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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.78 by root, Fri Dec 22 16:34:00 2006 UTC

220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 225
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
353 op = op->env; 352 op = op->env;
354 return op; 353 return op;
355} 354}
356 355
357/* 356/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 358 * Some error messages.
375 * 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.
376 */ 360 */
377 361
481 465
482 i = next; 466 i = next;
483 } 467 }
484 468
485 op->key_values = 0; 469 op->key_values = 0;
486}
487
488void object::clear ()
489{
490 attachable_base::clear ();
491
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528} 470}
529 471
530/* 472/*
531 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
710 op->active_next = NULL; 652 op->active_next = NULL;
711 op->active_prev = NULL; 653 op->active_prev = NULL;
712} 654}
713 655
714/* 656/*
715 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
717 * 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
718 * invisible object, etc...) 660 * invisible object, etc...)
719 * 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
720 * 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
721 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
722 * 664 *
723 * 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.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 666 * current action are:
729 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
731 * 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
732 * 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.
733 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
734 */ 672 */
735
736void 673void
737update_object (object *op, int action) 674update_object (object *op, int action)
738{ 675{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
741 677
742 if (op == NULL) 678 if (op == NULL)
743 { 679 {
744 /* this should never happen */ 680 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 682 return;
747 } 683 }
748 684
749 if (op->env != NULL) 685 if (op->env)
750 { 686 {
751 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
752 * to do in this case. 688 * to do in this case.
753 */ 689 */
754 return; 690 return;
768 abort (); 704 abort ();
769#endif 705#endif
770 return; 706 return;
771 } 707 }
772 708
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 709 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
780 if (action == UP_OBJ_INSERT) 713 else if (action == UP_OBJ_INSERT)
781 { 714 {
715 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 722 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 723 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 724 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* 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
804 * to have move_allow right now. 726 * to have move_allow right now.
805 */ 727 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 730 m.flags_ = P_NEED_UPDATE;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 731 }
812
813 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 734 * that is being removed.
816 */ 735 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 737 m.flags_ = P_NEED_UPDATE;
819 else if (action == UP_OBJ_FACE) 738 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 739 /* Nothing to do for that case */ ;
821 else 740 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 742
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 743 if (op->more)
831 update_object (op->more, action); 744 update_object (op->more, action);
832} 745}
833 746
834object::vector object::mortals; 747object::vector object::mortals;
835object::vector object::objects; // not yet used 748object::vector object::objects; // not yet used
1056 969
1057 /* 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
1058 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 972 * to save cpu time.
1060 */ 973 */
1061 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))
1062 fix_player (otmp); 975 otmp->update_stats ();
1063 976
1064 if (above != NULL) 977 if (above != NULL)
1065 above->below = below; 978 above->below = below;
1066 else 979 else
1067 env->inv = below; 980 env->inv = below;
1086 999
1087 /* link the object above us */ 1000 /* link the object above us */
1088 if (above) 1001 if (above)
1089 above->below = below; 1002 above->below = below;
1090 else 1003 else
1091 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 */
1092 1005
1093 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1094 if (below) 1007 if (below)
1095 below->above = above; 1008 below->above = above;
1096 else 1009 else
1108 dump = dump_object (GET_MAP_OB (map, x, y)); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump); 1022 LOG (llevError, "%s\n", dump);
1110 free (dump); 1023 free (dump);
1111 } 1024 }
1112 1025
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1026 map->at (x, y).bottom = above; /* goes on above it. */
1114 } 1027 }
1115 1028
1116 above = 0; 1029 above = 0;
1117 below = 0; 1030 below = 0;
1118 1031
1137 { 1050 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0; 1052 tmp->container = 0;
1140 } 1053 }
1141 1054
1142 tmp->contr->socket->update_look = 1; 1055 tmp->contr->ns->floorbox_update ();
1143 } 1056 }
1144 1057
1145 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1146 if (check_walk_off 1059 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1060 && ((move_type & tmp->move_off)
1161 last = tmp; 1074 last = tmp;
1162 } 1075 }
1163 1076
1164 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1165 if (!last) 1078 if (!last)
1166 { 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1080 else
1176 update_object (last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1177 1082
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1179 update_all_los (map, x, y); 1084 update_all_los (map, x, y);
1369 op->below = originator->below; 1274 op->below = originator->below;
1370 1275
1371 if (op->below) 1276 if (op->below)
1372 op->below->above = op; 1277 op->below->above = op;
1373 else 1278 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1279 op->ms ().bottom = op;
1375 1280
1376 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1377 originator->below = op; 1282 originator->below = op;
1378 } 1283 }
1379 else 1284 else
1425 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1332 * stacking is a bit odd.
