ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC

220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 225
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
353 op = op->env; 352 op = op->env;
354 return op; 353 return op;
355} 354}
356 355
357/* 356/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 358 * Some error messages.
375 * 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.
376 */ 360 */
377 361
1056 1040
1057 /* 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
1058 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 1043 * to save cpu time.
1060 */ 1044 */
1061 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))
1062 fix_player (otmp); 1046 fix_player (otmp);
1063 1047
1064 if (above != NULL) 1048 if (above != NULL)
1065 above->below = below; 1049 above->below = below;
1066 else 1050 else
1137 { 1121 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1139 tmp->container = 0; 1123 tmp->container = 0;
1140 } 1124 }
1141 1125
1142 tmp->contr->socket->update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1143 } 1127 }
1144 1128
1145 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1146 if (check_walk_off 1130 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1484 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1485 */ 1469 */
1486 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1490 1474
1491 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1476 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1477 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1502 1486
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1505 1489
1506 /* Don't know if moving this to the end will break anything. However, 1490 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1508 * 1492 *
1509 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1496 * update_object().
1615 if (i > op->nrof) 1599 if (i > op->nrof)
1616 i = op->nrof; 1600 i = op->nrof;
1617 1601
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1603 op->nrof -= i;
1620 else if (op->env != NULL) 1604 else if (op->env)
1621 { 1605 {
1622 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1623 * therein? 1607 * therein?
1624 */ 1608 */
1625 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1614 * and then searching the map for a player.
1631 */ 1615 */
1632 if (!tmp) 1616 if (!tmp)
1633 { 1617 {
1634 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1636 break; 1622 break;
1637 if (pl) 1623 }
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1624 }
1642 1625
1643 if (i < op->nrof) 1626 if (i < op->nrof)
1644 { 1627 {
1645 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1629 op->nrof -= i;
1647 if (tmp) 1630 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1650 }
1651 } 1632 }
1652 else 1633 else
1653 { 1634 {
1654 op->remove (); 1635 op->remove ();
1655 op->nrof = 0; 1636 op->nrof = 0;
1656 if (tmp) 1637 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1639 }
1661 } 1640 }
1662 else 1641 else
1663 { 1642 {
1664 object *above = op->above; 1643 object *above = op->above;
1670 op->remove (); 1649 op->remove ();
1671 op->nrof = 0; 1650 op->nrof = 0;
1672 } 1651 }
1673 1652
1674 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1677 { 1656 {
1678 if (op->nrof) 1657 if (op->nrof)
1679 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1680 else 1659 else
1685 if (op->nrof) 1664 if (op->nrof)
1686 return op; 1665 return op;
1687 else 1666 else
1688 { 1667 {
1689 op->destroy (); 1668 op->destroy ();
1690 return NULL; 1669 return 0;
1691 } 1670 }
1692} 1671}
1693 1672
1694/* 1673/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1784 } 1763 }
1785 else 1764 else
1786 add_weight (this, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1787 1766
1788 otmp = is_player_inv (this); 1767 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1768 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1770 fix_player (otmp);
1792 1771
1793 op->map = NULL; 1772 op->map = 0;
1794 op->env = this; 1773 op->env = this;
1795 op->above = NULL; 1774 op->above = 0;
1796 op->below = NULL; 1775 op->below = 0;
1797 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1798 1777
1799 /* 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 */
1800 if ((op->glow_radius != 0) && map) 1779 if ((op->glow_radius != 0) && map)
1801 { 1780 {
2138 * 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
2139 * 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
2140 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2142 */ 2121 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2123 stop = maxfree[i];
2145 } 2124 }
2125
2146 if (!index) 2126 if (!index)
2147 return -1; 2127 return -1;
2128
2148 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2149} 2130}
2150 2131
2151/* 2132/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines