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Comparing deliantra/server/common/object.C (file contents):
Revision 1.88 by root, Tue Dec 26 09:37:00 2006 UTC vs.
Revision 1.122 by root, Wed Jan 24 22:42:48 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;
774
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; 695 return;
696
697 objects.erase (this);
698 refcnt_dec ();
788} 699}
789 700
790void 701void
791object::do_destroy () 702object::activate ()
792{ 703{
793 attachable::do_destroy (); 704 /* If already on active list, don't do anything */
794 705 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; 706 return;
806 707
807 flag [FLAG_FREED] = 1; 708 if (has_active_speed ())
709 actives.insert (this);
710}
808 711
809 while (inv) 712void
810 inv->destroy (); 713object::activate_recursive ()
714{
715 activate ();
811 716
812 set_speed (0); 717 for (object *op = inv; op; op = op->below)
813 unlink (); 718 op->activate_recursive ();
719}
814 720
815 // hack to ensure that freed objects still have a valid map 721/* This function removes object 'op' from the list of active
816 { 722 * objects.
817 static maptile *freed_map; // freed objects are moved here to avoid crashes 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;
818 735
819 if (!freed_map) 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)
820 { 752 {
821 freed_map = new maptile; 753 op->flag [flag] = value;
822 754 op->set_flag_inv (flag, value);
823 freed_map->name = "/internal/freed_objects_map";
824 freed_map->width = 3;
825 freed_map->height = 3;
826
827 freed_map->allocate ();
828 } 755 }
829
830 map = freed_map;
831 x = 1;
832 y = 1;
833 }
834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
843 // clear those pointers that likely might have circular references to us
844 owner = 0;
845 enemy = 0;
846 attacked_by = 0;
847
848 // only relevant for players(?), but make sure of it anyways
849 contr = 0;
850} 756}
851 757
852/* 758/*
853 * 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.
854 * object.c ? 760 * object.c ?
855 */ 761 */
856void 762void
857object::destroy_inv (bool drop_to_ground) 763object::destroy_inv (bool drop_to_ground)
858{ 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
859 /* Only if the space blocks everything do we not process - 773 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects 774 * if some form of movement is allowed, let objects
861 * drop on that space. 775 * drop on that space.
862 */ 776 */
863 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)
864 { 782 {
865 while (inv) 783 while (inv)
784 {
785 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 786 inv->destroy ();
787 }
867 } 788 }
868 else 789 else
869 { /* Put objects in inventory onto this space */ 790 { /* Put objects in inventory onto this space */
870 while (inv) 791 while (inv)
871 { 792 {
873 794
874 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE 797 || op->type == RUNE
877 || op->type == TRAP 798 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
879 op->destroy (); 801 op->destroy ();
880 else 802 else
881 { 803 map->insert (op, x, y);
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 } 804 }
888 } 805 }
806}
807
808object *object::create ()
809{
810 object *op = new object;
811 op->link ();
812 return op;
813}
814
815void
816object::do_destroy ()
817{
818 attachable::do_destroy ();
819
820 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this);
822
823 if (flag [FLAG_FRIENDLY])
824 remove_friendly_object (this);
825
826 if (!flag [FLAG_REMOVED])
827 remove ();
828
829 destroy_inv (true);
830
831 deactivate ();
832 unlink ();
833
834 flag [FLAG_FREED] = 1;
835
836 // hack to ensure that freed objects still have a valid map
837 {
838 static maptile *freed_map; // freed objects are moved here to avoid crashes
839
840 if (!freed_map)
841 {
842 freed_map = new maptile;
843
844 freed_map->name = "/internal/freed_objects_map";
845 freed_map->width = 3;
846 freed_map->height = 3;
847
848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
850 }
851
852 map = freed_map;
853 x = 1;
854 y = 1;
855 }
856
857 head = 0;
858
859 if (more)
860 {
861 more->destroy ();
862 more = 0;
863 }
864
865 // clear those pointers that likely might have circular references to us
866 owner = 0;
867 enemy = 0;
868 attacked_by = 0;
889} 869}
890 870
891void 871void
892object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
893{ 873{
894 if (destroyed ()) 874 if (destroyed ())
895 return; 875 return;
896 876
897 if (destroy_inventory) 877 if (destroy_inventory)
898 destroy_inv (true); 878 destroy_inv (false);
899 879
900 attachable::destroy (); 880 attachable::destroy ();
901} 881}
902 882
903/* 883/*
924 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
925 * the previous environment. 905 * the previous environment.
