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Comparing deliantra/server/common/object.C (file contents):
Revision 1.99 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.125 by root, Sat Jan 27 23:59:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
390} 392}
391 393
392/* 394/*
393 * 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.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * 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.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
489 489
490 if (is_removed) 490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED); 491 SET_FLAG (dst, FLAG_REMOVED);
492 492
493 if (speed < 0) 493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0; 494 dst->speed_left = speed_left - rndm ();
495 495
496 /* Copy over key_values, if any. */ 496 /* Copy over key_values, if any. */
497 if (key_values) 497 if (key_values)
498 { 498 {
499 key_value *tail = 0; 499 key_value *tail = 0;
660 660
661 if (op->more) 661 if (op->more)
662 update_object (op->more, action); 662 update_object (op->more, action);
663} 663}
664 664
665object *object::first;
666
667object::object () 665object::object ()
668{ 666{
669 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
670 668
671 expmul = 1.0; 669 expmul = 1.0;
672 face = blank_face; 670 face = blank_face;
673} 671}
674 672
675object::~object () 673object::~object ()
676{ 674{
675 unlink ();
676
677 free_key_values (this); 677 free_key_values (this);
678} 678}
679 679
680static int object_count;
681
680void object::link () 682void object::link ()
681{ 683{
682 count = ++ob_count; 684 assert (!index);//D
683 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
684 687
685 prev = 0; 688 refcnt_inc ();
686 next = object::first; 689 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 690}
693 691
694void object::unlink () 692void object::unlink ()
695{ 693{
696 if (this == object::first) 694 if (!index)
697 object::first = next; 695 return;
698 696
699 /* Remove this object from the list of used objects */ 697 objects.erase (this);
700 if (prev) prev->next = next; 698 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 699}
712 700
713void 701void
714object::activate () 702object::activate ()
715{ 703{
716 /* If already on active list, don't do anything */ 704 /* If already on active list, don't do anything */
717 if (active ()) 705 if (active)
718 return; 706 return;
719 707
720 if (has_active_speed ()) 708 if (has_active_speed ())
721 { 709 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 710}
732 711
733void 712void
734object::activate_recursive () 713object::activate_recursive ()
735{ 714{
736 activate (); 715 activate ();
737 716
738 for (object *op = inv; op; op = op->above) 717 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 718 op->activate_recursive ();
740} 719}
741 720
742/* This function removes object 'op' from the list of active 721/* This function removes object 'op' from the list of active
743 * objects. 722 * objects.
749 */ 728 */
750void 729void
751object::deactivate () 730object::deactivate ()
752{ 731{
753 /* If not on the active list, nothing needs to be done */ 732 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 733 if (!active)
755 return; 734 return;
756 735
757 if (active_prev == 0) 736 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 737}
773 738
774void 739void
775object::deactivate_recursive () 740object::deactivate_recursive ()
776{ 741{
777 for (object *op = inv; op; op = op->above) 742 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 743 op->deactivate_recursive ();
779 744
780 deactivate (); 745 deactivate ();
746}
747
748void
749object::set_flag_inv (int flag, int value)
750{
751 for (object *op = inv; op; op = op->below)
752 {
753 op->flag [flag] = value;
754 op->set_flag_inv (flag, value);
755 }
781} 756}
782 757
783/* 758/*
784 * Remove and free all objects in the inventory of the given object. 759 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 760 * object.c ?
800 * drop on that space. 775 * drop on that space.
