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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC

352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
375 */ 360 */
376 361
480 465
481 i = next; 466 i = next;
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485}
486
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527} 470}
528 471
529/* 472/*
530 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
709 op->active_next = NULL; 652 op->active_next = NULL;
710 op->active_prev = NULL; 653 op->active_prev = NULL;
711} 654}
712 655
713/* 656/*
714 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 660 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
721 * 664 *
722 * 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.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 666 * current action are:
728 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
733 */ 672 */
734
735void 673void
736update_object (object *op, int action) 674update_object (object *op, int action)
737{ 675{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
740 677
741 if (op == NULL) 678 if (op == NULL)
742 { 679 {
743 /* this should never happen */ 680 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 682 return;
746 } 683 }
747 684
748 if (op->env != NULL) 685 if (op->env)
749 { 686 {
750 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
751 * to do in this case. 688 * to do in this case.
752 */ 689 */
753 return; 690 return;
767 abort (); 704 abort ();
768#endif 705#endif
769 return; 706 return;
770 } 707 }
771 708
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
779 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
780 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 722 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 724 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* 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
803 * to have move_allow right now. 726 * to have move_allow right now.
804 */ 727 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 730 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 731 }
811
812 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 734 * that is being removed.
815 */ 735 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
820 else 740 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 742
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 743 if (op->more)
830 update_object (op->more, action); 744 update_object (op->more, action);
831} 745}
832 746
833object::vector object::mortals; 747object::vector object::mortals;
834object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
1055 969
1056 /* 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
1057 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 972 * to save cpu time.
1059 */ 973 */
1060 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))
1061 fix_player (otmp); 975 otmp->update_stats ();
1062 976
1063 if (above != NULL) 977 if (above != NULL)
1064 above->below = below; 978 above->below = below;
1065 else 979 else
1066 env->inv = below; 980 env->inv = below;
1085 999
1086 /* link the object above us */ 1000 /* link the object above us */
1087 if (above) 1001 if (above)
1088 above->below = below; 1002 above->below = below;
1089 else 1003 else
1090 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 */
1091 1005
1092 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1093 if (below) 1007 if (below)
1094 below->above = above; 1008 below->above = above;
1095 else 1009 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1109 free (dump); 1023 free (dump);
1110 } 1024 }
1111 1025
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1113 } 1027 }
1114 1028
1115 above = 0; 1029 above = 0;
1116 below = 0; 1030 below = 0;
1117 1031
1136 { 1050 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0; 1052 tmp->container = 0;
1139 } 1053 }
1140 1054
1141 tmp->contr->socket->floorbox_update (); 1055 tmp->contr->ns->floorbox_update ();
1142 } 1056 }
1143 1057
1144 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1145 if (check_walk_off 1059 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1160 last = tmp; 1074 last = tmp;
1161 } 1075 }
1162 1076
1163 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1164 if (!last) 1078 if (!last)
1165 { 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1080 else
1175 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1176 1082
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1084 update_all_los (map, x, y);
1368 op->below = originator->below; 1274 op->below = originator->below;
1369 1275
1370 if (op->below) 1276 if (op->below)
1371 op->below->above = op; 1277 op->below->above = op;
1372 else 1278 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1374 1280
1375 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1376 originator->below = op; 1282 originator->below = op;
1377 } 1283 }
1378 else 1284 else
1424 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1332 * stacking is a bit odd.
1427 */ 1333 */
1428 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1429 (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))
1430 { 1336 {
1431 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1339 break;
1434 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1457 1363
1458 if (op->above) 1364 if (op->above)
1459 op->above->below = op; 1365 op->above->below = op;
1460 1366
1461 op->below = NULL; 1367 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1463 } 1369 }
1464 else 1370 else
1465 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1466 op->above = top->above; 1372 op->above = top->above;
1467 1373
1471 op->below = top; 1377 op->below = top;
1472 top->above = op; 1378 top->above = op;
1473 } 1379 }
1474 1380
1475 if (op->above == NULL) 1381 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1478 1384
1479 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1481 1387
1482 /* 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
1483 * it, so save a few ticks and start from there. 1389 * it, so save a few ticks and start from there.
1484 */ 1390 */
1485 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1486 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 ())
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update (); 1393 pl->contr->ns->floorbox_update ();
1489 1394
1490 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1527 1432
1528 return op; 1433 return op;
1529} 1434}
1530 1435
1531/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1532 * 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.
1533 * 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.
1534 */ 1439 */
1535void 1440void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1442{
1538 object * 1443 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1444
1543 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1544 1446
1545 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)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1614 if (i > op->nrof) 1516 if (i > op->nrof)
1615 i = op->nrof; 1517 i = op->nrof;
1616 1518
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1520 op->nrof -= i;
1619 else if (op->env != NULL) 1521 else if (op->env)
1620 { 1522 {
1621 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1622 * therein? 1524 * therein?
1623 */ 1525 */
1624 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1531 * and then searching the map for a player.
