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Comparing deliantra/server/common/object.C (file contents):
Revision 1.73 by root, Wed Dec 20 01:19:11 2006 UTC vs.
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC

352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
375 */ 360 */
376 361
1055 1040
1056 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 1043 * to save cpu time.
1059 */ 1044 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 1046 fix_player (otmp);
1062 1047
1063 if (above != NULL) 1048 if (above != NULL)
1064 above->below = below; 1049 above->below = below;
1065 else 1050 else
1619 else if (op->env) 1604 else if (op->env)
1620 { 1605 {
1621 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1622 * therein? 1607 * therein?
1623 */ 1608 */
1624 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1614 * and then searching the map for a player.
1777 add_weight (this, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1778 } 1763 }
1779 else 1764 else
1780 add_weight (this, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1781 1766
1782 otmp = is_player_inv (this); 1767 otmp = this->in_player ();
1783 if (otmp && otmp->contr) 1768 if (otmp && otmp->contr)
1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1785 fix_player (otmp); 1770 fix_player (otmp);
1786 1771
1787 op->map = NULL; 1772 op->map = 0;
1788 op->env = this; 1773 op->env = this;
1789 op->above = NULL; 1774 op->above = 0;
1790 op->below = NULL; 1775 op->below = 0;
1791 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1792 1777
1793 /* reset the light list and los of the players on the map */ 1778 /* reset the light list and los of the players on the map */
1794 if ((op->glow_radius != 0) && map) 1779 if ((op->glow_radius != 0) && map)
1795 { 1780 {
2132 * if the space being examined only has a wall to the north and empty 2117 * if the space being examined only has a wall to the north and empty
2133 * spaces in all the other directions, this will reduce the search space 2118 * spaces in all the other directions, this will reduce the search space
2134 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2135 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2136 */ 2121 */
2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2138 stop = maxfree[i]; 2123 stop = maxfree[i];
2139 } 2124 }
2125
2140 if (!index) 2126 if (!index)
2141 return -1; 2127 return -1;
2128
2142 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2143} 2130}
2144 2131
2145/* 2132/*
2146 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like

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