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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 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
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (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)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
482 465
483 i = next; 466 i = next;
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487}
488
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529} 470}
530 471
531/* 472/*
532 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
588 } 529 }
589 530
590 update_ob_speed (dst); 531 update_ob_speed (dst);
591} 532}
592 533
534object *
535object::clone ()
536{
537 object *neu = create ();
538 copy_to (neu);
539 return neu;
540}
541
593/* 542/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 543 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 544 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 545 * be called to update the face variable, _and_ how it looks on the map.
597 */ 546 */
703 op->active_next = NULL; 652 op->active_next = NULL;
704 op->active_prev = NULL; 653 op->active_prev = NULL;
705} 654}
706 655
707/* 656/*
708 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
710 * 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
711 * invisible object, etc...) 660 * invisible object, etc...)
712 * 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
713 * 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
714 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
715 * 664 *
716 * 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.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 666 * current action are:
722 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
724 * 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
725 * 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.
726 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
727 */ 672 */
728
729void 673void
730update_object (object *op, int action) 674update_object (object *op, int action)
731{ 675{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
734 677
735 if (op == NULL) 678 if (op == NULL)
736 { 679 {
737 /* this should never happen */ 680 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 682 return;
740 } 683 }
741 684
742 if (op->env != NULL) 685 if (op->env)
743 { 686 {
744 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
745 * to do in this case. 688 * to do in this case.
746 */ 689 */
747 return; 690 return;
761 abort (); 704 abort ();
762#endif 705#endif
763 return; 706 return;
764 } 707 }
765 708
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
773 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
774 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 722 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 724 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* 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
797 * to have move_allow right now. 726 * to have move_allow right now.
798 */ 727 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 730 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 731 }
805
806 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 734 * that is being removed.
809 */ 735 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
814 else 740 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 742
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 743 if (op->more)
824 update_object (op->more, action); 744 update_object (op->more, action);
825} 745}
826 746
827object::vector object::mortals; 747object::vector object::mortals;
828object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
1049 969
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 972 * to save cpu time.
1053 */ 973 */
1054 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))
1055 fix_player (otmp); 975 otmp->update_stats ();
1056 976
1057 if (above != NULL) 977 if (above != NULL)
1058 above->below = below; 978 above->below = below;
1059 else 979 else
1060 env->inv = below; 980 env->inv = below;
1079 999
1080 /* link the object above us */ 1000 /* link the object above us */
1081 if (above) 1001 if (above)
1082 above->below = below; 1002 above->below = below;
1083 else 1003 else
1084 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 */
1085 1005
1086 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1087 if (below) 1007 if (below)
1088 below->above = above; 1008 below->above = above;
1089 else 1009 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1103 free (dump); 1023 free (dump);
1104 } 1024 }
1105 1025
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1107 } 1027 }
1108 1028
1109 above = 0; 1029 above = 0;
1110 below = 0; 1030 below = 0;
1111 1031
1130 { 1050 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0; 1052 tmp->container = 0;
1133 } 1053 }
1134 1054
1135 tmp->contr->socket.update_look = 1; 1055 tmp->contr->ns->floorbox_update ();
1136 } 1056 }
1137 1057
1138 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1139 if (check_walk_off 1059 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1154 last = tmp; 1074 last = tmp;
1155 } 1075 }
1156 1076
1157 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1158 if (!last) 1078 if (!last)
1159 { 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1080 else
1169 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1170 1082
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1172 update_all_los (map, x, y); 1084 update_all_los (map, x, y);
1192 1104
1193 for (; top != NULL; top = top->below) 1105 for (; top != NULL; top = top->below)
1194 { 1106 {
1195 if (top == op) 1107 if (top == op)
1196 continue; 1108 continue;
1197 if (CAN_MERGE (op, top)) 1109
1110 if (object::can_merge (op, top))
1198 { 1111 {
1199 top->nrof += op->nrof; 1112 top->nrof += op->nrof;
1200 1113
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1335 1248
1336 /* this has to be done after we translate the coordinates. 1249 /* this has to be done after we translate the coordinates.
