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Comparing deliantra/server/common/object.C (file contents):
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC vs.
Revision 1.128 by root, Mon Feb 5 01:24:45 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 ?
786 */ 761 */
787void 762void
788object::destroy_inv (bool drop_to_ground) 763object::destroy_inv (bool drop_to_ground)
789{ 764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
790 /* Only if the space blocks everything do we not process - 773 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 774 * if some form of movement is allowed, let objects
792 * drop on that space. 775 * drop on that space.
793 */ 776 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 777 if (!drop_to_ground
778 || !map
779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
781 || ms ().move_block == MOVE_ALL)
795 { 782 {
796 while (inv) 783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
797 inv->destroy (); 786 inv->destroy ();
787 }
798 } 788 }
799 else 789 else
800 { /* Put objects in inventory onto this space */ 790 { /* Put objects in inventory onto this space */
801 while (inv) 791 while (inv)
802 { 792 {
804 794
805 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE 797 || op->type == RUNE
808 || op->type == TRAP 798 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
810 op->destroy (); 801 op->destroy ();
811 else 802 else
812 { 803 map->insert (op, x, y);
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 } 804 }
819 } 805 }
820} 806}
821 807
822object *object::create () 808object *object::create ()
827} 813}
828 814
829void 815void
830object::do_destroy () 816object::do_destroy ()
831{ 817{
818 attachable::do_destroy ();
819
832 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this); 821 remove_button_link (this);
834 822
835 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
836 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 }
837 833
838 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
839 remove (); 835 remove ();
840 836
841 if (flag [FLAG_FREED]) 837 destroy_inv (true);
842 return; 838
839 deactivate ();
840 unlink ();
843 841
844 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851 843
852 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
853 { 845 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
855 847
859 851
860 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3; 853 freed_map->width = 3;
862 freed_map->height = 3; 854 freed_map->height = 3;
863 855
864 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
865 } 858 }
866 859
867 map = freed_map; 860 map = freed_map;
868 x = 1; 861 x = 1;
869 y = 1; 862 y = 1;
879 872
880 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
881 owner = 0; 874 owner = 0;
882 enemy = 0; 875 enemy = 0;
883 attacked_by = 0; 876 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887} 877}
888 878
889void 879void
890object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
891{ 881{
919 * 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
920 * 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
921 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
922 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
923 * the previous environment. 913 * the previous environment.
924 * Beware: This function is called from the editor as well!
925 */ 914 */
926void 915void
927object::remove () 916object::do_remove ()
928{ 917{
929 object *tmp, *last = 0; 918 object *tmp, *last = 0;
930 object *otmp; 919 object *otmp;
931 920
932 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
954 * to save cpu time. 943 * to save cpu time.
955 */ 944 */
956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
957 otmp->update_stats (); 946 otmp->update_stats ();
958 947
959 if (above != NULL) 948 if (above)
960 above->below = below; 949 above->below = below;
961 else 950 else
962 env->inv = below; 951 env->inv = below;
963 952
964 if (below != NULL) 953 if (below)
965 below->above = above; 954 below->above = above;
966 955
967 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
968 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
969 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
973 above = 0, below = 0; 962 above = 0, below = 0;
974 env = 0; 963 env = 0;
975 } 964 }
976 else if (map) 965 else if (map)
977 { 966 {
978 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
979 * lots of logic for things we no longer care about
980 */ 968 {
969 --map->players;
970 map->touch ();
971 }
972
973 map->dirty = true;
974 mapspace &ms = this->ms ();
981 975
982 /* link the object above us */ 976 /* link the object above us */
983 if (above) 977 if (above)
984 above->below = below; 978 above->below = below;
985 else 979 else
986 map->at (x, y).top = below; /* we were top, set new top */ 980 ms.top = below; /* we were top, set new top */
987 981
988 /* Relink the object below us, if there is one */ 982 /* Relink the object below us, if there is one */
989 if (below) 983 if (below)
990 below->above = above; 984 below->above = above;
991 else 985 else
993 /* 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
994 * use translated coordinates in case some oddness with map tiling is 988 * use translated coordinates in case some oddness with map tiling is
995 * evident 989 * evident
996 */ 990 */
997 if (GET_MAP_OB (map, x, y) != this) 991 if (GET_MAP_OB (map, x, y) != this)
998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1001 "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 ());
1002 free (dump);
1003 dump = dump_object (GET_MAP_OB (map, x, y));
1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1006 }
1007 993
1008 map->at (x, y).bot = above; /* goes on above it. */ 994 ms.bot = above; /* goes on above it. */
1009 } 995 }
1010 996
1011 above = 0; 997 above = 0;
1012 below = 0; 998 below = 0;
1013 999
1014 if (map->in_memory == MAP_SAVING) 1000 if (map->in_memory == MAP_SAVING)
1015 return; 1001 return;
1016 1002
1017 int check_walk_off = !flag [FLAG_NO_APPLY]; 1003 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 1004
1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1005 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 { 1006 {
1021 /* 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
1022 * being removed. 1008 * being removed.
