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Comparing deliantra/server/common/object.C (file contents):
Revision 1.94 by root, Wed Dec 27 05:22:35 2006 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) 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,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
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;
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
746 668
747 expmul = 1.0; 669 expmul = 1.0;
748 face = blank_face; 670 face = blank_face;
749} 671}
750 672
751object::~object () 673object::~object ()
752{ 674{
675 unlink ();
676
753 free_key_values (this); 677 free_key_values (this);
754} 678}
755 679
680static int object_count;
681
756void object::link () 682void object::link ()
757{ 683{
758 count = ++ob_count; 684 assert (!index);//D
759 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
760 687
761 prev = 0; 688 refcnt_inc ();
762 next = object::first; 689 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 690}
769 691
770void object::unlink () 692void object::unlink ()
771{ 693{
772 if (this == object::first) 694 if (!index)
773 object::first = next; 695 return;
774 696
775 /* Remove this object from the list of used objects */ 697 objects.erase (this);
776 if (prev) prev->next = next; 698 refcnt_dec ();
777 if (next) next->prev = prev; 699}
778 700
779 prev = 0; 701void
780 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
781} 756}
782 757
783/* 758/*
784 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 760 * object.c ?
800 * drop on that space. 775 * drop on that space.
801 */ 776 */
802 if (!drop_to_ground 777 if (!drop_to_ground
803 || !map 778 || !map
804 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
805 || map->at (x, y).move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
806 { 782 {
807 while (inv) 783 while (inv)
808 { 784 {
809 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
810 inv->destroy (); 786 inv->destroy ();
818 794
819 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 797 || op->type == RUNE
822 || op->type == TRAP 798 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 801 op->destroy ();
825 else 802 else
826 map->insert (op, x, y); 803 map->insert (op, x, y);
827 } 804 }
828 } 805 }
836} 813}
837 814
838void 815void
839object::do_destroy () 816object::do_destroy ()
840{ 817{
818 attachable::do_destroy ();
819
841 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 821 remove_button_link (this);
843 822
844 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 824 remove_friendly_object (this);
846 825
847 if (!flag [FLAG_REMOVED]) 826 if (!flag [FLAG_REMOVED])
848 remove (); 827 remove ();
849 828
850 if (flag [FLAG_FREED]) 829 destroy_inv (true);
851 return;
852 830
853 set_speed (0); 831 deactivate ();
832 unlink ();
854 833
855 flag [FLAG_FREED] = 1; 834 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 835
862 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
863 { 837 {
864 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
865 839
869 843
870 freed_map->name = "/internal/freed_objects_map"; 844 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 845 freed_map->width = 3;
872 freed_map->height = 3; 846 freed_map->height = 3;
873 847
874 freed_map->allocate (); 848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
875 } 850 }
876 851
877 map = freed_map; 852 map = freed_map;
878 x = 1; 853 x = 1;
879 y = 1; 854 y = 1;
889 864
890 // clear those pointers that likely might have circular references to us 865 // clear those pointers that likely might have circular references to us
891 owner = 0; 866 owner = 0;
892 enemy = 0; 867 enemy = 0;
893 attacked_by = 0; 868 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 869}
898 870
899void 871void
900object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
901{ 873{
929 * 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
930 * 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
931 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
933 * the previous environment. 905 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 906 */
936void 907void
937object::remove () 908object::remove_slow ()
938{ 909{
939 object *tmp, *last = 0; 910 object *tmp, *last = 0;
940 object *otmp; 911 object *otmp;
941 912
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 935 * to save cpu time.
965 */ 936 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 937 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 938 otmp->update_stats ();
968 939
969 if (above != NULL) 940 if (above)
970 above->below = below; 941 above->below = below;
971 else 942 else
972 env->inv = below; 943 env->inv = below;
973 944
974 if (below != NULL) 945 if (below)
975 below->above = above; 946 below->above = above;
976 947
977 /* we set up values so that it could be inserted into 948 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 949 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 950 * to the caller to decide what we want to do.
983 above = 0, below = 0; 954 above = 0, below = 0;
984 env = 0; 955 env = 0;
985 } 956 }
986 else if (map) 957 else if (map)
987 { 958 {
988 /* Re did the following section of code - it looks like it had 959 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 960 {
961 --map->players;
962 map->touch ();
963 }
964
965 map->dirty = true;
966 mapspace &ms = this->ms ();
991 967
992 /* link the object above us */ 968 /* link the object above us */
993 if (above) 969 if (above)
994 above->below = below; 970 above->below = below;
995 else 971 else
996 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
997 973
998 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
999 if (below) 975 if (below)
1000 below->above = above; 976 below->above = above;
1001 else 977 else
1003 /* 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
1004 * use translated coordinates in case some oddness with map tiling is 980 * use translated coordinates in case some oddness with map tiling is
1005 * evident 981 * evident
1006 */ 982 */
1007 if (GET_MAP_OB (map, x, y) != this) 983 if (GET_MAP_OB (map, x, y) != this)
1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1011 "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 ());
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017 985
1018 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1019 } 987 }
1020 988
1021 above = 0; 989 above = 0;
1022 below = 0; 990 below = 0;
1023 991
1024 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1025 return; 993 return;
1026 994
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 996
1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 998 {
1031 /* 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
1032 * being removed. 1000 * being removed.
1033 */ 1001 */
1034 1002
1046 1014
1047 if (tmp->contr->ns) 1015 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1016 tmp->contr->ns->floorbox_update ();
1049 } 1017 }
1050 1018
1051 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1052 if (check_walk_off 1020 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1021 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1023 {
1056 move_apply (tmp, this, 0); 1024 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1026 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1027 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1028 }
1061 1029
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1032 if (tmp->above == tmp)
1065 tmp->above = 0; 1033 tmp->above = 0;
1066 1034
1067 last = tmp; 1035 last = tmp;
1068 } 1036 }
1069 1037
1070 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1039 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1040 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1073 else 1042 else
1074 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1075 1044
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1114 1083
1115 return 0; 1084 return 0;
1116} 1085}
1117 1086
1118/* 1087/*
1119 * 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
1120 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1121 */ 1090 */
1122object * 1091object *
1123insert_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)
1124{ 1093{
1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1153 */ 1122 */
1154object * 1123object *
1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156{ 1125{
1157 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1158 sint16 x, y;
1159 1127
1160 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1161 { 1129 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1131 return NULL;
1164 } 1132 }
1165 1133
1166 if (m == NULL) 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 ();
1138
1139 if (!m)
1167 { 1140 {
1168 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1169 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);
1170 free (dump); 1143 free (dump);
1171 return op; 1144 return op;
1184#endif 1157#endif
1185 free (dump); 1158 free (dump);
1186 return op; 1159 return op;
1187 } 1160 }
1188 1161
1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1190 {
1191 char *dump = dump_object (op);
1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1198 {
1199 /* The part may be on a different map. */
1200
1201 object *more = op->more; 1162 if (object *more = op->more)
1202 1163 {
1203 /* We really need the caller to normalize coordinates - if
1204 * we set the map, that doesn't work if the location is within
1205 * a map and this is straddling an edge. So only if coordinate
1206 * is clear wrong do we normalize it.
1207 */
1208 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1210 else if (!more->map)
1211 {
1212 /* For backwards compatibility - when not dealing with tiled maps,
1213 * more->map should always point to the parent.
