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Comparing deliantra/server/common/object.C (file contents):
Revision 1.120 by root, Sun Jan 21 21:28:27 2007 UTC vs.
Revision 1.135 by root, Sun Mar 11 02:12:44 2007 UTC

357/* 357/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 359 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
361 */ 361 */
362
363char * 362char *
364dump_object (object *op) 363dump_object (object *op)
365{ 364{
366 if (!op) 365 if (!op)
367 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
368 367
369 object_freezer freezer; 368 object_freezer freezer;
370 save_object (freezer, op, 1); 369 op->write (freezer);
371 return freezer.as_string (); 370 return freezer.as_string ();
372} 371}
373 372
374/* 373/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
522 } 521 }
523 } 522 }
524 } 523 }
525 524
526 dst->set_speed (dst->speed); 525 dst->set_speed (dst->speed);
526}
527
528void
529object::instantiate ()
530{
531 if (!uuid.seq) // HACK
532 uuid = gen_uuid ();
533
534 speed_left = -0.1f;
535 /* copy the body_info to the body_used - this is only really
536 * need for monsters, but doesn't hurt to do it for everything.
537 * by doing so, when a monster is created, it has good starting
538 * values for the body_used info, so when items are created
539 * for it, they can be properly equipped.
540 */
541 memcpy (body_used, body_info, sizeof (body_used));
542
543 attachable::instantiate ();
527} 544}
528 545
529object * 546object *
530object::clone () 547object::clone ()
531{ 548{
589 * UP_OBJ_FACE: only the objects face has changed. 606 * UP_OBJ_FACE: only the objects face has changed.
590 */ 607 */
591void 608void
592update_object (object *op, int action) 609update_object (object *op, int action)
593{ 610{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 611 if (op == NULL)
597 { 612 {
598 /* this should never happen */ 613 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 614 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 615 return;
670 face = blank_face; 685 face = blank_face;
671} 686}
672 687
673object::~object () 688object::~object ()
674{ 689{
675 if (index)
676 unlink (); 690 unlink ();
677 691
678 free_key_values (this); 692 free_key_values (this);
679} 693}
680 694
681static int object_count; 695static int object_count;
690 objects.insert (this); 704 objects.insert (this);
691} 705}
692 706
693void object::unlink () 707void object::unlink ()
694{ 708{
695 assert (index);//D 709 if (!index)
710 return;
711
696 objects.erase (this); 712 objects.erase (this);
697 refcnt_dec (); 713 refcnt_dec ();
698} 714}
699 715
700void 716void
774 * drop on that space. 790 * drop on that space.
775 */ 791 */
776 if (!drop_to_ground 792 if (!drop_to_ground
777 || !map 793 || !map
778 || map->in_memory != MAP_IN_MEMORY 794 || map->in_memory != MAP_IN_MEMORY
795 || map->nodrop
779 || ms ().move_block == MOVE_ALL) 796 || ms ().move_block == MOVE_ALL)
780 { 797 {
781 while (inv) 798 while (inv)
782 { 799 {
783 inv->destroy_inv (drop_to_ground); 800 inv->destroy_inv (drop_to_ground);
817 834
818 if (flag [FLAG_IS_LINKED]) 835 if (flag [FLAG_IS_LINKED])
819 remove_button_link (this); 836 remove_button_link (this);
820 837
821 if (flag [FLAG_FRIENDLY]) 838 if (flag [FLAG_FRIENDLY])
839 {
822 remove_friendly_object (this); 840 remove_friendly_object (this);
841
842 if (type == GOLEM
843 && owner
844 && owner->type == PLAYER
845 && owner->contr->ranges[range_golem] == this)
846 owner->contr->ranges[range_golem] = 0;
847 }
823 848
824 if (!flag [FLAG_REMOVED]) 849 if (!flag [FLAG_REMOVED])
825 remove (); 850 remove ();
826 851
827 destroy_inv (true); 852 destroy_inv (true);
899 * This function removes the object op from the linked list of objects 924 * This function removes the object op from the linked list of objects
900 * which it is currently tied to. When this function is done, the 925 * which it is currently tied to. When this function is done, the
901 * object will have no environment. If the object previously had an 926 * object will have no environment. If the object previously had an
902 * environment, the x and y coordinates will be updated to 927 * environment, the x and y coordinates will be updated to
903 * the previous environment. 928 * the previous environment.
