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Comparing deliantra/server/common/object.C (file contents):
Revision 1.186 by root, Thu Aug 30 05:18:37 2007 UTC vs.
Revision 1.197 by root, Wed Oct 17 22:04:31 2007 UTC

254 /* This is really a spellbook check - really, we should 254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory. 255 * check all objects in the inventory.
256 */ 256 */
257 if (ob1->inv || ob2->inv) 257 if (ob1->inv || ob2->inv)
258 { 258 {
259 /* if one object has inventory but the other doesn't, not equiv */ 259 if (!(ob1->inv && ob2->inv))
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 260 return 0; /* inventories differ in length */
261 return 0;
262 261
263 /* Now check to see if the two inventory objects could merge */ 262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
264 if (!object::can_merge (ob1->inv, ob2->inv)) 265 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0; 266 return 0; /* inventory objexts differ */
266 267
267 /* inventory ok - still need to check rest of this object to see 268 /* inventory ok - still need to check rest of this object to see
268 * if it is valid. 269 * if it is valid.
269 */ 270 */
270 } 271 }
305 { 306 {
306 ob1->optimise (); 307 ob1->optimise ();
307 ob2->optimise (); 308 ob2->optimise ();
308 309
309 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2)) 311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
311 return 0; 316 return 0;
317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
320 return 0;
321 }
312 } 322 }
313 323
314 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
315 return 1; 325 return 1;
316} 326}
1140merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1141{ 1151{
1142 if (!op->nrof) 1152 if (!op->nrof)
1143 return 0; 1153 return 0;
1144 1154
1145 if (top) 1155 if (!top)
1146 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1147 ; 1157 ;
1148 1158
1149 for (; top; top = top->below) 1159 for (; top; top = top->below)
1150 { 1160 {
1231 1241
1232 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1233 1243
1234 op->remove (); 1244 op->remove ();
1235 1245
1236 if (out_of_map (m, op->x, op->y))
1237 {
1238 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1239#ifdef MANY_CORES
1240 /* Better to catch this here, as otherwise the next use of this object
1241 * is likely to cause a crash. Better to find out where it is getting
1242 * improperly inserted.
1243 */
1244 abort ();
1245#endif
1246 return op;
1247 }
1248
1249 if (object *more = op->more)
1250 if (!insert_ob_in_map (more, m, originator, flag))
1251 return 0;
1252
1253 CLEAR_FLAG (op, FLAG_REMOVED);
1254
1255 /* Ideally, the caller figures this out. However, it complicates a lot 1246 /* Ideally, the caller figures this out. However, it complicates a lot
1256 * of areas of callers (eg, anything that uses find_free_spot would now 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1257 * need extra work 1248 * need extra work
1258 */ 1249 */
1259 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1260 return 0; 1253 return 0;
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 1261
1262 op->map = m; 1262 op->map = m;
1263 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1264 1264
1265 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1300 else 1300 else
1301 { 1301 {
1302 top = ms.bot; 1302 top = ms.bot;
1303 1303
1304 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1305 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1306 { 1306 {
1307 object *last = 0; 1307 object *last = 0;
1308 1308
1309 /* 1309 /*
1310 * If there are multiple objects on this space, we do some trickier handling. 1310 * If there are multiple objects on this space, we do some trickier handling.
1362 */ 1362 */
1363 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1364 top = last->below; 1364 top = last->below;
1365 } 1365 }
1366 } /* If objects on this space */ 1366 } /* If objects on this space */
1367 if (flag & INS_MAP_LOAD)
1368 top = ms.top;
1369 1367
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1369 top = floor;
1372 1370
1373 /* Top is the object that our object (op) is going to get inserted above. 1371 /* Top is the object that our object (op) is going to get inserted above.
