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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.128 by root, Mon Feb 5 01:24:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
190 * Check nrof variable *before* calling can_merge() 192 * Check nrof variable *before* calling can_merge()
191 * 193 *
192 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
193 * check weight 195 * check weight
194 */ 196 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 197bool object::can_merge_slow (object *ob1, object *ob2)
197{ 198{
198 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
199 if (ob1 == ob2 200 if (ob1 == ob2
200 || ob1->type != ob2->type 201 || ob1->type != ob2->type
277 278
278 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
280 * check? 281 * check?
281 */ 282 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 284 return 0;
284 285
285 switch (ob1->type) 286 switch (ob1->type)
286 { 287 {
287 case SCROLL: 288 case SCROLL:
391} 392}
392 393
393/* 394/*
394 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
395 */ 396 */
396
397object * 397object *
398find_object (tag_t i) 398find_object (tag_t i)
399{ 399{
400 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
401 if (op->count == i) 401 if (op->count == i)
402 return op; 402 return op;
403 403
404 return 0; 404 return 0;
405} 405}
406 406
407/* 407/*
408 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
409 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
411 */ 411 */
412
413object * 412object *
414find_object_name (const char *str) 413find_object_name (const char *str)
415{ 414{
416 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
417 object *op; 416 object *op;
418 417
419 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
420 if (op->name == str_) 419 if (op->name == str_)
421 break; 420 break;
422 421
423 return op; 422 return op;
424} 423}
490 489
491 if (is_removed) 490 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
493 492
494 if (speed < 0) 493 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
496 495
497 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
498 if (key_values) 497 if (key_values)
499 { 498 {
500 key_value *tail = 0; 499 key_value *tail = 0;
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 665object::object ()
744{ 666{
745 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
746 668
747 expmul = 1.0; 669 expmul = 1.0;
748 face = blank_face; 670 face = blank_face;
749} 671}
750 672
751object::~object () 673object::~object ()
752{ 674{
675 unlink ();
676
753 free_key_values (this); 677 free_key_values (this);
754} 678}
755 679
680static int object_count;
681
756void object::link () 682void object::link ()
757{ 683{
758 count = ++ob_count; 684 assert (!index);//D
759 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
760 687
761 prev = 0; 688 refcnt_inc ();
762 next = object::first; 689 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 690}
769 691
770void object::unlink () 692void object::unlink ()
771{ 693{
772 if (this == object::first) 694 if (!index)
773 object::first = next; 695 return;
774 696
775 /* Remove this object from the list of used objects */ 697 objects.erase (this);
776 if (prev) prev->next = next; 698 refcnt_dec ();
777 if (next) next->prev = prev; 699}
778 700
779 prev = 0; 701void
780 next = 0; 702object::activate ()
703{
704 /* If already on active list, don't do anything */
705 if (active)
706 return;
707
708 if (has_active_speed ())
709 actives.insert (this);
710}
711
712void
713object::activate_recursive ()
714{
715 activate ();
716
717 for (object *op = inv; op; op = op->below)
718 op->activate_recursive ();
719}
720
721/* This function removes object 'op' from the list of active
722 * objects.
723 * This should only be used for style maps or other such
724 * reference maps where you don't want an object that isn't
725 * in play chewing up cpu time getting processed.
726 * The reverse of this is to call update_ob_speed, which
727 * will do the right thing based on the speed of the object.
728 */
729void
730object::deactivate ()
731{
732 /* If not on the active list, nothing needs to be done */
733 if (!active)
734 return;
735
736 actives.erase (this);
737}
738
739void
740object::deactivate_recursive ()
741{
742 for (object *op = inv; op; op = op->below)
743 op->deactivate_recursive ();
744
745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
781} 756}
782 757
783/* 758/*
784 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 760 * object.c ?
786 */ 761 */
787void 762void
788object::destroy_inv (bool drop_to_ground) 763object::destroy_inv (bool drop_to_ground)
789{ 764{
765 // need to check first, because the checks below might segfault
766 // as we might be on an invalid mapspace and crossfire code
767 // is too buggy to ensure that the inventory is empty.
768 // corollary: if you create arrows etc. with stuff in tis inventory,
769 // cf will crash below with off-map x and y
770 if (!inv)
771 return;
772
790 /* Only if the space blocks everything do we not process - 773 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 774 * if some form of movement is allowed, let objects
792 * drop on that space. 775 * drop on that space.
