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Comparing deliantra/server/common/object.C (file contents):
Revision 1.64 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.81 by root, Sat Dec 23 13:56:25 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->flag ^ ob2->flag).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.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531/* 472/*
532 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
533 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
534 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
535 * 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,
541{ 482{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
544 485
545 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
546 *(object_pod *)dst = *this;
547 487
548 if (self || cb) 488 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst)); 489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
550 490
551 if (is_freed) 491 if (is_freed)
588 } 528 }
589 529
590 update_ob_speed (dst); 530 update_ob_speed (dst);
591} 531}
592 532
533object *
534object::clone ()
535{
536 object *neu = create ();
537 copy_to (neu);
538 return neu;
539}
540
593/* 541/*
594 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * If an object with the IS_TURNABLE() flag needs to be turned due
595 * to the closest player being on the other side, this function can 543 * to the closest player being on the other side, this function can
596 * be called to update the face variable, _and_ how it looks on the map. 544 * be called to update the face variable, _and_ how it looks on the map.
597 */ 545 */
703 op->active_next = NULL; 651 op->active_next = NULL;
704 op->active_prev = NULL; 652 op->active_prev = NULL;
705} 653}
706 654
707/* 655/*
708 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
709 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
710 * 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
711 * invisible object, etc...) 659 * invisible object, etc...)
712 * 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
713 * 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
714 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
715 * 663 *
716 * 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.
717 * For example, if the only thing that has changed is the face (due to
718 * an animation), we don't need to call update_position until that actually
719 * comes into view of a player. OTOH, many other things, like addition/removal
720 * of walls or living creatures may need us to update the flags now.
721 * current action are: 665 * current action are:
722 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
723 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
724 * 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
725 * 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.
726 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
727 */ 671 */
728
729void 672void
730update_object (object *op, int action) 673update_object (object *op, int action)
731{ 674{
732 int update_now = 0, flags;
733 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
734 676
735 if (op == NULL) 677 if (op == NULL)
736 { 678 {
737 /* this should never happen */ 679 /* this should never happen */
738 LOG (llevDebug, "update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
739 return; 681 return;
740 } 682 }
741 683
742 if (op->env != NULL) 684 if (op->env)
743 { 685 {
744 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
745 * to do in this case. 687 * to do in this case.
746 */ 688 */
747 return; 689 return;
761 abort (); 703 abort ();
762#endif 704#endif
763 return; 705 return;
764 } 706 }
765 707
766 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 708 mapspace &m = op->ms ();
767 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
768 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
770 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
771 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
772 709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
773 if (action == UP_OBJ_INSERT) 712 else if (action == UP_OBJ_INSERT)
774 { 713 {
714 // this is likely overkill, TODO: revisit (schmorp)
775 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
776 update_now = 1;
777
778 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
779 update_now = 1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
780 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
781 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
785 update_now = 1;
786
787 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
788 update_now = 1;
789
790 if ((move_on | op->move_on) != move_on) 721 || (m.move_on | op->move_on ) != m.move_on
791 update_now = 1;
792
793 if ((move_off | op->move_off) != move_off) 722 || (m.move_off | op->move_off ) != m.move_off
794 update_now = 1; 723 || (m.move_slow | op->move_slow) != m.move_slow
795
796 /* 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
797 * to have move_allow right now. 725 * to have move_allow right now.
798 */ 726 */
799 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
800 update_now = 1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
801 729 m.flags_ = P_NEED_UPDATE;
802 if ((move_slow | op->move_slow) != move_slow)
803 update_now = 1;
804 } 730 }
805
806 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
807 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
808 * that is being removed. 733 * that is being removed.
