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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.120 by root, Sun Jan 21 21:28:27 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 if (index)
676 unlink ();
677
753 free_key_values (this); 678 free_key_values (this);
754} 679}
755 680
681static int object_count;
682
756void object::link () 683void object::link ()
757{ 684{
758 count = ++ob_count; 685 assert (!index);//D
759 uuid = gen_uuid (); 686 uuid = gen_uuid ();
687 count = ++object_count;
760 688
761 prev = 0; 689 refcnt_inc ();
762 next = object::first; 690 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 691}
769 692
770void object::unlink () 693void object::unlink ()
771{ 694{
772 if (this == object::first) 695 assert (index);//D
773 object::first = next; 696 objects.erase (this);
774 697 refcnt_dec ();
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788} 698}
789 699
790void 700void
791object::do_destroy () 701object::activate ()
792{ 702{
793 attachable::do_destroy (); 703 /* If already on active list, don't do anything */
794 704 if (active)
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
805 return; 705 return;
806 706
807 flag [FLAG_FREED] = 1; 707 if (has_active_speed ())
708 actives.insert (this);
709}
808 710
809 // hack to ensure that freed objects still have a valid map 711void
810 { 712object::activate_recursive ()
811 static maptile *freed_map; // freed objects are moved here to avoid crashes 713{
714 activate ();
812 715
813 if (!freed_map) 716 for (object *op = inv; op; op = op->below)
717 op->activate_recursive ();
718}
719
720/* This function removes object 'op' from the list of active
721 * objects.
722 * This should only be used for style maps or other such
723 * reference maps where you don't want an object that isn't
724 * in play chewing up cpu time getting processed.
725 * The reverse of this is to call update_ob_speed, which
726 * will do the right thing based on the speed of the object.
727 */
728void
729object::deactivate ()
730{
731 /* If not on the active list, nothing needs to be done */
732 if (!active)
733 return;
734
735 actives.erase (this);
736}
737
738void
739object::deactivate_recursive ()
740{
741 for (object *op = inv; op; op = op->below)
742 op->deactivate_recursive ();
743
744 deactivate ();
745}
746
747void
748object::set_flag_inv (int flag, int value)
749{
750 for (object *op = inv; op; op = op->below)
814 { 751 {
815 freed_map = new maptile; 752 op->flag [flag] = value;
816 753 op->set_flag_inv (flag, value);
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 754 }
823
824 map = freed_map;
825 x = 1;
826 y = 1;
827 }
828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 755}
846 756
847/* 757/*
848 * Remove and free all objects in the inventory of the given object. 758 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 759 * object.c ?
850 */ 760 */
851void 761void
852object::destroy_inv (bool drop_to_ground) 762object::destroy_inv (bool drop_to_ground)
853{ 763{
764 // need to check first, because the checks below might segfault
765 // as we might be on an invalid mapspace and crossfire code
766 // is too buggy to ensure that the inventory is empty.
767 // corollary: if you create arrows etc. with stuff in tis inventory,
768 // cf will crash below with off-map x and y
854 if (!inv) 769 if (!inv)
855 return; 770 return;
856 771
857 /* Only if the space blocks everything do we not process - 772 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 773 * if some form of movement is allowed, let objects
859 * drop on that space. 774 * drop on that space.
