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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 207
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 210
225 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 212 || ob1->name != ob2->name
227 || ob1->title != ob2->title 213 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 220 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
330 317
331 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
332 return 1; 319 return 1;
333} 320}
334 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
335// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
336static sint32 360static sint32
337weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
338{ 362{
339 return op->type == CONTAINER 363 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 365 : weight;
342} 366}
348static void 372static void
349adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
350{ 374{
351 while (op) 375 while (op)
352 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
354 381
355 if (!weight) 382 if (!weight)
356 return; 383 return;
357 384
358 op->carrying += weight; 385 op->carrying += weight;
359 386
360 if (object *pl = op->visible_to ()) 387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 389 esrv_update_item (UPD_WEIGHT, pl, op);
362 390
363 op = op->env; 391 op = op->env;
364 } 392 }
365} 393}
366 394
380 op->update_weight (); 408 op->update_weight ();
381 409
382 sum += op->total_weight (); 410 sum += op->total_weight ();
383 } 411 }
384 412
385 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
386 414
387 if (sum != carrying) 415 if (sum != carrying)
388 { 416 {
389 carrying = sum; 417 carrying = sum;
390 418
391 if (object *pl = visible_to ()) 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 421 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 422 }
394} 423}
395 424
396/* 425/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
451 */ 480 */
452object * 481object *
453find_object_name (const char *str) 482find_object_name (const char *str)
454{ 483{
455 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
456 object *op;
457 485
486 if (str_)
458 for_all_objects (op) 487 for_all_objects (op)
459 if (op->name == str_) 488 if (op->name == str_)
460 break; 489 return op;
461 490
462 return op; 491 return 0;
463} 492}
464 493
465/* 494/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 496 * skill and experience objects.
565 } 594 }
566 595
567 op->key_values = 0; 596 op->key_values = 0;
568} 597}
569 598
570object & 599/*
571object::operator =(const object &src) 600 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second
602 * object, allocating what needs to be allocated. Basically, any
603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
604 * if the first object is freed, the pointers in the new object
605 * will point at garbage.
606 */
607void
608object::copy_to (object *dst)
572{ 609{
573 bool is_freed = flag [FLAG_FREED]; 610 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 611 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 612 dst->flag [FLAG_REMOVED] = true;
580 613
581 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
582 if (src.key_values) 615 if (key_values)
583 { 616 {
584 key_value *tail = 0; 617 key_value *tail = 0;
585 key_values = 0; 618 dst->key_values = 0;
586 619
587 for (key_value *i = src.key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
588 { 621 {
589 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
590 623
591 new_link->next = 0; 624 new_link->next = 0;
592 new_link->key = i->key; 625 new_link->key = i->key;
593 new_link->value = i->value; 626 new_link->value = i->value;
594 627
595 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
596 if (!key_values) 629 if (!dst->key_values)
597 { 630 {
598 key_values = new_link; 631 dst->key_values = new_link;
599 tail = new_link; 632 tail = new_link;
600 } 633 }
601 else 634 else
602 { 635 {
603 tail->next = new_link; 636 tail->next = new_link;
604 tail = new_link; 637 tail = new_link;
605 } 638 }
606 } 639 }
607 } 640 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622 641
623 if (speed < 0) 642 if (speed < 0)
624 dst->speed_left -= rndm (); 643 dst->speed_left -= rndm ();
625 644
626 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
648object * 667object *
649object::clone () 668object::clone ()
650{ 669{
651 object *neu = create (); 670 object *neu = create ();
652 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
653 return neu; 673 return neu;
654} 674}
655 675
656/* 676/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
709 */ 729 */
710void 730void
711update_object (object *op, int action) 731update_object (object *op, int action)
712{ 732{
713 if (op == NULL) 733 if (!op)
714 { 734 {
715 /* this should never happen */ 735 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 737 return;
718 } 738 }
719 739
720 if (op->env) 740 if (!op->is_on_map ())
721 { 741 {
722 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
723 * to do in this case. 743 * to do in this case.