926 * Beware: This function is called from the editor as well! 906 * Beware: This function is called from the editor as well!
927 */ 907 */
928void 908void
929object::remove () 909object::remove_slow ()
930{ 910{
931 object *tmp, *last = 0; 911 object *tmp, *last = 0;
932 object *otmp; 912 object *otmp;
933 913
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 914 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 936 * to save cpu time.
957 */ 937 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 938 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 939 otmp->update_stats ();
960 940
961 if (above != NULL) 941 if (above)
962 above->below = below; 942 above->below = below;
963 else 943 else
964 env->inv = below; 944 env->inv = below;
965 945
966 if (below != NULL) 946 if (below)
967 below->above = above; 947 below->above = above;
968 948
969 /* we set up values so that it could be inserted into 949 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 950 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 951 * to the caller to decide what we want to do.
975 above = 0, below = 0; 955 above = 0, below = 0;
976 env = 0; 956 env = 0;
977 } 957 }
978 else if (map) 958 else if (map)
979 { 959 {
980 /* Re did the following section of code - it looks like it had 960 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 961 {
962 --map->players;
963 map->touch ();
964 }
965
966 map->dirty = true;
967 mapspace &ms = this->ms ();
983 968
984 /* link the object above us */ 969 /* link the object above us */
985 if (above) 970 if (above)
986 above->below = below; 971 above->below = below;
987 else 972 else
988 map->at (x, y).top = below; /* we were top, set new top */ 973 ms.top = below; /* we were top, set new top */
989 974
990 /* Relink the object below us, if there is one */ 975 /* Relink the object below us, if there is one */
991 if (below) 976 if (below)
992 below->above = above; 977 below->above = above;
993 else 978 else
995 /* Nothing below, which means we need to relink map object for this space 980 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 981 * use translated coordinates in case some oddness with map tiling is
997 * evident 982 * evident
998 */ 983 */
999 if (GET_MAP_OB (map, x, y) != this) 984 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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); 985 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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 986
1010 map->at (x, y).bot = above; /* goes on above it. */ 987 ms.bot = above; /* goes on above it. */
1011 } 988 }
1012 989
1013 above = 0; 990 above = 0;
1014 below = 0; 991 below = 0;
1015 992
1016 if (map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1017 return; 994 return;
1018 995
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 997
1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 998 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 999 {
1023 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1024 * being removed. 1001 * being removed.
1025 */ 1002 */
1026 1003
1038 1015
1039 if (tmp->contr->ns) 1016 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1017 tmp->contr->ns->floorbox_update ();
1041 } 1018 }
1042 1019
1043 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1044 if (check_walk_off 1021 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1022 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1024 {
1048 move_apply (tmp, this, 0); 1025 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1027 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1028 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1029 }
1053 1030
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1033 if (tmp->above == tmp)
1057 tmp->above = 0; 1034 tmp->above = 0;
1058 1035
1059 last = tmp; 1036 last = tmp;
1060 } 1037 }
1061 1038
1062 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1040 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1041 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1042 map->at (x, y).flags_ = 0;
1065 else 1043 else
1066 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1067 1045
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1106 1084
1107 return 0; 1085 return 0;
1108} 1086}
1109 1087
1110/* 1088/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1090 * job preparing multi-part monsters.
1113 */ 1091 */
1114object * 1092object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1094{
1117 object *tmp;
1118
1119 if (op->head)
1120 op = op->head;
1121
1122 for (tmp = op; tmp; tmp = tmp->more) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1123 { 1096 {
1124 tmp->x = x + tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1125 tmp->y = y + tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1126 } 1099 }
1127 1100
1150 */ 1123 */
1151object * 1124object *
1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1153{ 1126{
1154 object *tmp, *top, *floor = NULL; 1127 object *tmp, *top, *floor = NULL;
1155 sint16 x, y;
1156 1128
1157 if (QUERY_FLAG (op, FLAG_FREED)) 1129 if (QUERY_FLAG (op, FLAG_FREED))
1158 { 1130 {
1159 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1160 return NULL; 1132 return NULL;
1161 } 1133 }
1162 1134
1163 if (m == NULL) 1135 if (!QUERY_FLAG (op, FLAG_REMOVED))
1136 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1137
1138 op->remove ();
1139
1140 if (!m)
1164 { 1141 {
1165 char *dump = dump_object (op); 1142 char *dump = dump_object (op);
1166 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1167 free (dump); 1144 free (dump);
1168 return op; 1145 return op;
1181#endif 1158#endif
1182 free (dump); 1159 free (dump);
1183 return op; 1160 return op;
1184 } 1161 }
1185 1162
1186 if (!QUERY_FLAG (op, FLAG_REMOVED))
1187 {
1188 char *dump = dump_object (op);
1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1190 free (dump);
1191 return op;
1192 }
1193
1194 if (op->more)
1195 {
1196 /* The part may be on a different map. */
1197
1198 object *more = op->more; 1163 if (object *more = op->more)
1199 1164 {
1200 /* We really need the caller to normalize coordinates - if
1201 * we set the map, that doesn't work if the location is within
1202 * a map and this is straddling an edge. So only if coordinate
1203 * is clear wrong do we normalize it.
