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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 2006 UTC

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);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
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
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485} 470}
486 471
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}
528
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
532 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 482{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 485
543 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545 487
546 if (self || cb) 488 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 490
549 if (is_freed) 491 if (is_freed)
709 op->active_next = NULL; 651 op->active_next = NULL;
710 op->active_prev = NULL; 652 op->active_prev = NULL;
711} 653}
712 654
713/* 655/*
714 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 659 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 660 * 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 661 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
721 * 663 *
722 * action is a hint of what the caller believes need to be done. 664 * 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: 665 * current action are:
728 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * 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. 669 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
733 */ 671 */
734
735void 672void
736update_object (object *op, int action) 673update_object (object *op, int action)
737{ 674{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
740 676
741 if (op == NULL) 677 if (op == NULL)
742 { 678 {
743 /* this should never happen */ 679 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 681 return;
746 } 682 }
747 683
748 if (op->env != NULL) 684 if (op->env)
749 { 685 {
750 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
751 * to do in this case. 687 * to do in this case.
752 */ 688 */
753 return; 689 return;
767 abort (); 703 abort ();
768#endif 704#endif
769 return; 705 return;
770 } 706 }
771 707
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 708 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);
778 709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
779 if (action == UP_OBJ_INSERT) 712 else if (action == UP_OBJ_INSERT)
780 { 713 {
714 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 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)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (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) 721 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 722 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 723 || (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 724 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 725 * to have move_allow right now.
804 */ 726 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 729 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 730 }
811
812 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 733 * that is being removed.
815 */ 734 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 736 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 737 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 738 /* Nothing to do for that case */ ;
820 else 739 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 741
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) 742 if (op->more)
830 update_object (op->more, action); 743 update_object (op->more, action);
831} 744}
832 745
833object::vector object::mortals; 746object::vector object::mortals;
834object::vector object::objects; // not yet used 747object::vector object::objects; // not yet used
1055 968
1056 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 971 * to save cpu time.
1059 */ 972 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 974 otmp->update_stats ();
1062 975
1063 if (above != NULL) 976 if (above != NULL)
1064 above->below = below; 977 above->below = below;
1065 else 978 else
1066 env->inv = below; 979 env->inv = below;
1085 998
1086 /* link the object above us */ 999 /* link the object above us */
1087 if (above) 1000 if (above)
1088 above->below = below; 1001 above->below = below;
1089 else 1002 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1091 1004
1092 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1093 if (below) 1006 if (below)
1094 below->above = above; 1007 below->above = above;
1095 else 1008 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1021 LOG (llevError, "%s\n", dump);
1109 free (dump); 1022 free (dump);
1110 } 1023 }
1111 1024
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1025 map->at (x, y).bottom = above; /* goes on above it. */
1113 } 1026 }
1114 1027
1115 above = 0; 1028 above = 0;
1116 below = 0; 1029 below = 0;
1117 1030
1136 { 1049 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1138 tmp->container = 0; 1051 tmp->container = 0;
1139 } 1052 }
1140 1053
1141 tmp->contr->socket->floorbox_update (); 1054 tmp->contr->ns->floorbox_update ();
1142 } 1055 }
1143 1056
1144 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1145 if (check_walk_off 1058 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1059 && ((move_type & tmp->move_off)
1160 last = tmp; 1073 last = tmp;
1161 } 1074 }
1162 1075
1163 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1164 if (!last) 1077 if (!last)
1165 { 1078 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 1079 else
1175 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1176 1081
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1178 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1368 op->below = originator->below; 1273 op->below = originator->below;
1369 1274
1370 if (op->below) 1275 if (op->below)
1371 op->below->above = op; 1276 op->below->above = op;
1372 else 1277 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bottom = op;
1374 1279
1375 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1376 originator->below = op; 1281 originator->below = op;
1377 } 1282 }
1378 else 1283 else
1424 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1331 * stacking is a bit odd.
1427 */ 1332 */
1428 if (!(flag & INS_ON_TOP) && 1333 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)) 1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1335 {
1431 for (last = top; last != floor; last = last->below) 1336 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1338 break;
1434 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1457 1362
1458 if (op->above) 1363 if (op->above)
1459 op->above->below = op; 1364 op->above->below = op;
1460 1365
1461 op->below = NULL; 1366 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1463 } 1368 }
1464 else 1369 else
1465 { /* get inserted into the stack above top */ 1370 { /* get inserted into the stack above top */
1466 op->above = top->above; 1371 op->above = top->above;
1467 1372
1471 op->below = top; 1376 op->below = top;
1472 top->above = op; 1377 top->above = op;
1473 } 1378 }
1474 1379
1475 if (op->above == NULL) 1380 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1381 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1478 1383
1479 if (op->type == PLAYER) 1384 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1481 1386
1482 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1484 */ 1389 */
1485 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update (); 1392 pl->contr->ns->floorbox_update ();
1489 1393
1490 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1395 * 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 1396 * 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 1397 * on the map will get recalculated. The players could very well
1527 1431
1528 return op; 1432 return op;
1529} 1433}
1530 1434
1531/* this function inserts an object in the map, but if it 1435/* 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. 1436 * 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. 1437 * op is the object to insert it under: supplies x and the map.
1534 */ 1438 */
1535void 1439void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1441{
1538 object * 1442 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1443
1543 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1544 1445
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 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 */ 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1505
1605object * 1506object *
1606decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1607{ 1508{
1608 object *tmp; 1509 object *tmp;
1609 player *pl;
1610 1510
1611 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1512 return op;
1613 1513
1614 if (i > op->nrof) 1514 if (i > op->nrof)
1619 else if (op->env) 1519 else if (op->env)
1620 { 1520 {
1621 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1622 * therein? 1522 * therein?