1023 */ 1009 */
1024 1010
1036 1022
1037 if (tmp->contr->ns) 1023 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update (); 1024 tmp->contr->ns->floorbox_update ();
1039 } 1025 }
1040 1026
1041 /* See if player moving off should effect something */ 1027 /* See if object moving off should effect something */
1042 if (check_walk_off 1028 if (check_walk_off
1043 && ((move_type & tmp->move_off) 1029 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 { 1031 {
1046 move_apply (tmp, this, 0); 1032 move_apply (tmp, this, 0);
1048 if (destroyed ()) 1034 if (destroyed ())
1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 } 1036 }
1051 1037
1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 if (tmp->above == tmp) 1040 if (tmp->above == tmp)
1055 tmp->above = 0; 1041 tmp->above = 0;
1056 1042
1057 last = tmp; 1043 last = tmp;
1058 } 1044 }
1059 1045
1060 /* last == NULL of there are no objects on this space */ 1046 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object?
1061 if (!last) 1048 if (!last)
1062 map->at (x, y).flags_ = P_NEED_UPDATE; 1049 map->at (x, y).flags_ = 0;
1063 else 1050 else
1064 update_object (last, UP_OBJ_REMOVE); 1051 update_object (last, UP_OBJ_REMOVE);
1065 1052
1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1053 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1067 update_all_los (map, x, y); 1054 update_all_los (map, x, y);
1104 1091
1105 return 0; 1092 return 0;
1106} 1093}
1107 1094
1108/* 1095/*
1109 * 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
1110 * job preparing multi-part monsters 1097 * job preparing multi-part monsters.
1111 */ 1098 */
1112object * 1099object *
1113insert_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)
1114{ 1101{
1115 object *tmp;
1116
1117 if (op->head)
1118 op = op->head;
1119
1120 for (tmp = op; tmp; tmp = tmp->more) 1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1121 { 1103 {
1122 tmp->x = x + tmp->arch->clone.x; 1104 tmp->x = x + tmp->arch->clone.x;
1123 tmp->y = y + tmp->arch->clone.y; 1105 tmp->y = y + tmp->arch->clone.y;
1124 } 1106 }
1125 1107
1148 */ 1130 */
1149object * 1131object *
1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1151{ 1133{
1152 object *tmp, *top, *floor = NULL; 1134 object *tmp, *top, *floor = NULL;
1153 sint16 x, y;
1154 1135
1155 if (QUERY_FLAG (op, FLAG_FREED)) 1136 if (QUERY_FLAG (op, FLAG_FREED))
1156 { 1137 {
1157 LOG (llevError, "Trying to insert freed object!\n"); 1138 LOG (llevError, "Trying to insert freed object!\n");
1158 return NULL; 1139 return NULL;
1159 } 1140 }
1160 1141
1161 if (m == NULL) 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 ();
1146
1147 if (!m)
1162 { 1148 {
1163 char *dump = dump_object (op); 1149 char *dump = dump_object (op);
1164 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);
1165 free (dump); 1151 free (dump);
1166 return op; 1152 return op;
1179#endif 1165#endif
1180 free (dump); 1166 free (dump);
1181 return op; 1167 return op;
1182 } 1168 }
1183 1169
1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1185 {
1186 char *dump = dump_object (op);
1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1193 {
1194 /* The part may be on a different map. */
1195
1196 object *more = op->more; 1170 if (object *more = op->more)
1197 1171 {
1198 /* We really need the caller to normalize coordinates - if
1199 * we set the map, that doesn't work if the location is within
1200 * a map and this is straddling an edge. So only if coordinate
1201 * is clear wrong do we normalize it.
1202 */
1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1205 else if (!more->map)
1206 {
1207 /* For backwards compatibility - when not dealing with tiled maps,
1208 * more->map should always point to the parent.