1204 */
1205 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1206 more->map = get_map_from_coord (m, &more->x, &more->y);
1207 else if (!more->map)
1208 {
1209 /* For backwards compatibility - when not dealing with tiled maps,
1210 * more->map should always point to the parent.
1211 */
1212 more->map = m;
1213 }
1214
1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1165 if (!insert_ob_in_map (more, m, originator, flag))
1216 { 1166 {
1217 if (!op->head) 1167 if (!op->head)
1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1168 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1219 1169
1220 return 0; 1170 return 0;
1225 1175
1226 /* Ideally, the caller figures this out. However, it complicates a lot 1176 /* Ideally, the caller figures this out. However, it complicates a lot
1227 * of areas of callers (eg, anything that uses find_free_spot would now 1177 * of areas of callers (eg, anything that uses find_free_spot would now
1228 * need extra work 1178 * need extra work
1229 */ 1179 */
1230 op->map = get_map_from_coord (m, &op->x, &op->y); 1180 if (!xy_normalise (m, op->x, op->y))
1231 x = op->x; 1181 return 0;
1232 y = op->y; 1182
1183 op->map = m;
1184 mapspace &ms = op->ms ();
1233 1185
1234 /* this has to be done after we translate the coordinates. 1186 /* this has to be done after we translate the coordinates.
1235 */ 1187 */
1236 if (op->nrof && !(flag & INS_NO_MERGE)) 1188 if (op->nrof && !(flag & INS_NO_MERGE))
1237 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1189 for (tmp = ms.bot; tmp; tmp = tmp->above)
1238 if (object::can_merge (op, tmp)) 1190 if (object::can_merge (op, tmp))
1239 { 1191 {
1240 op->nrof += tmp->nrof; 1192 op->nrof += tmp->nrof;
1241 tmp->destroy (); 1193 tmp->destroy ();
1242 } 1194 }
1259 op->below = originator->below; 1211 op->below = originator->below;
1260 1212
1261 if (op->below) 1213 if (op->below)
1262 op->below->above = op; 1214 op->below->above = op;
1263 else 1215 else
1264 op->ms ().bot = op; 1216 ms.bot = op;
1265 1217
1266 /* since *below* originator, no need to update top */ 1218 /* since *below* originator, no need to update top */
1267 originator->below = op; 1219 originator->below = op;
1268 } 1220 }
1269 else 1221 else
1270 { 1222 {
1223 top = ms.bot;
1224
1271 /* If there are other objects, then */ 1225 /* If there are other objects, then */
1272 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1226 if ((!(flag & INS_MAP_LOAD)) && top)
1273 { 1227 {
1274 object *last = NULL; 1228 object *last = 0;
1275 1229
1276 /* 1230 /*
1277 * If there are multiple objects on this space, we do some trickier handling. 1231 * If there are multiple objects on this space, we do some trickier handling.
1278 * We've already dealt with merging if appropriate. 1232 * We've already dealt with merging if appropriate.
1279 * Generally, we want to put the new object on top. But if 1233 * Generally, we want to put the new object on top. But if
1283 * once we get to them. This reduces the need to traverse over all of 1237 * once we get to them. This reduces the need to traverse over all of
1284 * them when adding another one - this saves quite a bit of cpu time 1238 * them when adding another one - this saves quite a bit of cpu time
1285 * when lots of spells are cast in one area. Currently, it is presumed 1239 * when lots of spells are cast in one area. Currently, it is presumed
1286 * that flying non pickable objects are spell objects. 1240 * that flying non pickable objects are spell objects.
