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Comparing deliantra/server/common/object.C (file contents):
Revision 1.65 by root, Wed Dec 13 00:42:03 2006 UTC vs.
Revision 1.76 by root, Thu Dec 21 01:33:49 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.
711 op->active_next = NULL; 694 op->active_next = NULL;
712 op->active_prev = NULL; 695 op->active_prev = NULL;
713} 696}
714 697
715/* 698/*
716 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
717 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
718 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
719 * invisible object, etc...) 702 * invisible object, etc...)
720 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
721 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
722 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
723 * 706 *
724 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
725 * For example, if the only thing that has changed is the face (due to
726 * an animation), we don't need to call update_position until that actually
727 * comes into view of a player. OTOH, many other things, like addition/removal
728 * of walls or living creatures may need us to update the flags now.
729 * current action are: 708 * current action are:
730 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
731 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
732 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
733 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
734 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
735 */ 714 */
736
737void 715void
738update_object (object *op, int action) 716update_object (object *op, int action)
739{ 717{
740 int update_now = 0, flags;
741 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
742 719
743 if (op == NULL) 720 if (op == NULL)
744 { 721 {
745 /* this should never happen */ 722 /* this should never happen */
746 LOG (llevDebug, "update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
747 return; 724 return;
748 } 725 }
749 726
750 if (op->env != NULL) 727 if (op->env)
751 { 728 {
752 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
753 * to do in this case. 730 * to do in this case.
754 */ 731 */
755 return; 732 return;
769 abort (); 746 abort ();
770#endif 747#endif
771 return; 748 return;
772 } 749 }
773 750
774 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 mapspace &m = op->ms ();
775 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
776 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
778 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
780 752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
781 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
782 { 756 {
757 // this is likely overkill, TODO: revisit (schmorp)
783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
784 update_now = 1;
785
786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
787 update_now = 1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
788 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
790 update_now = 1;
791
792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
793 update_now = 1;
794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
798 if ((move_on | op->move_on) != move_on) 764 || (m.move_on | op->move_on ) != m.move_on
799 update_now = 1;
800
801 if ((move_off | op->move_off) != move_off) 765 || (m.move_off | op->move_off ) != m.move_off
802 update_now = 1; 766 || (m.move_slow | op->move_slow) != m.move_slow
803
804 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
805 * to have move_allow right now. 768 * to have move_allow right now.
806 */ 769 */
807 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
808 update_now = 1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
809 772 m.flags_ = P_NEED_UPDATE;
810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
812 } 773 }
813
814 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
815 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
816 * that is being removed. 776 * that is being removed.
817 */ 777 */
818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
819 update_now = 1; 779 m.flags_ = P_NEED_UPDATE;
820 else if (action == UP_OBJ_FACE) 780 else if (action == UP_OBJ_FACE)
821 /* Nothing to do for that case */ ; 781 /* Nothing to do for that case */ ;
822 else 782 else
823 LOG (llevError, "update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
824 784
825 if (update_now)
826 {
827 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
828 update_position (op->map, op->x, op->y);
829 }
830
831 if (op->more != NULL) 785 if (op->more)
832 update_object (op->more, action); 786 update_object (op->more, action);
833} 787}
834 788
835object::vector object::mortals; 789object::vector object::mortals;
836object::vector object::objects; // not yet used 790object::vector object::objects; // not yet used
1057 1011
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1059 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1060 * to save cpu time. 1014 * to save cpu time.
1061 */ 1015 */
1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp); 1017 fix_player (otmp);
1064 1018
1065 if (above != NULL) 1019 if (above != NULL)
1066 above->below = below; 1020 above->below = below;
1067 else 1021 else
1087 1041
1088 /* link the object above us */ 1042 /* link the object above us */
1089 if (above) 1043 if (above)
1090 above->below = below; 1044 above->below = below;
1091 else 1045 else
1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1046 map->at (x, y).top = below; /* we were top, set new top */
1093 1047
1094 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1095 if (below) 1049 if (below)
1096 below->above = above; 1050 below->above = above;
1097 else 1051 else
1109 dump = dump_object (GET_MAP_OB (map, x, y)); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1110 LOG (llevError, "%s\n", dump); 1064 LOG (llevError, "%s\n", dump);
1111 free (dump); 1065 free (dump);
1112 } 1066 }
1113 1067
1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1068 map->at (x, y).bottom = above; /* goes on above it. */
1115 } 1069 }
1116 1070
1117 above = 0; 1071 above = 0;
1118 below = 0; 1072 below = 0;
1119 1073
1138 { 1092 {
1139 CLEAR_FLAG (this, FLAG_APPLIED); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1140 tmp->container = 0; 1094 tmp->container = 0;
1141 } 1095 }
1142 1096
1143 tmp->contr->socket.update_look = 1; 1097 tmp->contr->socket->floorbox_update ();
1144 } 1098 }
1145 1099
1146 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1147 if (check_walk_off 1101 if (check_walk_off
1148 && ((move_type & tmp->move_off) 1102 && ((move_type & tmp->move_off)
1162 last = tmp; 1116 last = tmp;
1163 } 1117 }
1164 1118
1165 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1166 if (!last) 1120 if (!last)
1167 { 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1170 * those out anyways, and if there are any flags set right now, they won't
1171 * be correct anyways.
