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Comparing deliantra/server/common/object.C (file contents):
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.77 by root, Thu Dec 21 23:37:05 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
709 op->active_next = NULL; 694 op->active_next = NULL;
710 op->active_prev = NULL; 695 op->active_prev = NULL;
711} 696}
712 697
713/* 698/*
714 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
716 * 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
717 * invisible object, etc...) 702 * invisible object, etc...)
718 * 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
719 * 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
720 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
721 * 706 *
722 * 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.
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: 708 * current action are:
728 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
730 * 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
731 * 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.
732 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
733 */ 714 */
734
735void 715void
736update_object (object *op, int action) 716update_object (object *op, int action)
737{ 717{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
740 719
741 if (op == NULL) 720 if (op == NULL)
742 { 721 {
743 /* this should never happen */ 722 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 724 return;
746 } 725 }
747 726
748 if (op->env != NULL) 727 if (op->env)
749 { 728 {
750 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
751 * to do in this case. 730 * to do in this case.
752 */ 731 */
753 return; 732 return;
767 abort (); 746 abort ();
768#endif 747#endif
769 return; 748 return;
770 } 749 }
771 750
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 751 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);
778 752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
779 if (action == UP_OBJ_INSERT) 755 else if (action == UP_OBJ_INSERT)
780 { 756 {
757 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 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)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (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) 764 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 765 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 766 || (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 767 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 768 * to have move_allow right now.
804 */ 769 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 772 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 773 }
811
812 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 776 * that is being removed.
815 */ 777 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 779 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 780 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 781 /* Nothing to do for that case */ ;
820 else 782 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 784
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) 785 if (op->more)
830 update_object (op->more, action); 786 update_object (op->more, action);
831} 787}
832 788
833object::vector object::mortals; 789object::vector object::mortals;
834object::vector object::objects; // not yet used 790object::vector object::objects; // not yet used
1055 1011
1056 /* 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
1057 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1014 * to save cpu time.
1059 */ 1015 */
1060 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))
1061 fix_player (otmp); 1017 fix_player (otmp);
1062 1018
1063 if (above != NULL) 1019 if (above != NULL)
1064 above->below = below; 1020 above->below = below;
1065 else 1021 else
1085 1041
1086 /* link the object above us */ 1042 /* link the object above us */
1087 if (above) 1043 if (above)
1088 above->below = below; 1044 above->below = below;
1089 else 1045 else
1090 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 */
1091 1047
1092 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1093 if (below) 1049 if (below)
1094 below->above = above; 1050 below->above = above;
1095 else 1051 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1064 LOG (llevError, "%s\n", dump);
1109 free (dump); 1065 free (dump);
1110 } 1066 }
1111 1067
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1068 map->at (x, y).bottom = above; /* goes on above it. */
1113 } 1069 }
1114 1070
1115 above = 0; 1071 above = 0;
1116 below = 0; 1072 below = 0;
1117 1073
1136 { 1092 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0; 1094 tmp->container = 0;
1139 } 1095 }
1140 1096
1141 tmp->contr->socket->update_look = 1; 1097 tmp->contr->ns->floorbox_update ();
1142 } 1098 }
1143 1099
1144 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1145 if (check_walk_off 1101 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1102 && ((move_type & tmp->move_off)
1160 last = tmp; 1116 last = tmp;
1161 } 1117 }
1162 1118
1163 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1164 if (!last) 1120 if (!last)
1165 { 1121 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 1122 else
1175 update_object (last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1176 1124
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1126 update_all_los (map, x, y);
1368 op->below = originator->below; 1316 op->below = originator->below;
1369 1317
1370 if (op->below) 1318 if (op->below)
1371 op->below->above = op; 1319 op->below->above = op;
1372 else 1320 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1321 op->ms ().bottom = op;
1374 1322
1375 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1376 originator->below = op; 1324 originator->below = op;
1377 } 1325 }
1378 else 1326 else
1424 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1374 * stacking is a bit odd.