724 */ 744 */
725 return; 745 return;
726 } 746 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 747
734 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 750 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
748 else if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
749 { 763 {
750 // this is likely overkill, TODO: revisit (schmorp) 764 // this is likely overkill, TODO: revisit (schmorp)
751 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
752 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
753 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
754 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
755 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
756 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
757 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
758 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
759 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
760 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
761 * to have move_allow right now. 774 * have move_allow right now.
762 */ 775 */
763 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
764 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
765 m.flags_ = 0; 778 m.flags_ = 0;
766 } 779 }
880object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
881{ 894{
882 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
887 if (!inv) 900 if (!inv)
888 return; 901 return;
889 902
890 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
892 * drop on that space. 905 * drop on that space.
893 */ 906 */
894 if (!drop_to_ground 907 if (!drop_to_ground
895 || !map 908 || !map
896 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 910 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
899 { 912 {
900 while (inv) 913 while (inv)
901 {
902 inv->destroy_inv (drop_to_ground);
903 inv->destroy (); 914 inv->destroy (true);
904 }
905 } 915 }
906 else 916 else
907 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
908 while (inv) 918 while (inv)
909 { 919 {
913 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE 924 || op->type == RUNE
915 || op->type == TRAP 925 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy (); 928 op->destroy (true);
919 else 929 else
920 map->insert (op, x, y); 930 map->insert (op, x, y);
921 } 931 }
922 } 932 }
923} 933}
927 object *op = new object; 937 object *op = new object;
928 op->link (); 938 op->link ();
929 return op; 939 return op;
930} 940}
931 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
932void 963void
933object::do_destroy () 964object::do_destroy ()
934{ 965{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 967 remove_button_link (this);
942 968
943 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 970 remove_friendly_object (this);
945 971
946 if (!flag [FLAG_REMOVED])
947 remove (); 972 remove ();
948 973
949 destroy_inv (true); 974 attachable::do_destroy ();
950 975
951 deactivate (); 976 deactivate ();
952 unlink (); 977 unlink ();
953 978
954 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
955 980
956 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 982 map = &freed_map;
975 x = 1; 983 x = 1;
976 y = 1; 984 y = 1;
977 }
978 985
979 if (more) 986 if (more)
980 { 987 {
981 more->destroy (); 988 more->destroy ();
982 more = 0; 989 more = 0;
995object::destroy (bool destroy_inventory) 1002object::destroy (bool destroy_inventory)
996{ 1003{
997 if (destroyed ()) 1004 if (destroyed ())
998 return; 1005 return;
999 1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory);
1011 return;
1012 }
1013
1000 if (destroy_inventory) 1014 destroy_inv (!destroy_inventory);
1001 destroy_inv (false);
1002 1015
1003 if (is_head ()) 1016 if (is_head ())
1004 if (sound_destroy) 1017 if (sound_destroy)
1005 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1020object::do_remove () 1033object::do_remove ()
1021{ 1034{
1022 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1023 object *otmp; 1036 object *otmp;
1024 1037
1025 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1026 return; 1039 return;
1027 1040
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1030 1044
1031 if (more) 1045 if (more)
1032 more->remove (); 1046 more->remove ();
1033 1047
1034 /* 1048 /*
1035 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1036 * inventory. 1050 * inventory.
1037 */ 1051 */
1038 if (env) 1052 if (env)
1039 { 1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1040 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
1044 if (below)
1045 below->above = above;
1046 1060
1047 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1050 */ 1064 */
1051 map = env->map; 1065 map = env->map;
1052 x = env->x; 1066 x = env->x;
1053 y = env->y; 1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1054 above = 0; 1073 above = 0;
1055 below = 0; 1074 below = 0;
1056 env = 0; 1075 env = 0;
1057 1076
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 otmp->update_stats (); 1082 otmp->update_stats ();
1064 } 1083 }
1065 else if (map) 1084 else if (map)
1066 { 1085 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1086 map->dirty = true;
1080 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
1081 1088
1089 if (object *pl = ms.player ())
1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
1082 /* link the object above us */ 1111 /* link the object above us */
1083 if (above) 1112 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1085 else 1114 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1115
1103 above = 0; 1116 above = 0;
1104 below = 0; 1117 below = 0;
1105 1118
1106 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1115 * removed (most likely destroyed), update the player view 1128 * removed (most likely destroyed), update the player view
1116 * appropriately. 1129 * appropriately.