1172 */
1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1174 update_position (map, x, y);
1175 }
1176 else 1122 else
1177 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1178 1124
1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1180 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1200 1146
1201 for (; top != NULL; top = top->below) 1147 for (; top != NULL; top = top->below)
1202 { 1148 {
1203 if (top == op) 1149 if (top == op)
1204 continue; 1150 continue;
1205 if (CAN_MERGE (op, top)) 1151
1152 if (object::can_merge (op, top))
1206 { 1153 {
1207 top->nrof += op->nrof; 1154 top->nrof += op->nrof;
1208 1155
1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1210 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1343 1290
1344 /* this has to be done after we translate the coordinates. 1291 /* this has to be done after we translate the coordinates.
1345 */ 1292 */
1346 if (op->nrof && !(flag & INS_NO_MERGE)) 1293 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (CAN_MERGE (op, tmp)) 1295 if (object::can_merge (op, tmp))
1349 { 1296 {
1350 op->nrof += tmp->nrof; 1297 op->nrof += tmp->nrof;
1351 tmp->destroy (); 1298 tmp->destroy ();
1352 } 1299 }
1353 1300
1369 op->below = originator->below; 1316 op->below = originator->below;
1370 1317
1371 if (op->below) 1318 if (op->below)
1372 op->below->above = op; 1319 op->below->above = op;
1373 else 1320 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1321 op->ms ().bottom = op;
1375 1322
1376 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1377 originator->below = op; 1324 originator->below = op;
1378 } 1325 }
1379 else 1326 else
1425 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1374 * stacking is a bit odd.
1428 */ 1375 */
1429 if (!(flag & INS_ON_TOP) && 1376 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)) 1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1378 {
1432 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1381 break;
1435 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1458 1405
1459 if (op->above) 1406 if (op->above)
1460 op->above->below = op; 1407 op->above->below = op;
1461 1408
1462 op->below = NULL; 1409 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1410 op->ms ().bottom = op;
1464 } 1411 }
1465 else 1412 else
1466 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1467 op->above = top->above; 1414 op->above = top->above;
1468 1415
1472 op->below = top; 1419 op->below = top;
1473 top->above = op; 1420 top->above = op;
1474 } 1421 }
1475 1422
1476 if (op->above == NULL) 1423 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1479 1426
1480 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1428 op->contr->do_los = 1;
1482 1429
1483 /* If we have a floor, we know the player, if any, will be above 1430 /* 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. 1431 * it, so save a few ticks and start from there.
1485 */ 1432 */
1486 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1434 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1435 pl->contr->socket->floorbox_update ();
1489 tmp->contr->socket.update_look = 1;
1490 1436
1491 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1438 * 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 1439 * 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 1440 * on the map will get recalculated. The players could very well
1502 1448
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1505 1451
1506 /* Don't know if moving this to the end will break anything. However, 1452 /* 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. 1453 * we want to have floorbox_update called before calling this.
1508 * 1454 *
1509 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1458 * update_object().
1528 1474
1529 return op; 1475 return op;
1530} 1476}
1531 1477
1532/* this function inserts an object in the map, but if it 1478/* 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. 1479 * 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. 1480 * op is the object to insert it under: supplies x and the map.
1535 */ 1481 */
1536void 1482void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1484{
1539 object * 1485 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1486
1544 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1545 1488
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1489 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 */ 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1615 if (i > op->nrof) 1558 if (i > op->nrof)
1616 i = op->nrof; 1559 i = op->nrof;
1617 1560
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1562 op->nrof -= i;
1620 else if (op->env != NULL) 1563 else if (op->env)
1621 { 1564 {
1622 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1623 * therein? 1566 * therein?
1624 */ 1567 */
1625 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1573 * and then searching the map for a player.
