--- deliantra/server/common/object.C 2007/02/10 01:52:25 1.130 +++ deliantra/server/common/object.C 2007/05/16 11:10:01 1.151 @@ -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 @@ -31,6 +31,7 @@ #include #include #include +#include #include #include @@ -326,10 +327,11 @@ 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 +361,6 @@ * Some error messages. * The result of the dump is stored in the static global errmsg array. */ - char * dump_object (object *op) { @@ -367,7 +368,7 @@ return strdup ("[NULLOBJ]"); object_freezer freezer; - save_object (freezer, op, 1); + op->write (freezer); return freezer.as_string (); } @@ -451,13 +452,78 @@ this->owner = owner; } +int +object::slottype () const +{ + if (type == SKILL) + { + if (IS_COMBAT_SKILL (subtype)) return slot_combat; + if (IS_RANGED_SKILL (subtype)) return slot_ranged; + } + else + { + if (slot [body_combat].info) return slot_combat; + if (slot [body_range ].info) return slot_ranged; + } + + return slot_none; +} + +bool +object::change_weapon (object *ob) +{ + if (current_weapon == ob) + return true; + + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = false; + + current_weapon = ob; + chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); + + if (chosen_skill) + chosen_skill->flag [FLAG_APPLIED] = true; + + update_stats (); + + if (ob) + { + // now check wether any body locations became invalid, in which case + // we cannot apply the weapon at the moment. + for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) + if (slot[i].used < 0) + { + current_weapon = chosen_skill = 0; + update_stats (); + + new_draw_info_format (NDI_UNIQUE, 0, this, + "You try to balance your applied items all at once, but the %s is too much. " + "You need to unapply some items first.", &ob->name); + return false; + } + + //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); + } + else + ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); + + if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) + { + LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", + &name, ob->debug_desc ()); + return false; + } + + return true; +} + /* 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 +534,24 @@ 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); + bool is_freed = flag [FLAG_FREED]; + bool is_removed = flag [FLAG_REMOVED]; - *(object_copy *)dst = *this; + *(object_copy *)this = src; - if (is_freed) - SET_FLAG (dst, FLAG_FREED); - - if (is_removed) - SET_FLAG (dst, FLAG_REMOVED); - - 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 +560,9 @@ 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 +572,46 @@ } } } +} + +/* + * 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 +677,6 @@ 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 +905,7 @@ 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 (); @@ -1098,6 +1174,29 @@ 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. @@ -1137,31 +1236,23 @@ object * insert_ob_in_map (object *op, maptile *m, object *originator, int flag) { - object *tmp, *top, *floor = NULL; - - if (QUERY_FLAG (op, FLAG_FREED)) - { - LOG (llevError, "Trying to insert freed object!\n"); - return NULL; - } + assert (!op->flag [FLAG_FREED]); - 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 @@ -1169,7 +1260,6 @@ */ abort (); #endif - free (dump); return op; } @@ -1276,14 +1366,14 @@ */ /* 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)) @@ -1419,7 +1509,7 @@ 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); } /* @@ -1469,7 +1559,6 @@ * * Return value: 'op' if something is left, NULL if the amount reached 0 */ - object * decrease_ob_nr (object *op, uint32 i) { @@ -1554,7 +1643,6 @@ * 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) { @@ -1596,7 +1684,6 @@ * The function returns now pointer to inserted item, and return value can * be != op, if items are merged. -Tero */ - object * object::insert (object *op) { @@ -2336,44 +2423,6 @@ 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. @@ -2437,7 +2486,6 @@ return 0; } - /* * Updates the canonical_key in op to value. * @@ -2605,15 +2653,10 @@ 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 * @@ -2676,15 +2719,14 @@ } #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); - new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); + esrv_send_inventory (this, new_container); } - - if (contr && contr->ns) - contr->ns->floorbox_update (); }