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Comparing deliantra/server/common/object.C (file contents):
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.124 by root, Sat Jan 27 02:19:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
37 37
38int nrofallocobjects = 0; 38int nrofallocobjects = 0;
39static UUID uuid; 39static UUID uuid;
40const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
41 41
42object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
43 44
44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46}; 47};
47short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
661 660
662 if (op->more) 661 if (op->more)
663 update_object (op->more, action); 662 update_object (op->more, action);
664} 663}
665 664
666object *object::first;
667
668object::object () 665object::object ()
669{ 666{
670 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
671 668
672 expmul = 1.0; 669 expmul = 1.0;
673 face = blank_face; 670 face = blank_face;
674} 671}
675 672
676object::~object () 673object::~object ()
677{ 674{
675 unlink ();
676
678 free_key_values (this); 677 free_key_values (this);
679} 678}
680 679
680static int object_count;
681
681void object::link () 682void object::link ()
682{ 683{
683 count = ++ob_count; 684 assert (!index);//D
684 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
685 687
686 prev = 0; 688 refcnt_inc ();
687 next = object::first; 689 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 690}
694 691
695void object::unlink () 692void object::unlink ()
696{ 693{
697 if (this == object::first) 694 if (!index)
698 object::first = next; 695 return;
699 696
700 /* Remove this object from the list of used objects */ 697 objects.erase (this);
701 if (prev) prev->next = next; 698 refcnt_dec ();
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712} 699}
713 700
714void 701void
715object::activate () 702object::activate ()
716{ 703{
717 /* If already on active list, don't do anything */ 704 /* If already on active list, don't do anything */
718 if (active ()) 705 if (active)
719 return; 706 return;
720 707
721 if (has_active_speed ()) 708 if (has_active_speed ())
722 { 709 actives.insert (this);
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732} 710}
733 711
734void 712void
735object::activate_recursive () 713object::activate_recursive ()
736{ 714{
750 */ 728 */
751void 729void
752object::deactivate () 730object::deactivate ()
753{ 731{
754 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
755 if (!active ()) 733 if (!active)
756 return; 734 return;
757 735
758 if (active_prev == 0) 736 actives.erase (this);
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773} 737}
774 738
775void 739void
776object::deactivate_recursive () 740object::deactivate_recursive ()
777{ 741{
811 * drop on that space. 775 * drop on that space.
812 */ 776 */
813 if (!drop_to_ground 777 if (!drop_to_ground
814 || !map 778 || !map
815 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
816 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
817 { 782 {
818 while (inv) 783 while (inv)
819 { 784 {
820 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
829 794
830 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
831 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
832 || op->type == RUNE 797 || op->type == RUNE
833 || op->type == TRAP 798 || op->type == TRAP
834 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
835 op->destroy (); 801 op->destroy ();
836 else 802 else
837 map->insert (op, x, y); 803 map->insert (op, x, y);
838 } 804 }
839 } 805 }
847} 813}
848 814
849void 815void
850object::do_destroy () 816object::do_destroy ()
851{ 817{
818 attachable::do_destroy ();
819
852 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this); 821 remove_button_link (this);
854 822
855 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
856 remove_friendly_object (this); 824 remove_friendly_object (this);
857 825
858 if (!flag [FLAG_REMOVED]) 826 if (!flag [FLAG_REMOVED])
859 remove (); 827 remove ();
860 828
861 if (flag [FLAG_FREED]) 829 destroy_inv (true);
862 return;
863 830
864 set_speed (0); 831 deactivate ();
832 unlink ();
865 833
866 flag [FLAG_FREED] = 1; 834 flag [FLAG_FREED] = 1;
867
868 attachable::do_destroy ();
869
870 destroy_inv (true);
871 unlink ();
872 835
873 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
874 { 837 {
875 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
876 839
901 864
902 // clear those pointers that likely might have circular references to us 865 // clear those pointers that likely might have circular references to us
903 owner = 0; 866 owner = 0;
904 enemy = 0; 867 enemy = 0;
905 attacked_by = 0; 868 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909} 869}
910 870
911void 871void
912object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
913{ 873{
941 * 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
942 * 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
943 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
944 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
945 * the previous environment. 905 * the previous environment.
946 * Beware: This function is called from the editor as well!
947 */ 906 */
948void 907void
949object::remove () 908object::remove_slow ()
950{ 909{
951 object *tmp, *last = 0; 910 object *tmp, *last = 0;
952 object *otmp; 911 object *otmp;
953 912
954 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
1002 --map->players; 961 --map->players;
1003 map->touch (); 962 map->touch ();
1004 } 963 }
1005 964
1006 map->dirty = true; 965 map->dirty = true;
966 mapspace &ms = this->ms ();
1007 967
1008 /* link the object above us */ 968 /* link the object above us */
1009 if (above) 969 if (above)
1010 above->below = below; 970 above->below = below;
1011 else 971 else
1012 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
1013 973
1014 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
1015 if (below) 975 if (below)
1016 below->above = above; 976 below->above = above;
1017 else 977 else
1019 /* 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
1020 * use translated coordinates in case some oddness with map tiling is 980 * use translated coordinates in case some oddness with map tiling is
1021 * evident 981 * evident
1022 */ 982 */
1023 if (GET_MAP_OB (map, x, y) != this) 983 if (GET_MAP_OB (map, x, y) != this)
1024 {
1025 char *dump = dump_object (this);
1026 LOG (llevError,
1027 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 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 ());
1028 free (dump);
1029 dump = dump_object (GET_MAP_OB (map, x, y));
1030 LOG (llevError, "%s\n", dump);
1031 free (dump);
1032 }
1033 985
1034 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1035 } 987 }
1036 988
1037 above = 0; 989 above = 0;
1038 below = 0; 990 below = 0;
1039 991
1040 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1041 return; 993 return;
1042 994
1043 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1044 996
1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1046 { 998 {
1047 /* 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
1048 * being removed. 1000 * being removed.
1049 */ 1001 */
1050 1002
1131 1083
1132 return 0; 1084 return 0;
1133} 1085}
1134 1086
1135/* 1087/*
1136 * 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
1137 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1138 */ 1090 */
1139object * 1091object *
1140insert_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)
1141{ 1093{
1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1170 */ 1122 */
1171object * 1123object *
1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1173{ 1125{
1174 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1175 sint16 x, y;
1176 1127
1177 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1178 { 1129 {
1179 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1180 return NULL; 1131 return NULL;
1181 } 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 ();
1182 1138
1183 if (!m) 1139 if (!m)
1184 { 1140 {
1185 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1186 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);
1201#endif 1157#endif
1202 free (dump); 1158 free (dump);
1203 return op; 1159 return op;
1204 } 1160 }
1205 1161
1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1207 {
1208 char *dump = dump_object (op);
1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1215 {
1216 /* The part may be on a different map. */
1217
1218 object *more = op->more; 1162 if (object *more = op->more)
1219 1163 {
1220 /* We really need the caller to normalise coordinates - if
1221 * we set the map, that doesn't work if the location is within
1222 * a map and this is straddling an edge. So only if coordinate
1223 * is clear wrong do we normalise it.
1224 */
1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1227 else if (!more->map)
1228 {
1229 /* For backwards compatibility - when not dealing with tiled maps,
1230 * more->map should always point to the parent.
1231 */
1232 more->map = m;
1233 }
1234
1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1236 { 1165 {
1237 if (!op->head) 1166 if (!op->head)
1238 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");
1239 1168
1240 return 0; 1169 return 0;
1245 1174
1246 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1247 * of areas of callers (eg, anything that uses find_free_spot would now 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1248 * need extra work 1177 * need extra work
1249 */ 1178 */
1250 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1251 x = op->x; 1180 return 0;
1252 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1253 1184
1254 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1255 */ 1186 */
1256 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1258 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1259 { 1190 {
1260 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1261 tmp->destroy (); 1192 tmp->destroy ();
1262 } 1193 }
1279 op->below = originator->below; 1210 op->below = originator->below;
1280 1211
1281 if (op->below) 1212 if (op->below)
1282 op->below->above = op; 1213 op->below->above = op;
1283 else 1214 else
1284 op->ms ().bot = op; 1215 ms.bot = op;
1285 1216
1286 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1287 originator->below = op; 1218 originator->below = op;
1288 } 1219 }
1289 else 1220 else
1290 { 1221 {
1222 top = ms.bot;
1223
1291 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1293 { 1226 {
1294 object *last = 0; 1227 object *last = 0;
1295 1228
1296 /* 1229 /*
1297 * 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.