1214 */
1215 more->map = m;
1216 }
1217
1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1219 { 1165 {
1220 if (!op->head) 1166 if (!op->head)
1221 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");
1222 1168
1223 return 0; 1169 return 0;
1228 1174
1229 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1230 * 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
1231 * need extra work 1177 * need extra work
1232 */ 1178 */
1233 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1234 x = op->x; 1180 return 0;
1235 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1236 1184
1237 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1238 */ 1186 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1242 { 1190 {
1243 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1192 tmp->destroy ();
1245 } 1193 }
1262 op->below = originator->below; 1210 op->below = originator->below;
1263 1211
1264 if (op->below) 1212 if (op->below)
1265 op->below->above = op; 1213 op->below->above = op;
1266 else 1214 else
1267 op->ms ().bot = op; 1215 ms.bot = op;
1268 1216
1269 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1270 originator->below = op; 1218 originator->below = op;
1271 } 1219 }
1272 else 1220 else
1273 { 1221 {
1222 top = ms.bot;
1223
1274 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1276 { 1226 {
1277 object *last = NULL; 1227 object *last = 0;
1278 1228
1279 /* 1229 /*
1280 * 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.
1281 * We've already dealt with merging if appropriate. 1231 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1232 * Generally, we want to put the new object on top. But if
1286 * 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
1287 * 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
1288 * 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
1289 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1290 */ 1240 */
1291 1241 for (top = ms.bot; top; top = top->above)
1292 while (top != NULL)
1293 { 1242 {
1294 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))
1295 floor = top; 1244 floor = top;
1296 1245
1297 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))
1300 top = top->below; 1249 top = top->below;
1301 break; 1250 break;
1302 } 1251 }
1303 1252
1304 last = top; 1253 last = top;
1305 top = top->above;
1306 } 1254 }
1307 1255
1308 /* 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 */
1309 top = last; 1257 top = last;
1310 1258
1317 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1318 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1319 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1320 * stacking is a bit odd. 1268 * stacking is a bit odd.
1321 */ 1269 */
1322 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1323 (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))
1324 { 1273 {
1325 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break; 1276 break;
1277
1328 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1329 * 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
1330 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1331 * set top to the object below us. 1281 * set top to the object below us.
1332 */ 1282 */
1334 top = last->below; 1284 top = last->below;
1335 } 1285 }
1336 } /* If objects on this space */ 1286 } /* If objects on this space */
1337 1287
1338 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1339 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1340 1290
1341 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor; 1292 top = floor;
1343 1293
1344 /* 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.
1345 */ 1295 */
1346 1296
1347 /* First object on this space */ 1297 /* First object on this space */
1348 if (!top) 1298 if (!top)
1349 { 1299 {
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1351 1301
1352 if (op->above) 1302 if (op->above)
1353 op->above->below = op; 1303 op->above->below = op;
1354 1304
1355 op->below = NULL; 1305 op->below = 0;
1356 op->ms ().bot = op; 1306 ms.bot = op;
1357 } 1307 }
1358 else 1308 else
1359 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1360 op->above = top->above; 1310 op->above = top->above;
1361 1311
1364 1314
1365 op->below = top; 1315 op->below = top;
1366 top->above = op; 1316 top->above = op;
1367 } 1317 }
1368 1318
1369 if (op->above == NULL) 1319 if (!op->above)
1370 op->ms ().top = op; 1320 ms.top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1372 1322
1373 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1324 {
1374 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1326 ++op->map->players;
1327 op->map->touch ();
1328 }
1329
1330 op->map->dirty = true;
1375 1331
1376 /* 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
1377 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1378 */ 1334 */
1379 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1380 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1381 if (pl->contr->ns) 1337 if (pl->contr->ns)
1382 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1383 1339
1384 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1385 * 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
1386 * an inefficient way to do this, as it means los for all players 1342 * an inefficient way to do this, as it means los for all players
1387 * on the map will get recalculated. The players could very well 1343 * on the map will get recalculated. The players could very well
1388 * be far away from this change and not affected in any way - 1344 * be far away from this change and not affected in any way -
1389 * this should get redone to only look for players within range, 1345 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1346 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1347 * of effect may be sufficient.
1392 */ 1348 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1349 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1350 update_all_los (op->map, op->x, op->y);
1395 1351
1433{ 1389{
1434 object *tmp, *tmp1; 1390 object *tmp, *tmp1;
1435 1391
1436 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1437 1393
1438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1440 tmp->destroy (); 1396 tmp->destroy ();
1441 1397
1442 tmp1 = arch_to_object (archetype::find (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1443 1399
1766 1722
1767 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1769 */ 1725 */
1770 1726
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1772 { 1728 {
1773 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them. 1731 * we don't need to check all of them.