801 */ 776 */
802 if (!drop_to_ground 777 if (!drop_to_ground
803 || !map 778 || !map
804 || map->in_memory != MAP_IN_MEMORY 779 || map->in_memory != MAP_IN_MEMORY
780 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 781 || ms ().move_block == MOVE_ALL)
806 { 782 {
807 while (inv) 783 while (inv)
808 { 784 {
809 inv->destroy_inv (drop_to_ground); 785 inv->destroy_inv (drop_to_ground);
818 794
819 if (op->flag [FLAG_STARTEQUIP] 795 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 796 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 797 || op->type == RUNE
822 || op->type == TRAP 798 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 799 || op->flag [FLAG_IS_A_TEMPLATE]
800 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 801 op->destroy ();
825 else 802 else
826 map->insert (op, x, y); 803 map->insert (op, x, y);
827 } 804 }
828 } 805 }
836} 813}
837 814
838void 815void
839object::do_destroy () 816object::do_destroy ()
840{ 817{
818 attachable::do_destroy ();
819
841 if (flag [FLAG_IS_LINKED]) 820 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 821 remove_button_link (this);
843 822
844 if (flag [FLAG_FRIENDLY]) 823 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 824 remove_friendly_object (this);
846 825
847 if (!flag [FLAG_REMOVED]) 826 if (!flag [FLAG_REMOVED])
848 remove (); 827 remove ();
849 828
850 if (flag [FLAG_FREED]) 829 destroy_inv (true);
851 return;
852 830
853 set_speed (0); 831 deactivate ();
832 unlink ();
854 833
855 flag [FLAG_FREED] = 1; 834 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 835
862 // hack to ensure that freed objects still have a valid map 836 // hack to ensure that freed objects still have a valid map
863 { 837 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 838 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 839
870 freed_map->name = "/internal/freed_objects_map"; 844 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 845 freed_map->width = 3;
872 freed_map->height = 3; 846 freed_map->height = 3;
873 847
874 freed_map->alloc (); 848 freed_map->alloc ();
849 freed_map->in_memory = MAP_IN_MEMORY;
875 } 850 }
876 851
877 map = freed_map; 852 map = freed_map;
878 x = 1; 853 x = 1;
879 y = 1; 854 y = 1;
889 864
890 // clear those pointers that likely might have circular references to us 865 // clear those pointers that likely might have circular references to us
891 owner = 0; 866 owner = 0;
892 enemy = 0; 867 enemy = 0;
893 attacked_by = 0; 868 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 869}
898 870
899void 871void
900object::destroy (bool destroy_inventory) 872object::destroy (bool destroy_inventory)
901{ 873{
929 * This function removes the object op from the linked list of objects 901 * This function removes the object op from the linked list of objects
930 * which it is currently tied to. When this function is done, the 902 * which it is currently tied to. When this function is done, the
931 * object will have no environment. If the object previously had an 903 * object will have no environment. If the object previously had an
932 * environment, the x and y coordinates will be updated to 904 * environment, the x and y coordinates will be updated to
933 * the previous environment. 905 * the previous environment.
934 * Beware: This function is called from the editor as well!
935 */ 906 */
936void 907void
937object::remove () 908object::remove_slow ()
938{ 909{
939 object *tmp, *last = 0; 910 object *tmp, *last = 0;
940 object *otmp; 911 object *otmp;
941 912
942 if (QUERY_FLAG (this, FLAG_REMOVED)) 913 if (QUERY_FLAG (this, FLAG_REMOVED))
986 else if (map) 957 else if (map)
987 { 958 {
988 if (type == PLAYER) 959 if (type == PLAYER)
989 { 960 {
990 --map->players; 961 --map->players;
991 map->last_access = runtime; 962 map->touch ();
992 } 963 }
993 964
994 map->dirty = true; 965 map->dirty = true;
966 mapspace &ms = this->ms ();
995 967
996 /* link the object above us */ 968 /* link the object above us */
997 if (above) 969 if (above)
998 above->below = below; 970 above->below = below;
999 else 971 else
1000 map->at (x, y).top = below; /* we were top, set new top */ 972 ms.top = below; /* we were top, set new top */
1001 973
1002 /* Relink the object below us, if there is one */ 974 /* Relink the object below us, if there is one */
1003 if (below) 975 if (below)
1004 below->above = above; 976 below->above = above;
1005 else 977 else
1007 /* Nothing below, which means we need to relink map object for this space 979 /* Nothing below, which means we need to relink map object for this space
1008 * use translated coordinates in case some oddness with map tiling is 980 * use translated coordinates in case some oddness with map tiling is
1009 * evident 981 * evident
1010 */ 982 */
1011 if (GET_MAP_OB (map, x, y) != this) 983 if (GET_MAP_OB (map, x, y) != this)
1012 {
1013 char *dump = dump_object (this);
1014 LOG (llevError,
1015 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 984 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1016 free (dump);
1017 dump = dump_object (GET_MAP_OB (map, x, y));
1018 LOG (llevError, "%s\n", dump);
1019 free (dump);
1020 }
1021 985
1022 map->at (x, y).bot = above; /* goes on above it. */ 986 ms.bot = above; /* goes on above it. */
1023 } 987 }
1024 988
1025 above = 0; 989 above = 0;
1026 below = 0; 990 below = 0;
1027 991
1028 if (map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1029 return; 993 return;
1030 994
1031 int check_walk_off = !flag [FLAG_NO_APPLY]; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1032 996
1033 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 997 for (tmp = ms.bot; tmp; tmp = tmp->above)
1034 { 998 {
1035 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1036 * being removed. 1000 * being removed.
