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Comparing deliantra/server/common/object.C (file contents):
Revision 1.182 by root, Mon Aug 20 18:11:02 2007 UTC vs.
Revision 1.192 by root, Fri Oct 12 19:13:25 2007 UTC

305 { 305 {
306 ob1->optimise (); 306 ob1->optimise ();
307 ob2->optimise (); 307 ob2->optimise ();
308 308
309 if (ob1->self || ob2->self) 309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 310 {
311 int k1 = ob1->self ? HvTOTALKEYS (SvRV (ob1->self)) : 0;
312 int k2 = ob2->self ? HvTOTALKEYS (SvRV (ob2->self)) : 0;
313
314 if (k1 != k2)
311 return 0; 315 return 0;
316 else if (k1 == 0)
317 return 1;
318 else if (!cfperl_can_merge (ob1, ob2))
319 return 0;
320 }
312 } 321 }
313 322
314 /* Everything passes, must be OK. */ 323 /* Everything passes, must be OK. */
315 return 1; 324 return 1;
316} 325}
374/* 383/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 384 * get_nearest_part(multi-object, object 2) returns the part of the
376 * multi-object 1 which is closest to the second object. 385 * multi-object 1 which is closest to the second object.
377 * If it's not a multi-object, it is returned. 386 * If it's not a multi-object, it is returned.
378 */ 387 */
379
380object * 388object *
381get_nearest_part (object *op, const object *pl) 389get_nearest_part (object *op, const object *pl)
382{ 390{
383 object *tmp, *closest; 391 object *tmp, *closest;
384 int last_dist, i; 392 int last_dist, i;
429} 437}
430 438
431/* 439/*
432 * Sets the owner and sets the skill and exp pointers to owner's current 440 * Sets the owner and sets the skill and exp pointers to owner's current
433 * skill and experience objects. 441 * skill and experience objects.
442 * ACTUALLY NO! investigate! TODO
434 */ 443 */
435void 444void
436object::set_owner (object *owner) 445object::set_owner (object *owner)
437{ 446{
447 // allow objects which own objects
438 if (!owner) 448 if (owner)
439 return;
440
441 /* next line added to allow objects which own objects */
442 /* Add a check for ownercounts in here, as I got into an endless loop
443 * with the fireball owning a poison cloud which then owned the
444 * fireball. I believe that was caused by one of the objects getting
445 * freed and then another object replacing it. Since the ownercounts
446 * didn't match, this check is valid and I believe that cause is valid.
447 */
448 while (owner->owner) 449 while (owner->owner)
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
454int 455int
586object::copy_to (object *dst) 587object::copy_to (object *dst)
587{ 588{
588 *dst = *this; 589 *dst = *this;
589 590
590 if (speed < 0) 591 if (speed < 0)
591 dst->speed_left = speed_left - rndm (); 592 dst->speed_left -= rndm ();
592 593
593 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
594} 595}
595 596
596void 597void
923 924
924 if (!freed_map) 925 if (!freed_map)
925 { 926 {
926 freed_map = new maptile; 927 freed_map = new maptile;
927 928
929 freed_map->path = "<freed objects map>";
928 freed_map->name = "/internal/freed_objects_map"; 930 freed_map->name = "/internal/freed_objects_map";
929 freed_map->width = 3; 931 freed_map->width = 3;
930 freed_map->height = 3; 932 freed_map->height = 3;
931 933
932 freed_map->alloc (); 934 freed_map->alloc ();
1238 1240
1239 object *top, *floor = NULL; 1241 object *top, *floor = NULL;
1240 1242
1241 op->remove (); 1243 op->remove ();
1242 1244
1243 if (out_of_map (m, op->x, op->y))
1244 {
1245 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1246#ifdef MANY_CORES
1247 /* Better to catch this here, as otherwise the next use of this object
1248 * is likely to cause a crash. Better to find out where it is getting
1249 * improperly inserted.
1250 */
1251 abort ();
1252#endif
1253 return op;
1254 }
1255
1256 if (object *more = op->more)
1257 if (!insert_ob_in_map (more, m, originator, flag))
1258 return 0;
1259
1260 CLEAR_FLAG (op, FLAG_REMOVED);
1261
1262 /* Ideally, the caller figures this out. However, it complicates a lot 1245 /* Ideally, the caller figures this out. However, it complicates a lot
1263 * of areas of callers (eg, anything that uses find_free_spot would now 1246 * of areas of callers (eg, anything that uses find_free_spot would now
1264 * need extra work 1247 * need extra work
1265 */ 1248 */
1266 if (!xy_normalise (m, op->x, op->y)) 1249 if (!xy_normalise (m, op->x, op->y))
1250 {
1251 op->destroy ();
1267 return 0; 1252 return 0;
1253 }
1254
1255 if (object *more = op->more)
1256 if (!insert_ob_in_map (more, m, originator, flag))
1257 return 0;
1258
1259 CLEAR_FLAG (op, FLAG_REMOVED);
1268 1260
1269 op->map = m; 1261 op->map = m;
1270 mapspace &ms = op->ms (); 1262 mapspace &ms = op->ms ();
1271 1263
1272 /* this has to be done after we translate the coordinates. 1264 /* this has to be done after we translate the coordinates.
