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Comparing deliantra/server/common/object.C (file contents):
Revision 1.121 by root, Tue Jan 23 03:17:55 2007 UTC vs.
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
324sum_weight (object *op) 324sum_weight (object *op)
325{ 325{
326 long sum; 326 long sum;
327 object *inv; 327 object *inv;
328 328
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 330 {
331 if (inv->inv) 331 if (inv->inv)
332 sum_weight (inv); 332 sum_weight (inv);
333
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 335 }
335 336
336 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 358/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 360 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
361 */ 362 */
362
363char * 363char *
364dump_object (object *op) 364dump_object (object *op)
365{ 365{
366 if (!op) 366 if (!op)
367 return strdup ("[NULLOBJ]"); 367 return strdup ("[NULLOBJ]");
368 368
369 object_freezer freezer; 369 object_freezer freezer;
370 save_object (freezer, op, 1); 370 op->write (freezer);
371 return freezer.as_string (); 371 return freezer.as_string ();
372} 372}
373 373
374/* 374/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 449 owner = owner->owner;
450 450
451 this->owner = owner; 451 this->owner = owner;
452} 452}
453 453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
463}
464
454/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 466 * refcounts and freeing the links.
456 */ 467 */
457static void 468static void
458free_key_values (object *op) 469free_key_values (object *op)
459{ 470{
460 for (key_value *i = op->key_values; i != 0;) 471 for (key_value *i = op->key_values; i; )
461 { 472 {
462 key_value *next = i->next; 473 key_value *next = i->next;
463 delete i; 474 delete i;
464 475
465 i = next; 476 i = next;
466 } 477 }
467 478
468 op->key_values = 0; 479 op->key_values = 0;
469} 480}
470 481
471/* 482object &
472 * copy_to first frees everything allocated by the dst object, 483object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 484{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 485 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 486 bool is_removed = flag [FLAG_REMOVED];
484 487
485 *(object_copy *)dst = *this; 488 *(object_copy *)this = src;
486 489
487 if (is_freed) 490 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 491 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - rndm ();
495 492
496 /* Copy over key_values, if any. */ 493 /* Copy over key_values, if any. */
497 if (key_values) 494 if (src.key_values)
498 { 495 {
499 key_value *tail = 0; 496 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 497 key_values = 0;
503 498
504 for (i = key_values; i; i = i->next) 499 for (key_value *i = src.key_values; i; i = i->next)
505 { 500 {
506 key_value *new_link = new key_value; 501 key_value *new_link = new key_value;
507 502
508 new_link->next = 0; 503 new_link->next = 0;
509 new_link->key = i->key; 504 new_link->key = i->key;
510 new_link->value = i->value; 505 new_link->value = i->value;
511 506
512 /* Try and be clever here, too. */ 507 /* Try and be clever here, too. */
513 if (!dst->key_values) 508 if (!key_values)
514 { 509 {
515 dst->key_values = new_link; 510 key_values = new_link;
516 tail = new_link; 511 tail = new_link;
517 } 512 }
518 else 513 else
519 { 514 {
520 tail->next = new_link; 515 tail->next = new_link;
521 tail = new_link; 516 tail = new_link;
522 } 517 }
523 } 518 }
524 } 519 }
520}
521
522/*
523 * copy_to first frees everything allocated by the dst object,
524 * and then copies the contents of itself into the second
525 * object, allocating what needs to be allocated. Basically, any
526 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527 * if the first object is freed, the pointers in the new object
528 * will point at garbage.
529 */
530void
531object::copy_to (object *dst)
532{
533 *dst = *this;
534
535 if (speed < 0)
536 dst->speed_left = speed_left - rndm ();
525 537
526 dst->set_speed (dst->speed); 538 dst->set_speed (dst->speed);
539}
540
541void
542object::instantiate ()
543{
544 if (!uuid.seq) // HACK
545 uuid = gen_uuid ();
546
547 speed_left = -0.1f;
548 /* copy the body_info to the body_used - this is only really
549 * need for monsters, but doesn't hurt to do it for everything.
550 * by doing so, when a monster is created, it has good starting
551 * values for the body_used info, so when items are created
552 * for it, they can be properly equipped.
553 */
554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
556
557 attachable::instantiate ();
527} 558}
528 559
529object * 560object *
530object::clone () 561object::clone ()
531{ 562{
589 * UP_OBJ_FACE: only the objects face has changed. 620 * UP_OBJ_FACE: only the objects face has changed.
590 */ 621 */
591void 622void
592update_object (object *op, int action) 623update_object (object *op, int action)
593{ 624{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 625 if (op == NULL)
597 { 626 {
598 /* this should never happen */ 627 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 628 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 629 return;
775 * drop on that space. 804 * drop on that space.