1117 */ 1130 */
1118 pl->close_container (); 1131 pl->close_container ();
1119 1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1137 pl->contr->ns->floorbox_update ();
1121 } 1138 }
1122 1139
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1141 {
1125 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1169 if (!top) 1186 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1187 for (top = op; top && top->above; top = top->above)
1171 ; 1188 ;
1172 1189
1173 for (; top; top = top->below) 1190 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1191 if (object::can_merge (op, top))
1179 { 1192 {
1180 top->nrof += op->nrof; 1193 top->nrof += op->nrof;
1181 1194
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1195 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1196 esrv_update_item (UPD_NROF, pl, top);
1197
1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1184 op->destroy (); 1201 op->destroy (1);
1202
1185 return top; 1203 return top;
1186 } 1204 }
1187 }
1188 1205
1189 return 0; 1206 return 0;
1190} 1207}
1191 1208
1192void 1209void
1217 * job preparing multi-part monsters. 1234 * job preparing multi-part monsters.
1218 */ 1235 */
1219object * 1236object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1237insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1238{
1239 op->remove ();
1240
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1242 {
1224 tmp->x = x + tmp->arch->x; 1243 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1244 tmp->y = y + tmp->arch->y;
1226 } 1245 }
1249 * just 'op' otherwise 1268 * just 'op' otherwise
1250 */ 1269 */
1251object * 1270object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1272{
1254 assert (!op->flag [FLAG_FREED]); 1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1255 1278
1256 object *top, *floor = NULL; 1279 if (op->env)
1257 1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1258 op->remove (); 1282 op->remove ();
1283 }
1284
1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D
1259 1290
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1293 * need extra work
1263 */ 1294 */
1264 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (m, op->x, op->y))
1265 { 1296 {
1266 op->destroy (); 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1267 return 0; 1298 return 0;
1268 } 1299 }
1269 1300
1270 if (object *more = op->more) 1301 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1280 */ 1311 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1284 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1285 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1320 tmp->destroy (1);
1287 } 1321 }
1288 1322
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1298 { 1332 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1334 abort ();
1301 } 1335 }
1302 1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1303 op->above = originator; 1341 op->above = originator;
1304 op->below = originator->below; 1342 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1346 }
1314 else 1347 else
1315 { 1348 {
1316 top = ms.bot; 1349 object *floor = 0;
1350 object *top = ms.top;
1317 1351
1318 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1319 if (top) 1353 if (top)
1320 { 1354 {
1321 object *last = 0;
1322
1323 /* 1355 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1362 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1363 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1364 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1334 */ 1366 */
1335 for (top = ms.bot; top; top = top->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1368 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1370 floor = tmp;
1339 1371
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1373 {
1342 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1343 top = top->below; 1375 top = tmp->below;
1344 break; 1376 break;
1345 } 1377 }
1346 1378
1347 last = top; 1379 top = tmp;
1348 } 1380 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1381
1353 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1356 */ 1385 */
1363 */ 1392 */
1364 if (!(flag & INS_ON_TOP) 1393 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1394 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1395 && (op->face && !faces [op->face].visibility))
1367 { 1396 {
1397 object *last;
1398
1368 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1401 break;
1371 1402
1372 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1411 } /* If objects on this space */
1381 1412
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1414 top = floor;
1384 1415
1385 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1417 if (!top)
1390 { 1418 {
1419 op->below = 0;
1391 op->above = ms.bot; 1420 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1424 }
1399 else 1425 else
1400 { /* get inserted into the stack above top */ 1426 {
1401 op->above = top->above; 1427 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1428 top->above = op;
1405 1429
1406 op->below = top; 1430 op->below = top;
1407 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1432 }
1409 1433 }
