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Comparing deliantra/server/common/object.C (file contents):
Revision 1.67 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
352object * 348object *
353object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
354{ 350{
355 while (op->env != NULL) 351 while (op->env != NULL)
356 op = op->env; 352 op = op->env;
357 return op;
358}
359
360/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op; 353 return op;
373} 354}
374 355
375/* 356/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
484 465
485 i = next; 466 i = next;
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489}
490
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531} 470}
532 471
533/* 472/*
534 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
713 op->active_next = NULL; 652 op->active_next = NULL;
714 op->active_prev = NULL; 653 op->active_prev = NULL;
715} 654}
716 655
717/* 656/*
718 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 659 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 660 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 661 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 662 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
725 * 664 *
726 * action is a hint of what the caller believes need to be done. 665 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 666 * current action are:
732 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 669 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 670 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
737 */ 672 */
738
739void 673void
740update_object (object *op, int action) 674update_object (object *op, int action)
741{ 675{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
744 677
745 if (op == NULL) 678 if (op == NULL)
746 { 679 {
747 /* this should never happen */ 680 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 682 return;
750 } 683 }
751 684
752 if (op->env != NULL) 685 if (op->env)
753 { 686 {
754 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
755 * to do in this case. 688 * to do in this case.
756 */ 689 */
757 return; 690 return;
771 abort (); 704 abort ();
772#endif 705#endif
773 return; 706 return;
774 } 707 }
775 708
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
783 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
784 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 722 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 724 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 725 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 726 * to have move_allow right now.
808 */ 727 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 730 m.flags_ = P_NEED_UPDATE;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 731 }
815
816 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 734 * that is being removed.
819 */ 735 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
824 else 740 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 742
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 743 if (op->more)
834 update_object (op->more, action); 744 update_object (op->more, action);
835} 745}
836 746
837object::vector object::mortals; 747object::vector object::mortals;
838object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
1059 969
1060 /* NO_FIX_PLAYER is set when a great many changes are being 970 /* NO_FIX_PLAYER is set when a great many changes are being
1061 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 972 * to save cpu time.
1063 */ 973 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 975 otmp->update_stats ();
1066 976
1067 if (above != NULL) 977 if (above != NULL)
1068 above->below = below; 978 above->below = below;
1069 else 979 else
1070 env->inv = below; 980 env->inv = below;
1089 999
1090 /* link the object above us */ 1000 /* link the object above us */
1091 if (above) 1001 if (above)
1092 above->below = below; 1002 above->below = below;
1093 else 1003 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1004 map->at (x, y).top = below; /* we were top, set new top */
1095 1005
1096 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1097 if (below) 1007 if (below)
1098 below->above = above; 1008 below->above = above;
1099 else 1009 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1113 free (dump); 1023 free (dump);
1114 } 1024 }
1115 1025
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1117 } 1027 }
1118 1028
1119 above = 0; 1029 above = 0;
1120 below = 0; 1030 below = 0;
1121 1031
1140 { 1050 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1142 tmp->container = 0; 1052 tmp->container = 0;
1143 } 1053 }
1144 1054
1145 tmp->contr->socket->update_look = 1; 1055 tmp->contr->ns->floorbox_update ();
1146 } 1056 }
1147 1057
1148 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1149 if (check_walk_off 1059 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1164 last = tmp; 1074 last = tmp;
1165 } 1075 }
1166 1076
1167 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1168 if (!last) 1078 if (!last)
1169 { 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1080 else
1179 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1180 1082
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1182 update_all_los (map, x, y); 1084 update_all_los (map, x, y);
1372 op->below = originator->below; 1274 op->below = originator->below;
1373 1275
1374 if (op->below) 1276 if (op->below)
1375 op->below->above = op; 1277 op->below->above = op;
1376 else 1278 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1378 1280
1379 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1380 originator->below = op; 1282 originator->below = op;
1381 } 1283 }
1382 else 1284 else
1428 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1332 * stacking is a bit odd.
1431 */ 1333 */
1432 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1336 {
1435 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1339 break;
1438 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1461 1363
1462 if (op->above) 1364 if (op->above)
1463 op->above->below = op; 1365 op->above->below = op;
1464 1366
1465 op->below = NULL; 1367 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1467 } 1369 }
1468 else 1370 else
1469 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1470 op->above = top->above; 1372 op->above = top->above;
1471 1373
1475 op->below = top; 1377 op->below = top;
1476 top->above = op; 1378 top->above = op;
1477 } 1379 }
1478 1380
1479 if (op->above == NULL) 1381 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1482 1384
1483 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1484 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1485 1387
1486 /* If we have a floor, we know the player, if any, will be above 1388 /* If we have a floor, we know the player, if any, will be above
1487 * it, so save a few ticks and start from there. 1389 * it, so save a few ticks and start from there.
1488 */ 1390 */
1489 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1392 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1492 tmp->contr->socket->update_look = 1;
1493 1394
1494 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1495 * visible to others on this map. But update_all_los is really 1396 * visible to others on this map. But update_all_los is really
1496 * an inefficient way to do this, as it means los for all players 1397 * an inefficient way to do this, as it means los for all players
1497 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1505 1406
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1508 1409
1509 /* Don't know if moving this to the end will break anything. However, 1410 /* Don't know if moving this to the end will break anything. However,
1510 * we want to have update_look set above before calling this. 1411 * we want to have floorbox_update called before calling this.
1511 * 1412 *
1512 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1416 * update_object().