1209 */
1210 more->map = m;
1211 }
1212
1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1172 if (!insert_ob_in_map (more, m, originator, flag))
1214 { 1173 {
1215 if (!op->head) 1174 if (!op->head)
1216 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");
1217 1176
1218 return 0; 1177 return 0;
1223 1182
1224 /* Ideally, the caller figures this out. However, it complicates a lot 1183 /* Ideally, the caller figures this out. However, it complicates a lot
1225 * 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
1226 * need extra work 1185 * need extra work
1227 */ 1186 */
1228 op->map = get_map_from_coord (m, &op->x, &op->y); 1187 if (!xy_normalise (m, op->x, op->y))
1229 x = op->x; 1188 return 0;
1230 y = op->y; 1189
1190 op->map = m;
1191 mapspace &ms = op->ms ();
1231 1192
1232 /* this has to be done after we translate the coordinates. 1193 /* this has to be done after we translate the coordinates.
1233 */ 1194 */
1234 if (op->nrof && !(flag & INS_NO_MERGE)) 1195 if (op->nrof && !(flag & INS_NO_MERGE))
1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1196 for (tmp = ms.bot; tmp; tmp = tmp->above)
1236 if (object::can_merge (op, tmp)) 1197 if (object::can_merge (op, tmp))
1237 { 1198 {
1238 op->nrof += tmp->nrof; 1199 op->nrof += tmp->nrof;
1239 tmp->destroy (); 1200 tmp->destroy ();
1240 } 1201 }
1257 op->below = originator->below; 1218 op->below = originator->below;
1258 1219
1259 if (op->below) 1220 if (op->below)
1260 op->below->above = op; 1221 op->below->above = op;
1261 else 1222 else
1262 op->ms ().bot = op; 1223 ms.bot = op;
1263 1224
1264 /* since *below* originator, no need to update top */ 1225 /* since *below* originator, no need to update top */
1265 originator->below = op; 1226 originator->below = op;
1266 } 1227 }
1267 else 1228 else
1268 { 1229 {
1230 top = ms.bot;
1231
1269 /* If there are other objects, then */ 1232 /* If there are other objects, then */
1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1233 if ((!(flag & INS_MAP_LOAD)) && top)
1271 { 1234 {
1272 object *last = NULL; 1235 object *last = 0;
1273 1236
1274 /* 1237 /*
1275 * 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.
1276 * We've already dealt with merging if appropriate. 1239 * We've already dealt with merging if appropriate.
1277 * Generally, we want to put the new object on top. But if 1240 * Generally, we want to put the new object on top. But if
1281 * 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
1282 * 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
1283 * 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
1284 * that flying non pickable objects are spell objects. 1247 * that flying non pickable objects are spell objects.
1285 */ 1248 */
1286 1249 for (top = ms.bot; top; top = top->above)
1287 while (top != NULL)
1288 { 1250 {
1289 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))
1290 floor = top; 1252 floor = top;
1291 1253
1292 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))
1295 top = top->below; 1257 top = top->below;
1296 break; 1258 break;
1297 } 1259 }
1298 1260
1299 last = top; 1261 last = top;
1300 top = top->above;
1301 } 1262 }
1302 1263
1303 /* 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 */
1304 top = last; 1265 top = last;
1305 1266
1312 * Unless those objects are exits, type 66 1273 * Unless those objects are exits, type 66
1313 * If INS_ON_TOP is used, don't do this processing 1274 * If INS_ON_TOP is used, don't do this processing
1314 * Need to find the object that in fact blocks view, otherwise 1275 * Need to find the object that in fact blocks view, otherwise
1315 * stacking is a bit odd. 1276 * stacking is a bit odd.
1316 */ 1277 */
1317 if (!(flag & INS_ON_TOP) && 1278 if (!(flag & INS_ON_TOP)
1318 (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))
1319 { 1281 {
1320 for (last = top; last != floor; last = last->below) 1282 for (last = top; last != floor; last = last->below)
1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break; 1284 break;
1285
1323 /* Check to see if we found the object that blocks view, 1286 /* Check to see if we found the object that blocks view,
1324 * 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
1325 * we can get inserted below this one, which requires we 1288 * we can get inserted below this one, which requires we
1326 * set top to the object below us. 1289 * set top to the object below us.
1327 */ 1290 */
1329 top = last->below; 1292 top = last->below;
1330 } 1293 }
1331 } /* If objects on this space */ 1294 } /* If objects on this space */
1332 1295
1333 if (flag & INS_MAP_LOAD) 1296 if (flag & INS_MAP_LOAD)
1334 top = GET_MAP_TOP (op->map, op->x, op->y); 1297 top = ms.top;
1335 1298
1336 if (flag & INS_ABOVE_FLOOR_ONLY) 1299 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor; 1300 top = floor;
1338 1301
1339 /* 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.
