--- deliantra/server/common/object.C 2007/02/05 01:24:45 1.128 +++ deliantra/server/common/object.C 2007/05/07 03:05:58 1.145 @@ -1,5 +1,5 @@ /* - * CrossFire, A Multiplayer game for X-windows + * CrossFire, A Multiplayer game * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2001 Mark Wedel & Crossfire Development Team @@ -326,10 +326,11 @@ long sum; object *inv; - for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) + for (sum = 0, inv = op->inv; inv; inv = inv->below) { if (inv->inv) sum_weight (inv); + sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); } @@ -359,7 +360,6 @@ * Some error messages. * The result of the dump is stored in the static global errmsg array. */ - char * dump_object (object *op) { @@ -367,7 +367,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 1); + op->write (freezer); return freezer.as_string (); } @@ -451,13 +451,24 @@ this->owner = owner; } +void +object::set_weapon (object *ob) +{ + if (current_weapon == ob) + return; + + current_weapon = ob; + new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); + update_stats (); +} + /* Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. */ static void free_key_values (object *op) { - for (key_value *i = op->key_values; i != 0;) + for (key_value *i = op->key_values; i; ) { key_value *next = i->next; delete i; @@ -468,40 +479,24 @@ op->key_values = 0; } -/* - * copy_to first frees everything allocated by the dst object, - * and then copies the contents of itself into the second - * object, allocating what needs to be allocated. Basically, any - * data that is malloc'd needs to be re-malloc/copied. Otherwise, - * if the first object is freed, the pointers in the new object - * will point at garbage. - */ -void -object::copy_to (object *dst) +object & +object::operator =(const object &src) { - bool is_freed = QUERY_FLAG (dst, FLAG_FREED); - bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); - - *(object_copy *)dst = *this; - - if (is_freed) - SET_FLAG (dst, FLAG_FREED); + bool is_freed = flag [FLAG_FREED]; + bool is_removed = flag [FLAG_REMOVED]; - if (is_removed) - SET_FLAG (dst, FLAG_REMOVED); + *(object_copy *)this = src; - if (speed < 0) - dst->speed_left = speed_left - rndm (); + flag [FLAG_FREED] = is_freed; + flag [FLAG_REMOVED] = is_removed; /* Copy over key_values, if any. */ - if (key_values) + if (src.key_values) { key_value *tail = 0; - key_value *i; + key_values = 0; - dst->key_values = 0; - - for (i = key_values; i; i = i->next) + for (key_value *i = src.key_values; i; i = i->next) { key_value *new_link = new key_value; @@ -510,9 +505,9 @@ new_link->value = i->value; /* Try and be clever here, too. */ - if (!dst->key_values) + if (!key_values) { - dst->key_values = new_link; + key_values = new_link; tail = new_link; } else @@ -522,10 +517,46 @@ } } } +} + +/* + * copy_to first frees everything allocated by the dst object, + * and then copies the contents of itself into the second + * object, allocating what needs to be allocated. Basically, any + * data that is malloc'd needs to be re-malloc/copied. Otherwise, + * if the first object is freed, the pointers in the new object + * will point at garbage. + */ +void +object::copy_to (object *dst) +{ + *dst = *this; + + if (speed < 0) + dst->speed_left = speed_left - rndm (); dst->set_speed (dst->speed); } +void +object::instantiate () +{ + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + speed_left = -0.1f; + /* copy the body_info to the body_used - this is only really + * need for monsters, but doesn't hurt to do it for everything. + * by doing so, when a monster is created, it has good starting + * values for the body_used info, so when items are created + * for it, they can be properly equipped. + */ + for (int i = NUM_BODY_LOCATIONS; i--; ) + slot[i].used = slot[i].info; + + attachable::instantiate (); +} + object * object::clone () { @@ -591,8 +622,6 @@ void update_object (object *op, int action) { - MoveType move_on, move_off, move_block, move_slow; - if (op == NULL) { /* this should never happen */ @@ -821,15 +850,7 @@ remove_button_link (this); if (flag [FLAG_FRIENDLY]) - { - remove_friendly_object (this); - - if (type == GOLEM - && owner - && owner->type == PLAYER - && owner->contr->ranges[range_golem] == this) - owner->contr->ranges[range_golem] = 0; - } + remove_friendly_object (this); if (!flag [FLAG_REMOVED]) remove (); @@ -966,6 +987,12 @@ { if (type == PLAYER) { + // leaving a spot always closes any open container on the ground + if (container && !container->env) + // this causes spurious floorbox updates, but it ensures + // that the CLOSE event is being sent. + close_container (); + --map->players; map->touch (); } @@ -1092,6 +1119,29 @@ return 0; } +void +object::expand_tail () +{ + if (more) + return; + + object *prev = this; + + for (archetype *at = arch->more; at; at = at->more) + { + object *op = arch_to_object (at); + + op->name = name; + op->name_pl = name_pl; + op->title = title; + + op->head = this; + prev->more = op; + + prev = op; + } +} + /* * same as insert_ob_in_map except it handles separate coordinates and does a clean * job preparing multi-part monsters. @@ -1131,31 +1181,23 @@ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor = NULL; + assert (!op->flag [FLAG_FREED]); - if (QUERY_FLAG (op, FLAG_FREED)) - { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } - - if (!QUERY_FLAG (op, FLAG_REMOVED)) - LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ()); + object *tmp, *top, *floor = NULL; op->remove (); - if (!m) - { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); - free (dump); - return op; - } +#if 0 + if (!m->active != !op->active) + if (m->active) + op->activate_recursive (); + else + op->deactivate_recursive (); +#endif if (out_of_map (m, op->x, op->y)) { - char *dump = dump_object (op); - LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); + LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ()); #ifdef MANY_CORES /* Better to catch this here, as otherwise the next use of this object * is likely to cause a crash. Better to find out where it is getting @@ -1163,7 +1205,6 @@ */ abort (); #endif - free (dump); return op; } @@ -1270,14 +1311,14 @@ */ /* Have object 'fall below' other objects that block view. - * Unless those objects are exits, type 66 + * Unless those objects are exits. * If INS_ON_TOP is used, don't do this processing * Need to find the object that in fact blocks view, otherwise * stacking is a bit odd. */ if (!(flag & INS_ON_TOP) && ms.flags () & P_BLOCKSVIEW - && (op->face && !op->face->visibility)) + && (op->face && !faces [op->face].visibility)) { for (last = top; last != floor; last = last->below) if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) @@ -1413,7 +1454,7 @@ object * object::insert_at (object *where, object *originator, int flags) { - where->map->insert (this, where->x, where->y, originator, flags); + return where->map->insert (this, where->x, where->y, originator, flags); } /* @@ -1463,7 +1504,6 @@ * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - object * decrease_ob_nr (object *op, uint32 i) { @@ -1548,7 +1588,6 @@ * add_weight(object, weight) adds the specified weight to an object, * and also updates how much the environment(s) is/are carrying. */ - void add_weight (object *op, signed long weight) { @@ -1590,7 +1629,6 @@ * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ - object * object::insert (object *op) { @@ -2330,44 +2368,6 @@ return dst; } -/* GROS - Creates an object using a string representing its content. */ -/* Basically, we save the content of the string to a temp file, then call */ -/* load_object on it. I admit it is a highly inefficient way to make things, */ -/* but it was simple to make and allows reusing the load_object function. */ -/* Remember not to use load_object_str in a time-critical situation. */ -/* Also remember that multiparts objects are not supported for now. */ -object * -load_object_str (const char *obstr) -{ - object *op; - char filename[MAX_BUF]; - - sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); - - FILE *tempfile = fopen (filename, "w"); - - if (tempfile == NULL) - { - LOG (llevError, "Error - Unable to access load object temp file\n"); - return NULL; - } - - fprintf (tempfile, obstr); - fclose (tempfile); - - op = object::create (); - - object_thawer thawer (filename); - - if (thawer) - load_object (thawer, op, 0); - - LOG (llevDebug, " load str completed, object=%s\n", &op->name); - CLEAR_FLAG (op, FLAG_REMOVED); - - return op; -} - /* This returns the first object in who's inventory that * has the same type and subtype match. * returns NULL if no match. @@ -2431,7 +2431,6 @@ return 0; } - /* * Updates the canonical_key in op to value. * @@ -2599,15 +2598,10 @@ const char * object::debug_desc () const { - static char info[256 * 4]; - return debug_desc (info); -} + static char info[3][256 * 4]; + static int info_idx; -const char * -object::debug_desc2 () const -{ - static char info[256 * 4]; - return debug_desc (info); + return debug_desc (info [++info_idx % 3]); } struct region * @@ -2617,3 +2611,67 @@ : region::default_region (); } +const materialtype_t * +object::dominant_material () const +{ + if (materialtype_t *mat = name_to_material (materialname)) + return mat; + + // omfg this is slow, this has to be temporary :) + shstr unknown ("unknown"); + + return name_to_material (unknown); +} + +void +object::open_container (object *new_container) +{ + if (container == new_container) + return; + + if (object *old_container = container) + { + if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) + return; + +#if 0 + // remove the "Close old_container" object. + if (object *closer = old_container->inv) + if (closer->type == CLOSE_CON) + closer->destroy (); +#endif + + old_container->flag [FLAG_APPLIED] = 0; + container = 0; + + esrv_update_item (UPD_FLAGS, this, old_container); + new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); + } + + if (new_container) + { + if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this))) + return; + + // TODO: this does not seem to serve any purpose anymore? +#if 0 + // insert the "Close Container" object. + if (archetype *closer = new_container->other_arch) + { + object *closer = arch_to_object (new_container->other_arch); + closer->flag [FLAG_NO_MAP_SAVE] = 1; + new_container->insert (closer); + } +#endif + + new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + + new_container->flag [FLAG_APPLIED] = 1; + container = new_container; + + esrv_update_item (UPD_FLAGS, this, new_container); + esrv_send_inventory (this, new_container); + } +} + +