793 */ 776 */
794 if (!drop_to_ground 777 if (!drop_to_ground
795 || !map 778 || !map
796 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
798 { 782 {
799 while (inv) 783 while (inv)
800 { 784 {
801 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 786 inv->destroy ();
810 794
811 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 797 || op->type == RUNE
814 || op->type == TRAP 798 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 801 op->destroy ();
817 else 802 else
818 map->insert (op, x, y); 803 map->insert (op, x, y);
819 } 804 }
820 } 805 }
828} 813}
829 814
830void 815void
831object::do_destroy () 816object::do_destroy ()
832{ 817{
818 attachable::do_destroy ();
819
833 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 821 remove_button_link (this);
835 822
836 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
824 {
837 remove_friendly_object (this); 825 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
838 833
839 if (!flag [FLAG_REMOVED]) 834 if (!flag [FLAG_REMOVED])
840 remove (); 835 remove ();
841 836
842 if (flag [FLAG_FREED]) 837 destroy_inv (true);
843 return;
844 838
845 set_speed (0); 839 deactivate ();
840 unlink ();
846 841
847 flag [FLAG_FREED] = 1; 842 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 843
854 // hack to ensure that freed objects still have a valid map 844 // hack to ensure that freed objects still have a valid map
855 { 845 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes 846 static maptile *freed_map; // freed objects are moved here to avoid crashes
857 847
861 851
862 freed_map->name = "/internal/freed_objects_map"; 852 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 853 freed_map->width = 3;
864 freed_map->height = 3; 854 freed_map->height = 3;
865 855
866 freed_map->allocate (); 856 freed_map->alloc ();
857 freed_map->in_memory = MAP_IN_MEMORY;
867 } 858 }
868 859
869 map = freed_map; 860 map = freed_map;
870 x = 1; 861 x = 1;
871 y = 1; 862 y = 1;
881 872
882 // clear those pointers that likely might have circular references to us 873 // clear those pointers that likely might have circular references to us
883 owner = 0; 874 owner = 0;
884 enemy = 0; 875 enemy = 0;
885 attacked_by = 0; 876 attacked_by = 0;
886
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 877}
890 878
891void 879void
892object::destroy (bool destroy_inventory) 880object::destroy (bool destroy_inventory)
893{ 881{
921 * This function removes the object op from the linked list of objects 909 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 910 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 911 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 912 * environment, the x and y coordinates will be updated to
925 * the previous environment. 913 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 914 */
928void 915void
929object::remove () 916object::do_remove ()
930{ 917{
931 object *tmp, *last = 0; 918 object *tmp, *last = 0;
932 object *otmp; 919 object *otmp;
933 920
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 921 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 943 * to save cpu time.
957 */ 944 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 945 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 946 otmp->update_stats ();
960 947
961 if (above != NULL) 948 if (above)
962 above->below = below; 949 above->below = below;
963 else 950 else
964 env->inv = below; 951 env->inv = below;
965 952
966 if (below != NULL) 953 if (below)
967 below->above = above; 954 below->above = above;
968 955
969 /* we set up values so that it could be inserted into 956 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 957 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 958 * to the caller to decide what we want to do.
975 above = 0, below = 0; 962 above = 0, below = 0;
976 env = 0; 963 env = 0;
977 } 964 }
978 else if (map) 965 else if (map)
979 { 966 {
980 /* Re did the following section of code - it looks like it had 967 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 968 {
969 --map->players;
970 map->touch ();
971 }
972
973 map->dirty = true;
974 mapspace &ms = this->ms ();
983 975
984 /* link the object above us */ 976 /* link the object above us */
985 if (above) 977 if (above)
986 above->below = below; 978 above->below = below;
987 else 979 else
988 map->at (x, y).top = below; /* we were top, set new top */ 980 ms.top = below; /* we were top, set new top */
989 981
990 /* Relink the object below us, if there is one */ 982 /* Relink the object below us, if there is one */
991 if (below) 983 if (below)
992 below->above = above; 984 below->above = above;
993 else 985 else
995 /* Nothing below, which means we need to relink map object for this space 987 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 988 * use translated coordinates in case some oddness with map tiling is
997 * evident 989 * evident
998 */ 990 */
999 if (GET_MAP_OB (map, x, y) != this) 991 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); 992 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 993
1010 map->at (x, y).bot = above; /* goes on above it. */ 994 ms.bot = above; /* goes on above it. */
1011 } 995 }
1012 996
1013 above = 0; 997 above = 0;
1014 below = 0; 998 below = 0;
1015 999
1016 if (map->in_memory == MAP_SAVING) 1000 if (map->in_memory == MAP_SAVING)
1017 return; 1001 return;
1018 1002
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1003 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1004
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1005 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1006 {
1023 /* No point updating the players look faces if he is the object 1007 /* No point updating the players look faces if he is the object
1024 * being removed. 1008 * being removed.
