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Comparing deliantra/server/common/object.C (file contents):
Revision 1.184 by root, Wed Aug 22 20:46:46 2007 UTC vs.
Revision 1.191 by root, Sun Sep 30 20:22:15 2007 UTC

578object::copy_to (object *dst) 578object::copy_to (object *dst)
579{ 579{
580 *dst = *this; 580 *dst = *this;
581 581
582 if (speed < 0) 582 if (speed < 0)
583 dst->speed_left = speed_left - rndm (); 583 dst->speed_left -= rndm ();
584 584
585 dst->set_speed (dst->speed); 585 dst->set_speed (dst->speed);
586} 586}
587 587
588void 588void
915 915
916 if (!freed_map) 916 if (!freed_map)
917 { 917 {
918 freed_map = new maptile; 918 freed_map = new maptile;
919 919
920 freed_map->path = "<freed objects map>";
920 freed_map->name = "/internal/freed_objects_map"; 921 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3; 922 freed_map->width = 3;
922 freed_map->height = 3; 923 freed_map->height = 3;
923 924
924 freed_map->alloc (); 925 freed_map->alloc ();
1230 1231
1231 object *top, *floor = NULL; 1232 object *top, *floor = NULL;
1232 1233
1233 op->remove (); 1234 op->remove ();
1234 1235
1235 if (out_of_map (m, op->x, op->y))
1236 {
1237 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1238#ifdef MANY_CORES
1239 /* Better to catch this here, as otherwise the next use of this object
1240 * is likely to cause a crash. Better to find out where it is getting
1241 * improperly inserted.
1242 */
1243 abort ();
1244#endif
1245 return op;
1246 }
1247
1248 if (object *more = op->more)
1249 if (!insert_ob_in_map (more, m, originator, flag))
1250 return 0;
1251
1252 CLEAR_FLAG (op, FLAG_REMOVED);
1253
1254 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1255 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1256 * need extra work 1238 * need extra work
1257 */ 1239 */
1258 if (!xy_normalise (m, op->x, op->y)) 1240 if (!xy_normalise (m, op->x, op->y))
1241 {
1242 op->destroy ();
1259 return 0; 1243 return 0;
1244 }
1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1260 1251
1261 op->map = m; 1252 op->map = m;
1262 mapspace &ms = op->ms (); 1253 mapspace &ms = op->ms ();
1263 1254
1264 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1299 else 1290 else
1300 { 1291 {
1301 top = ms.bot; 1292 top = ms.bot;
1302 1293
1303 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1295 if (top)
1305 { 1296 {
1306 object *last = 0; 1297 object *last = 0;
1307 1298
1308 /* 1299 /*
1309 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1361 */ 1352 */
1362 if (last && last->below && last != floor) 1353 if (last && last->below && last != floor)
1363 top = last->below; 1354 top = last->below;
1364 } 1355 }
1365 } /* If objects on this space */ 1356 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1357
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1358 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1359 top = floor;
1371 1360
1372 /* Top is the object that our object (op) is going to get inserted above. 1361 /* Top is the object that our object (op) is going to get inserted above.
1405 op->map->touch (); 1394 op->map->touch ();
1406 } 1395 }
1407 1396
1408 op->map->dirty = true; 1397 op->map->dirty = true;
1409 1398
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = ms.player ()) 1399 if (object *pl = ms.player ())
1412 pl->contr->ns->floorbox_update (); 1400 pl->contr->ns->floorbox_update ();
1413 1401
1414 /* If this object glows, it may affect lighting conditions that are 1402 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1403 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1404 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well 1405 * on the map will get recalculated. The players could very well
2000 * customized, changed states, etc. 1988 * customized, changed states, etc.
2001 */ 1989 */
2002int 1990int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 1992{
1993 int altern[SIZEOFFREE];
2005 int index = 0, flag; 1994 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 1995
2008 for (int i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2009 { 1997 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 mapxy pos (m, x, y); pos.move (i);
2011 if (!flag) 1999
2000 if (!pos.normalise ())
2001 continue;
2002
2003 mapspace &ms = *pos;
2004
2005 if (ms.flags () & P_IS_ALIVE)
2006 continue;
2007
2008 /* However, often
2009 * ob doesn't have any move type (when used to place exits)
2010 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2011 */
2012 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2013 {
2012 altern [index++] = i; 2014 altern [index++] = i;
2015 continue;
2016 }
2013 2017
2014 /* Basically, if we find a wall on a space, we cut down the search size. 2018 /* Basically, if we find a wall on a space, we cut down the search size.
2015 * In this way, we won't return spaces that are on another side of a wall. 2019 * In this way, we won't return spaces that are on another side of a wall.
2016 * This mostly work, but it cuts down the search size in all directions - 2020 * This mostly work, but it cuts down the search size in all directions -
2017 * if the space being examined only has a wall to the north and empty 2021 * if the space being examined only has a wall to the north and empty
2018 * spaces in all the other directions, this will reduce the search space 2022 * spaces in all the other directions, this will reduce the search space
2019 * to only the spaces immediately surrounding the target area, and 2023 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2024 * won't look 2 spaces south of the target space.
2021 */ 2025 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2026 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2027 {
2023 stop = maxfree[i]; 2028 stop = maxfree[i];
2029 continue;
2030 }
2031
2032 /* Note it is intentional that we check ob - the movement type of the
2033 * head of the object should correspond for the entire object.
2034 */
2035 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2036 continue;
2037
2038 altern [index++] = i;
2024 } 2039 }
2025 2040
2026 if (!index) 2041 if (!index)
2027 return -1; 2042 return -1;
2028 2043
2037 */ 2052 */
2038int 2053int
2039find_first_free_spot (const object *ob, maptile *m, int x, int y) 2054find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040{ 2055{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2056 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2057 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2043 return i; 2058 return i;
2044 2059
2045 return -1; 2060 return -1;
2046} 2061}
2047 2062

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