1623 */ 1523 */
1624 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1529 * and then searching the map for a player.
1630 */ 1530 */
1631 if (!tmp) 1531 if (!tmp)
1632 { 1532 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1635 { 1534 {
1636 tmp = pl->ob; 1535 tmp = pl->ob;
1637 break; 1536 break;
1638 } 1537 }
1639 }
1640 1538
1641 if (i < op->nrof) 1539 if (i < op->nrof)
1642 { 1540 {
1643 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i; 1542 op->nrof -= i;
1777 add_weight (this, op->weight * op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1778 } 1676 }
1779 else 1677 else
1780 add_weight (this, (op->weight + op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1781 1679
1782 otmp = is_player_inv (this); 1680 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1681 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1683 otmp->update_stats ();
1786 1684
1787 op->map = NULL; 1685 op->map = 0;
1788 op->env = this; 1686 op->env = this;
1789 op->above = NULL; 1687 op->above = 0;
1790 op->below = NULL; 1688 op->below = 0;
1791 op->x = 0, op->y = 0; 1689 op->x = 0, op->y = 0;
1792 1690
1793 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1692 if ((op->glow_radius != 0) && map)
1795 { 1693 {
2132 * if the space being examined only has a wall to the north and empty 2030 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2031 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2136 */ 2034 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2036 stop = maxfree[i];
2139 } 2037 }
2038
2140 if (!index) 2039 if (!index)
2141 return -1; 2040 return -1;
2041
2142 return altern[RANDOM () % index]; 2042 return altern[RANDOM () % index];
2143} 2043}
2144 2044
2145/* 2045/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2254 mp = m; 2154 mp = m;
2255 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2256 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2257 2157
2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2259 if (mflags & P_OUT_OF_MAP) 2160 if (mflags & P_OUT_OF_MAP)
2260 {
2261 max = maxfree[i]; 2161 max = maxfree[i];
2262 }
2263 else 2162 else
2264 { 2163 {
2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2266 2165
2267 if ((move_type & blocked) == move_type) 2166 if ((move_type & blocked) == move_type)
2268 {
2269 max = maxfree[i]; 2167 max = maxfree[i];
2270 }
2271 else if (mflags & P_IS_ALIVE) 2168 else if (mflags & P_IS_ALIVE)
2272 { 2169 {
2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2274 {
2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2277 break; 2172 break;
2278 } 2173
2279 }
2280 if (tmp) 2174 if (tmp)
2281 {
2282 return freedir[i]; 2175 return freedir[i];
2283 }
2284 } 2176 }
2285 } 2177 }
2286 } 2178 }
2179
2287 return 0; 2180 return 0;
2288} 2181}
2289 2182
2290/* 2183/*
2291 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2293 */ 2186 */
2294 2187
2295int 2188int
2296distance (const object *ob1, const object *ob2) 2189distance (const object *ob1, const object *ob2)
2297{ 2190{
2298 int 2191 int i;
2299 i;
2300 2192
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2302 return i; 2194 return i;
2303} 2195}
2304 2196
2309 */ 2201 */
2310 2202
2311int 2203int
2312find_dir_2 (int x, int y) 2204find_dir_2 (int x, int y)
2313{ 2205{
2314 int 2206 int q;
2315 q;
2316 2207
2317 if (y) 2208 if (y)
2318 q = x * 100 / y; 2209 q = x * 100 / y;
2319 else if (x) 2210 else if (x)
2320 q = -300 * x; 2211 q = -300 * x;
2446 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2447 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2448 * can see a direct way to get it 2339 * can see a direct way to get it
2449 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2450 */ 2341 */
2451
2452
2453int 2342int
2454can_see_monsterP (maptile *m, int x, int y, int dir) 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2455{ 2344{
2456 sint16 dx, dy; 2345 sint16 dx, dy;
2457 int
2458 mflags; 2346 int mflags;
2459 2347
2460 if (dir < 0) 2348 if (dir < 0)
2461 return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2462 2350
2463 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2476 return 0; 2364 return 0;
2477 2365
2478 /* yes, can see. */ 2366 /* yes, can see. */
2479 if (dir < 9) 2367 if (dir < 9)
2480 return 1; 2368 return 1;
2369
2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2482 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2371 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2372 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2483} 2373}
2484
2485
2486 2374
2487/* 2375/*
2488 * can_pick(picker, item): finds out if an object is possible to be 2376 * can_pick(picker, item): finds out if an object is possible to be
2489 * picked up by the picker. Returnes 1 if it can be 2377 * picked up by the picker. Returnes 1 if it can be
2490 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2503 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2391 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2504} 2392}
2505 2393
2506
2507/* 2394/*
2508 * create clone from object to another 2395 * create clone from object to another
2509 */ 2396 */
2510object * 2397object *
2511object_create_clone (object *asrc) 2398object_create_clone (object *asrc)
2530 { 2417 {
2531 dst = tmp; 2418 dst = tmp;
2532 tmp->head = 0; 2419 tmp->head = 0;
2533 } 2420 }
2534 else 2421 else
2535 {
2536 tmp->head = dst; 2422 tmp->head = dst;
2537 }
2538 2423
2539 tmp->more = 0; 2424 tmp->more = 0;
2540 2425
2541 if (prev) 2426 if (prev)
2542 prev->more = tmp; 2427 prev->more = tmp;

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