1025 */ 1009 */
1026 1010
1038 1022
1039 if (tmp->contr->ns) 1023 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1024 tmp->contr->ns->floorbox_update ();
1041 } 1025 }
1042 1026
1043 /* See if player moving off should effect something */ 1027 /* See if object moving off should effect something */
1044 if (check_walk_off 1028 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1029 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1030 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1031 {
1048 move_apply (tmp, this, 0); 1032 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1034 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1035 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1036 }
1053 1037
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1038 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1039 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1040 if (tmp->above == tmp)
1057 tmp->above = 0; 1041 tmp->above = 0;
1058 1042
1059 last = tmp; 1043 last = tmp;
1060 } 1044 }
1061 1045
1062 /* last == NULL of there are no objects on this space */ 1046 /* last == NULL if there are no objects on this space */
1047 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1048 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1049 map->at (x, y).flags_ = 0;
1065 else 1050 else
1066 update_object (last, UP_OBJ_REMOVE); 1051 update_object (last, UP_OBJ_REMOVE);
1067 1052
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1053 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1054 update_all_los (map, x, y);
1106 1091
1107 return 0; 1092 return 0;
1108} 1093}
1109 1094
1110/* 1095/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1096 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1097 * job preparing multi-part monsters.
1113 */ 1098 */
1114object * 1099object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1100insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1101{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1102 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1145 */ 1130 */
1146object * 1131object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1132insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1133{
1149 object *tmp, *top, *floor = NULL; 1134 object *tmp, *top, *floor = NULL;
1150 sint16 x, y;
1151 1135
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1136 if (QUERY_FLAG (op, FLAG_FREED))
1153 { 1137 {
1154 LOG (llevError, "Trying to insert freed object!\n"); 1138 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL; 1139 return NULL;
1156 } 1140 }
1157 1141
1158 if (m == NULL) 1142 if (!QUERY_FLAG (op, FLAG_REMOVED))
1143 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1144
1145 op->remove ();
1146
1147 if (!m)
1159 { 1148 {
1160 char *dump = dump_object (op); 1149 char *dump = dump_object (op);
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1150 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1162 free (dump); 1151 free (dump);
1163 return op; 1152 return op;
1176#endif 1165#endif
1177 free (dump); 1166 free (dump);
1178 return op; 1167 return op;
1179 } 1168 }
1180 1169
1181 if (!QUERY_FLAG (op, FLAG_REMOVED))
1182 {
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more; 1170 if (object *more = op->more)
1194 1171 {
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1172 if (!insert_ob_in_map (more, m, originator, flag))
1211 { 1173 {
1212 if (!op->head) 1174 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1175 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214 1176
1215 return 0; 1177 return 0;
1220 1182
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1183 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1184 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1185 * need extra work
1224 */ 1186 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1187 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1188 return 0;
1227 y = op->y; 1189
1190 op->map = m;
1191 mapspace &ms = op->ms ();
1228 1192
1229 /* this has to be done after we translate the coordinates. 1193 /* this has to be done after we translate the coordinates.
1230 */ 1194 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1195 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1196 for (tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1197 if (object::can_merge (op, tmp))
1234 { 1198 {
1235 op->nrof += tmp->nrof; 1199 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1200 tmp->destroy ();
1237 } 1201 }
1254 op->below = originator->below; 1218 op->below = originator->below;
1255 1219
1256 if (op->below) 1220 if (op->below)
1257 op->below->above = op; 1221 op->below->above = op;
1258 else 1222 else
1259 op->ms ().bot = op; 1223 ms.bot = op;
1260 1224
1261 /* since *below* originator, no need to update top */ 1225 /* since *below* originator, no need to update top */
1262 originator->below = op; 1226 originator->below = op;
1263 } 1227 }
1264 else 1228 else
1265 { 1229 {
1230 top = ms.bot;
1231
1266 /* If there are other objects, then */ 1232 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1233 if ((!(flag & INS_MAP_LOAD)) && top)
1268 { 1234 {
1269 object *last = NULL; 1235 object *last = 0;
1270 1236
1271 /* 1237 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1238 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1239 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1240 * Generally, we want to put the new object on top. But if
1278 * once we get to them. This reduces the need to traverse over all of 1244 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1245 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1246 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1247 * that flying non pickable objects are spell objects.