776 */ 805 */
777 if (!drop_to_ground 806 if (!drop_to_ground
778 || !map 807 || !map
779 || map->in_memory != MAP_IN_MEMORY 808 || map->in_memory != MAP_IN_MEMORY
809 || map->nodrop
780 || ms ().move_block == MOVE_ALL) 810 || ms ().move_block == MOVE_ALL)
781 { 811 {
782 while (inv) 812 while (inv)
783 { 813 {
784 inv->destroy_inv (drop_to_ground); 814 inv->destroy_inv (drop_to_ground);
900 * This function removes the object op from the linked list of objects 930 * This function removes the object op from the linked list of objects
901 * which it is currently tied to. When this function is done, the 931 * which it is currently tied to. When this function is done, the
902 * object will have no environment. If the object previously had an 932 * object will have no environment. If the object previously had an
903 * environment, the x and y coordinates will be updated to 933 * environment, the x and y coordinates will be updated to
904 * the previous environment. 934 * the previous environment.
905 * Beware: This function is called from the editor as well!
906 */ 935 */
907void 936void
908object::remove_slow () 937object::do_remove ()
909{ 938{
910 object *tmp, *last = 0; 939 object *tmp, *last = 0;
911 object *otmp; 940 object *otmp;
912 941
913 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
956 } 985 }
957 else if (map) 986 else if (map)
958 { 987 {
959 if (type == PLAYER) 988 if (type == PLAYER)
960 { 989 {
990 // leaving a spot always closes any open container on the ground
991 if (container && !container->env)
992 // this causes spurious floorbox updates, but it ensures
993 // that the CLOSE event is being sent.
994 close_container ();
995
961 --map->players; 996 --map->players;
962 map->touch (); 997 map->touch ();
963 } 998 }
964 999
965 map->dirty = true; 1000 map->dirty = true;
1080 return top; 1115 return top;
1081 } 1116 }
1082 } 1117 }
1083 1118
1084 return 0; 1119 return 0;
1120}
1121
1122void
1123object::expand_tail ()
1124{
1125 if (more)
1126 return;
1127
1128 object *prev = this;
1129
1130 for (archetype *at = arch->more; at; at = at->more)
1131 {
1132 object *op = arch_to_object (at);
1133
1134 op->name = name;
1135 op->name_pl = name_pl;
1136 op->title = title;
1137
1138 op->head = this;
1139 prev->more = op;
1140
1141 prev = op;
1142 }
1085} 1143}
1086 1144
1087/* 1145/*
1088 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1146 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1089 * job preparing multi-part monsters. 1147 * job preparing multi-part monsters.
1121 * just 'op' otherwise 1179 * just 'op' otherwise
1122 */ 1180 */
1123object * 1181object *
1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1182insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1125{ 1183{
1184 assert (!op->flag [FLAG_FREED]);
1185
1126 object *tmp, *top, *floor = NULL; 1186 object *tmp, *top, *floor = NULL;
1127 1187
1128 if (QUERY_FLAG (op, FLAG_FREED))
1129 {
1130 LOG (llevError, "Trying to insert freed object!\n");
1131 return NULL;
1132 }
1133
1134 if (!QUERY_FLAG (op, FLAG_REMOVED))
1135 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1136
1137 op->remove (); 1188 op->remove ();
1138 1189
1139 if (!m) 1190#if 0
1140 { 1191 if (!m->active != !op->active)
1141 char *dump = dump_object (op); 1192 if (m->active)
1142 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1193 op->activate_recursive ();
1143 free (dump); 1194 else
1144 return op; 1195 op->deactivate_recursive ();
1145 } 1196#endif
1146 1197
1147 if (out_of_map (m, op->x, op->y)) 1198 if (out_of_map (m, op->x, op->y))
1148 { 1199 {
1149 char *dump = dump_object (op);
1150 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1200 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1151#ifdef MANY_CORES 1201#ifdef MANY_CORES
1152 /* Better to catch this here, as otherwise the next use of this object 1202 /* Better to catch this here, as otherwise the next use of this object
1153 * is likely to cause a crash. Better to find out where it is getting 1203 * is likely to cause a crash. Better to find out where it is getting
1154 * improperly inserted. 1204 * improperly inserted.
1155 */ 1205 */
1156 abort (); 1206 abort ();
1157#endif 1207#endif
1158 free (dump);
1159 return op; 1208 return op;
1160 } 1209 }
1161 1210
1162 if (object *more = op->more) 1211 if (object *more = op->more)
1163 { 1212 {
1260 * looks like instead of lots of conditions here. 1309 * looks like instead of lots of conditions here.