1337 */ 1250 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1251 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1253 if (object::can_merge (op, tmp))
1341 { 1254 {
1342 op->nrof += tmp->nrof; 1255 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1256 tmp->destroy ();
1344 } 1257 }
1345 1258
1361 op->below = originator->below; 1274 op->below = originator->below;
1362 1275
1363 if (op->below) 1276 if (op->below)
1364 op->below->above = op; 1277 op->below->above = op;
1365 else 1278 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1367 1280
1368 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1369 originator->below = op; 1282 originator->below = op;
1370 } 1283 }
1371 else 1284 else
1417 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1332 * stacking is a bit odd.
1420 */ 1333 */
1421 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1422 (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))
1423 { 1336 {
1424 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1339 break;
1427 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1450 1363
1451 if (op->above) 1364 if (op->above)
1452 op->above->below = op; 1365 op->above->below = op;
1453 1366
1454 op->below = NULL; 1367 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1456 } 1369 }
1457 else 1370 else
1458 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1459 op->above = top->above; 1372 op->above = top->above;
1460 1373
1464 op->below = top; 1377 op->below = top;
1465 top->above = op; 1378 top->above = op;
1466 } 1379 }
1467 1380
1468 if (op->above == NULL) 1381 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1471 1384
1472 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1473 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1474 1387
1475 /* 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
1476 * it, so save a few ticks and start from there. 1389 * it, so save a few ticks and start from there.
1477 */ 1390 */
1478 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1479 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 ())
1480 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1481 tmp->contr->socket.update_look = 1;
1482 1394
1483 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1484 * 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
1485 * 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
1486 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1494 1406
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1497 1409
1498 /* 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,
1499 * we want to have update_look set above before calling this. 1411 * we want to have floorbox_update called before calling this.
1500 * 1412 *
1501 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1416 * update_object().
1520 1432
1521 return op; 1433 return op;
1522} 1434}
1523 1435
1524/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1525 * 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.
1526 * 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.
1527 */ 1439 */
1528void 1440void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1442{
1531 object * 1443 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1444
1536 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1537 1446
1538 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)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1607 if (i > op->nrof) 1516 if (i > op->nrof)
1608 i = op->nrof; 1517 i = op->nrof;
1609 1518
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1520 op->nrof -= i;
1612 else if (op->env != NULL) 1521 else if (op->env)
1613 { 1522 {
1614 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1615 * therein? 1524 * therein?
1616 */ 1525 */
1617 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1531 * and then searching the map for a player.
1623 */ 1532 */
1624 if (!tmp) 1533 if (!tmp)
1625 { 1534 {
1626 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1628 break; 1539 break;
1629 if (pl) 1540 }
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1541 }
1634 1542
1635 if (i < op->nrof) 1543 if (i < op->nrof)
1636 { 1544 {
1637 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1546 op->nrof -= i;
1639 if (tmp) 1547 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1642 }
1643 } 1549 }
1644 else 1550 else
1645 { 1551 {
1646 op->remove (); 1552 op->remove ();
1647 op->nrof = 0; 1553 op->nrof = 0;
1648 if (tmp) 1554 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1556 }
1653 } 1557 }
1654 else 1558 else
1655 { 1559 {
1656 object *above = op->above; 1560 object *above = op->above;
1662 op->remove (); 1566 op->remove ();
1663 op->nrof = 0; 1567 op->nrof = 0;
1664 } 1568 }
1665 1569
1666 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1669 { 1573 {
1670 if (op->nrof) 1574 if (op->nrof)
1671 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1672 else 1576 else
1677 if (op->nrof) 1581 if (op->nrof)
1678 return op; 1582 return op;
1679 else 1583 else
1680 { 1584 {
1681 op->destroy (); 1585 op->destroy ();
1682 return NULL; 1586 return 0;
1683 } 1587 }
1684} 1588}
1685 1589