809 */ 734 */
810 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
811 update_now = 1; 736 m.flags_ = P_NEED_UPDATE;
812 else if (action == UP_OBJ_FACE) 737 else if (action == UP_OBJ_FACE)
813 /* Nothing to do for that case */ ; 738 /* Nothing to do for that case */ ;
814 else 739 else
815 LOG (llevError, "update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
816 741
817 if (update_now)
818 {
819 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
820 update_position (op->map, op->x, op->y);
821 }
822
823 if (op->more != NULL) 742 if (op->more)
824 update_object (op->more, action); 743 update_object (op->more, action);
825} 744}
826 745
827object::vector object::mortals; 746object::vector object::mortals;
828object::vector object::objects; // not yet used 747object::vector object::objects; // not yet used
1049 968
1050 /* 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
1051 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1052 * to save cpu time. 971 * to save cpu time.
1053 */ 972 */
1054 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))
1055 fix_player (otmp); 974 otmp->update_stats ();
1056 975
1057 if (above != NULL) 976 if (above != NULL)
1058 above->below = below; 977 above->below = below;
1059 else 978 else
1060 env->inv = below; 979 env->inv = below;
1079 998
1080 /* link the object above us */ 999 /* link the object above us */
1081 if (above) 1000 if (above)
1082 above->below = below; 1001 above->below = below;
1083 else 1002 else
1084 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 */
1085 1004
1086 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1087 if (below) 1006 if (below)
1088 below->above = above; 1007 below->above = above;
1089 else 1008 else
1101 dump = dump_object (GET_MAP_OB (map, x, y)); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1102 LOG (llevError, "%s\n", dump); 1021 LOG (llevError, "%s\n", dump);
1103 free (dump); 1022 free (dump);
1104 } 1023 }
1105 1024
1106 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1025 map->at (x, y).bottom = above; /* goes on above it. */
1107 } 1026 }
1108 1027
1109 above = 0; 1028 above = 0;
1110 below = 0; 1029 below = 0;
1111 1030
1130 { 1049 {
1131 CLEAR_FLAG (this, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1132 tmp->container = 0; 1051 tmp->container = 0;
1133 } 1052 }
1134 1053
1135 tmp->contr->socket.update_look = 1; 1054 tmp->contr->ns->floorbox_update ();
1136 } 1055 }
1137 1056
1138 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1139 if (check_walk_off 1058 if (check_walk_off
1140 && ((move_type & tmp->move_off) 1059 && ((move_type & tmp->move_off)
1154 last = tmp; 1073 last = tmp;
1155 } 1074 }
1156 1075
1157 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1158 if (!last) 1077 if (!last)
1159 { 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1160 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1161 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1162 * those out anyways, and if there are any flags set right now, they won't
1163 * be correct anyways.
1164 */
1165 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1166 update_position (map, x, y);
1167 }
1168 else 1079 else
1169 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1170 1081
1171 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1172 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1192 1103
1193 for (; top != NULL; top = top->below) 1104 for (; top != NULL; top = top->below)
1194 { 1105 {
1195 if (top == op) 1106 if (top == op)
1196 continue; 1107 continue;
1197 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1198 { 1110 {
1199 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1200 1112
1201/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1202 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1335 1247
1336 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1337 */ 1249 */
1338 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1339 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1340 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1341 { 1253 {
1342 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1343 tmp->destroy (); 1255 tmp->destroy ();
1344 } 1256 }
1345 1257
1361 op->below = originator->below; 1273 op->below = originator->below;
1362 1274
1363 if (op->below) 1275 if (op->below)
1364 op->below->above = op; 1276 op->below->above = op;
1365 else 1277 else
1366 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bottom = op;
1367 1279
1368 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1369 originator->below = op; 1281 originator->below = op;
1370 } 1282 }
1371 else 1283 else
1417 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1418 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1419 * stacking is a bit odd. 1331 * stacking is a bit odd.