860 */ 775 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 776 if (!drop_to_ground
777 || !map
778 || map->in_memory != MAP_IN_MEMORY
779 || ms ().move_block == MOVE_ALL)
862 { 780 {
863 while (inv) 781 while (inv)
864 { 782 {
865 inv->destroy_inv (drop_to_ground); 783 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 784 inv->destroy ();
874 792
875 if (op->flag [FLAG_STARTEQUIP] 793 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP] 794 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE 795 || op->type == RUNE
878 || op->type == TRAP 796 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 797 || op->flag [FLAG_IS_A_TEMPLATE]
798 || op->flag [FLAG_DESTROY_ON_DEATH])
880 op->destroy (); 799 op->destroy ();
881 else 800 else
882 { 801 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 } 802 }
889 } 803 }
804}
805
806object *object::create ()
807{
808 object *op = new object;
809 op->link ();
810 return op;
811}
812
813void
814object::do_destroy ()
815{
816 attachable::do_destroy ();
817
818 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this);
820
821 if (flag [FLAG_FRIENDLY])
822 remove_friendly_object (this);
823
824 if (!flag [FLAG_REMOVED])
825 remove ();
826
827 destroy_inv (true);
828
829 deactivate ();
830 unlink ();
831
832 flag [FLAG_FREED] = 1;
833
834 // hack to ensure that freed objects still have a valid map
835 {
836 static maptile *freed_map; // freed objects are moved here to avoid crashes
837
838 if (!freed_map)
839 {
840 freed_map = new maptile;
841
842 freed_map->name = "/internal/freed_objects_map";
843 freed_map->width = 3;
844 freed_map->height = 3;
845
846 freed_map->alloc ();
847 freed_map->in_memory = MAP_IN_MEMORY;
848 }
849
850 map = freed_map;
851 x = 1;
852 y = 1;
853 }
854
855 head = 0;
856
857 if (more)
858 {
859 more->destroy ();
860 more = 0;
861 }
862
863 // clear those pointers that likely might have circular references to us
864 owner = 0;
865 enemy = 0;
866 attacked_by = 0;
890} 867}
891 868
892void 869void
893object::destroy (bool destroy_inventory) 870object::destroy (bool destroy_inventory)
894{ 871{
895 if (destroyed ()) 872 if (destroyed ())
896 return; 873 return;
897 874
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 875 if (destroy_inventory)
906 destroy_inv (true); 876 destroy_inv (false);
907 877
908 attachable::destroy (); 878 attachable::destroy ();
909} 879}
910 880
911/* 881/*
932 * environment, the x and y coordinates will be updated to 902 * environment, the x and y coordinates will be updated to
933 * the previous environment. 903 * the previous environment.
934 * Beware: This function is called from the editor as well! 904 * Beware: This function is called from the editor as well!
935 */ 905 */
936void 906void
937object::remove () 907object::remove_slow ()
938{ 908{
939 object *tmp, *last = 0; 909 object *tmp, *last = 0;
940 object *otmp; 910 object *otmp;
941 911
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 912 if (QUERY_FLAG (this, FLAG_REMOVED))
964 * to save cpu time. 934 * to save cpu time.
965 */ 935 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 936 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 937 otmp->update_stats ();
968 938
969 if (above != NULL) 939 if (above)
970 above->below = below; 940 above->below = below;
971 else 941 else
972 env->inv = below; 942 env->inv = below;
973 943
974 if (below != NULL) 944 if (below)
975 below->above = above; 945 below->above = above;
976 946
977 /* we set up values so that it could be inserted into 947 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 948 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 949 * to the caller to decide what we want to do.
983 above = 0, below = 0; 953 above = 0, below = 0;
984 env = 0; 954 env = 0;
985 } 955 }
986 else if (map) 956 else if (map)
987 { 957 {
988 /* Re did the following section of code - it looks like it had 958 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 959 {
960 --map->players;
961 map->touch ();
962 }
963
964 map->dirty = true;
965 mapspace &ms = this->ms ();
991 966
992 /* link the object above us */ 967 /* link the object above us */
993 if (above) 968 if (above)
994 above->below = below; 969 above->below = below;
995 else 970 else
996 map->at (x, y).top = below; /* we were top, set new top */ 971 ms.top = below; /* we were top, set new top */
997 972
998 /* Relink the object below us, if there is one */ 973 /* Relink the object below us, if there is one */
999 if (below) 974 if (below)
1000 below->above = above; 975 below->above = above;
1001 else 976 else
1003 /* Nothing below, which means we need to relink map object for this space 978 /* 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 979 * use translated coordinates in case some oddness with map tiling is
1005 * evident 980 * evident
1006 */ 981 */
1007 if (GET_MAP_OB (map, x, y) != this) 982 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); 983 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 984
1018 map->at (x, y).bot = above; /* goes on above it. */ 985 ms.bot = above; /* goes on above it. */
1019 } 986 }
1020 987
1021 above = 0; 988 above = 0;
1022 below = 0; 989 below = 0;
1023 990
1024 if (map->in_memory == MAP_SAVING) 991 if (map->in_memory == MAP_SAVING)
1025 return; 992 return;
1026 993
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 994 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 995
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 996 for (tmp = ms.bot; tmp; tmp = tmp->above)
1030 { 997 {
1031 /* No point updating the players look faces if he is the object 998 /* No point updating the players look faces if he is the object
1032 * being removed. 999 * being removed.