1686/* 1590/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1653 if (op->nrof)
1750 { 1654 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1655 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1656 if (object::can_merge (tmp, op))
1753 { 1657 {
1754 /* return the original object and remove inserted object 1658 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1659 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1660 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1661 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1776 } 1680 }
1777 else 1681 else
1778 add_weight (this, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1779 1683
1780 otmp = is_player_inv (this); 1684 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1685 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1687 otmp->update_stats ();
1784 1688
1785 op->map = NULL; 1689 op->map = 0;
1786 op->env = this; 1690 op->env = this;
1787 op->above = NULL; 1691 op->above = 0;
1788 op->below = NULL; 1692 op->below = 0;
1789 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1790 1694
1791 /* 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 */
1792 if ((op->glow_radius != 0) && map) 1696 if ((op->glow_radius != 0) && map)
1793 { 1697 {
2130 * 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
2131 * 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
2132 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2134 */ 2038 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2040 stop = maxfree[i];
2137 } 2041 }
2042
2138 if (!index) 2043 if (!index)
2139 return -1; 2044 return -1;
2045
2140 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2141} 2047}
2142 2048
2143/* 2049/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2252 mp = m; 2158 mp = m;
2253 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2255 2161
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2257 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2165 max = maxfree[i];
2260 }
2261 else 2166 else
2262 { 2167 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2264 2169
2265 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2171 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2270 { 2173 {
2271 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)
2272 {
2273 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)))
2274 {
2275 break; 2176 break;
2276 } 2177
2277 }
2278 if (tmp) 2178 if (tmp)
2279 {
2280 return freedir[i]; 2179 return freedir[i];
2281 }
2282 } 2180 }
2283 } 2181 }
2284 } 2182 }
2183
2285 return 0; 2184 return 0;
2286} 2185}
2287 2186
2288/* 2187/*
2289 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2291 */ 2190 */
2292 2191
2293int 2192int
2294distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2295{ 2194{
2296 int 2195 int i;
2297 i;
2298 2196
2299 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);
2300 return i; 2198 return i;
2301} 2199}
2302 2200
2307 */ 2205 */
2308 2206
2309int 2207int
2310find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2311{ 2209{
2312 int 2210 int q;
2313 q;
2314 2211
2315 if (y) 2212 if (y)
2316 q = x * 100 / y; 2213 q = x * 100 / y;
2317 else if (x) 2214 else if (x)
2318 q = -300 * x; 2215 q = -300 * x;
2444 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2343 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2448 */ 2345 */
2449
2450
2451int 2346int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2348{
2454 sint16 dx, dy; 2349 sint16 dx, dy;
2455 int
2456 mflags; 2350 int mflags;
2457 2351
2458 if (dir < 0) 2352 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2460 2354
2461 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2474 return 0; 2368 return 0;
2475 2369
2476 /* yes, can see. */ 2370 /* yes, can see. */
2477 if (dir < 9) 2371 if (dir < 9)
2478 return 1; 2372 return 1;
2373
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 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]);
2481} 2377}
2482
2483
2484 2378
2485/* 2379/*
2486 * 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
2487 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !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));
2502} 2396}
2503 2397
2504
2505/* 2398/*
2506 * create clone from object to another 2399 * create clone from object to another
2507 */ 2400 */
2508object * 2401object *
2509object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2518 src = src->head; 2411 src = src->head;
2519 2412
2520 prev = 0; 2413 prev = 0;
2521 for (part = src; part; part = part->more) 2414 for (part = src; part; part = part->more)
2522 { 2415 {
2523 tmp = object::create (); 2416 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2417 tmp->x -= src->x;
2526 tmp->y -= src->y; 2418 tmp->y -= src->y;
2527 2419
2528 if (!part->head) 2420 if (!part->head)
2529 { 2421 {
2530 dst = tmp; 2422 dst = tmp;
2531 tmp->head = 0; 2423 tmp->head = 0;
2532 } 2424 }
2533 else 2425 else
2534 {
2535 tmp->head = dst; 2426 tmp->head = dst;
2536 }
2537 2427
2538 tmp->more = 0; 2428 tmp->more = 0;
2539 2429
2540 if (prev) 2430 if (prev)
2541 prev->more = tmp; 2431 prev->more = tmp;

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