1420 */ 1332 */
1421 if (!(flag & INS_ON_TOP) && 1333 if (!(flag & INS_ON_TOP) &&
1422 (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))
1423 { 1335 {
1424 for (last = top; last != floor; last = last->below) 1336 for (last = top; last != floor; last = last->below)
1425 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1426 break; 1338 break;
1427 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1450 1362
1451 if (op->above) 1363 if (op->above)
1452 op->above->below = op; 1364 op->above->below = op;
1453 1365
1454 op->below = NULL; 1366 op->below = NULL;
1455 SET_MAP_OB (op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1456 } 1368 }
1457 else 1369 else
1458 { /* get inserted into the stack above top */ 1370 { /* get inserted into the stack above top */
1459 op->above = top->above; 1371 op->above = top->above;
1460 1372
1464 op->below = top; 1376 op->below = top;
1465 top->above = op; 1377 top->above = op;
1466 } 1378 }
1467 1379
1468 if (op->above == NULL) 1380 if (op->above == NULL)
1469 SET_MAP_TOP (op->map, op->x, op->y, op); 1381 op->ms ().top = op;
1470 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1471 1383
1472 if (op->type == PLAYER) 1384 if (op->type == PLAYER)
1473 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1474 1386
1475 /* 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
1476 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1477 */ 1389 */
1478 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1479 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 ())
1480 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1481 tmp->contr->socket.update_look = 1;
1482 1393
1483 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1484 * 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
1485 * 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
1486 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1494 1405
1495 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1496 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1497 1408
1498 /* Don't know if moving this to the end will break anything. However, 1409 /* Don't know if moving this to the end will break anything. However,
1499 * we want to have update_look set above before calling this. 1410 * we want to have floorbox_update called before calling this.
1500 * 1411 *
1501 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1502 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1503 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1504 * update_object(). 1415 * update_object().
1520 1431
1521 return op; 1432 return op;
1522} 1433}
1523 1434
1524/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1525 * 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.
1526 * 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.
1527 */ 1438 */
1528void 1439void
1529replace_insert_ob_in_map (const char *arch_string, object *op) 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1530{ 1441{
1531 object * 1442 object *tmp, *tmp1;
1532 tmp;
1533 object *
1534 tmp1;
1535 1443
1536 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1537 1445
1538 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)
1539 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1597 1505
1598object * 1506object *
1599decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1600{ 1508{
1601 object *tmp; 1509 object *tmp;
1602 player *pl;
1603 1510
1604 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1605 return op; 1512 return op;
1606 1513
1607 if (i > op->nrof) 1514 if (i > op->nrof)
1608 i = op->nrof; 1515 i = op->nrof;
1609 1516
1610 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1611 op->nrof -= i; 1518 op->nrof -= i;
1612 else if (op->env != NULL) 1519 else if (op->env)
1613 { 1520 {
1614 /* is this object in the players inventory, or sub container 1521 /* is this object in the players inventory, or sub container
1615 * therein? 1522 * therein?
1616 */ 1523 */
1617 tmp = is_player_inv (op->env); 1524 tmp = op->in_player ();
1618 /* nope. Is this a container the player has opened? 1525 /* nope. Is this a container the player has opened?
1619 * If so, set tmp to that player. 1526 * If so, set tmp to that player.
1620 * IMO, searching through all the players will mostly 1527 * IMO, searching through all the players will mostly
1621 * likely be quicker than following op->env to the map, 1528 * likely be quicker than following op->env to the map,
1622 * and then searching the map for a player. 1529 * and then searching the map for a player.