1406 op->map->touch (); 1404 op->map->touch ();
1407 } 1405 }
1408 1406
1409 op->map->dirty = true; 1407 op->map->dirty = true;
1410 1408
1411 if (!(flag & INS_MAP_LOAD))
1412 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1413 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1414 1411
1415 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1416 * visible to others on this map. But update_all_los is really 1413 * visible to others on this map. But update_all_los is really
1417 * an inefficient way to do this, as it means los for all players 1414 * an inefficient way to do this, as it means los for all players
1418 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1955 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1956 */ 1953 */
1957void 1954void
1958flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1959{ 1956{
1960 if (op->inv)
1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 { 1958 {
1963 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1964 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1965 } 1961 }
1966} 1962}
1967 1963
1968/* 1964/*
1969 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1970 */ 1966 */
1971void 1967void
1972unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1973{ 1969{
1974 if (op->inv)
1975 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1976 { 1971 {
1977 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1978 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1979 } 1974 }
1980} 1975}
1981 1976
1982/* 1977/*
1983 * find_free_spot(object, map, x, y, start, stop) will search for 1978 * find_free_spot(object, map, x, y, start, stop) will search for
1984 * a spot at the given map and coordinates which will be able to contain 1979 * a spot at the given map and coordinates which will be able to contain
1986 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1987 * It returns a random choice among the alternatives found. 1982 * It returns a random choice among the alternatives found.
1988 * start and stop are where to start relative to the free_arr array (1,9 1983 * start and stop are where to start relative to the free_arr array (1,9
1989 * does all 4 immediate directions). This returns the index into the 1984 * does all 4 immediate directions). This returns the index into the
1990 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1985 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1991 * Note - this only checks to see if there is space for the head of the
1992 * object - if it is a multispace object, this should be called for all
1993 * pieces.
1994 * Note2: This function does correctly handle tiled maps, but does not 1986 * Note: This function does correctly handle tiled maps, but does not
1995 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1996 * necessary, so the caller shouldn't need to do any special work. 1988 * necessary, so the caller shouldn't need to do any special work.
1997 * Note - updated to take an object instead of archetype - this is necessary 1989 * Note - updated to take an object instead of archetype - this is necessary
1998 * because arch_blocked (now ob_blocked) needs to know the movement type 1990 * because arch_blocked (now ob_blocked) needs to know the movement type
1999 * to know if the space in question will block the object. We can't use 1991 * to know if the space in question will block the object. We can't use
2001 * customized, changed states, etc. 1993 * customized, changed states, etc.
2002 */ 1994 */
2003int 1995int
2004find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1996find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2005{ 1997{
1998 int altern[SIZEOFFREE];
2006 int index = 0, flag; 1999 int index = 0, flag;
2007 int altern[SIZEOFFREE];
2008 2000
2009 for (int i = start; i < stop; i++) 2001 for (int i = start; i < stop; i++)
2010 { 2002 {
2011 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2003 mapxy pos (m, x, y); pos.move (i);
2012 if (!flag) 2004
2005 if (!pos.normalise ())
2006 continue;
2007
2008 mapspace &ms = *pos;
2009
2010 if (ms.flags () & P_IS_ALIVE)
2011 continue;
2012
2013 /* However, often
2014 * ob doesn't have any move type (when used to place exits)
2015 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2016 */
2017 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2018 {
2013 altern [index++] = i; 2019 altern [index++] = i;
2020 continue;
2021 }
2014 2022
2015 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* Basically, if we find a wall on a space, we cut down the search size.
2016 * In this way, we won't return spaces that are on another side of a wall. 2024 * In this way, we won't return spaces that are on another side of a wall.
2017 * This mostly work, but it cuts down the search size in all directions - 2025 * This mostly work, but it cuts down the search size in all directions -
2018 * if the space being examined only has a wall to the north and empty 2026 * if the space being examined only has a wall to the north and empty
2019 * spaces in all the other directions, this will reduce the search space 2027 * spaces in all the other directions, this will reduce the search space
2020 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2021 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2022 */ 2030 */
2023 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2031 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2032 {
2024 stop = maxfree[i]; 2033 stop = maxfree[i];
2034 continue;
2035 }
2036
2037 /* Note it is intentional that we check ob - the movement type of the
2038 * head of the object should correspond for the entire object.
2039 */
2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2044 continue;
2045
2046 altern [index++] = i;
2025 } 2047 }
2026 2048
2027 if (!index) 2049 if (!index)
2028 return -1; 2050 return -1;
2029 2051
2038 */ 2060 */
2039int 2061int
2040find_first_free_spot (const object *ob, maptile *m, int x, int y) 2062find_first_free_spot (const object *ob, maptile *m, int x, int y)
2041{ 2063{
2042 for (int i = 0; i < SIZEOFFREE; i++) 2064 for (int i = 0; i < SIZEOFFREE; i++)
2043 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2065 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2044 return i; 2066 return i;
2045 2067
2046 return -1; 2068 return -1;
2047} 2069}
2048 2070

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