1037 */ 1001 */
1038 1002
1119 1083
1120 return 0; 1084 return 0;
1121} 1085}
1122 1086
1123/* 1087/*
1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1125 * job preparing multi-part monsters 1089 * job preparing multi-part monsters.
1126 */ 1090 */
1127object * 1091object *
1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{ 1093{
1130 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 */ 1122 */
1159object * 1123object *
1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1161{ 1125{
1162 object *tmp, *top, *floor = NULL; 1126 object *tmp, *top, *floor = NULL;
1163 sint16 x, y;
1164 1127
1165 if (QUERY_FLAG (op, FLAG_FREED)) 1128 if (QUERY_FLAG (op, FLAG_FREED))
1166 { 1129 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1130 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1131 return NULL;
1169 } 1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove ();
1170 1138
1171 if (!m) 1139 if (!m)
1172 { 1140 {
1173 char *dump = dump_object (op); 1141 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189#endif 1157#endif
1190 free (dump); 1158 free (dump);
1191 return op; 1159 return op;
1192 } 1160 }
1193 1161
1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1196 char *dump = dump_object (op);
1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1199 return op;
1200 }
1201
1202 if (op->more)
1203 {
1204 /* The part may be on a different map. */
1205
1206 object *more = op->more; 1162 if (object *more = op->more)
1207 1163 {
1208 /* We really need the caller to normalize coordinates - if
1209 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it.
1212 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map)
1216 {
1217 /* For backwards compatibility - when not dealing with tiled maps,
1218 * more->map should always point to the parent.
1219 */
1220 more->map = m;
1221 }
1222
1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1164 if (!insert_ob_in_map (more, m, originator, flag))
1224 { 1165 {
1225 if (!op->head) 1166 if (!op->head)
1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1167 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 1168
1228 return 0; 1169 return 0;
1233 1174
1234 /* Ideally, the caller figures this out. However, it complicates a lot 1175 /* Ideally, the caller figures this out. However, it complicates a lot
1235 * of areas of callers (eg, anything that uses find_free_spot would now 1176 * of areas of callers (eg, anything that uses find_free_spot would now
1236 * need extra work 1177 * need extra work
1237 */ 1178 */
1238 op->map = get_map_from_coord (m, &op->x, &op->y); 1179 if (!xy_normalise (m, op->x, op->y))
1239 x = op->x; 1180 return 0;
1240 y = op->y; 1181
1182 op->map = m;
1183 mapspace &ms = op->ms ();
1241 1184
1242 /* this has to be done after we translate the coordinates. 1185 /* this has to be done after we translate the coordinates.
