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Comparing deliantra/server/common/object.C (file contents):
Revision 1.188 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.196 by root, Wed Oct 17 22:01:27 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 {
1290 else 1300 else
1291 { 1301 {
1292 top = ms.bot; 1302 top = ms.bot;
1293 1303
1294 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1295 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1296 { 1306 {
1297 object *last = 0; 1307 object *last = 0;
1298 1308
1299 /* 1309 /*
1300 * 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.
1352 */ 1362 */
1353 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1354 top = last->below; 1364 top = last->below;
1355 } 1365 }
1356 } /* If objects on this space */ 1366 } /* If objects on this space */
1357 if (flag & INS_MAP_LOAD)
1358 top = ms.top;
1359 1367
1360 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor; 1369 top = floor;
1362 1370
1363 /* 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.
1396 op->map->touch (); 1404 op->map->touch ();
1397 } 1405 }
1398 1406
1399 op->map->dirty = true; 1407 op->map->dirty = true;
1400 1408
1401 if (!(flag & INS_MAP_LOAD))
1402 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1403 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1404 1411
1405 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1406 * 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
1407 * 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
1408 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
1976 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
1978 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
1979 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
1980 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
1981 * Note - this only checks to see if there is space for the head of the
1982 * object - if it is a multispace object, this should be called for all
1983 * pieces.
1984 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
1986 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
1987 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
1988 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
1989 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
1991 * customized, changed states, etc. 1995 * customized, changed states, etc.
1992 */ 1996 */
1993int 1997int
1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995{ 1999{
2000 int altern[SIZEOFFREE];
1996 int index = 0, flag; 2001 int index = 0, flag;
1997 int altern[SIZEOFFREE];
1998 2002
1999 for (int i = start; i < stop; i++) 2003 for (int i = start; i < stop; i++)
2000 { 2004 {
2001 mapxy pos (m, x, y); pos.move (i); 2005 mapxy pos (m, x, y); pos.move (i);
2002 2006
2003 if (!pos.normalise ()) 2007 if (!pos.normalise ())
2004 continue; 2008 continue;
2005 2009
2006 mapspace &ms = *pos; 2010 mapspace &ms = *pos;
2007 ms.update (); 2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2008 2014
2009 /* However, often 2015 /* However, often
2010 * ob doesn't have any move type (when used to place exits) 2016 * ob doesn't have any move type (when used to place exits)
2011 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2012 */ 2018 */
2013 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 2019 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2021 altern [index++] = i;
2014 continue; 2022 continue;
2023 }
2015 2024
2016 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2017 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2018 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2019 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2029 2038
2030 /* Note it is intentional that we check ob - the movement type of the 2039 /* Note it is intentional that we check ob - the movement type of the
2031 * head of the object should correspond for the entire object. 2040 * head of the object should correspond for the entire object.
2032 */ 2041 */
2033 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2034 continue; 2046 continue;
2035 2047
2036 altern [index++] = i; 2048 altern [index++] = i;
2037 } 2049 }
2038 2050

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