1427 */ 1375 */
1428 if (!(flag & INS_ON_TOP) && 1376 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)) 1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1378 {
1431 for (last = top; last != floor; last = last->below) 1379 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1381 break;
1434 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1457 1405
1458 if (op->above) 1406 if (op->above)
1459 op->above->below = op; 1407 op->above->below = op;
1460 1408
1461 op->below = NULL; 1409 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1410 op->ms ().bottom = op;
1463 } 1411 }
1464 else 1412 else
1465 { /* get inserted into the stack above top */ 1413 { /* get inserted into the stack above top */
1466 op->above = top->above; 1414 op->above = top->above;
1467 1415
1471 op->below = top; 1419 op->below = top;
1472 top->above = op; 1420 top->above = op;
1473 } 1421 }
1474 1422
1475 if (op->above == NULL) 1423 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1424 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1478 1426
1479 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1428 op->contr->do_los = 1;
1481 1429
1482 /* 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
1483 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1484 */ 1432 */
1485 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1486 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 ())
1487 if (tmp->type == PLAYER) 1435 pl->contr->ns->floorbox_update ();
1488 tmp->contr->socket->update_look = 1;
1489 1436
1490 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1501 1448
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1504 1451
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1507 * 1454 *
1508 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1458 * update_object().
1527 1474
1528 return op; 1475 return op;
1529} 1476}
1530 1477
1531/* this function inserts an object in the map, but if it 1478/* 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. 1479 * 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. 1480 * op is the object to insert it under: supplies x and the map.
1534 */ 1481 */
1535void 1482void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1484{
1538 object * 1485 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1486
1543 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1544 1488
1545 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)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1614 if (i > op->nrof) 1558 if (i > op->nrof)
1615 i = op->nrof; 1559 i = op->nrof;
1616 1560
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1562 op->nrof -= i;
1619 else if (op->env != NULL) 1563 else if (op->env)
1620 { 1564 {
1621 /* is this object in the players inventory, or sub container 1565 /* is this object in the players inventory, or sub container
1622 * therein? 1566 * therein?
1623 */ 1567 */
1624 tmp = is_player_inv (op->env); 1568 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1569 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1570 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1571 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1572 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1573 * and then searching the map for a player.
1630 */ 1574 */
1631 if (!tmp) 1575 if (!tmp)
1632 { 1576 {
1633 for (pl = first_player; pl; pl = pl->next) 1577 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1635 break; 1581 break;
1636 if (pl) 1582 }
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1583 }
1641 1584
1642 if (i < op->nrof) 1585 if (i < op->nrof)
1643 { 1586 {
1644 sub_weight (op->env, op->weight * i); 1587 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1588 op->nrof -= i;
1646 if (tmp) 1589 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1590 esrv_send_item (tmp, op);
1649 }
1650 } 1591 }
1651 else 1592 else
1652 { 1593 {
1653 op->remove (); 1594 op->remove ();
1654 op->nrof = 0; 1595 op->nrof = 0;
1655 if (tmp) 1596 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1597 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1598 }
1660 } 1599 }
1661 else 1600 else
1662 { 1601 {
1663 object *above = op->above; 1602 object *above = op->above;
1669 op->remove (); 1608 op->remove ();
1670 op->nrof = 0; 1609 op->nrof = 0;
1671 } 1610 }
1672 1611
1673 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1614 if (tmp->type == PLAYER)
1676 { 1615 {
1677 if (op->nrof) 1616 if (op->nrof)
1678 esrv_send_item (tmp, op); 1617 esrv_send_item (tmp, op);
1679 else 1618 else
1684 if (op->nrof) 1623 if (op->nrof)
1685 return op; 1624 return op;
1686 else 1625 else
1687 { 1626 {
1688 op->destroy (); 1627 op->destroy ();