1033 */ 1000 */
1034 1001
1046 1013
1047 if (tmp->contr->ns) 1014 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1015 tmp->contr->ns->floorbox_update ();
1049 } 1016 }
1050 1017
1051 /* See if player moving off should effect something */ 1018 /* See if object moving off should effect something */
1052 if (check_walk_off 1019 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1020 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1021 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1022 {
1056 move_apply (tmp, this, 0); 1023 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1025 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1026 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1027 }
1061 1028
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1029 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1030 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1031 if (tmp->above == tmp)
1065 tmp->above = 0; 1032 tmp->above = 0;
1066 1033
1067 last = tmp; 1034 last = tmp;
1068 } 1035 }
1069 1036
1070 /* last == NULL of there are no objects on this space */ 1037 /* last == NULL if there are no objects on this space */
1038 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1039 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1040 map->at (x, y).flags_ = 0;
1073 else 1041 else
1074 update_object (last, UP_OBJ_REMOVE); 1042 update_object (last, UP_OBJ_REMOVE);
1075 1043
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1044 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1045 update_all_los (map, x, y);
1114 1082
1115 return 0; 1083 return 0;
1116} 1084}
1117 1085
1118/* 1086/*
1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1087 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120 * job preparing multi-part monsters 1088 * job preparing multi-part monsters.
1121 */ 1089 */
1122object * 1090object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1091insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1092{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1093 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1094 {
1132 tmp->x = x + tmp->arch->clone.x; 1095 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1096 tmp->y = y + tmp->arch->clone.y;
1134 } 1097 }
1135 1098
1158 */ 1121 */
1159object * 1122object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1123insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1124{
1162 object *tmp, *top, *floor = NULL; 1125 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1126
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1127 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1128 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1130 return NULL;
1169 } 1131 }
1170 1132
1171 if (m == NULL) 1133 if (!QUERY_FLAG (op, FLAG_REMOVED))
1134 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1135
1136 op->remove ();
1137
1138 if (!m)
1172 { 1139 {
1173 char *dump = dump_object (op); 1140 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1142 free (dump);
1176 return op; 1143 return op;
1189#endif 1156#endif
1190 free (dump); 1157 free (dump);
1191 return op; 1158 return op;
1192 } 1159 }
1193 1160
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1161 if (object *more = op->more)
1207 1162 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1163 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1164 {
1225 if (!op->head) 1165 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1166 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1167
1228 return 0; 1168 return 0;
1233 1173
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1174 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1175 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1176 * need extra work
1237 */ 1177 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1178 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1179 return 0;
1240 y = op->y; 1180
1181 op->map = m;
1182 mapspace &ms = op->ms ();
1241 1183
1242 /* this has to be done after we translate the coordinates. 1184 /* this has to be done after we translate the coordinates.