1287 */ 1241 */
1288 1242 for (top = ms.bot; top; top = top->above)
1289 while (top != NULL)
1290 { 1243 {
1291 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1244 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292 floor = top; 1245 floor = top;
1293 1246
1294 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1247 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1297 top = top->below; 1250 top = top->below;
1298 break; 1251 break;
1299 } 1252 }
1300 1253
1301 last = top; 1254 last = top;
1302 top = top->above;
1303 } 1255 }
1304 1256
1305 /* Don't want top to be NULL, so set it to the last valid object */ 1257 /* Don't want top to be NULL, so set it to the last valid object */
1306 top = last; 1258 top = last;
1307 1259
1314 * Unless those objects are exits, type 66 1266 * Unless those objects are exits, type 66
1315 * If INS_ON_TOP is used, don't do this processing 1267 * If INS_ON_TOP is used, don't do this processing
1316 * Need to find the object that in fact blocks view, otherwise 1268 * Need to find the object that in fact blocks view, otherwise
1317 * stacking is a bit odd. 1269 * stacking is a bit odd.
1318 */ 1270 */
1319 if (!(flag & INS_ON_TOP) && 1271 if (!(flag & INS_ON_TOP)
1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1272 && ms.flags () & P_BLOCKSVIEW
1273 && (op->face && !op->face->visibility))
1321 { 1274 {
1322 for (last = top; last != floor; last = last->below) 1275 for (last = top; last != floor; last = last->below)
1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1276 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324 break; 1277 break;
1278
1325 /* Check to see if we found the object that blocks view, 1279 /* Check to see if we found the object that blocks view,
1326 * and make sure we have a below pointer for it so that 1280 * and make sure we have a below pointer for it so that
1327 * we can get inserted below this one, which requires we 1281 * we can get inserted below this one, which requires we
1328 * set top to the object below us. 1282 * set top to the object below us.
1329 */ 1283 */
1331 top = last->below; 1285 top = last->below;
1332 } 1286 }
1333 } /* If objects on this space */ 1287 } /* If objects on this space */
1334 1288
1335 if (flag & INS_MAP_LOAD) 1289 if (flag & INS_MAP_LOAD)
1336 top = GET_MAP_TOP (op->map, op->x, op->y); 1290 top = ms.top;
1337 1291
1338 if (flag & INS_ABOVE_FLOOR_ONLY) 1292 if (flag & INS_ABOVE_FLOOR_ONLY)
1339 top = floor; 1293 top = floor;
1340 1294
1341 /* Top is the object that our object (op) is going to get inserted above. 1295 /* Top is the object that our object (op) is going to get inserted above.
1342 */ 1296 */
1343 1297
1344 /* First object on this space */ 1298 /* First object on this space */
1345 if (!top) 1299 if (!top)
1346 { 1300 {
1347 op->above = GET_MAP_OB (op->map, op->x, op->y); 1301 op->above = ms.bot;
1348 1302
1349 if (op->above) 1303 if (op->above)
1350 op->above->below = op; 1304 op->above->below = op;
1351 1305
1352 op->below = NULL; 1306 op->below = 0;
1353 op->ms ().bot = op; 1307 ms.bot = op;
1354 } 1308 }
1355 else 1309 else
1356 { /* get inserted into the stack above top */ 1310 { /* get inserted into the stack above top */
1357 op->above = top->above; 1311 op->above = top->above;
1358 1312
1361 1315
1362 op->below = top; 1316 op->below = top;
1363 top->above = op; 1317 top->above = op;
1364 } 1318 }
1365 1319
1366 if (op->above == NULL) 1320 if (!op->above)
1367 op->ms ().top = op; 1321 ms.top = op;
1368 } /* else not INS_BELOW_ORIGINATOR */ 1322 } /* else not INS_BELOW_ORIGINATOR */
1369 1323
1370 if (op->type == PLAYER) 1324 if (op->type == PLAYER)
1325 {
1371 op->contr->do_los = 1; 1326 op->contr->do_los = 1;
1327 ++op->map->players;
1328 op->map->touch ();
1329 }
1330
1331 op->map->dirty = true;
1372 1332
1373 /* If we have a floor, we know the player, if any, will be above 1333 /* If we have a floor, we know the player, if any, will be above
1374 * it, so save a few ticks and start from there. 1334 * it, so save a few ticks and start from there.