1307 else 1299 else
1308 { 1300 {
1309 top = ms.bot; 1301 top = ms.bot;
1310 1302
1311 /* If there are other objects, then */ 1303 /* If there are other objects, then */
1312 if ((!(flag & INS_MAP_LOAD)) && top) 1304 if (top)
1313 { 1305 {
1314 object *last = 0; 1306 object *last = 0;
1315 1307
1316 /* 1308 /*
1317 * If there are multiple objects on this space, we do some trickier handling. 1309 * If there are multiple objects on this space, we do some trickier handling.
1369 */ 1361 */
1370 if (last && last->below && last != floor) 1362 if (last && last->below && last != floor)
1371 top = last->below; 1363 top = last->below;
1372 } 1364 }
1373 } /* If objects on this space */ 1365 } /* If objects on this space */
1374 if (flag & INS_MAP_LOAD)
1375 top = ms.top;
1376 1366
1377 if (flag & INS_ABOVE_FLOOR_ONLY) 1367 if (flag & INS_ABOVE_FLOOR_ONLY)
1378 top = floor; 1368 top = floor;
1379 1369
1380 /* Top is the object that our object (op) is going to get inserted above. 1370 /* Top is the object that our object (op) is going to get inserted above.
1413 op->map->touch (); 1403 op->map->touch ();
1414 } 1404 }
1415 1405
1416 op->map->dirty = true; 1406 op->map->dirty = true;
1417 1407
1418 if (!(flag & INS_MAP_LOAD))
1419 if (object *pl = ms.player ()) 1408 if (object *pl = ms.player ())
1420 pl->contr->ns->floorbox_update (); 1409 pl->contr->ns->floorbox_update ();
1421 1410
1422 /* If this object glows, it may affect lighting conditions that are 1411 /* If this object glows, it may affect lighting conditions that are
1423 * visible to others on this map. But update_all_los is really 1412 * visible to others on this map. But update_all_los is really
1424 * an inefficient way to do this, as it means los for all players 1413 * an inefficient way to do this, as it means los for all players
1425 * on the map will get recalculated. The players could very well 1414 * on the map will get recalculated. The players could very well
2008 * customized, changed states, etc. 1997 * customized, changed states, etc.
2009 */ 1998 */
2010int 1999int
2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2012{ 2001{
2002 int altern[SIZEOFFREE];
2013 int index = 0, flag; 2003 int index = 0, flag;
2014 int altern[SIZEOFFREE];
2015 2004
2016 for (int i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2017 { 2006 {
2018 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 mapxy pos (m, x, y); pos.move (i);
2019 if (!flag) 2008
2009 if (!pos.normalise ())
2010 continue;
2011
2012 mapspace &ms = *pos;
2013
2014 if (ms.flags () & P_IS_ALIVE)
2015 continue;
2016
2017 /* However, often
2018 * ob doesn't have any move type (when used to place exits)
2019 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2020 */
2021 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2022 {
2020 altern [index++] = i; 2023 altern [index++] = i;
2024 continue;
2025 }
2021 2026
2022 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* Basically, if we find a wall on a space, we cut down the search size.
2023 * In this way, we won't return spaces that are on another side of a wall. 2028 * In this way, we won't return spaces that are on another side of a wall.
2024 * This mostly work, but it cuts down the search size in all directions - 2029 * This mostly work, but it cuts down the search size in all directions -
2025 * 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
2026 * 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
2027 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2028 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2029 */ 2034 */
2030 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2035 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2036 {
2031 stop = maxfree[i]; 2037 stop = maxfree[i];
2038 continue;
2039 }
2040
2041 /* Note it is intentional that we check ob - the movement type of the
2042 * head of the object should correspond for the entire object.
2043 */
2044 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2045 continue;
2046
2047 altern [index++] = i;
2032 } 2048 }
2033 2049
2034 if (!index) 2050 if (!index)
2035 return -1; 2051 return -1;
2036 2052
2045 */ 2061 */
2046int 2062int
2047find_first_free_spot (const object *ob, maptile *m, int x, int y) 2063find_first_free_spot (const object *ob, maptile *m, int x, int y)
2048{ 2064{
2049 for (int i = 0; i < SIZEOFFREE; i++) 2065 for (int i = 0; i < SIZEOFFREE; i++)
2050 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2066 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2051 return i; 2067 return i;
2052 2068
2053 return -1; 2069 return -1;
2054} 2070}
2055 2071

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