1243 */ 1185 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1186 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1187 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1188 if (object::can_merge (op, tmp))
1247 { 1189 {
1248 op->nrof += tmp->nrof; 1190 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1191 tmp->destroy ();
1250 } 1192 }
1267 op->below = originator->below; 1209 op->below = originator->below;
1268 1210
1269 if (op->below) 1211 if (op->below)
1270 op->below->above = op; 1212 op->below->above = op;
1271 else 1213 else
1272 op->ms ().bot = op; 1214 ms.bot = op;
1273 1215
1274 /* since *below* originator, no need to update top */ 1216 /* since *below* originator, no need to update top */
1275 originator->below = op; 1217 originator->below = op;
1276 } 1218 }
1277 else 1219 else
1278 { 1220 {
1221 top = ms.bot;
1222
1279 /* If there are other objects, then */ 1223 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1224 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1225 {
1282 object *last = NULL; 1226 object *last = 0;
1283 1227
1284 /* 1228 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1229 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1230 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1231 * Generally, we want to put the new object on top. But if
1291 * once we get to them. This reduces the need to traverse over all of 1235 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1236 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1237 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1238 * that flying non pickable objects are spell objects.
1295 */ 1239 */
1296 1240 for (top = ms.bot; top; top = top->above)
1297 while (top != NULL)
1298 { 1241 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1242 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1243 floor = top;
1301 1244
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1245 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1248 top = top->below;
1306 break; 1249 break;
1307 } 1250 }
1308 1251
1309 last = top; 1252 last = top;
1310 top = top->above;
1311 } 1253 }
1312 1254
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1255 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1256 top = last;
1315 1257
1322 * Unless those objects are exits, type 66 1264 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing 1265 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1266 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1267 * stacking is a bit odd.
1326 */ 1268 */
1327 if (!(flag & INS_ON_TOP) && 1269 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1270 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility))
1329 { 1272 {
1330 for (last = top; last != floor; last = last->below) 1273 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1275 break;
1276
1333 /* Check to see if we found the object that blocks view, 1277 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1278 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1279 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1280 * set top to the object below us.
1337 */ 1281 */
1339 top = last->below; 1283 top = last->below;
1340 } 1284 }
1341 } /* If objects on this space */ 1285 } /* If objects on this space */
1342 1286
1343 if (flag & INS_MAP_LOAD) 1287 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1288 top = ms.top;
1345 1289
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1290 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1291 top = floor;
1348 1292
1349 /* Top is the object that our object (op) is going to get inserted above. 1293 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1294 */
1351 1295
1352 /* First object on this space */ 1296 /* First object on this space */
1353 if (!top) 1297 if (!top)
1354 { 1298 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1299 op->above = ms.bot;
1356 1300
1357 if (op->above) 1301 if (op->above)
1358 op->above->below = op; 1302 op->above->below = op;
1359 1303
1360 op->below = NULL; 1304 op->below = 0;
1361 op->ms ().bot = op; 1305 ms.bot = op;
1362 } 1306 }
1363 else 1307 else
1364 { /* get inserted into the stack above top */ 1308 { /* get inserted into the stack above top */
1365 op->above = top->above; 1309 op->above = top->above;
1366 1310
1369 1313
1370 op->below = top; 1314 op->below = top;
1371 top->above = op; 1315 top->above = op;
1372 } 1316 }
1373 1317
1374 if (op->above == NULL) 1318 if (!op->above)
1375 op->ms ().top = op; 1319 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1320 } /* else not INS_BELOW_ORIGINATOR */
1377 1321
1378 if (op->type == PLAYER) 1322 if (op->type == PLAYER)
1323 {
1379 op->contr->do_los = 1; 1324 op->contr->do_los = 1;
1325 ++op->map->players;
1326 op->map->touch ();
1327 }
1328
1329 op->map->dirty = true;
1380 1330
1381 /* If we have a floor, we know the player, if any, will be above 1331 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there. 1332 * it, so save a few ticks and start from there.