1630 */ 1532 */
1631 if (!tmp) 1533 if (!tmp)
1632 { 1534 {
1633 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1635 break; 1539 break;
1636 if (pl) 1540 }
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1541 }
1641 1542
1642 if (i < op->nrof) 1543 if (i < op->nrof)
1643 { 1544 {
1644 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1546 op->nrof -= i;
1646 if (tmp) 1547 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1649 }
1650 } 1549 }
1651 else 1550 else
1652 { 1551 {
1653 op->remove (); 1552 op->remove ();
1654 op->nrof = 0; 1553 op->nrof = 0;
1655 if (tmp) 1554 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1556 }
1660 } 1557 }
1661 else 1558 else
1662 { 1559 {
1663 object *above = op->above; 1560 object *above = op->above;
1669 op->remove (); 1566 op->remove ();
1670 op->nrof = 0; 1567 op->nrof = 0;
1671 } 1568 }
1672 1569
1673 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1676 { 1573 {
1677 if (op->nrof) 1574 if (op->nrof)
1678 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1679 else 1576 else
1684 if (op->nrof) 1581 if (op->nrof)
1685 return op; 1582 return op;
1686 else 1583 else
1687 { 1584 {
1688 op->destroy (); 1585 op->destroy ();
1689 return NULL; 1586 return 0;
1690 } 1587 }
1691} 1588}
1692 1589
1693/* 1590/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1783 } 1680 }
1784 else 1681 else
1785 add_weight (this, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1786 1683
1787 otmp = is_player_inv (this); 1684 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1685 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1687 otmp->update_stats ();
1791 1688
1792 op->map = NULL; 1689 op->map = 0;
1793 op->env = this; 1690 op->env = this;
1794 op->above = NULL; 1691 op->above = 0;
1795 op->below = NULL; 1692 op->below = 0;
1796 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1797 1694
1798 /* 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 */
1799 if ((op->glow_radius != 0) && map) 1696 if ((op->glow_radius != 0) && map)
1800 { 1697 {
2137 * 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
2138 * 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
2139 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2141 */ 2038 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2040 stop = maxfree[i];
2144 } 2041 }
2042
2145 if (!index) 2043 if (!index)
2146 return -1; 2044 return -1;
2045
2147 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2148} 2047}
2149 2048
2150/* 2049/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2259 mp = m; 2158 mp = m;
2260 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2262 2161
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2264 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2165 max = maxfree[i];
2267 }
2268 else 2166 else
2269 { 2167 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2271 2169
2272 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2171 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2277 { 2173 {
2278 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)
2279 {
2280 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)))
2281 {
2282 break; 2176 break;
2283 } 2177
2284 }
2285 if (tmp) 2178 if (tmp)
2286 {
2287 return freedir[i]; 2179 return freedir[i];
2288 }
2289 } 2180 }
2290 } 2181 }
2291 } 2182 }
2183
2292 return 0; 2184 return 0;
2293} 2185}
2294 2186
2295/* 2187/*
2296 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2298 */ 2190 */
2299 2191
2300int 2192int
2301distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2302{ 2194{
2303 int 2195 int i;
2304 i;
2305 2196
2306 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);
2307 return i; 2198 return i;
2308} 2199}
2309 2200
2314 */ 2205 */
2315 2206
2316int 2207int
2317find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2318{ 2209{
2319 int 2210 int q;
2320 q;
2321 2211
2322 if (y) 2212 if (y)
2323 q = x * 100 / y; 2213 q = x * 100 / y;
2324 else if (x) 2214 else if (x)
2325 q = -300 * x; 2215 q = -300 * x;
2451 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2343 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2455 */ 2345 */
2456
2457
2458int 2346int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2348{
2461 sint16 dx, dy; 2349 sint16 dx, dy;
2462 int
2463 mflags; 2350 int mflags;
2464 2351
2465 if (dir < 0) 2352 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2467 2354
2468 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2481 return 0; 2368 return 0;
2482 2369
2483 /* yes, can see. */ 2370 /* yes, can see. */
2484 if (dir < 9) 2371 if (dir < 9)
2485 return 1; 2372 return 1;
2373
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 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]);
2488} 2377}
2489
2490
2491 2378
2492/* 2379/*
2493 * 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
2494 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !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));
2509} 2396}
2510 2397
2511
2512/* 2398/*
2513 * create clone from object to another 2399 * create clone from object to another
2514 */ 2400 */
2515object * 2401object *
2516object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2535 { 2421 {
2536 dst = tmp; 2422 dst = tmp;
2537 tmp->head = 0; 2423 tmp->head = 0;
2538 } 2424 }
2539 else 2425 else
2540 {
2541 tmp->head = dst; 2426 tmp->head = dst;
2542 }
2543 2427
2544 tmp->more = 0; 2428 tmp->more = 0;
2545 2429
2546 if (prev) 2430 if (prev)
2547 prev->more = tmp; 2431 prev->more = tmp;

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