1375 */ 1335 */
1376 if (!(flag & INS_MAP_LOAD)) 1336 if (!(flag & INS_MAP_LOAD))
1377 if (object *pl = op->ms ().player ()) 1337 if (object *pl = ms.player ())
1378 if (pl->contr->ns) 1338 if (pl->contr->ns)
1379 pl->contr->ns->floorbox_update (); 1339 pl->contr->ns->floorbox_update ();
1380 1340
1381 /* If this object glows, it may affect lighting conditions that are 1341 /* If this object glows, it may affect lighting conditions that are
1382 * visible to others on this map. But update_all_los is really 1342 * visible to others on this map. But update_all_los is really
1383 * an inefficient way to do this, as it means los for all players 1343 * an inefficient way to do this, as it means los for all players
1384 * on the map will get recalculated. The players could very well 1344 * on the map will get recalculated. The players could very well
1385 * be far away from this change and not affected in any way - 1345 * be far away from this change and not affected in any way -
1386 * this should get redone to only look for players within range, 1346 * this should get redone to only look for players within range,
1387 * or just updating the P_NEED_UPDATE for spaces within this area 1347 * or just updating the P_UPTODATE for spaces within this area
1388 * of effect may be sufficient. 1348 * of effect may be sufficient.
1389 */ 1349 */
1390 if (op->map->darkness && (op->glow_radius != 0)) 1350 if (op->map->darkness && (op->glow_radius != 0))
1391 update_all_los (op->map, op->x, op->y); 1351 update_all_los (op->map, op->x, op->y);
1392 1352
1430{ 1390{
1431 object *tmp, *tmp1; 1391 object *tmp, *tmp1;
1432 1392
1433 /* first search for itself and remove any old instances */ 1393 /* first search for itself and remove any old instances */
1434 1394
1435 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1395 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1396 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1437 tmp->destroy (); 1397 tmp->destroy ();
1438 1398
1439 tmp1 = arch_to_object (archetype::find (arch_string)); 1399 tmp1 = arch_to_object (archetype::find (arch_string));
1440 1400
1441 tmp1->x = op->x; 1401 tmp1->x = op->x;
1442 tmp1->y = op->y; 1402 tmp1->y = op->y;
1443 insert_ob_in_map (tmp1, op->map, op, 0); 1403 insert_ob_in_map (tmp1, op->map, op, 0);
1404}
1405
1406object *
1407object::insert_at (object *where, object *originator, int flags)
1408{
1409 where->map->insert (this, where->x, where->y, originator, flags);
1444} 1410}
1445 1411
1446/* 1412/*
1447 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1413 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1448 * is returned contains nr objects, and the remaining parts contains 1414 * is returned contains nr objects, and the remaining parts contains
1449 * the rest (or is removed and freed if that number is 0). 1415 * the rest (or is removed and freed if that number is 0).
1450 * On failure, NULL is returned, and the reason put into the 1416 * On failure, NULL is returned, and the reason put into the
1451 * global static errmsg array. 1417 * global static errmsg array.
1452 */ 1418 */
1453
1454object * 1419object *
1455get_split_ob (object *orig_ob, uint32 nr) 1420get_split_ob (object *orig_ob, uint32 nr)
1456{ 1421{
1457 object *newob; 1422 object *newob;
1458 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1423 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1722 * 1687 *
1723 * MSW 2001-07-08: Check all objects on space, not just those below 1688 * MSW 2001-07-08: Check all objects on space, not just those below
1724 * object being inserted. insert_ob_in_map may not put new objects 1689 * object being inserted. insert_ob_in_map may not put new objects
1725 * on top. 1690 * on top.
1726 */ 1691 */
1727
1728int 1692int
1729check_move_on (object *op, object *originator) 1693check_move_on (object *op, object *originator)
1730{ 1694{
1731 object *tmp; 1695 object *tmp;
1732 maptile *m = op->map; 1696 maptile *m = op->map;
1759 1723
1760 /* The objects have to be checked from top to bottom. 1724 /* The objects have to be checked from top to bottom.
1761 * Hence, we first go to the top: 1725 * Hence, we first go to the top:
1762 */ 1726 */
1763 1727
1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1728 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1765 { 1729 {
1766 /* Trim the search when we find the first other spell effect 1730 /* Trim the search when we find the first other spell effect
1767 * this helps performance so that if a space has 50 spell objects, 1731 * this helps performance so that if a space has 50 spell objects,
1768 * we don't need to check all of them. 1732 * we don't need to check all of them.