1243 */ 1186 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1187 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1188 for (tmp = ms.bot; tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1189 if (object::can_merge (op, tmp))
1247 { 1190 {
1248 op->nrof += tmp->nrof; 1191 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1192 tmp->destroy ();
1250 } 1193 }
1267 op->below = originator->below; 1210 op->below = originator->below;
1268 1211
1269 if (op->below) 1212 if (op->below)
1270 op->below->above = op; 1213 op->below->above = op;
1271 else 1214 else
1272 op->ms ().bot = op; 1215 ms.bot = op;
1273 1216
1274 /* since *below* originator, no need to update top */ 1217 /* since *below* originator, no need to update top */
1275 originator->below = op; 1218 originator->below = op;
1276 } 1219 }
1277 else 1220 else
1278 { 1221 {
1222 top = ms.bot;
1223
1279 /* If there are other objects, then */ 1224 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1225 if ((!(flag & INS_MAP_LOAD)) && top)
1281 { 1226 {
1282 object *last = 0; 1227 object *last = 0;
1283 1228
1284 /* 1229 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1230 * If there are multiple objects on this space, we do some trickier handling.
1291 * once we get to them. This reduces the need to traverse over all of 1236 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1237 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1238 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1239 * that flying non pickable objects are spell objects.
1295 */ 1240 */
1296 while (top) 1241 for (top = ms.bot; top; top = top->above)
1297 { 1242 {
1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1243 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1299 floor = top; 1244 floor = top;
1300 1245
1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1246 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1304 top = top->below; 1249 top = top->below;
1305 break; 1250 break;
1306 } 1251 }
1307 1252
1308 last = top; 1253 last = top;
1309 top = top->above;
1310 } 1254 }
1311 1255
1312 /* Don't want top to be NULL, so set it to the last valid object */ 1256 /* Don't want top to be NULL, so set it to the last valid object */
1313 top = last; 1257 top = last;
1314 1258
1321 * Unless those objects are exits, type 66 1265 * Unless those objects are exits, type 66
1322 * If INS_ON_TOP is used, don't do this processing 1266 * If INS_ON_TOP is used, don't do this processing
1323 * Need to find the object that in fact blocks view, otherwise 1267 * Need to find the object that in fact blocks view, otherwise
1324 * stacking is a bit odd. 1268 * stacking is a bit odd.
1325 */ 1269 */
1326 if (!(flag & INS_ON_TOP) && 1270 if (!(flag & INS_ON_TOP)
1327 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1271 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility))
1328 { 1273 {
1329 for (last = top; last != floor; last = last->below) 1274 for (last = top; last != floor; last = last->below)
1330 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1331 break; 1276 break;
1277
1332 /* Check to see if we found the object that blocks view, 1278 /* Check to see if we found the object that blocks view,
1333 * and make sure we have a below pointer for it so that 1279 * and make sure we have a below pointer for it so that
1334 * we can get inserted below this one, which requires we 1280 * we can get inserted below this one, which requires we
1335 * set top to the object below us. 1281 * set top to the object below us.
1336 */ 1282 */
1338 top = last->below; 1284 top = last->below;
1339 } 1285 }
1340 } /* If objects on this space */ 1286 } /* If objects on this space */
1341 1287
1342 if (flag & INS_MAP_LOAD) 1288 if (flag & INS_MAP_LOAD)
1343 top = GET_MAP_TOP (op->map, op->x, op->y); 1289 top = ms.top;
1344 1290
1345 if (flag & INS_ABOVE_FLOOR_ONLY) 1291 if (flag & INS_ABOVE_FLOOR_ONLY)
1346 top = floor; 1292 top = floor;
1347 1293
1348 /* Top is the object that our object (op) is going to get inserted above. 1294 /* Top is the object that our object (op) is going to get inserted above.