1689 return NULL; 1628 return 0;
1690 } 1629 }
1691} 1630}
1692 1631
1693/* 1632/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1783 } 1722 }
1784 else 1723 else
1785 add_weight (this, (op->weight + op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1786 1725
1787 otmp = is_player_inv (this); 1726 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1727 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1729 fix_player (otmp);
1791 1730
1792 op->map = NULL; 1731 op->map = 0;
1793 op->env = this; 1732 op->env = this;
1794 op->above = NULL; 1733 op->above = 0;
1795 op->below = NULL; 1734 op->below = 0;
1796 op->x = 0, op->y = 0; 1735 op->x = 0, op->y = 0;
1797 1736
1798 /* 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 */
1799 if ((op->glow_radius != 0) && map) 1738 if ((op->glow_radius != 0) && map)
1800 { 1739 {
2137 * 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
2138 * 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
2139 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2141 */ 2080 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2082 stop = maxfree[i];
2144 } 2083 }
2084
2145 if (!index) 2085 if (!index)
2146 return -1; 2086 return -1;
2087
2147 return altern[RANDOM () % index]; 2088 return altern[RANDOM () % index];
2148} 2089}
2149 2090
2150/* 2091/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2259 mp = m; 2200 mp = m;
2260 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2262 2203
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2264 if (mflags & P_OUT_OF_MAP) 2206 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2207 max = maxfree[i];
2267 }
2268 else 2208 else
2269 { 2209 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2271 2211
2272 if ((move_type & blocked) == move_type) 2212 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2213 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2214 else if (mflags & P_IS_ALIVE)
2277 { 2215 {
2278 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)
2279 {
2280 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)))
2281 {
2282 break; 2218 break;
2283 } 2219
2284 }
2285 if (tmp) 2220 if (tmp)
2286 {
2287 return freedir[i]; 2221 return freedir[i];
2288 }
2289 } 2222 }
2290 } 2223 }
2291 } 2224 }
2225
2292 return 0; 2226 return 0;
2293} 2227}
2294 2228
2295/* 2229/*
2296 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2298 */ 2232 */
2299 2233
2300int 2234int
2301distance (const object *ob1, const object *ob2) 2235distance (const object *ob1, const object *ob2)
2302{ 2236{
2303 int 2237 int i;
2304 i;
2305 2238
2306 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);
2307 return i; 2240 return i;
2308} 2241}
2309 2242
2314 */ 2247 */
2315 2248
2316int 2249int
2317find_dir_2 (int x, int y) 2250find_dir_2 (int x, int y)
2318{ 2251{
2319 int 2252 int q;
2320 q;
2321 2253
2322 if (y) 2254 if (y)
2323 q = x * 100 / y; 2255 q = x * 100 / y;
2324 else if (x) 2256 else if (x)
2325 q = -300 * x; 2257 q = -300 * x;
2451 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2385 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2455 */ 2387 */
2456
2457
2458int 2388int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2390{
2461 sint16 dx, dy; 2391 sint16 dx, dy;
2462 int
2463 mflags; 2392 int mflags;
2464 2393
2465 if (dir < 0) 2394 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2467 2396
2468 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2481 return 0; 2410 return 0;
2482 2411
2483 /* yes, can see. */ 2412 /* yes, can see. */
2484 if (dir < 9) 2413 if (dir < 9)
2485 return 1; 2414 return 1;
2415
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2416 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]); 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2419}
2489
2490
2491 2420
2492/* 2421/*
2493 * 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
2494 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2436 (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)); 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2438}
2510 2439
2511
2512/* 2440/*
2513 * create clone from object to another 2441 * create clone from object to another
2514 */ 2442 */
2515object * 2443object *
2516object_create_clone (object *asrc) 2444object_create_clone (object *asrc)
2535 { 2463 {
2536 dst = tmp; 2464 dst = tmp;
2537 tmp->head = 0; 2465 tmp->head = 0;
2538 } 2466 }
2539 else 2467 else
2540 {
2541 tmp->head = dst; 2468 tmp->head = dst;
2542 }
2543 2469
2544 tmp->more = 0; 2470 tmp->more = 0;
2545 2471
2546 if (prev) 2472 if (prev)
2547 prev->more = tmp; 2473 prev->more = tmp;

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