1383 */ 1333 */
1384 if (!(flag & INS_MAP_LOAD)) 1334 if (!(flag & INS_MAP_LOAD))
1385 if (object *pl = op->ms ().player ()) 1335 if (object *pl = ms.player ())
1386 if (pl->contr->ns) 1336 if (pl->contr->ns)
1387 pl->contr->ns->floorbox_update (); 1337 pl->contr->ns->floorbox_update ();
1388 1338
1389 /* If this object glows, it may affect lighting conditions that are 1339 /* If this object glows, it may affect lighting conditions that are
1390 * visible to others on this map. But update_all_los is really 1340 * visible to others on this map. But update_all_los is really
1391 * an inefficient way to do this, as it means los for all players 1341 * an inefficient way to do this, as it means los for all players
1392 * on the map will get recalculated. The players could very well 1342 * on the map will get recalculated. The players could very well
1393 * be far away from this change and not affected in any way - 1343 * be far away from this change and not affected in any way -
1394 * this should get redone to only look for players within range, 1344 * this should get redone to only look for players within range,
1395 * or just updating the P_NEED_UPDATE for spaces within this area 1345 * or just updating the P_UPTODATE for spaces within this area
1396 * of effect may be sufficient. 1346 * of effect may be sufficient.
1397 */ 1347 */
1398 if (op->map->darkness && (op->glow_radius != 0)) 1348 if (op->map->darkness && (op->glow_radius != 0))
1399 update_all_los (op->map, op->x, op->y); 1349 update_all_los (op->map, op->x, op->y);
1400 1350
1438{ 1388{
1439 object *tmp, *tmp1; 1389 object *tmp, *tmp1;
1440 1390
1441 /* first search for itself and remove any old instances */ 1391 /* first search for itself and remove any old instances */
1442 1392
1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1393 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1394 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445 tmp->destroy (); 1395 tmp->destroy ();
1446 1396
1447 tmp1 = arch_to_object (archetype::find (arch_string)); 1397 tmp1 = arch_to_object (archetype::find (arch_string));
1448 1398
1449 tmp1->x = op->x; 1399 tmp1->x = op->x;
1450 tmp1->y = op->y; 1400 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1401 insert_ob_in_map (tmp1, op->map, op, 0);
1402}
1403
1404object *
1405object::insert_at (object *where, object *originator, int flags)
1406{
1407 where->map->insert (this, where->x, where->y, originator, flags);
1452} 1408}
1453 1409
1454/* 1410/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1411 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1412 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1413 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1414 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1415 * global static errmsg array.
1460 */ 1416 */
1461
1462object * 1417object *
1463get_split_ob (object *orig_ob, uint32 nr) 1418get_split_ob (object *orig_ob, uint32 nr)
1464{ 1419{
1465 object *newob; 1420 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1421 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1685 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1686 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1687 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1688 * on top.
1734 */ 1689 */
1735
1736int 1690int
1737check_move_on (object *op, object *originator) 1691check_move_on (object *op, object *originator)
1738{ 1692{
1739 object *tmp; 1693 object *tmp;
1740 maptile *m = op->map; 1694 maptile *m = op->map;
1767 1721
1768 /* The objects have to be checked from top to bottom. 1722 /* The objects have to be checked from top to bottom.
1769 * Hence, we first go to the top: 1723 * Hence, we first go to the top:
1770 */ 1724 */
1771 1725
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1726 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 { 1727 {
1774 /* Trim the search when we find the first other spell effect 1728 /* Trim the search when we find the first other spell effect
1775 * this helps performance so that if a space has 50 spell objects, 1729 * this helps performance so that if a space has 50 spell objects,
1776 * we don't need to check all of them. 1730 * we don't need to check all of them.
1777 */ 1731 */
1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1749 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1750 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 { 1751 {
1798 1752
1799 float 1753 float
1800 diff = tmp->move_slow_penalty * FABS (op->speed); 1754 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 1755
1802 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1757 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1758 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805 diff /= 4.0; 1759 diff /= 4.0;
1835 * The first matching object is returned, or NULL if none. 1789 * The first matching object is returned, or NULL if none.
