1002
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1003 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1004
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1005 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1006 {
1002 /* 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
1003 * being removed. 1008 * being removed.
1004 */ 1009 */
1005 1010
1086 1091
1087 return 0; 1092 return 0;
1088} 1093}
1089 1094
1090/* 1095/*
1091 * 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
1092 * job preparing multi-part monsters 1097 * job preparing multi-part monsters.
1093 */ 1098 */
1094object * 1099object *
1095insert_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)
1096{ 1101{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1125 */ 1130 */
1126object * 1131object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1133{
1129 object *tmp, *top, *floor = NULL; 1134 object *tmp, *top, *floor = NULL;
1130 sint16 x, y;
1131 1135
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1136 if (QUERY_FLAG (op, FLAG_FREED))
1133 { 1137 {
1134 LOG (llevError, "Trying to insert freed object!\n"); 1138 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL; 1139 return NULL;
1136 } 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 ();
1137 1146
1138 if (!m) 1147 if (!m)
1139 { 1148 {
1140 char *dump = dump_object (op); 1149 char *dump = dump_object (op);
1141 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);
1156#endif 1165#endif
1157 free (dump); 1166 free (dump);
1158 return op; 1167 return op;
1159 } 1168 }
1160 1169
1161 if (!QUERY_FLAG (op, FLAG_REMOVED))
1162 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more; 1170 if (object *more = op->more)
1174 1171 {
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1172 if (!insert_ob_in_map (more, m, originator, flag))
1191 { 1173 {
1192 if (!op->head) 1174 if (!op->head)
1193 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");
1194 1176
1195 return 0; 1177 return 0;
1200 1182
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1183 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * 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
1203 * need extra work 1185 * need extra work
1204 */ 1186 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1187 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1188 return 0;
1207 y = op->y; 1189
1190 op->map = m;
1191 mapspace &ms = op->ms ();
1208 1192
1209 /* this has to be done after we translate the coordinates. 1193 /* this has to be done after we translate the coordinates.
1210 */ 1194 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1195 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1196 for (tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1197 if (object::can_merge (op, tmp))
1214 { 1198 {
1215 op->nrof += tmp->nrof; 1199 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1200 tmp->destroy ();
1217 } 1201 }
1234 op->below = originator->below; 1218 op->below = originator->below;
1235 1219
1236 if (op->below) 1220 if (op->below)
1237 op->below->above = op; 1221 op->below->above = op;
1238 else 1222 else
1239 op->ms ().bot = op; 1223 ms.bot = op;
1240 1224
1241 /* since *below* originator, no need to update top */ 1225 /* since *below* originator, no need to update top */
1242 originator->below = op; 1226 originator->below = op;
1243 } 1227 }
1244 else 1228 else
1245 { 1229 {
1230 top = ms.bot;
1231
1246 /* If there are other objects, then */ 1232 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1233 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1234 {
1249 object *last = 0; 1235 object *last = 0;
1250 1236
1251 /* 1237 /*
1252 * 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.
1258 * 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
1259 * 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
1260 * 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
1261 * that flying non pickable objects are spell objects. 1247 * that flying non pickable objects are spell objects.
1262 */ 1248 */
1263 while (top) 1249 for (top = ms.bot; top; top = top->above)
1264 { 1250 {
1265 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))
1266 floor = top; 1252 floor = top;
1267 1253
1268 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))
1271 top = top->below; 1257 top = top->below;
1272 break; 1258 break;
1273 } 1259 }
1274 1260
1275 last = top; 1261 last = top;
1276 top = top->above;
1277 } 1262 }
1278 1263
1279 /* 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 */
1280 top = last; 1265 top = last;
1281 1266
1288 * Unless those objects are exits, type 66 1273 * Unless those objects are exits, type 66
1289 * If INS_ON_TOP is used, don't do this processing 1274 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1275 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1276 * stacking is a bit odd.
1292 */ 1277 */
1293 if (!(flag & INS_ON_TOP) && 1278 if (!(flag & INS_ON_TOP)
1294 (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))
1295 { 1281 {
1296 for (last = top; last != floor; last = last->below) 1282 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1284 break;
1285
1299 /* Check to see if we found the object that blocks view, 1286 /* Check to see if we found the object that blocks view,
1300 * 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
1301 * we can get inserted below this one, which requires we 1288 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1289 * set top to the object below us.