1428 */ 1333 */
1429 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1430 (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))
1431 { 1336 {
1432 for (last = top; last != floor; last = last->below) 1337 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1339 break;
1435 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1458 1363
1459 if (op->above) 1364 if (op->above)
1460 op->above->below = op; 1365 op->above->below = op;
1461 1366
1462 op->below = NULL; 1367 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1464 } 1369 }
1465 else 1370 else
1466 { /* get inserted into the stack above top */ 1371 { /* get inserted into the stack above top */
1467 op->above = top->above; 1372 op->above = top->above;
1468 1373
1472 op->below = top; 1377 op->below = top;
1473 top->above = op; 1378 top->above = op;
1474 } 1379 }
1475 1380
1476 if (op->above == NULL) 1381 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1382 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1479 1384
1480 if (op->type == PLAYER) 1385 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1386 op->contr->do_los = 1;
1482 1387
1483 /* 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
1484 * it, so save a few ticks and start from there. 1389 * it, so save a few ticks and start from there.
1485 */ 1390 */
1486 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1487 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 ())
1488 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1489 tmp->contr->socket->update_look = 1;
1490 1394
1491 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1492 * 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
1493 * 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
1494 * on the map will get recalculated. The players could very well 1398 * on the map will get recalculated. The players could very well
1502 1406
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1505 1409
1506 /* 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,
1507 * we want to have update_look set above before calling this. 1411 * we want to have floorbox_update called before calling this.
1508 * 1412 *
1509 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1416 * update_object().
1528 1432
1529 return op; 1433 return op;
1530} 1434}
1531 1435
1532/* this function inserts an object in the map, but if it 1436/* this function inserts an object in the map, but if it
1533 * 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.
1534 * 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.
1535 */ 1439 */
1536void 1440void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1442{
1539 object * 1443 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1444
1544 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1545 1446
1546 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)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1615 if (i > op->nrof) 1516 if (i > op->nrof)
1616 i = op->nrof; 1517 i = op->nrof;
1617 1518
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1520 op->nrof -= i;
1620 else if (op->env != NULL) 1521 else if (op->env)
1621 { 1522 {
1622 /* is this object in the players inventory, or sub container 1523 /* is this object in the players inventory, or sub container
1623 * therein? 1524 * therein?
1624 */ 1525 */
1625 tmp = is_player_inv (op->env); 1526 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1527 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1528 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1529 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1530 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1531 * and then searching the map for a player.
1631 */ 1532 */
1632 if (!tmp) 1533 if (!tmp)
1633 { 1534 {
1634 for (pl = first_player; pl; pl = pl->next) 1535 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1636 break; 1539 break;
1637 if (pl) 1540 }
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1541 }
1642 1542
1643 if (i < op->nrof) 1543 if (i < op->nrof)
1644 { 1544 {
1645 sub_weight (op->env, op->weight * i); 1545 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1546 op->nrof -= i;
1647 if (tmp) 1547 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1548 esrv_send_item (tmp, op);
1650 }
1651 } 1549 }
1652 else 1550 else
1653 { 1551 {
1654 op->remove (); 1552 op->remove ();
1655 op->nrof = 0; 1553 op->nrof = 0;
1656 if (tmp) 1554 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1555 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1556 }
1661 } 1557 }
1662 else 1558 else
1663 { 1559 {
1664 object *above = op->above; 1560 object *above = op->above;
1670 op->remove (); 1566 op->remove ();
1671 op->nrof = 0; 1567 op->nrof = 0;
1672 } 1568 }
1673 1569
1674 /* Since we just removed op, op->above is null */ 1570 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1571 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1572 if (tmp->type == PLAYER)