1769 */ 1733 */
1787 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1751 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1788 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1752 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789 { 1753 {
1790 1754
1791 float 1755 float
1792 diff = tmp->move_slow_penalty * FABS (op->speed); 1756 diff = tmp->move_slow_penalty * fabs (op->speed);
1793 1757
1794 if (op->type == PLAYER) 1758 if (op->type == PLAYER)
1795 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1759 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1796 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1760 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1797 diff /= 4.0; 1761 diff /= 4.0;
1827 * The first matching object is returned, or NULL if none. 1791 * The first matching object is returned, or NULL if none.
1828 */ 1792 */
1829object * 1793object *
1830present_arch (const archetype *at, maptile *m, int x, int y) 1794present_arch (const archetype *at, maptile *m, int x, int y)
1831{ 1795{
1832 if (m == NULL || out_of_map (m, x, y)) 1796 if (!m || out_of_map (m, x, y))
1833 { 1797 {
1834 LOG (llevError, "Present_arch called outside map.\n"); 1798 LOG (llevError, "Present_arch called outside map.\n");
1835 return NULL; 1799 return NULL;
1836 } 1800 }
1837 1801
1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1802 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1839 if (tmp->arch == at) 1803 if (tmp->arch == at)
1840 return tmp; 1804 return tmp;
1841 1805
1842 return NULL; 1806 return NULL;
1843} 1807}
1854 { 1818 {
1855 LOG (llevError, "Present called outside map.\n"); 1819 LOG (llevError, "Present called outside map.\n");
1856 return NULL; 1820 return NULL;
1857 } 1821 }
1858 1822
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->type == type) 1824 if (tmp->type == type)
1861 return tmp; 1825 return tmp;
1862 1826
1863 return NULL; 1827 return NULL;
1864} 1828}
2179 2143
2180 return 3; 2144 return 3;
2181} 2145}
2182 2146
2183/* 2147/*
2184 * absdir(int): Returns a number between 1 and 8, which represent
2185 * the "absolute" direction of a number (it actually takes care of
2186 * "overflow" in previous calculations of a direction).
2187 */
2188
2189int
2190absdir (int d)
2191{
2192 while (d < 1)
2193 d += 8;
2194
2195 while (d > 8)
2196 d -= 8;
2197
2198 return d;
2199}
2200
2201/*
2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2148 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2203 * between two directions (which are expected to be absolute (see absdir()) 2149 * between two directions (which are expected to be absolute (see absdir())
2204 */ 2150 */
2205
2206int 2151int
2207dirdiff (int dir1, int dir2) 2152dirdiff (int dir1, int dir2)
2208{ 2153{
2209 int d; 2154 int d;
2210 2155
2589 } 2534 }
2590 else 2535 else
2591 item = item->env; 2536 item = item->env;
2592} 2537}
2593 2538
2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2594// return a suitable string describing an objetc in enough detail to find it 2568// return a suitable string describing an object in enough detail to find it
2595const char * 2569const char *
2596object::debug_desc (char *info) const 2570object::debug_desc (char *info) const
2597{ 2571{
2572 char flagdesc[512];
2598 char info2[256 * 3]; 2573 char info2[256 * 4];
2599 char *p = info; 2574 char *p = info;
2600 2575
2601 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2602 count, 2577 count, uuid.seq,
2603 &name, 2578 &name,
2604 title ? " " : "", 2579 title ? "\",title:\"" : "",
2605 title ? (const char *)title : ""); 2580 title ? (const char *)title : "",
2581 flag_desc (flagdesc, 512), type);
2606 2582
2607 if (env) 2583 if (env)
2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2584 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2609 2585
2610 if (map) 2586 if (map)
2611 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2587 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2612 2588
2613 return info; 2589 return info;
2614} 2590}
2615 2591
2616const char * 2592const char *
2617object::debug_desc () const 2593object::debug_desc () const
2618{ 2594{
2619 static char info[256 * 3]; 2595 static char info[256 * 4];
2620 return debug_desc (info); 2596 return debug_desc (info);
2621} 2597}
2622 2598
2599const char *
2600object::debug_desc2 () const
2601{
2602 static char info[256 * 4];
2603 return debug_desc (info);
2604}
2605

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