1349 */ 1295 */
1350 1296
1351 /* First object on this space */ 1297 /* First object on this space */
1352 if (!top) 1298 if (!top)
1353 { 1299 {
1354 op->above = GET_MAP_OB (op->map, op->x, op->y); 1300 op->above = ms.bot;
1355 1301
1356 if (op->above) 1302 if (op->above)
1357 op->above->below = op; 1303 op->above->below = op;
1358 1304
1359 op->below = 0; 1305 op->below = 0;
1360 op->ms ().bot = op; 1306 ms.bot = op;
1361 } 1307 }
1362 else 1308 else
1363 { /* get inserted into the stack above top */ 1309 { /* get inserted into the stack above top */
1364 op->above = top->above; 1310 op->above = top->above;
1365 1311
1369 op->below = top; 1315 op->below = top;
1370 top->above = op; 1316 top->above = op;
1371 } 1317 }
1372 1318
1373 if (!op->above) 1319 if (!op->above)
1374 op->ms ().top = op; 1320 ms.top = op;
1375 } /* else not INS_BELOW_ORIGINATOR */ 1321 } /* else not INS_BELOW_ORIGINATOR */
1376 1322
1377 if (op->type == PLAYER) 1323 if (op->type == PLAYER)
1378 { 1324 {
1379 op->contr->do_los = 1; 1325 op->contr->do_los = 1;
1380 ++op->map->players; 1326 ++op->map->players;
1381 op->map->last_access = runtime; 1327 op->map->touch ();
1382 } 1328 }
1383 1329
1384 op->map->dirty = true; 1330 op->map->dirty = true;
1385 1331
1386 /* If we have a floor, we know the player, if any, will be above 1332 /* If we have a floor, we know the player, if any, will be above
1387 * it, so save a few ticks and start from there. 1333 * it, so save a few ticks and start from there.
1388 */ 1334 */
1389 if (!(flag & INS_MAP_LOAD)) 1335 if (!(flag & INS_MAP_LOAD))
1390 if (object *pl = op->ms ().player ()) 1336 if (object *pl = ms.player ())
1391 if (pl->contr->ns) 1337 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1338 pl->contr->ns->floorbox_update ();
1393 1339
1394 /* If this object glows, it may affect lighting conditions that are 1340 /* If this object glows, it may affect lighting conditions that are
1395 * visible to others on this map. But update_all_los is really 1341 * visible to others on this map. But update_all_los is really
1443{ 1389{
1444 object *tmp, *tmp1; 1390 object *tmp, *tmp1;
1445 1391
1446 /* first search for itself and remove any old instances */ 1392 /* first search for itself and remove any old instances */
1447 1393
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1395 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1396 tmp->destroy ();
1451 1397
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1398 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1399
1776 1722
1777 /* The objects have to be checked from top to bottom. 1723 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1724 * Hence, we first go to the top:
1779 */ 1725 */
1780 1726
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1727 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1728 {
1783 /* Trim the search when we find the first other spell effect 1729 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1730 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1731 * we don't need to check all of them.
1786 */ 1732 */
1804 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1750 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1805 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1751 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1806 { 1752 {
1807 1753
1808 float 1754 float
1809 diff = tmp->move_slow_penalty * FABS (op->speed); 1755 diff = tmp->move_slow_penalty * fabs (op->speed);
1810 1756
1811 if (op->type == PLAYER) 1757 if (op->type == PLAYER)
1812 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1758 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1813 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1759 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1814 diff /= 4.0; 1760 diff /= 4.0;
1844 * The first matching object is returned, or NULL if none. 1790 * The first matching object is returned, or NULL if none.
1845 */ 1791 */
1846object * 1792object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1793present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1794{
1849 if (m == NULL || out_of_map (m, x, y)) 1795 if (!m || out_of_map (m, x, y))
1850 { 1796 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1798 return NULL;
1853 } 1799 }
1854 1800
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1802 if (tmp->arch == at)
1857 return tmp; 1803 return tmp;
1858 1804
1859 return NULL; 1805 return NULL;
1860} 1806}
1871 { 1817 {
1872 LOG (llevError, "Present called outside map.\n"); 1818 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1819 return NULL;
1874 } 1820 }
1875 1821
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1823 if (tmp->type == type)
1878 return tmp; 1824 return tmp;
1879 1825
1880 return NULL; 1826 return NULL;
1881} 1827}
2021 } 1967 }
2022 1968
2023 if (!index) 1969 if (!index)
2024 return -1; 1970 return -1;
2025 1971
2026 return altern[RANDOM () % index]; 1972 return altern [rndm (index)];
2027} 1973}
2028 1974
2029/* 1975/*
2030 * find_first_free_spot(archetype, maptile, x, y) works like 1976 * find_first_free_spot(archetype, maptile, x, y) works like
2031 * find_free_spot(), but it will search max number of squares. 1977 * find_free_spot(), but it will search max number of squares.
