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Comparing deliantra/server/common/object.C (file contents):
Revision 1.132 by root, Sat Feb 10 21:01:09 2007 UTC vs.
Revision 1.144 by root, Thu May 3 10:39:46 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 memcpy (body_used, body_info, sizeof (body_used));
555
556 attachable::instantiate ();
527} 557}
528 558
529object * 559object *
530object::clone () 560object::clone ()
531{ 561{
589 * UP_OBJ_FACE: only the objects face has changed. 619 * UP_OBJ_FACE: only the objects face has changed.
590 */ 620 */
591void 621void
592update_object (object *op, int action) 622update_object (object *op, int action)
593{ 623{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 624 if (op == NULL)
597 { 625 {
598 /* this should never happen */ 626 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 627 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 628 return;
819 847
820 if (flag [FLAG_IS_LINKED]) 848 if (flag [FLAG_IS_LINKED])
821 remove_button_link (this); 849 remove_button_link (this);
822 850
823 if (flag [FLAG_FRIENDLY]) 851 if (flag [FLAG_FRIENDLY])
824 {
825 remove_friendly_object (this); 852 remove_friendly_object (this);
826
827 if (type == GOLEM
828 && owner
829 && owner->type == PLAYER
830 && owner->contr->ranges[range_golem] == this)
831 owner->contr->ranges[range_golem] = 0;
832 }
833 853
834 if (!flag [FLAG_REMOVED]) 854 if (!flag [FLAG_REMOVED])
835 remove (); 855 remove ();
836 856
837 destroy_inv (true); 857 destroy_inv (true);
1094 return top; 1114 return top;
1095 } 1115 }
1096 } 1116 }
1097 1117
1098 return 0; 1118 return 0;
1119}
1120
1121void
1122object::expand_tail ()
1123{
1124 if (more)
1125 return;
1126
1127 object *prev = this;
1128
1129 for (archetype *at = arch->more; at; at = at->more)
1130 {
1131 object *op = arch_to_object (at);
1132
1133 op->name = name;
1134 op->name_pl = name_pl;
1135 op->title = title;
1136
1137 op->head = this;
1138 prev->more = op;
1139
1140 prev = op;
1141 }
1099} 1142}
1100 1143
1101/* 1144/*
1102 * same as insert_ob_in_map except it handles separate coordinates and does a clean 1145 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1103 * job preparing multi-part monsters. 1146 * job preparing multi-part monsters.
1135 * just 'op' otherwise 1178 * just 'op' otherwise
1136 */ 1179 */
1137object * 1180object *
1138insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1181insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1139{ 1182{
1183 assert (!op->flag [FLAG_FREED]);
1184
1140 object *tmp, *top, *floor = NULL; 1185 object *tmp, *top, *floor = NULL;
1141 1186
1142 if (QUERY_FLAG (op, FLAG_FREED))
1143 {
1144 LOG (llevError, "Trying to insert freed object!\n");
1145 return NULL;
1146 }
1147
1148 if (!QUERY_FLAG (op, FLAG_REMOVED))
1149 LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1150
1151 op->remove (); 1187 op->remove ();
1152 1188
1153 if (!m) 1189#if 0
1154 { 1190 if (!m->active != !op->active)
1155 char *dump = dump_object (op); 1191 if (m->active)
1156 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1192 op->activate_recursive ();
1157 free (dump); 1193 else
1158 return op; 1194 op->deactivate_recursive ();
1159 } 1195#endif
1160 1196
1161 if (out_of_map (m, op->x, op->y)) 1197 if (out_of_map (m, op->x, op->y))
1162 { 1198 {
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1199 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1165#ifdef MANY_CORES 1200#ifdef MANY_CORES
1166 /* Better to catch this here, as otherwise the next use of this object 1201 /* Better to catch this here, as otherwise the next use of this object
1167 * is likely to cause a crash. Better to find out where it is getting 1202 * is likely to cause a crash. Better to find out where it is getting
1168 * improperly inserted. 1203 * improperly inserted.
1169 */ 1204 */
1170 abort (); 1205 abort ();
1171#endif 1206#endif
1172 free (dump);
1173 return op; 1207 return op;
1174 } 1208 }
1175 1209
1176 if (object *more = op->more) 1210 if (object *more = op->more)
1177 { 1211 {
1274 * looks like instead of lots of conditions here. 1308 * looks like instead of lots of conditions here.
1275 * makes things faster, and effectively the same result. 1309 * makes things faster, and effectively the same result.
1276 */ 1310 */
1277 1311
1278 /* Have object 'fall below' other objects that block view. 1312 /* Have object 'fall below' other objects that block view.
1279 * Unless those objects are exits, type 66 1313 * Unless those objects are exits.