1261 * makes things faster, and effectively the same result. 1310 * makes things faster, and effectively the same result.
1262 */ 1311 */
1263 1312
1264 /* Have object 'fall below' other objects that block view. 1313 /* Have object 'fall below' other objects that block view.
1265 * Unless those objects are exits, type 66 1314 * Unless those objects are exits.
1266 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1267 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1268 * stacking is a bit odd. 1317 * stacking is a bit odd.
1269 */ 1318 */
1270 if (!(flag & INS_ON_TOP) 1319 if (!(flag & INS_ON_TOP)
1271 && ms.flags () & P_BLOCKSVIEW 1320 && ms.flags () & P_BLOCKSVIEW
1272 && (op->face && !op->face->visibility)) 1321 && (op->face && !faces [op->face].visibility))
1273 { 1322 {
1274 for (last = top; last != floor; last = last->below) 1323 for (last = top; last != floor; last = last->below)
1275 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1324 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1276 break; 1325 break;
1277 1326
1403} 1452}
1404 1453
1405object * 1454object *
1406object::insert_at (object *where, object *originator, int flags) 1455object::insert_at (object *where, object *originator, int flags)
1407{ 1456{
1408 where->map->insert (this, where->x, where->y, originator, flags); 1457 return where->map->insert (this, where->x, where->y, originator, flags);
1409} 1458}
1410 1459
1411/* 1460/*
1412 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1461 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1413 * is returned contains nr objects, and the remaining parts contains 1462 * is returned contains nr objects, and the remaining parts contains
1453 * the amount of an object. If the amount reaches 0, the object 1502 * the amount of an object. If the amount reaches 0, the object
1454 * is subsequently removed and freed. 1503 * is subsequently removed and freed.
1455 * 1504 *
1456 * Return value: 'op' if something is left, NULL if the amount reached 0 1505 * Return value: 'op' if something is left, NULL if the amount reached 0
1457 */ 1506 */
1458
1459object * 1507object *
1460decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1461{ 1509{
1462 object *tmp; 1510 object *tmp;
1463 1511
1538 1586
1539/* 1587/*
1540 * add_weight(object, weight) adds the specified weight to an object, 1588 * add_weight(object, weight) adds the specified weight to an object,
1541 * and also updates how much the environment(s) is/are carrying. 1589 * and also updates how much the environment(s) is/are carrying.
1542 */ 1590 */
1543
1544void 1591void
1545add_weight (object *op, signed long weight) 1592add_weight (object *op, signed long weight)
1546{ 1593{
1547 while (op != NULL) 1594 while (op != NULL)
1548 { 1595 {
1580 * inside the object environment. 1627 * inside the object environment.
1581 * 1628 *
1582 * The function returns now pointer to inserted item, and return value can 1629 * The function returns now pointer to inserted item, and return value can
1583 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1584 */ 1631 */
1585
1586object * 1632object *
1587object::insert (object *op) 1633object::insert (object *op)
1588{ 1634{
1589 object *tmp, *otmp; 1635 object *tmp, *otmp;
1590 1636
1967 } 2013 }
1968 2014
1969 if (!index) 2015 if (!index)
1970 return -1; 2016 return -1;
1971 2017
1972 return altern[RANDOM () % index]; 2018 return altern [rndm (index)];
1973} 2019}
1974 2020
1975/* 2021/*
1976 * find_first_free_spot(archetype, maptile, x, y) works like 2022 * find_first_free_spot(archetype, maptile, x, y) works like
1977 * find_free_spot(), but it will search max number of squares. 2023 * find_free_spot(), but it will search max number of squares.
1998{ 2044{
1999 arr += begin; 2045 arr += begin;
2000 end -= begin; 2046 end -= begin;
2001 2047
2002 while (--end) 2048 while (--end)
2003 swap (arr [end], arr [RANDOM () % (end + 1)]); 2049 swap (arr [end], arr [rndm (end + 1)]);
2004} 2050}
2005 2051
2006/* new function to make monster searching more efficient, and effective! 2052/* new function to make monster searching more efficient, and effective!