1282 */ 1248 */
1283 1249 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1250 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1251 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1252 floor = top;
1288 1253
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1254 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1292 top = top->below; 1257 top = top->below;
1293 break; 1258 break;
1294 } 1259 }
1295 1260
1296 last = top; 1261 last = top;
1297 top = top->above;
1298 } 1262 }
1299 1263
1300 /* Don't want top to be NULL, so set it to the last valid object */ 1264 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last; 1265 top = last;
1302 1266
1309 * Unless those objects are exits, type 66 1273 * Unless those objects are exits, type 66
1310 * If INS_ON_TOP is used, don't do this processing 1274 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1275 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1276 * stacking is a bit odd.
1313 */ 1277 */
1314 if (!(flag & INS_ON_TOP) && 1278 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1279 && ms.flags () & P_BLOCKSVIEW
1280 && (op->face && !op->face->visibility))
1316 { 1281 {
1317 for (last = top; last != floor; last = last->below) 1282 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1283 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1284 break;
1285
1320 /* Check to see if we found the object that blocks view, 1286 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1287 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1288 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1289 * set top to the object below us.
1324 */ 1290 */
1326 top = last->below; 1292 top = last->below;
1327 } 1293 }
1328 } /* If objects on this space */ 1294 } /* If objects on this space */
1329 1295
1330 if (flag & INS_MAP_LOAD) 1296 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y); 1297 top = ms.top;
1332 1298
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1299 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1300 top = floor;
1335 1301
1336 /* Top is the object that our object (op) is going to get inserted above. 1302 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1303 */
1338 1304
1339 /* First object on this space */ 1305 /* First object on this space */
1340 if (!top) 1306 if (!top)
1341 { 1307 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1308 op->above = ms.bot;
1343 1309
1344 if (op->above) 1310 if (op->above)
1345 op->above->below = op; 1311 op->above->below = op;
1346 1312
1347 op->below = NULL; 1313 op->below = 0;
1348 op->ms ().bot = op; 1314 ms.bot = op;
1349 } 1315 }
1350 else 1316 else
1351 { /* get inserted into the stack above top */ 1317 { /* get inserted into the stack above top */
1352 op->above = top->above; 1318 op->above = top->above;
1353 1319
1356 1322
1357 op->below = top; 1323 op->below = top;
1358 top->above = op; 1324 top->above = op;
1359 } 1325 }
1360 1326
1361 if (op->above == NULL) 1327 if (!op->above)
1362 op->ms ().top = op; 1328 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1329 } /* else not INS_BELOW_ORIGINATOR */
1364 1330
1365 if (op->type == PLAYER) 1331 if (op->type == PLAYER)
1332 {
1366 op->contr->do_los = 1; 1333 op->contr->do_los = 1;
1334 ++op->map->players;
1335 op->map->touch ();
1336 }
1337
1338 op->map->dirty = true;
1367 1339
1368 /* If we have a floor, we know the player, if any, will be above 1340 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1341 * it, so save a few ticks and start from there.
1370 */ 1342 */
1371 if (!(flag & INS_MAP_LOAD)) 1343 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1344 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1345 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1346 pl->contr->ns->floorbox_update ();
1375 1347
1376 /* If this object glows, it may affect lighting conditions that are 1348 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1349 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1350 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1351 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1352 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1353 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1354 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1355 * of effect may be sufficient.
1384 */ 1356 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1357 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1358 update_all_los (op->map, op->x, op->y);
1387 1359
1425{ 1397{
1426 object *tmp, *tmp1; 1398 object *tmp, *tmp1;
1427 1399
1428 /* first search for itself and remove any old instances */ 1400 /* first search for itself and remove any old instances */
1429 1401
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1402 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1403 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1404 tmp->destroy ();
1433 1405
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1406 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1407
1758 1730
1759 /* The objects have to be checked from top to bottom. 1731 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1732 * Hence, we first go to the top:
1761 */ 1733 */
1762 1734
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1735 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1736 {
1765 /* Trim the search when we find the first other spell effect 1737 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1738 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1739 * we don't need to check all of them.