1340 */ 1303 */
1341 1304
1342 /* First object on this space */ 1305 /* First object on this space */
1343 if (!top) 1306 if (!top)
1344 { 1307 {
1345 op->above = GET_MAP_OB (op->map, op->x, op->y); 1308 op->above = ms.bot;
1346 1309
1347 if (op->above) 1310 if (op->above)
1348 op->above->below = op; 1311 op->above->below = op;
1349 1312
1350 op->below = NULL; 1313 op->below = 0;
1351 op->ms ().bot = op; 1314 ms.bot = op;
1352 } 1315 }
1353 else 1316 else
1354 { /* get inserted into the stack above top */ 1317 { /* get inserted into the stack above top */
1355 op->above = top->above; 1318 op->above = top->above;
1356 1319
1359 1322
1360 op->below = top; 1323 op->below = top;
1361 top->above = op; 1324 top->above = op;
1362 } 1325 }
1363 1326
1364 if (op->above == NULL) 1327 if (!op->above)
1365 op->ms ().top = op; 1328 ms.top = op;
1366 } /* else not INS_BELOW_ORIGINATOR */ 1329 } /* else not INS_BELOW_ORIGINATOR */
1367 1330
1368 if (op->type == PLAYER) 1331 if (op->type == PLAYER)
1332 {
1369 op->contr->do_los = 1; 1333 op->contr->do_los = 1;
1334 ++op->map->players;
1335 op->map->touch ();
1336 }
1337
1338 op->map->dirty = true;
1370 1339
1371 /* 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
1372 * it, so save a few ticks and start from there. 1341 * it, so save a few ticks and start from there.
1373 */ 1342 */
1374 if (!(flag & INS_MAP_LOAD)) 1343 if (!(flag & INS_MAP_LOAD))
1375 if (object *pl = op->ms ().player ()) 1344 if (object *pl = ms.player ())
1376 if (pl->contr->ns) 1345 if (pl->contr->ns)
1377 pl->contr->ns->floorbox_update (); 1346 pl->contr->ns->floorbox_update ();
1378 1347
1379 /* If this object glows, it may affect lighting conditions that are 1348 /* If this object glows, it may affect lighting conditions that are
1380 * 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
1381 * an inefficient way to do this, as it means los for all players 1350 * an inefficient way to do this, as it means los for all players
1382 * on the map will get recalculated. The players could very well 1351 * on the map will get recalculated. The players could very well
1383 * be far away from this change and not affected in any way - 1352 * be far away from this change and not affected in any way -
1384 * this should get redone to only look for players within range, 1353 * this should get redone to only look for players within range,
1385 * or just updating the P_NEED_UPDATE for spaces within this area 1354 * or just updating the P_UPTODATE for spaces within this area
1386 * of effect may be sufficient. 1355 * of effect may be sufficient.
1387 */ 1356 */
1388 if (op->map->darkness && (op->glow_radius != 0)) 1357 if (op->map->darkness && (op->glow_radius != 0))
1389 update_all_los (op->map, op->x, op->y); 1358 update_all_los (op->map, op->x, op->y);
1390 1359
1428{ 1397{
1429 object *tmp, *tmp1; 1398 object *tmp, *tmp1;
1430 1399
1431 /* first search for itself and remove any old instances */ 1400 /* first search for itself and remove any old instances */
1432 1401
1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1435 tmp->destroy (); 1404 tmp->destroy ();
1436 1405
1437 tmp1 = arch_to_object (archetype::find (arch_string)); 1406 tmp1 = arch_to_object (archetype::find (arch_string));
1438 1407
1439 tmp1->x = op->x; 1408 tmp1->x = op->x;
1440 tmp1->y = op->y; 1409 tmp1->y = op->y;
1441 insert_ob_in_map (tmp1, op->map, op, 0); 1410 insert_ob_in_map (tmp1, op->map, op, 0);
1411}
1412
1413object *
1414object::insert_at (object *where, object *originator, int flags)
1415{
1416 where->map->insert (this, where->x, where->y, originator, flags);
1442} 1417}
1443 1418
1444/* 1419/*
1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1420 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1446 * is returned contains nr objects, and the remaining parts contains 1421 * is returned contains nr objects, and the remaining parts contains
1447 * the rest (or is removed and freed if that number is 0). 1422 * the rest (or is removed and freed if that number is 0).