1836 */ 1790 */
1837object * 1791object *
1838present_arch (const archetype *at, maptile *m, int x, int y) 1792present_arch (const archetype *at, maptile *m, int x, int y)
1839{ 1793{
1840 if (m == NULL || out_of_map (m, x, y)) 1794 if (!m || out_of_map (m, x, y))
1841 { 1795 {
1842 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1843 return NULL; 1797 return NULL;
1844 } 1798 }
1845 1799
1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 if (tmp->arch == at) 1801 if (tmp->arch == at)
1848 return tmp; 1802 return tmp;
1849 1803
1850 return NULL; 1804 return NULL;
1851} 1805}
1862 { 1816 {
1863 LOG (llevError, "Present called outside map.\n"); 1817 LOG (llevError, "Present called outside map.\n");
1864 return NULL; 1818 return NULL;
1865 } 1819 }
1866 1820
1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 if (tmp->type == type) 1822 if (tmp->type == type)
1869 return tmp; 1823 return tmp;
1870 1824
1871 return NULL; 1825 return NULL;
1872} 1826}
2187 2141
2188 return 3; 2142 return 3;
2189} 2143}
2190 2144
2191/* 2145/*
2192 * absdir(int): Returns a number between 1 and 8, which represent
2193 * the "absolute" direction of a number (it actually takes care of
2194 * "overflow" in previous calculations of a direction).
2195 */
2196
2197int
2198absdir (int d)
2199{
2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2206 return d;
2207}
2208
2209/*
2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2146 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2211 * between two directions (which are expected to be absolute (see absdir()) 2147 * between two directions (which are expected to be absolute (see absdir())
2212 */ 2148 */
2213
2214int 2149int
2215dirdiff (int dir1, int dir2) 2150dirdiff (int dir1, int dir2)
2216{ 2151{
2217 int d; 2152 int d;
2218 2153
2597 } 2532 }
2598 else 2533 else
2599 item = item->env; 2534 item = item->env;
2600} 2535}
2601 2536
2537
2538const char *
2539object::flag_desc (char *desc, int len) const
2540{
2541 char *p = desc;
2542 bool first = true;
2543
2544 *p = 0;
2545
2546 for (int i = 0; i < NUM_FLAGS; i++)
2547 {
2548 if (len <= 10) // magic constant!
2549 {
2550 snprintf (p, len, ",...");
2551 break;
2552 }
2553
2554 if (flag [i])
2555 {
2556 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2557 len -= cnt;
2558 p += cnt;
2559 first = false;
2560 }
2561 }
2562
2563 return desc;
2564}
2565
2602// return a suitable string describing an objetc in enough detail to find it 2566// return a suitable string describing an object in enough detail to find it
2603const char * 2567const char *
2604object::debug_desc (char *info) const 2568object::debug_desc (char *info) const
2605{ 2569{
2570 char flagdesc[512];
2606 char info2[256 * 3]; 2571 char info2[256 * 4];
2607 char *p = info; 2572 char *p = info;
2608 2573
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2610 count, 2575 count, uuid.seq,
2611 &name, 2576 &name,
2612 title ? " " : "", 2577 title ? "\",title:\"" : "",
2613 title ? (const char *)title : ""); 2578 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type);
2614 2580
2615 if (env) 2581 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2582 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2583
2618 if (map) 2584 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2585 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2586
2621 return info; 2587 return info;
2622} 2588}
2623 2589
2624const char * 2590const char *
2625object::debug_desc () const 2591object::debug_desc () const
2626{ 2592{
2627 static char info[256 * 3]; 2593 static char info[256 * 4];
2628 return debug_desc (info); 2594 return debug_desc (info);
2629} 2595}
2630 2596
2597const char *
2598object::debug_desc2 () const
2599{
2600 static char info[256 * 4];
2601 return debug_desc (info);
2602}
2603

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