1776 */ 1732 */
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((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))
1796 { 1752 {
1797 1753
1798 float 1754 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1800 1756
1801 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1802 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)) ||
1803 (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)))
1804 diff /= 4.0; 1760 diff /= 4.0;
1834 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1835 */ 1791 */
1836object * 1792object *
1837present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1838{ 1794{
1839 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1840 { 1796 {
1841 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1842 return NULL; 1798 return NULL;
1843 } 1799 }
1844 1800
1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1846 if (tmp->arch == at) 1802 if (tmp->arch == at)
1847 return tmp; 1803 return tmp;
1848 1804
1849 return NULL; 1805 return NULL;
1850} 1806}
1861 { 1817 {
1862 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1863 return NULL; 1819 return NULL;
1864 } 1820 }
1865 1821
1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1867 if (tmp->type == type) 1823 if (tmp->type == type)
1868 return tmp; 1824 return tmp;
1869 1825
1870 return NULL; 1826 return NULL;
1871} 1827}
2011 } 1967 }
2012 1968
2013 if (!index) 1969 if (!index)
2014 return -1; 1970 return -1;
2015 1971
2016 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2017} 1973}
2018 1974
2019/* 1975/*
2020 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2021 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2042{ 1998{
2043 arr += begin; 1999 arr += begin;
2044 end -= begin; 2000 end -= begin;
2045 2001
2046 while (--end) 2002 while (--end)
2047 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2048} 2004}
2049 2005
2050/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2051 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2052 * 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
2186 2142
2187 return 3; 2143 return 3;
2188} 2144}
2189 2145
2190/* 2146/*
2191 * absdir(int): Returns a number between 1 and 8, which represent
2192 * the "absolute" direction of a number (it actually takes care of
2193 * "overflow" in previous calculations of a direction).
2194 */
2195
2196int
2197absdir (int d)
2198{
2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2205 return d;
2206}
2207
2208/*
2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2210 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2211 */ 2149 */
2212
2213int 2150int
2214dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2215{ 2152{
2216 int d; 2153 int d;
2217 2154
2596 } 2533 }
2597 else 2534 else
2598 item = item->env; 2535 item = item->env;
2599} 2536}
2600 2537
2538
2539const char *
2540object::flag_desc (char *desc, int len) const
2541{
2542 char *p = desc;
2543 bool first = true;
2544
2545 *p = 0;
2546
2547 for (int i = 0; i < NUM_FLAGS; i++)
2548 {
2549 if (len <= 10) // magic constant!
2550 {
2551 snprintf (p, len, ",...");
2552 break;
2553 }
2554
2555 if (flag [i])
2556 {
2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558 len -= cnt;
2559 p += cnt;
2560 first = false;
2561 }
2562 }
2563
2564 return desc;
2565}
2566
2601// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2602const char * 2568const char *
2603object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2604{ 2570{
2571 char flagdesc[512];
2605 char info2[256 * 3]; 2572 char info2[256 * 4];
2606 char *p = info; 2573 char *p = info;
2607 2574
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2609 count, 2576 count, uuid.seq,
2610 &name, 2577 &name,
2611 title ? " " : "", 2578 title ? "\",title:\"" : "",
2612 title ? (const char *)title : ""); 2579 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type);
2613 2581
2614 if (env) 2582 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2584
2617 if (map) 2585 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2586 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2587
2620 return info; 2588 return info;
2621} 2589}
2622 2590
2623const char * 2591const char *
2624object::debug_desc () const 2592object::debug_desc () const
2625{ 2593{
2626 static char info[256 * 3]; 2594 static char info[256 * 4];
2627 return debug_desc (info); 2595 return debug_desc (info);
2628} 2596}
2629 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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