1280 * If INS_ON_TOP is used, don't do this processing 1314 * If INS_ON_TOP is used, don't do this processing
1281 * Need to find the object that in fact blocks view, otherwise 1315 * Need to find the object that in fact blocks view, otherwise
1282 * stacking is a bit odd. 1316 * stacking is a bit odd.
1283 */ 1317 */
1284 if (!(flag & INS_ON_TOP) 1318 if (!(flag & INS_ON_TOP)
1285 && ms.flags () & P_BLOCKSVIEW 1319 && ms.flags () & P_BLOCKSVIEW
1286 && (op->face && !op->face->visibility)) 1320 && (op->face && !faces [op->face].visibility))
1287 { 1321 {
1288 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1289 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1290 break; 1324 break;
1291 1325
1417} 1451}
1418 1452
1419object * 1453object *
1420object::insert_at (object *where, object *originator, int flags) 1454object::insert_at (object *where, object *originator, int flags)
1421{ 1455{
1422 where->map->insert (this, where->x, where->y, originator, flags); 1456 return where->map->insert (this, where->x, where->y, originator, flags);
1423} 1457}
1424 1458
1425/* 1459/*
1426 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1460 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1427 * is returned contains nr objects, and the remaining parts contains 1461 * is returned contains nr objects, and the remaining parts contains
1467 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1468 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1469 * 1503 *
1470 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1471 */ 1505 */
1472
1473object * 1506object *
1474decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1475{ 1508{
1476 object *tmp; 1509 object *tmp;
1477 1510
1552 1585
1553/* 1586/*
1554 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1555 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1556 */ 1589 */
1557
1558void 1590void
1559add_weight (object *op, signed long weight) 1591add_weight (object *op, signed long weight)
1560{ 1592{
1561 while (op != NULL) 1593 while (op != NULL)
1562 { 1594 {
1594 * inside the object environment. 1626 * inside the object environment.
1595 * 1627 *
1596 * The function returns now pointer to inserted item, and return value can 1628 * The function returns now pointer to inserted item, and return value can
1597 * be != op, if items are merged. -Tero 1629 * be != op, if items are merged. -Tero
1598 */ 1630 */
1599
1600object * 1631object *
1601object::insert (object *op) 1632object::insert (object *op)
1602{ 1633{
1603 object *tmp, *otmp; 1634 object *tmp, *otmp;
1604 1635
2334 insert_ob_in_ob (object_create_clone (item), dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2335 2366
2336 return dst; 2367 return dst;
2337} 2368}
2338 2369
2339/* GROS - Creates an object using a string representing its content. */
2340/* Basically, we save the content of the string to a temp file, then call */
2341/* load_object on it. I admit it is a highly inefficient way to make things, */
2342/* but it was simple to make and allows reusing the load_object function. */
2343/* Remember not to use load_object_str in a time-critical situation. */
2344/* Also remember that multiparts objects are not supported for now. */
2345object *
2346load_object_str (const char *obstr)
2347{
2348 object *op;
2349 char filename[MAX_BUF];
2350
2351 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2352
2353 FILE *tempfile = fopen (filename, "w");
2354
2355 if (tempfile == NULL)
2356 {
2357 LOG (llevError, "Error - Unable to access load object temp file\n");
2358 return NULL;
2359 }
2360
2361 fprintf (tempfile, obstr);
2362 fclose (tempfile);
2363
2364 op = object::create ();
2365
2366 object_thawer thawer (filename);
2367
2368 if (thawer)
2369 load_object (thawer, op, 0);
2370
2371 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2372 CLEAR_FLAG (op, FLAG_REMOVED);
2373
2374 return op;
2375}
2376
2377/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2378 * has the same type and subtype match. 2371 * has the same type and subtype match.
2379 * returns NULL if no match. 2372 * returns NULL if no match.
2380 */ 2373 */
2381object * 2374object *
2434 if (link->key == canonical_key) 2427 if (link->key == canonical_key)
2435 return link->value; 2428 return link->value;
2436 2429
2437 return 0; 2430 return 0;
2438} 2431}
2439
2440 2432
2441/* 2433/*
2442 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2443 * 2435 *
2444 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2603} 2595}
2604 2596
2605const char * 2597const char *
2606object::debug_desc () const 2598object::debug_desc () const
2607{ 2599{
2608 static char info[256 * 4]; 2600 static char info[3][256 * 4];
2601 static int info_idx;
2602
2609 return debug_desc (info); 2603 return debug_desc (info [++info_idx % 3]);
2610}
2611
2612const char *
2613object::debug_desc2 () const
2614{
2615 static char info[256 * 4];
2616 return debug_desc (info);
2617} 2604}
2618 2605
2619struct region * 2606struct region *
2620object::region () const 2607object::region () const
2621{ 2608{

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