1768 */ 1740 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1759 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1760 {
1789 1761
1790 float 1762 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1763 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1764
1793 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1766 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1767 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1768 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1798 * The first matching object is returned, or NULL if none.
1827 */ 1799 */
1828object * 1800object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1801present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1802{
1831 if (m == NULL || out_of_map (m, x, y)) 1803 if (!m || out_of_map (m, x, y))
1832 { 1804 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1805 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1806 return NULL;
1835 } 1807 }
1836 1808
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1810 if (tmp->arch == at)
1839 return tmp; 1811 return tmp;
1840 1812
1841 return NULL; 1813 return NULL;
1842} 1814}
1853 { 1825 {
1854 LOG (llevError, "Present called outside map.\n"); 1826 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1827 return NULL;
1856 } 1828 }
1857 1829
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1830 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1831 if (tmp->type == type)
1860 return tmp; 1832 return tmp;
1861 1833
1862 return NULL; 1834 return NULL;
1863} 1835}
2003 } 1975 }
2004 1976
2005 if (!index) 1977 if (!index)
2006 return -1; 1978 return -1;
2007 1979
2008 return altern[RANDOM () % index]; 1980 return altern [rndm (index)];
2009} 1981}
2010 1982
2011/* 1983/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 1984 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 1985 * find_free_spot(), but it will search max number of squares.
2034{ 2006{
2035 arr += begin; 2007 arr += begin;
2036 end -= begin; 2008 end -= begin;
2037 2009
2038 while (--end) 2010 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2011 swap (arr [end], arr [rndm (end + 1)]);
2040} 2012}
2041 2013
2042/* new function to make monster searching more efficient, and effective! 2014/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2015 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2016 * the spaces to find monsters. In this way, it won't always look for
2178 2150
2179 return 3; 2151 return 3;
2180} 2152}
2181 2153
2182/* 2154/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2157 */
2204
2205int 2158int
2206dirdiff (int dir1, int dir2) 2159dirdiff (int dir1, int dir2)
2207{ 2160{
2208 int d; 2161 int d;
2209 2162
2588 } 2541 }
2589 else 2542 else
2590 item = item->env; 2543 item = item->env;
2591} 2544}
2592 2545
2546
2547const char *
2548object::flag_desc (char *desc, int len) const
2549{
2550 char *p = desc;
2551 bool first = true;
2552
2553 *p = 0;
2554
2555 for (int i = 0; i < NUM_FLAGS; i++)
2556 {
2557 if (len <= 10) // magic constant!
2558 {
2559 snprintf (p, len, ",...");
2560 break;
2561 }
2562
2563 if (flag [i])
2564 {
2565 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2566 len -= cnt;
2567 p += cnt;
2568 first = false;
2569 }
2570 }
2571
2572 return desc;
2573}
2574
2593// return a suitable string describing an objetc in enough detail to find it 2575// return a suitable string describing an object in enough detail to find it
2594const char * 2576const char *
2595object::debug_desc (char *info) const 2577object::debug_desc (char *info) const
2596{ 2578{
2579 char flagdesc[512];
2597 char info2[256 * 3]; 2580 char info2[256 * 4];
2598 char *p = info; 2581 char *p = info;
2599 2582
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2583 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2584 count, uuid.seq,
2602 &name, 2585 &name,
2603 title ? " " : "", 2586 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2587 title ? (const char *)title : "",
2588 flag_desc (flagdesc, 512), type);
2605 2589
2606 if (env) 2590 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2591 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2592
2609 if (map) 2593 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2594 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2595
2612 return info; 2596 return info;
2613} 2597}
2614 2598
2615const char * 2599const char *
2616object::debug_desc () const 2600object::debug_desc () const
2617{ 2601{
2618 static char info[256 * 3]; 2602 static char info[256 * 4];
2619 return debug_desc (info); 2603 return debug_desc (info);
2620} 2604}
2621 2605
2606const char *
2607object::debug_desc2 () const
2608{
2609 static char info[256 * 4];
2610 return debug_desc (info);
2611}
2612
2613struct region *
2614object::region () const
2615{
2616 return map ? map->region (x, y)
2617 : region::default_region ();
2618}
2619

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