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Comparing deliantra/server/common/object.C (file contents):
Revision 1.185 by root, Fri Aug 24 01:23:29 2007 UTC vs.
Revision 1.195 by root, Wed Oct 17 19:08:12 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}
915 925
916 if (!freed_map) 926 if (!freed_map)
917 { 927 {
918 freed_map = new maptile; 928 freed_map = new maptile;
919 929
930 freed_map->path = "<freed objects map>";
920 freed_map->name = "/internal/freed_objects_map"; 931 freed_map->name = "/internal/freed_objects_map";
921 freed_map->width = 3; 932 freed_map->width = 3;
922 freed_map->height = 3; 933 freed_map->height = 3;
923 934
924 freed_map->alloc (); 935 freed_map->alloc ();
1139merge_ob (object *op, object *top) 1150merge_ob (object *op, object *top)
1140{ 1151{
1141 if (!op->nrof) 1152 if (!op->nrof)
1142 return 0; 1153 return 0;
1143 1154
1144 if (top) 1155 if (!top)
1145 for (top = op; top && top->above; top = top->above) 1156 for (top = op; top && top->above; top = top->above)
1146 ; 1157 ;
1147 1158
1148 for (; top; top = top->below) 1159 for (; top; top = top->below)
1149 { 1160 {
1230 1241
1231 object *top, *floor = NULL; 1242 object *top, *floor = NULL;
1232 1243
1233 op->remove (); 1244 op->remove ();
1234 1245
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 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1256 * need extra work 1248 * need extra work
1257 */ 1249 */
1258 if (!xy_normalise (m, op->x, op->y)) 1250 if (!xy_normalise (m, op->x, op->y))
1251 {
1252 op->destroy ();
1259 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);
1260 1261
1261 op->map = m; 1262 op->map = m;
1262 mapspace &ms = op->ms (); 1263 mapspace &ms = op->ms ();
1263 1264
1264 /* this has to be done after we translate the coordinates. 1265 /* this has to be done after we translate the coordinates.
1299 else 1300 else
1300 { 1301 {
1301 top = ms.bot; 1302 top = ms.bot;
1302 1303
1303 /* If there are other objects, then */ 1304 /* If there are other objects, then */
1304 if ((!(flag & INS_MAP_LOAD)) && top) 1305 if (top)
1305 { 1306 {
1306 object *last = 0; 1307 object *last = 0;
1307 1308
1308 /* 1309 /*
1309 * 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.
1361 */ 1362 */
1362 if (last && last->below && last != floor) 1363 if (last && last->below && last != floor)
1363 top = last->below; 1364 top = last->below;
1364 } 1365 }
1365 } /* If objects on this space */ 1366 } /* If objects on this space */
1366 if (flag & INS_MAP_LOAD)
1367 top = ms.top;
1368 1367
1369 if (flag & INS_ABOVE_FLOOR_ONLY) 1368 if (flag & INS_ABOVE_FLOOR_ONLY)
1370 top = floor; 1369 top = floor;
1371 1370
1372 /* 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.
1405 op->map->touch (); 1404 op->map->touch ();
1406 } 1405 }
1407 1406
1408 op->map->dirty = true; 1407 op->map->dirty = true;
1409 1408
1410 if (!(flag & INS_MAP_LOAD))
1411 if (object *pl = ms.player ()) 1409 if (object *pl = ms.player ())
1412 pl->contr->ns->floorbox_update (); 1410 pl->contr->ns->floorbox_update ();
1413 1411
1414 /* If this object glows, it may affect lighting conditions that are 1412 /* If this object glows, it may affect lighting conditions that are
1415 * 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
1416 * 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
1417 * on the map will get recalculated. The players could very well 1415 * on the map will get recalculated. The players could very well
2000 * customized, changed states, etc. 1998 * customized, changed states, etc.
2001 */ 1999 */
2002int 2000int
2003find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2004{ 2002{
2003 int altern[SIZEOFFREE];
2005 int index = 0, flag; 2004 int index = 0, flag;
2006 int altern[SIZEOFFREE];
2007 2005
2008 for (int i = start; i < stop; i++) 2006 for (int i = start; i < stop; i++)
2009 { 2007 {
2010 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2008 mapxy pos (m, x, y); pos.move (i);
2011 if (!flag) 2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2012 altern [index++] = i; 2024 altern [index++] = i;
2025 continue;
2026 }
2013 2027
2014 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* 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. 2029 * 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 - 2030 * 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 2031 * 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 2032 * spaces in all the other directions, this will reduce the search space
2019 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2020 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2021 */ 2035 */
2022 else if ((flag & P_NO_PASS) && maxfree[i] < stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2023 stop = maxfree[i]; 2038 stop = maxfree[i];
2039 continue;
2040 }
2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 altern [index++] = i;
2024 } 2049 }
2025 2050
2026 if (!index) 2051 if (!index)
2027 return -1; 2052 return -1;
2028 2053
2037 */ 2062 */
2038int 2063int
2039find_first_free_spot (const object *ob, maptile *m, int x, int y) 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2040{ 2065{
2041 for (int i = 0; i < SIZEOFFREE; i++) 2066 for (int i = 0; i < SIZEOFFREE; i++)
2042 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2043 return i; 2068 return i;
2044 2069
2045 return -1; 2070 return -1;
2046} 2071}
2047 2072

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