904 * Beware: This function is called from the editor as well!
905 */ 929 */
906void 930void
907object::remove_slow () 931object::do_remove ()
908{ 932{
909 object *tmp, *last = 0; 933 object *tmp, *last = 0;
910 object *otmp; 934 object *otmp;
911 935
912 if (QUERY_FLAG (this, FLAG_REMOVED)) 936 if (QUERY_FLAG (this, FLAG_REMOVED))
955 } 979 }
956 else if (map) 980 else if (map)
957 { 981 {
958 if (type == PLAYER) 982 if (type == PLAYER)
959 { 983 {
984 // leaving a spot always closes any open container on the ground
985 if (container && !container->env)
986 // this causes spurious floorbox updates, but it ensures
987 // that the CLOSE event is being sent.
988 close_container ();
989
960 --map->players; 990 --map->players;
961 map->touch (); 991 map->touch ();
962 } 992 }
963 993
964 map->dirty = true; 994 map->dirty = true;
1259 * looks like instead of lots of conditions here. 1289 * looks like instead of lots of conditions here.
1260 * makes things faster, and effectively the same result. 1290 * makes things faster, and effectively the same result.
1261 */ 1291 */
1262 1292
1263 /* Have object 'fall below' other objects that block view. 1293 /* Have object 'fall below' other objects that block view.
1264 * Unless those objects are exits, type 66 1294 * Unless those objects are exits.
1265 * If INS_ON_TOP is used, don't do this processing 1295 * If INS_ON_TOP is used, don't do this processing
1266 * Need to find the object that in fact blocks view, otherwise 1296 * Need to find the object that in fact blocks view, otherwise
1267 * stacking is a bit odd. 1297 * stacking is a bit odd.
1268 */ 1298 */
1269 if (!(flag & INS_ON_TOP) 1299 if (!(flag & INS_ON_TOP)
1270 && ms.flags () & P_BLOCKSVIEW 1300 && ms.flags () & P_BLOCKSVIEW
1271 && (op->face && !op->face->visibility)) 1301 && (op->face && !faces [op->face].visibility))
1272 { 1302 {
1273 for (last = top; last != floor; last = last->below) 1303 for (last = top; last != floor; last = last->below)
1274 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1304 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1275 break; 1305 break;
1276 1306
1399 tmp1->x = op->x; 1429 tmp1->x = op->x;
1400 tmp1->y = op->y; 1430 tmp1->y = op->y;
1401 insert_ob_in_map (tmp1, op->map, op, 0); 1431 insert_ob_in_map (tmp1, op->map, op, 0);
1402} 1432}
1403 1433
1434// XXX: function not returning object*
1404object * 1435object *
1405object::insert_at (object *where, object *originator, int flags) 1436object::insert_at (object *where, object *originator, int flags)
1406{ 1437{
1407 where->map->insert (this, where->x, where->y, originator, flags); 1438 where->map->insert (this, where->x, where->y, originator, flags);
1408} 1439}
1966 } 1997 }
1967 1998
1968 if (!index) 1999 if (!index)
1969 return -1; 2000 return -1;
1970 2001
1971 return altern[RANDOM () % index]; 2002 return altern [rndm (index)];
1972} 2003}
1973 2004
1974/* 2005/*
1975 * find_first_free_spot(archetype, maptile, x, y) works like 2006 * find_first_free_spot(archetype, maptile, x, y) works like
1976 * find_free_spot(), but it will search max number of squares. 2007 * find_free_spot(), but it will search max number of squares.
1997{ 2028{
1998 arr += begin; 2029 arr += begin;
1999 end -= begin; 2030 end -= begin;
2000 2031
2001 while (--end) 2032 while (--end)
2002 swap (arr [end], arr [RANDOM () % (end + 1)]); 2033 swap (arr [end], arr [rndm (end + 1)]);
2003} 2034}
2004 2035
2005/* new function to make monster searching more efficient, and effective! 2036/* new function to make monster searching more efficient, and effective!