1303 */ 1290 */
1305 top = last->below; 1292 top = last->below;
1306 } 1293 }
1307 } /* If objects on this space */ 1294 } /* If objects on this space */
1308 1295
1309 if (flag & INS_MAP_LOAD) 1296 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1297 top = ms.top;
1311 1298
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1299 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1300 top = floor;
1314 1301
1315 /* 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.
1316 */ 1303 */
1317 1304
1318 /* First object on this space */ 1305 /* First object on this space */
1319 if (!top) 1306 if (!top)
1320 { 1307 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1308 op->above = ms.bot;
1322 1309
1323 if (op->above) 1310 if (op->above)
1324 op->above->below = op; 1311 op->above->below = op;
1325 1312
1326 op->below = 0; 1313 op->below = 0;
1327 op->ms ().bot = op; 1314 ms.bot = op;
1328 } 1315 }
1329 else 1316 else
1330 { /* get inserted into the stack above top */ 1317 { /* get inserted into the stack above top */
1331 op->above = top->above; 1318 op->above = top->above;
1332 1319
1336 op->below = top; 1323 op->below = top;
1337 top->above = op; 1324 top->above = op;
1338 } 1325 }
1339 1326
1340 if (!op->above) 1327 if (!op->above)
1341 op->ms ().top = op; 1328 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1329 } /* else not INS_BELOW_ORIGINATOR */
1343 1330
1344 if (op->type == PLAYER) 1331 if (op->type == PLAYER)
1345 { 1332 {
1346 op->contr->do_los = 1; 1333 op->contr->do_los = 1;
1352 1339
1353 /* 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
1354 * it, so save a few ticks and start from there. 1341 * it, so save a few ticks and start from there.
1355 */ 1342 */
1356 if (!(flag & INS_MAP_LOAD)) 1343 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1344 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1345 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1346 pl->contr->ns->floorbox_update ();
1360 1347
1361 /* If this object glows, it may affect lighting conditions that are 1348 /* If this object glows, it may affect lighting conditions that are
1362 * 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
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((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))
1773 { 1760 {
1774 1761
1775 float 1762 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1764
1778 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1779 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)) ||
1780 (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)))
1781 diff /= 4.0; 1768 diff /= 4.0;
1988 } 1975 }
1989 1976
1990 if (!index) 1977 if (!index)
1991 return -1; 1978 return -1;
1992 1979
1993 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
1994} 1981}
1995 1982
1996/* 1983/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2019{ 2006{
2020 arr += begin; 2007 arr += begin;
2021 end -= begin; 2008 end -= begin;
2022 2009
2023 while (--end) 2010 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2025} 2012}
2026 2013
2027/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2029 * 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
2163 2150
2164 return 3; 2151 return 3;
2165} 2152}
2166 2153
2167/* 2154/*
2168 * absdir(int): Returns a number between 1 and 8, which represent
2169 * the "absolute" direction of a number (it actually takes care of
2170 * "overflow" in previous calculations of a direction).
2171 */
2172
2173int
2174absdir (int d)
2175{
2176 while (d < 1)
2177 d += 8;
2178
2179 while (d > 8)
2180 d -= 8;
2181
2182 return d;
2183}
2184
2185/*
2186 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2188 */ 2157 */
2189
2190int 2158int
2191dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2192{ 2160{
2193 int d; 2161 int d;
2194 2162
2610{ 2578{
2611 char flagdesc[512]; 2579 char flagdesc[512];
2612 char info2[256 * 4]; 2580 char info2[256 * 4];
2613 char *p = info; 2581 char *p = info;
2614 2582
2615 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}",
2616 count, uuid.seq, 2584 count, uuid.seq,
2617 &name, 2585 &name,
2618 title ? "\",title:" : "", 2586 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "", 2587 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type); 2588 flag_desc (flagdesc, 512), type);
2621 2589
2622 if (env) 2590 if (env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640{ 2608{
2641 static char info[256 * 4]; 2609 static char info[256 * 4];
2642 return debug_desc (info); 2610 return debug_desc (info);
2643} 2611}
2644 2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619

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