1677 { 1573 {
1678 if (op->nrof) 1574 if (op->nrof)
1679 esrv_send_item (tmp, op); 1575 esrv_send_item (tmp, op);
1680 else 1576 else
1685 if (op->nrof) 1581 if (op->nrof)
1686 return op; 1582 return op;
1687 else 1583 else
1688 { 1584 {
1689 op->destroy (); 1585 op->destroy ();
1690 return NULL; 1586 return 0;
1691 } 1587 }
1692} 1588}
1693 1589
1694/* 1590/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1784 } 1680 }
1785 else 1681 else
1786 add_weight (this, (op->weight + op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1787 1683
1788 otmp = is_player_inv (this); 1684 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1685 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1687 otmp->update_stats ();
1792 1688
1793 op->map = NULL; 1689 op->map = 0;
1794 op->env = this; 1690 op->env = this;
1795 op->above = NULL; 1691 op->above = 0;
1796 op->below = NULL; 1692 op->below = 0;
1797 op->x = 0, op->y = 0; 1693 op->x = 0, op->y = 0;
1798 1694
1799 /* 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 */
1800 if ((op->glow_radius != 0) && map) 1696 if ((op->glow_radius != 0) && map)
1801 { 1697 {
2138 * 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
2139 * 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
2140 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2142 */ 2038 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2040 stop = maxfree[i];
2145 } 2041 }
2042
2146 if (!index) 2043 if (!index)
2147 return -1; 2044 return -1;
2045
2148 return altern[RANDOM () % index]; 2046 return altern[RANDOM () % index];
2149} 2047}
2150 2048
2151/* 2049/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2260 mp = m; 2158 mp = m;
2261 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2263 2161
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2265 if (mflags & P_OUT_OF_MAP) 2164 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2165 max = maxfree[i];
2268 }
2269 else 2166 else
2270 { 2167 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2272 2169
2273 if ((move_type & blocked) == move_type) 2170 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2171 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2172 else if (mflags & P_IS_ALIVE)
2278 { 2173 {
2279 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)
2280 {
2281 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)))
2282 {
2283 break; 2176 break;
2284 } 2177
2285 }
2286 if (tmp) 2178 if (tmp)
2287 {
2288 return freedir[i]; 2179 return freedir[i];
2289 }
2290 } 2180 }
2291 } 2181 }
2292 } 2182 }
2183
2293 return 0; 2184 return 0;
2294} 2185}
2295 2186
2296/* 2187/*
2297 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2299 */ 2190 */
2300 2191
2301int 2192int
2302distance (const object *ob1, const object *ob2) 2193distance (const object *ob1, const object *ob2)
2303{ 2194{
2304 int 2195 int i;
2305 i;
2306 2196
2307 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);
2308 return i; 2198 return i;
2309} 2199}
2310 2200
2315 */ 2205 */
2316 2206
2317int 2207int
2318find_dir_2 (int x, int y) 2208find_dir_2 (int x, int y)
2319{ 2209{
2320 int 2210 int q;
2321 q;
2322 2211
2323 if (y) 2212 if (y)
2324 q = x * 100 / y; 2213 q = x * 100 / y;
2325 else if (x) 2214 else if (x)
2326 q = -300 * x; 2215 q = -300 * x;
2452 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2343 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2456 */ 2345 */
2457
2458
2459int 2346int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2348{
2462 sint16 dx, dy; 2349 sint16 dx, dy;
2463 int
2464 mflags; 2350 int mflags;
2465 2351
2466 if (dir < 0) 2352 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2468 2354
2469 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2482 return 0; 2368 return 0;
2483 2369
2484 /* yes, can see. */ 2370 /* yes, can see. */
2485 if (dir < 9) 2371 if (dir < 9)
2486 return 1; 2372 return 1;
2373
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 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]);
2489} 2377}
2490
2491
2492 2378
2493/* 2379/*
2494 * 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
2495 * picked up by the picker. Returnes 1 if it can be 2381 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !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));
2510} 2396}
2511 2397
2512
2513/* 2398/*
2514 * create clone from object to another 2399 * create clone from object to another
2515 */ 2400 */
2516object * 2401object *
2517object_create_clone (object *asrc) 2402object_create_clone (object *asrc)
2536 { 2421 {
2537 dst = tmp; 2422 dst = tmp;
2538 tmp->head = 0; 2423 tmp->head = 0;
2539 } 2424 }
2540 else 2425 else
2541 {
2542 tmp->head = dst; 2426 tmp->head = dst;
2543 }
2544 2427
2545 tmp->more = 0; 2428 tmp->more = 0;
2546 2429
2547 if (prev) 2430 if (prev)
2548 prev->more = tmp; 2431 prev->more = tmp;

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