1448 * On failure, NULL is returned, and the reason put into the 1423 * On failure, NULL is returned, and the reason put into the
1449 * global static errmsg array. 1424 * global static errmsg array.
1450 */ 1425 */
1451
1452object * 1426object *
1453get_split_ob (object *orig_ob, uint32 nr) 1427get_split_ob (object *orig_ob, uint32 nr)
1454{ 1428{
1455 object *newob; 1429 object *newob;
1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1430 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1720 * 1694 *
1721 * MSW 2001-07-08: Check all objects on space, not just those below 1695 * MSW 2001-07-08: Check all objects on space, not just those below
1722 * object being inserted. insert_ob_in_map may not put new objects 1696 * object being inserted. insert_ob_in_map may not put new objects
1723 * on top. 1697 * on top.
1724 */ 1698 */
1725
1726int 1699int
1727check_move_on (object *op, object *originator) 1700check_move_on (object *op, object *originator)
1728{ 1701{
1729 object *tmp; 1702 object *tmp;
1730 maptile *m = op->map; 1703 maptile *m = op->map;
1757 1730
1758 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1760 */ 1733 */
1761 1734
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1763 { 1736 {
1764 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them. 1739 * we don't need to check all of them.
1767 */ 1740 */
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((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))
1787 { 1760 {
1788 1761
1789 float 1762 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1791 1764
1792 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1793 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)) ||
1794 (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)))
1795 diff /= 4.0; 1768 diff /= 4.0;
1825 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1826 */ 1799 */
1827object * 1800object *
1828present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1829{ 1802{
1830 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1831 { 1804 {
1832 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1833 return NULL; 1806 return NULL;
1834 } 1807 }
1835 1808
1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 if (tmp->arch == at) 1810 if (tmp->arch == at)
1838 return tmp; 1811 return tmp;
1839 1812
1840 return NULL; 1813 return NULL;
1841} 1814}
1852 { 1825 {
1853 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1854 return NULL; 1827 return NULL;
1855 } 1828 }
1856 1829
1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->type == type) 1831 if (tmp->type == type)
1859 return tmp; 1832 return tmp;
1860 1833
1861 return NULL; 1834 return NULL;
1862} 1835}
2002 } 1975 }
2003 1976
2004 if (!index) 1977 if (!index)
2005 return -1; 1978 return -1;
2006 1979
2007 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
2008} 1981}
2009 1982
2010/* 1983/*
2011 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2012 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2033{ 2006{
2034 arr += begin; 2007 arr += begin;
2035 end -= begin; 2008 end -= begin;
2036 2009
2037 while (--end) 2010 while (--end)
2038 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2039} 2012}
2040 2013
2041/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2042 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2043 * 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
2177 2150
2178 return 3; 2151 return 3;
2179} 2152}
2180 2153
2181/* 2154/*
2182 * absdir(int): Returns a number between 1 and 8, which represent
2183 * the "absolute" direction of a number (it actually takes care of
2184 * "overflow" in previous calculations of a direction).
2185 */
2186
2187int
2188absdir (int d)
2189{
2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2196 return d;
2197}
2198
2199/*
2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2201 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2202 */ 2157 */
2203
2204int 2158int
2205dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2206{ 2160{
2207 int d; 2161 int d;
2208 2162
2587 } 2541 }
2588 else 2542 else
2589 item = item->env; 2543 item = item->env;
2590} 2544}
2591 2545
2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2592// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2593const char * 2576const char *
2594object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2595{ 2578{
2579 char flagdesc[512];
2596 char info2[256 * 3]; 2580 char info2[256 * 4];
2597 char *p = info; 2581 char *p = info;
2598 2582
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2600 count, 2584 count, uuid.seq,
2601 &name, 2585 &name,
2602 title ? " " : "", 2586 title ? "\",title:\"" : "",
2603 title ? (const char *)title : ""); 2587 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type);
2604 2589
2605 if (env) 2590 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607 2592
2608 if (map) 2593 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2610 2595
2611 return info; 2596 return info;
2612} 2597}
2613 2598
2614const char * 2599const char *
2615object::debug_desc () const 2600object::debug_desc () const
2616{ 2601{
2617 static char info[256 * 3]; 2602 static char info[256 * 4];
2618 return debug_desc (info); 2603 return debug_desc (info);
2619} 2604}
2620 2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611}
2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619

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