1303 * 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
1304 * 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
1305 * 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
1306 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1307 */ 1240 */
1308 while (top) 1241 for (top = ms.bot; top; top = top->above)
1309 { 1242 {
1310 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))
1311 floor = top; 1244 floor = top;
1312 1245
1313 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))
1316 top = top->below; 1249 top = top->below;
1317 break; 1250 break;
1318 } 1251 }
1319 1252
1320 last = top; 1253 last = top;
1321 top = top->above;
1322 } 1254 }
1323 1255
1324 /* 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 */
1325 top = last; 1257 top = last;
1326 1258
1333 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1334 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1335 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1336 * stacking is a bit odd. 1268 * stacking is a bit odd.
1337 */ 1269 */
1338 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1340 { 1273 {
1341 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break; 1276 break;
1277
1344 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1345 * 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
1346 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1347 * set top to the object below us. 1281 * set top to the object below us.
1348 */ 1282 */
1350 top = last->below; 1284 top = last->below;
1351 } 1285 }
1352 } /* If objects on this space */ 1286 } /* If objects on this space */
1353 1287
1354 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1355 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1356 1290
1357 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor; 1292 top = floor;
1359 1293
1360 /* 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.
1361 */ 1295 */
1362 1296
1363 /* First object on this space */ 1297 /* First object on this space */
1364 if (!top) 1298 if (!top)
1365 { 1299 {
1366 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1367 1301
1368 if (op->above) 1302 if (op->above)
1369 op->above->below = op; 1303 op->above->below = op;
1370 1304
1371 op->below = 0; 1305 op->below = 0;
1372 op->ms ().bot = op; 1306 ms.bot = op;
1373 } 1307 }
1374 else 1308 else
1375 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1376 op->above = top->above; 1310 op->above = top->above;
1377 1311
1381 op->below = top; 1315 op->below = top;
1382 top->above = op; 1316 top->above = op;
1383 } 1317 }
1384 1318
1385 if (!op->above) 1319 if (!op->above)
1386 op->ms ().top = op; 1320 ms.top = op;
1387 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1388 1322
1389 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1390 { 1324 {
1391 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1397 1331
1398 /* 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
1399 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1400 */ 1334 */
1401 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1403 if (pl->contr->ns) 1337 if (pl->contr->ns)
1404 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1405 1339
1406 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1407 * 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
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((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))
1818 { 1752 {
1819 1753
1820 float 1754 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1822 1756
1823 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1824 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)) ||
1825 (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)))
1826 diff /= 4.0; 1760 diff /= 4.0;
2033 } 1967 }
2034 1968
2035 if (!index) 1969 if (!index)
2036 return -1; 1970 return -1;
2037 1971
2038 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2039} 1973}
2040 1974
2041/* 1975/*
2042 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2043 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2064{ 1998{
2065 arr += begin; 1999 arr += begin;
2066 end -= begin; 2000 end -= begin;
2067 2001
2068 while (--end) 2002 while (--end)
2069 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2070} 2004}
2071 2005
2072/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2073 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2074 * 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
2208 2142
2209 return 3; 2143 return 3;
2210} 2144}
2211 2145
2212/* 2146/*
2213 * absdir(int): Returns a number between 1 and 8, which represent
2214 * the "absolute" direction of a number (it actually takes care of
2215 * "overflow" in previous calculations of a direction).
2216 */
2217
2218int
2219absdir (int d)
2220{
2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2227 return d;
2228}
2229
2230/*
2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2232 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2233 */ 2149 */
2234
2235int 2150int
2236dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2237{ 2152{
2238 int d; 2153 int d;
2239 2154
2655{ 2570{
2656 char flagdesc[512]; 2571 char flagdesc[512];
2657 char info2[256 * 4]; 2572 char info2[256 * 4];
2658 char *p = info; 2573 char *p = info;
2659 2574
2660 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}",
2661 count, uuid.seq, 2576 count, uuid.seq,
2662 &name, 2577 &name,
2663 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2664 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2666 2581
2667 if (env) 2582 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2678{ 2593{
2679 static char info[256 * 4]; 2594 static char info[256 * 4];
2680 return debug_desc (info); 2595 return debug_desc (info);
2681} 2596}
2682 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604

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