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/cvs/deliantra/server/common/object.C
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Comparing deliantra/server/common/object.C (file contents):
Revision 1.242 by elmex, Wed May 7 21:00:02 2008 UTC vs.
Revision 1.253 by root, Sun Aug 17 22:46:26 2008 UTC

206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 207
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 210
211 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 212 || ob1->name != ob2->name
213 || ob1->title != ob2->title 213 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 220 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
224 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
344 else 345 else
345 { 346 {
346 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
349 if (!pl->container || this == pl->container) 351 || this == pl->container)
350 return pl; 352 return pl;
351 } 353 }
352 } 354 }
353 355
354 return 0; 356 return 0;
478 */ 480 */
479object * 481object *
480find_object_name (const char *str) 482find_object_name (const char *str)
481{ 483{
482 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
483 object *op;
484 485
486 if (str_)
485 for_all_objects (op) 487 for_all_objects (op)
486 if (op->name == str_) 488 if (op->name == str_)
487 break; 489 return op;
488 490
489 return op; 491 return 0;
490} 492}
491 493
492/* 494/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 496 * skill and experience objects.
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 770 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 771 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 772 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 773 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 774 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 775 * have move_allow right now.
774 */ 776 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 777 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 778 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 m.flags_ = 0; 779 m.flags_ = 0;
778 } 780 }
908 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
909 || map->no_drop 911 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
911 { 913 {
912 while (inv) 914 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 915 inv->destroy (true);
916 }
917 } 916 }
918 else 917 else
919 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
920 while (inv) 919 while (inv)
921 { 920 {
1116 *(below ? &below->above : &ms.bot) = above; 1115 *(below ? &below->above : &ms.bot) = above;
1117 1116
1118 above = 0; 1117 above = 0;
1119 below = 0; 1118 below = 0;
1120 1119
1120 ms.flags_ = 0;
1121
1121 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1122 return; 1123 return;
1123 1124
1124 int check_walk_off = !flag [FLAG_NO_APPLY]; 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1125 1126
1157 } 1158 }
1158 1159
1159 last = tmp; 1160 last = tmp;
1160 } 1161 }
1161 1162
1162 /* last == NULL if there are no objects on this space */
1163 //TODO: this makes little sense, why only update the topmost object?
1164 if (!last)
1165 map->at (x, y).flags_ = 0;
1166 else
1167 update_object (last, UP_OBJ_REMOVE);
1168
1169 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1163 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1170 update_all_los (map, x, y); 1164 update_all_los (map, x, y);
1171 } 1165 }
1172} 1166}
1173 1167
1236 * job preparing multi-part monsters. 1230 * job preparing multi-part monsters.
1237 */ 1231 */
1238object * 1232object *
1239insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1233insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1240{ 1234{
1235 op->remove ();
1236
1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1237 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1242 { 1238 {
1243 tmp->x = x + tmp->arch->x; 1239 tmp->x = x + tmp->arch->x;
1244 tmp->y = y + tmp->arch->y; 1240 tmp->y = y + tmp->arch->y;
1245 } 1241 }
1268 * just 'op' otherwise 1264 * just 'op' otherwise
1269 */ 1265 */
1270object * 1266object *
1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1267insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1272{ 1268{
1269 if (op->is_on_map ())
1270 {
1271 LOG (llevError, "insert_ob_in_map called for object already on map");
1272 abort ();
1273 }
1274
1275 if (op->env)
1276 {
1277 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1273 op->remove (); 1278 op->remove ();
1279 }
1280
1281 if (op->face && !face_info (op->face))//D TODO: remove soon
1282 {//D
1283 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1284 op->face = 1;//D
1285 }//D
1274 1286
1275 /* Ideally, the caller figures this out. However, it complicates a lot 1287 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now 1288 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work 1289 * need extra work
1278 */ 1290 */
1518 if (!nr) 1530 if (!nr)
1519 return true; 1531 return true;
1520 1532
1521 nr = min (nr, nrof); 1533 nr = min (nr, nrof);
1522 1534
1535 if (nrof > nr)
1536 {
1523 nrof -= nr; 1537 nrof -= nr;
1524
1525 if (nrof)
1526 {
1527 adjust_weight (env, -weight * nr); // carrying == 0 1538 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1528 1539
1529 if (object *pl = visible_to ()) 1540 if (object *pl = visible_to ())
1530 esrv_update_item (UPD_NROF, pl, this); 1541 esrv_update_item (UPD_NROF, pl, this);
1531 1542
1532 return true; 1543 return true;
1533 } 1544 }
1534 else 1545 else
1535 { 1546 {
1536 destroy (1); 1547 destroy ();
1537 return false; 1548 return false;
1538 } 1549 }
1539} 1550}
1540 1551
1541/* 1552/*

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