2052{ 1998{
2053 arr += begin; 1999 arr += begin;
2054 end -= begin; 2000 end -= begin;
2055 2001
2056 while (--end) 2002 while (--end)
2057 swap (arr [end], arr [RANDOM () % (end + 1)]); 2003 swap (arr [end], arr [rndm (end + 1)]);
2058} 2004}
2059 2005
2060/* new function to make monster searching more efficient, and effective! 2006/* new function to make monster searching more efficient, and effective!
2061 * This basically returns a randomized array (in the passed pointer) of 2007 * This basically returns a randomized array (in the passed pointer) of
2062 * the spaces to find monsters. In this way, it won't always look for 2008 * the spaces to find monsters. In this way, it won't always look for
2196 2142
2197 return 3; 2143 return 3;
2198} 2144}
2199 2145
2200/* 2146/*
2201 * absdir(int): Returns a number between 1 and 8, which represent
2202 * the "absolute" direction of a number (it actually takes care of
2203 * "overflow" in previous calculations of a direction).
2204 */
2205
2206int
2207absdir (int d)
2208{
2209 while (d < 1)
2210 d += 8;
2211
2212 while (d > 8)
2213 d -= 8;
2214
2215 return d;
2216}
2217
2218/*
2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2147 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2220 * between two directions (which are expected to be absolute (see absdir()) 2148 * between two directions (which are expected to be absolute (see absdir())
2221 */ 2149 */
2222
2223int 2150int
2224dirdiff (int dir1, int dir2) 2151dirdiff (int dir1, int dir2)
2225{ 2152{
2226 int d; 2153 int d;
2227 2154
2613object::flag_desc (char *desc, int len) const 2540object::flag_desc (char *desc, int len) const
2614{ 2541{
2615 char *p = desc; 2542 char *p = desc;
2616 bool first = true; 2543 bool first = true;
2617 2544
2545 *p = 0;
2546
2618 for (int i = 0; i < NUM_FLAGS; i++) 2547 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2548 {
2620 if (len <= 10) // magic constant! 2549 if (len <= 10) // magic constant!
2621 { 2550 {
2622 snprintf (p, len, ",..."); 2551 snprintf (p, len, ",...");
2623 break; 2552 break;
2624 } 2553 }
2625 2554
2626 if (flag[i]) 2555 if (flag [i])
2627 { 2556 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2557 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2558 len -= cnt;
2630 p += cnt; 2559 p += cnt;
2631 first = false; 2560 first = false;
2633 } 2562 }
2634 2563
2635 return desc; 2564 return desc;
2636} 2565}
2637 2566
2638// return a suitable string describing an objetc in enough detail to find it 2567// return a suitable string describing an object in enough detail to find it
2639const char * 2568const char *
2640object::debug_desc (char *info) const 2569object::debug_desc (char *info) const
2641{ 2570{
2642 char flagdesc[512]; 2571 char flagdesc[512];
2643 char info2[256 * 4]; 2572 char info2[256 * 4];
2644 char *p = info; 2573 char *p = info;
2645 2574
2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2647 count, uuid.seq, 2576 count, uuid.seq,
2648 &name, 2577 &name,
2649 title ? "\",title:" : "", 2578 title ? "\",title:\"" : "",
2650 title ? (const char *)title : "", 2579 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type); 2580 flag_desc (flagdesc, 512), type);
2652 2581
2653 if (env) 2582 if (env)
2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2583 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2660} 2589}
2661 2590
2662const char * 2591const char *
2663object::debug_desc () const 2592object::debug_desc () const
2664{ 2593{
2665 static char info[256 * 3]; 2594 static char info[256 * 4];
2666 return debug_desc (info); 2595 return debug_desc (info);
2667} 2596}
2668 2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611

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