1531 1432
1532 return op; 1433 return op;
1533} 1434}
1534 1435
1535/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1437 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1438 * op is the object to insert it under: supplies x and the map.
1538 */ 1439 */
1539void 1440void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1442{
1542 object * 1443 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1444
1547 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1548 1446
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1447 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1618 if (i > op->nrof) 1516 if (i > op->nrof)
1619 i = op->nrof; 1517 i = op->nrof;
1620 1518
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1520 op->nrof -= i;
1623 else if (op->env != NULL) 1521 else if (op->env)
1624 { 1522 {
1625 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1626 * therein? 1524 * therein?
1627 */ 1525 */
1628 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1531 * and then searching the map for a player.
1634 */ 1532 */
1635 if (!tmp) 1533 if (!tmp)
1636 { 1534 {
1637 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1639 break; 1539 break;
1640 if (pl) 1540 }
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1541 }
1645 1542
1646 if (i < op->nrof) 1543 if (i < op->nrof)
1647 { 1544 {
1648 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1546 op->nrof -= i;
1650 if (tmp) 1547 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1653 }
1654 } 1549 }
1655 else 1550 else
1656 { 1551 {
1657 op->remove (); 1552 op->remove ();
1658 op->nrof = 0; 1553 op->nrof = 0;
1659 if (tmp) 1554 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1556 }
1664 } 1557 }
1665 else 1558 else
1666 { 1559 {
1667 object *above = op->above; 1560 object *above = op->above;
1673 op->remove (); 1566 op->remove ();
1674 op->nrof = 0; 1567 op->nrof = 0;
1675 } 1568 }
1676 1569
1677 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1680 { 1573 {
1681 if (op->nrof) 1574 if (op->nrof)
1682 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1683 else 1576 else
1688 if (op->nrof) 1581 if (op->nrof)
1689 return op; 1582 return op;
1690 else 1583 else
1691 { 1584 {
1692 op->destroy (); 1585 op->destroy ();
1693 return NULL; 1586 return 0;
1694 } 1587 }
1695} 1588}
1696 1589
1697/* 1590/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1787 } 1680 }
1788 else 1681 else
1789 add_weight (this, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1790 1683
1791 otmp = is_player_inv (this); 1684 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1685 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1687 otmp->update_stats ();
1795 1688
1796 op->map = NULL; 1689 op->map = 0;
1797 op->env = this; 1690 op->env = this;
1798 op->above = NULL; 1691 op->above = 0;
1799 op->below = NULL; 1692 op->below = 0;
1800 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1801 1694
1802 /* reset the light list and los of the players on the map */ 1695 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1696 if ((op->glow_radius != 0) && map)
1804 { 1697 {
2141 * if the space being examined only has a wall to the north and empty 2034 * if the space being examined only has a wall to the north and empty
2142 * spaces in all the other directions, this will reduce the search space 2035 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2145 */ 2038 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2040 stop = maxfree[i];
2148 } 2041 }
2042
2149 if (!index) 2043 if (!index)
2150 return -1; 2044 return -1;
2045
2151 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2152} 2047}
2153 2048
2154/* 2049/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2263 mp = m; 2158 mp = m;
2264 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2266 2161
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2268 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2165 max = maxfree[i];
2271 }
2272 else 2166 else
2273 { 2167 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2275 2169
2276 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2171 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2281 { 2173 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2283 {
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2176 break;
2287 } 2177
2288 }
2289 if (tmp) 2178 if (tmp)
2290 {
2291 return freedir[i]; 2179 return freedir[i];
2292 }
2293 } 2180 }
2294 } 2181 }
2295 } 2182 }
2183
2296 return 0; 2184 return 0;
2297} 2185}
2298 2186
2299/* 2187/*
2300 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2302 */ 2190 */
2303 2191
2304int 2192int
2305distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2306{ 2194{
2307 int 2195 int i;
2308 i;
2309 2196
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2311 return i; 2198 return i;
2312} 2199}
2313 2200
2318 */ 2205 */
2319 2206
2320int 2207int
2321find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2322{ 2209{
2323 int 2210 int q;
2324 q;
2325 2211
2326 if (y) 2212 if (y)
2327 q = x * 100 / y; 2213 q = x * 100 / y;
2328 else if (x) 2214 else if (x)
2329 q = -300 * x; 2215 q = -300 * x;
2455 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2343 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2459 */ 2345 */
2460
2461
2462int 2346int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2348{
2465 sint16 dx, dy; 2349 sint16 dx, dy;
2466 int
2467 mflags; 2350 int mflags;
2468 2351
2469 if (dir < 0) 2352 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2471 2354
2472 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2485 return 0; 2368 return 0;
2486 2369
2487 /* yes, can see. */ 2370 /* yes, can see. */
2488 if (dir < 9) 2371 if (dir < 9)
2489 return 1; 2372 return 1;
2373
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2377}
2493
2494
2495 2378
2496/* 2379/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2380 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2395 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2396}
2514 2397
2515
2516/* 2398/*
2517 * create clone from object to another 2399 * create clone from object to another
2518 */ 2400 */
2519object * 2401object *
2520object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2539 { 2421 {
2540 dst = tmp; 2422 dst = tmp;
2541 tmp->head = 0; 2423 tmp->head = 0;
2542 } 2424 }
2543 else 2425 else
2544 {
2545 tmp->head = dst; 2426 tmp->head = dst;
2546 }
2547 2427
2548 tmp->more = 0; 2428 tmp->more = 0;
2549 2429
2550 if (prev) 2430 if (prev)
2551 prev->more = tmp; 2431 prev->more = tmp;

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