1623 */ 1530 */
1624 if (!tmp) 1531 if (!tmp)
1625 { 1532 for_all_players (pl)
1626 for (pl = first_player; pl; pl = pl->next)
1627 if (pl->ob->container == op->env) 1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1628 break; 1536 break;
1629 if (pl)
1630 tmp = pl->ob;
1631 else
1632 tmp = NULL;
1633 } 1537 }
1634 1538
1635 if (i < op->nrof) 1539 if (i < op->nrof)
1636 { 1540 {
1637 sub_weight (op->env, op->weight * i); 1541 sub_weight (op->env, op->weight * i);
1638 op->nrof -= i; 1542 op->nrof -= i;
1639 if (tmp) 1543 if (tmp)
1640 {
1641 esrv_send_item (tmp, op); 1544 esrv_send_item (tmp, op);
1642 }
1643 } 1545 }
1644 else 1546 else
1645 { 1547 {
1646 op->remove (); 1548 op->remove ();
1647 op->nrof = 0; 1549 op->nrof = 0;
1648 if (tmp) 1550 if (tmp)
1649 {
1650 esrv_del_item (tmp->contr, op->count); 1551 esrv_del_item (tmp->contr, op->count);
1651 }
1652 } 1552 }
1653 } 1553 }
1654 else 1554 else
1655 { 1555 {
1656 object *above = op->above; 1556 object *above = op->above;
1662 op->remove (); 1562 op->remove ();
1663 op->nrof = 0; 1563 op->nrof = 0;
1664 } 1564 }
1665 1565
1666 /* Since we just removed op, op->above is null */ 1566 /* Since we just removed op, op->above is null */
1667 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1668 if (tmp->type == PLAYER) 1568 if (tmp->type == PLAYER)
1669 { 1569 {
1670 if (op->nrof) 1570 if (op->nrof)
1671 esrv_send_item (tmp, op); 1571 esrv_send_item (tmp, op);
1672 else 1572 else
1677 if (op->nrof) 1577 if (op->nrof)
1678 return op; 1578 return op;
1679 else 1579 else
1680 { 1580 {
1681 op->destroy (); 1581 op->destroy ();
1682 return NULL; 1582 return 0;
1683 } 1583 }
1684} 1584}
1685 1585
1686/* 1586/*
1687 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1747 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1748 CLEAR_FLAG (op, FLAG_REMOVED); 1648 CLEAR_FLAG (op, FLAG_REMOVED);
1749 if (op->nrof) 1649 if (op->nrof)
1750 { 1650 {
1751 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1651 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1752 if (CAN_MERGE (tmp, op)) 1652 if (object::can_merge (tmp, op))
1753 { 1653 {
1754 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1755 (client needs the original object) */ 1655 (client needs the original object) */
1756 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1757 /* Weight handling gets pretty funky. Since we are adding to 1657 /* Weight handling gets pretty funky. Since we are adding to
1775 add_weight (this, op->weight * op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1776 } 1676 }
1777 else 1677 else
1778 add_weight (this, (op->weight + op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1779 1679
1780 otmp = is_player_inv (this); 1680 otmp = this->in_player ();
1781 if (otmp && otmp->contr) 1681 if (otmp && otmp->contr)
1782 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1783 fix_player (otmp); 1683 otmp->update_stats ();
1784 1684
1785 op->map = NULL; 1685 op->map = 0;
1786 op->env = this; 1686 op->env = this;
1787 op->above = NULL; 1687 op->above = 0;
1788 op->below = NULL; 1688 op->below = 0;
1789 op->x = 0, op->y = 0; 1689 op->x = 0, op->y = 0;
1790 1690
1791 /* 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 */
1792 if ((op->glow_radius != 0) && map) 1692 if ((op->glow_radius != 0) && map)
1793 { 1693 {
2130 * 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
2131 * 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
2132 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2133 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2134 */ 2034 */
2135 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2136 stop = maxfree[i]; 2036 stop = maxfree[i];
2137 } 2037 }
2038
2138 if (!index) 2039 if (!index)
2139 return -1; 2040 return -1;
2041
2140 return altern[RANDOM () % index]; 2042 return altern[RANDOM () % index];
2141} 2043}
2142 2044
2143/* 2045/*
2144 * find_first_free_spot(archetype, maptile, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2252 mp = m; 2154 mp = m;