2007 * This basically returns a randomized array (in the passed pointer) of 2053 * This basically returns a randomized array (in the passed pointer) of
2008 * the spaces to find monsters. In this way, it won't always look for 2054 * the spaces to find monsters. In this way, it won't always look for
2320 insert_ob_in_ob (object_create_clone (item), dst); 2366 insert_ob_in_ob (object_create_clone (item), dst);
2321 2367
2322 return dst; 2368 return dst;
2323} 2369}
2324 2370
2325/* GROS - Creates an object using a string representing its content. */
2326/* Basically, we save the content of the string to a temp file, then call */
2327/* load_object on it. I admit it is a highly inefficient way to make things, */
2328/* but it was simple to make and allows reusing the load_object function. */
2329/* Remember not to use load_object_str in a time-critical situation. */
2330/* Also remember that multiparts objects are not supported for now. */
2331object *
2332load_object_str (const char *obstr)
2333{
2334 object *op;
2335 char filename[MAX_BUF];
2336
2337 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2338
2339 FILE *tempfile = fopen (filename, "w");
2340
2341 if (tempfile == NULL)
2342 {
2343 LOG (llevError, "Error - Unable to access load object temp file\n");
2344 return NULL;
2345 }
2346
2347 fprintf (tempfile, obstr);
2348 fclose (tempfile);
2349
2350 op = object::create ();
2351
2352 object_thawer thawer (filename);
2353
2354 if (thawer)
2355 load_object (thawer, op, 0);
2356
2357 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2358 CLEAR_FLAG (op, FLAG_REMOVED);
2359
2360 return op;
2361}
2362
2363/* This returns the first object in who's inventory that 2371/* This returns the first object in who's inventory that
2364 * has the same type and subtype match. 2372 * has the same type and subtype match.
2365 * returns NULL if no match. 2373 * returns NULL if no match.
2366 */ 2374 */
2367object * 2375object *
2420 if (link->key == canonical_key) 2428 if (link->key == canonical_key)
2421 return link->value; 2429 return link->value;
2422 2430
2423 return 0; 2431 return 0;
2424} 2432}
2425
2426 2433
2427/* 2434/*
2428 * Updates the canonical_key in op to value. 2435 * Updates the canonical_key in op to value.
2429 * 2436 *
2430 * canonical_key is a shared string (value doesn't have to be). 2437 * canonical_key is a shared string (value doesn't have to be).
2570{ 2577{
2571 char flagdesc[512]; 2578 char flagdesc[512];
2572 char info2[256 * 4]; 2579 char info2[256 * 4];
2573 char *p = info; 2580 char *p = info;
2574 2581
2575 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2582 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 count, uuid.seq, 2583 count, uuid.seq,
2577 &name, 2584 &name,
2578 title ? "\",title:\"" : "", 2585 title ? "\",title:\"" : "",
2579 title ? (const char *)title : "", 2586 title ? (const char *)title : "",
2580 flag_desc (flagdesc, 512), type); 2587 flag_desc (flagdesc, 512), type);
2589} 2596}
2590 2597
2591const char * 2598const char *
2592object::debug_desc () const 2599object::debug_desc () const
2593{ 2600{
2594 static char info[256 * 4]; 2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2595 return debug_desc (info); 2604 return debug_desc (info [++info_idx % 3]);
2596} 2605}
2597 2606
2598const char * 2607struct region *
2599object::debug_desc2 () const 2608object::region () const
2600{ 2609{
2601 static char info[256 * 4]; 2610 return map ? map->region (x, y)
2602 return debug_desc (info); 2611 : region::default_region ();
2603} 2612}
2604 2613
2614const materialtype_t *
2615object::dominant_material () const
2616{
2617 if (materialtype_t *mat = name_to_material (materialname))
2618 return mat;
2619
2620 // omfg this is slow, this has to be temporary :)
2621 shstr unknown ("unknown");
2622
2623 return name_to_material (unknown);
2624}
2625
2626void
2627object::open_container (object *new_container)
2628{
2629 if (container == new_container)
2630 return;
2631
2632 if (object *old_container = container)
2633 {
2634 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635 return;
2636
2637#if 0
2638 // remove the "Close old_container" object.
2639 if (object *closer = old_container->inv)
2640 if (closer->type == CLOSE_CON)
2641 closer->destroy ();
2642#endif
2643
2644 old_container->flag [FLAG_APPLIED] = 0;
2645 container = 0;
2646
2647 esrv_update_item (UPD_FLAGS, this, old_container);
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649 }
2650
2651 if (new_container)
2652 {
2653 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654 return;
2655
2656 // TODO: this does not seem to serve any purpose anymore?
2657#if 0
2658 // insert the "Close Container" object.
2659 if (archetype *closer = new_container->other_arch)
2660 {
2661 object *closer = arch_to_object (new_container->other_arch);
2662 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663 new_container->insert (closer);
2664 }
2665#endif
2666
2667 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668
2669 new_container->flag [FLAG_APPLIED] = 1;
2670 container = new_container;
2671
2672 esrv_update_item (UPD_FLAGS, this, new_container);
2673 esrv_send_inventory (this, new_container);
2674 }
2675}
2676
2677

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