1631 */ 1574 */
1632 if (!tmp) 1575 if (!tmp)
1633 { 1576 {
1634 for (pl = first_player; pl; pl = pl->next) 1577 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1636 break; 1581 break;
1637 if (pl) 1582 }
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1583 }
1642 1584
1643 if (i < op->nrof) 1585 if (i < op->nrof)
1644 { 1586 {
1645 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1588 op->nrof -= i;
1647 if (tmp) 1589 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1650 }
1651 } 1591 }
1652 else 1592 else
1653 { 1593 {
1654 op->remove (); 1594 op->remove ();
1655 op->nrof = 0; 1595 op->nrof = 0;
1656 if (tmp) 1596 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1598 }
1661 } 1599 }
1662 else 1600 else
1663 { 1601 {
1664 object *above = op->above; 1602 object *above = op->above;
1670 op->remove (); 1608 op->remove ();
1671 op->nrof = 0; 1609 op->nrof = 0;
1672 } 1610 }
1673 1611
1674 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1677 { 1615 {
1678 if (op->nrof) 1616 if (op->nrof)
1679 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1680 else 1618 else
1685 if (op->nrof) 1623 if (op->nrof)
1686 return op; 1624 return op;
1687 else 1625 else
1688 { 1626 {
1689 op->destroy (); 1627 op->destroy ();
1690 return NULL; 1628 return 0;
1691 } 1629 }
1692} 1630}
1693 1631
1694/* 1632/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1756 CLEAR_FLAG (op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1757 if (op->nrof) 1695 if (op->nrof)
1758 { 1696 {
1759 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1760 if (CAN_MERGE (tmp, op)) 1698 if (object::can_merge (tmp, op))
1761 { 1699 {
1762 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1763 (client needs the original object) */ 1701 (client needs the original object) */
1764 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1765 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1783 add_weight (this, op->weight * op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1784 } 1722 }
1785 else 1723 else
1786 add_weight (this, (op->weight + op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1787 1725
1788 otmp = is_player_inv (this); 1726 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1727 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1729 fix_player (otmp);
1792 1730
1793 op->map = NULL; 1731 op->map = 0;
1794 op->env = this; 1732 op->env = this;
1795 op->above = NULL; 1733 op->above = 0;
1796 op->below = NULL; 1734 op->below = 0;
1797 op->x = 0, op->y = 0; 1735 op->x = 0, op->y = 0;
1798 1736
1799 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1738 if ((op->glow_radius != 0) && map)
1801 { 1739 {
2138 * if the space being examined only has a wall to the north and empty 2076 * 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 2077 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2142 */ 2080 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2082 stop = maxfree[i];
2145 } 2083 }
2084
2146 if (!index) 2085 if (!index)
2147 return -1; 2086 return -1;
2087
2148 return altern[RANDOM () % index]; 2088 return altern[RANDOM () % index];
2149} 2089}
2150 2090
2151/* 2091/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2260 mp = m; 2200 mp = m;
2261 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2263 2203
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2265 if (mflags & P_OUT_OF_MAP) 2206 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2207 max = maxfree[i];
2268 }
2269 else 2208 else
2270 { 2209 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2272 2211
2273 if ((move_type & blocked) == move_type) 2212 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2213 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2214 else if (mflags & P_IS_ALIVE)
2278 { 2215 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2216 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))) 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2218 break;
2284 } 2219
2285 }
2286 if (tmp) 2220 if (tmp)
2287 {
2288 return freedir[i]; 2221 return freedir[i];
2289 }
2290 } 2222 }
2291 } 2223 }
2292 } 2224 }
2225
2293 return 0; 2226 return 0;
2294} 2227}
2295 2228
2296/* 2229/*
2297 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2299 */ 2232 */
2300 2233
2301int 2234int
2302distance (const object *ob1, const object *ob2) 2235distance (const object *ob1, const object *ob2)
2303{ 2236{
2304 int 2237 int i;
2305 i;
2306 2238
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i; 2240 return i;
2309} 2241}
2310 2242
2315 */ 2247 */
2316 2248
2317int 2249int
2318find_dir_2 (int x, int y) 2250find_dir_2 (int x, int y)
2319{ 2251{
2320 int 2252 int q;
2321 q;
2322 2253
2323 if (y) 2254 if (y)
2324 q = x * 100 / y; 2255 q = x * 100 / y;
2325 else if (x) 2256 else if (x)
2326 q = -300 * x; 2257 q = -300 * x;
2452 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2385 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2456 */ 2387 */
2457
2458
2459int 2388int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2390{
2462 sint16 dx, dy; 2391 sint16 dx, dy;
2463 int
2464 mflags; 2392 int mflags;
2465 2393
2466 if (dir < 0) 2394 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2468 2396
2469 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2482 return 0; 2410 return 0;
2483 2411
2484 /* yes, can see. */ 2412 /* yes, can see. */
2485 if (dir < 9) 2413 if (dir < 9)
2486 return 1; 2414 return 1;
2415
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2416 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]); 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2419}
2490
2491
2492 2420
2493/* 2421/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2422 * 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 2423 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (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)); 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2438}
2511 2439
2512
2513/* 2440/*
2514 * create clone from object to another 2441 * create clone from object to another
2515 */ 2442 */
2516object * 2443object *
2517object_create_clone (object *asrc) 2444object_create_clone (object *asrc)
2536 { 2463 {
2537 dst = tmp; 2464 dst = tmp;
2538 tmp->head = 0; 2465 tmp->head = 0;
2539 } 2466 }
2540 else 2467 else
2541 {
2542 tmp->head = dst; 2468 tmp->head = dst;
2543 }
2544 2469
2545 tmp->more = 0; 2470 tmp->more = 0;
2546 2471
2547 if (prev) 2472 if (prev)
2548 prev->more = tmp; 2473 prev->more = tmp;

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