2253 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2254 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2255 2157
2256 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2257 if (mflags & P_OUT_OF_MAP) 2160 if (mflags & P_OUT_OF_MAP)
2258 {
2259 max = maxfree[i]; 2161 max = maxfree[i];
2260 }
2261 else 2162 else
2262 { 2163 {
2263 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2264 2165
2265 if ((move_type & blocked) == move_type) 2166 if ((move_type & blocked) == move_type)
2266 {
2267 max = maxfree[i]; 2167 max = maxfree[i];
2268 }
2269 else if (mflags & P_IS_ALIVE) 2168 else if (mflags & P_IS_ALIVE)
2270 { 2169 {
2271 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)
2272 {
2273 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)))
2274 {
2275 break; 2172 break;
2276 } 2173
2277 }
2278 if (tmp) 2174 if (tmp)
2279 {
2280 return freedir[i]; 2175 return freedir[i];
2281 }
2282 } 2176 }
2283 } 2177 }
2284 } 2178 }
2179
2285 return 0; 2180 return 0;
2286} 2181}
2287 2182
2288/* 2183/*
2289 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2291 */ 2186 */
2292 2187
2293int 2188int
2294distance (const object *ob1, const object *ob2) 2189distance (const object *ob1, const object *ob2)
2295{ 2190{
2296 int 2191 int i;
2297 i;
2298 2192
2299 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);
2300 return i; 2194 return i;
2301} 2195}
2302 2196
2307 */ 2201 */
2308 2202
2309int 2203int
2310find_dir_2 (int x, int y) 2204find_dir_2 (int x, int y)
2311{ 2205{
2312 int 2206 int q;
2313 q;
2314 2207
2315 if (y) 2208 if (y)
2316 q = x * 100 / y; 2209 q = x * 100 / y;
2317 else if (x) 2210 else if (x)
2318 q = -300 * x; 2211 q = -300 * x;
2444 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2445 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2446 * can see a direct way to get it 2339 * can see a direct way to get it
2447 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2448 */ 2341 */
2449
2450
2451int 2342int
2452can_see_monsterP (maptile *m, int x, int y, int dir) 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2453{ 2344{
2454 sint16 dx, dy; 2345 sint16 dx, dy;
2455 int
2456 mflags; 2346 int mflags;
2457 2347
2458 if (dir < 0) 2348 if (dir < 0)
2459 return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2460 2350
2461 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2474 return 0; 2364 return 0;
2475 2365
2476 /* yes, can see. */ 2366 /* yes, can see. */
2477 if (dir < 9) 2367 if (dir < 9)
2478 return 1; 2368 return 1;
2369
2479 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2480 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]);
2481} 2373}
2482
2483
2484 2374
2485/* 2375/*
2486 * 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
2487 * picked up by the picker. Returnes 1 if it can be 2377 * picked up by the picker. Returnes 1 if it can be
2488 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2499 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2500 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2501 !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));
2502} 2392}
2503 2393
2504
2505/* 2394/*
2506 * create clone from object to another 2395 * create clone from object to another
2507 */ 2396 */
2508object * 2397object *
2509object_create_clone (object *asrc) 2398object_create_clone (object *asrc)
2518 src = src->head; 2407 src = src->head;
2519 2408
2520 prev = 0; 2409 prev = 0;
2521 for (part = src; part; part = part->more) 2410 for (part = src; part; part = part->more)
2522 { 2411 {
2523 tmp = object::create (); 2412 tmp = part->clone ();
2524 part->copy_to (tmp);
2525 tmp->x -= src->x; 2413 tmp->x -= src->x;
2526 tmp->y -= src->y; 2414 tmp->y -= src->y;
2527 2415
2528 if (!part->head) 2416 if (!part->head)
2529 { 2417 {
2530 dst = tmp; 2418 dst = tmp;
2531 tmp->head = 0; 2419 tmp->head = 0;
2532 } 2420 }
2533 else 2421 else
2534 {
2535 tmp->head = dst; 2422 tmp->head = dst;
2536 }
2537 2423
2538 tmp->more = 0; 2424 tmp->more = 0;
2539 2425
2540 if (prev) 2426 if (prev)
2541 prev->more = tmp; 2427 prev->more = tmp;

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