2006 * This basically returns a randomized array (in the passed pointer) of 2037 * This basically returns a randomized array (in the passed pointer) of
2007 * the spaces to find monsters. In this way, it won't always look for 2038 * the spaces to find monsters. In this way, it won't always look for
2319 insert_ob_in_ob (object_create_clone (item), dst); 2350 insert_ob_in_ob (object_create_clone (item), dst);
2320 2351
2321 return dst; 2352 return dst;
2322} 2353}
2323 2354
2324/* GROS - Creates an object using a string representing its content. */
2325/* Basically, we save the content of the string to a temp file, then call */
2326/* load_object on it. I admit it is a highly inefficient way to make things, */
2327/* but it was simple to make and allows reusing the load_object function. */
2328/* Remember not to use load_object_str in a time-critical situation. */
2329/* Also remember that multiparts objects are not supported for now. */
2330object *
2331load_object_str (const char *obstr)
2332{
2333 object *op;
2334 char filename[MAX_BUF];
2335
2336 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2337
2338 FILE *tempfile = fopen (filename, "w");
2339
2340 if (tempfile == NULL)
2341 {
2342 LOG (llevError, "Error - Unable to access load object temp file\n");
2343 return NULL;
2344 }
2345
2346 fprintf (tempfile, obstr);
2347 fclose (tempfile);
2348
2349 op = object::create ();
2350
2351 object_thawer thawer (filename);
2352
2353 if (thawer)
2354 load_object (thawer, op, 0);
2355
2356 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2357 CLEAR_FLAG (op, FLAG_REMOVED);
2358
2359 return op;
2360}
2361
2362/* This returns the first object in who's inventory that 2355/* This returns the first object in who's inventory that
2363 * has the same type and subtype match. 2356 * has the same type and subtype match.
2364 * returns NULL if no match. 2357 * returns NULL if no match.
2365 */ 2358 */
2366object * 2359object *
2569{ 2562{
2570 char flagdesc[512]; 2563 char flagdesc[512];
2571 char info2[256 * 4]; 2564 char info2[256 * 4];
2572 char *p = info; 2565 char *p = info;
2573 2566
2574 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}", 2567 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2575 count, uuid.seq, 2568 count, uuid.seq,
2576 &name, 2569 &name,
2577 title ? "\",title:\"" : "", 2570 title ? "\",title:\"" : "",
2578 title ? (const char *)title : "", 2571 title ? (const char *)title : "",
2579 flag_desc (flagdesc, 512), type); 2572 flag_desc (flagdesc, 512), type);
2599{ 2592{
2600 static char info[256 * 4]; 2593 static char info[256 * 4];
2601 return debug_desc (info); 2594 return debug_desc (info);
2602} 2595}
2603 2596
2597struct region *
2598object::region () const
2599{
2600 return map ? map->region (x, y)
2601 : region::default_region ();
2602}
2603
2604const materialtype_t *
2605object::dominant_material () const
2606{
2607 if (materialtype_t *mat = name_to_material (materialname))
2608 return mat;
2609
2610 // omfg this is slow, this has to be temporary :)
2611 shstr unknown ("unknown");
2612
2613 return name_to_material (unknown);
2614}
2615
2616void
2617object::open_container (object *new_container)
2618{
2619 if (container == new_container)
2620 return;
2621
2622 if (object *old_container = container)
2623 {
2624 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625 return;
2626
2627#if 0
2628 // remove the "Close old_container" object.
2629 if (object *closer = old_container->inv)
2630 if (closer->type == CLOSE_CON)
2631 closer->destroy ();
2632#endif
2633
2634 old_container->flag [FLAG_APPLIED] = 0;
2635 container = 0;
2636
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639 }
2640
2641 if (new_container)
2642 {
2643 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644 return;
2645
2646 // TODO: this does not seem to serve any purpose anymore?
2647#if 0
2648 // insert the "Close Container" object.
2649 if (archetype *closer = new_container->other_arch)
2650 {
2651 object *closer = arch_to_object (new_container->other_arch);
2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653 new_container->insert (closer);
2654 }
2655#endif
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658
2659 new_container->flag [FLAG_APPLIED] = 1;
2660 container = new_container;
2661
2662 esrv_update_item (UPD_FLAGS, this, new_container);
2663 esrv_send_inventory (this, new_container);
2664 }
2665}
2666
2667

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