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Comparing deliantra/server/common/object.C (file contents):
Revision 1.190 by root, Sat Sep 15 15:58:06 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 {
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
1945 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
1946 */ 1953 */
1947void 1954void
1948flag_inv (object *op, int flag) 1955flag_inv (object *op, int flag)
1949{ 1956{
1950 if (op->inv)
1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1957 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 { 1958 {
1953 SET_FLAG (tmp, flag); 1959 SET_FLAG (tmp, flag);
1954 flag_inv (tmp, flag); 1960 flag_inv (tmp, flag);
1955 } 1961 }
1956} 1962}
1957 1963
1958/* 1964/*
1959 * deactivate recursively a flag on an object inventory 1965 * deactivate recursively a flag on an object inventory
1960 */ 1966 */
1961void 1967void
1962unflag_inv (object *op, int flag) 1968unflag_inv (object *op, int flag)
1963{ 1969{
1964 if (op->inv)
1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1970 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1966 { 1971 {
1967 CLEAR_FLAG (tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
1968 unflag_inv (tmp, flag); 1973 unflag_inv (tmp, flag);
1969 } 1974 }
1970} 1975}
1971 1976
1972/* 1977/*
1973 * 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
1974 * 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
1976 * to search (see the freearr_x/y[] definition). 1981 * to search (see the freearr_x/y[] definition).
1977 * It returns a random choice among the alternatives found. 1982 * 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 1983 * 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 1984 * 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) 1985 * 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 1986 * Note: This function does correctly handle tiled maps, but does not
1985 * inform the caller. However, insert_ob_in_map will update as 1987 * inform the caller. However, insert_ob_in_map will update as
1986 * 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.
1987 * 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
1988 * 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
1989 * 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
2034 2036
2035 /* Note it is intentional that we check ob - the movement type of the 2037 /* Note it is intentional that we check ob - the movement type of the
2036 * head of the object should correspond for the entire object. 2038 * head of the object should correspond for the entire object.
2037 */ 2039 */
2038 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2040 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2041 continue;
2042
2043 if (ob->blocked (m, pos.x, pos.y))
2039 continue; 2044 continue;
2040 2045
2041 altern [index++] = i; 2046 altern [index++] = i;
2042 } 2047 }
2043 2048

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