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413 1434
1414 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1415 { 1436 {
1416 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1417 ++op->map->players; 1438 ++op->map->players;
1419 } 1440 }
1420 1441
1421 op->map->dirty = true; 1442 op->map->dirty = true;
1422 1443
1423 if (object *pl = ms.player ()) 1444 if (object *pl = ms.player ())
1445 //TODO: the floorbox prev/next might need updating
1446 //esrv_send_item (pl, op);
1447 //TODO: update floorbox to preserve ordering
1448 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1449 pl->contr->ns->floorbox_update ();
1425 1450
1426 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1452 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1453 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1494 return where->env->insert (this); 1519 return where->env->insert (this);
1495 else 1520 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1522}
1498 1523
1499// find player who can see this object
1500object *
1501object::visible_to () const
1502{
1503 if (!flag [FLAG_REMOVED])
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511
1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532}
1533
1534/* 1524/*
1535 * decrease(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1538 * 1528 *
1544 if (!nr) 1534 if (!nr)
1545 return true; 1535 return true;
1546 1536
1547 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1548 1538
1539 if (nrof > nr)
1540 {
1549 nrof -= nr; 1541 nrof -= nr;
1550
1551 if (nrof)
1552 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1543
1555 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1557 1546
1558 return true; 1547 return true;
1559 } 1548 }
1560 else 1549 else
1561 { 1550 {
1562 destroy (1); 1551 destroy ();
1563 return false; 1552 return false;
1564 } 1553 }
1565} 1554}
1566 1555
1567/* 1556/*
1584 } 1573 }
1585 else 1574 else
1586 { 1575 {
1587 decrease (nr); 1576 decrease (nr);
1588 1577
1589 object *op = object_create_clone (this); 1578 object *op = deep_clone ();
1590 op->nrof = nr; 1579 op->nrof = nr;
1591 return op; 1580 return op;
1592 } 1581 }
1593} 1582}
1594 1583
1638 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1639 { 1628 {
1640 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1630 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1632
1633 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1643 adjust_weight (this, op->total_weight ()); 1636 adjust_weight (this, op->total_weight ());
1644 1637
1645 op->destroy (1); 1638 op->destroy (1);
1646 op = tmp; 1639 op = tmp;
1647 goto inserted; 1640 goto inserted;
1661 1654
1662 inv = op; 1655 inv = op;
1663 1656
1664 op->flag [FLAG_REMOVED] = 0; 1657 op->flag [FLAG_REMOVED] = 0;
1665 1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1666 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1667 1663
1668inserted: 1664inserted:
1669 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1672 1668
1673 if (object *otmp = in_player ()) 1669 // if this is a player's inventory, update stats
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 otmp->update_stats (); 1671 update_stats ();
1676 1672
1677 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1678 1674
1679 return op; 1675 return op;
1680} 1676}
1808 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1805 return NULL;
1810 } 1806 }
1811 1807
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1814 return tmp; 1810 return tmp;
1815 1811
1816 return NULL; 1812 return NULL;
1817} 1813}
1818 1814
1882 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1883 */ 1879 */
1884object * 1880object *
1885present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1886{ 1882{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1889 return tmp; 1885 return tmp;
1890 1886
1891 return NULL; 1887 return NULL;
1892} 1888}
1893 1889
2302 2298
2303/* 2299/*
2304 * create clone from object to another 2300 * create clone from object to another
2305 */ 2301 */
2306object * 2302object *
2307object_create_clone (object *asrc) 2303object::deep_clone ()
2308{ 2304{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2310 2306
2311 if (!asrc) 2307 object *dst = clone ();
2312 return 0;
2313 2308
2314 src = asrc->head_ (); 2309 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2318 { 2311 {
2319 tmp = part->clone (); 2312 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2313 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2314 prev->more = tmp;
2335
2336 prev = tmp; 2315 prev = tmp;
2337 } 2316 }
2338 2317
2339 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2341 2320
2342 return dst; 2321 return dst;
2343} 2322}
2344 2323
2345/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2354 return tmp; 2333 return tmp;
2355 2334
2356 return 0; 2335 return 0;
2357} 2336}
2358 2337
2359/* If ob has a field named key, return the link from the list, 2338const shstr &
2360 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2340{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2342 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2343 return kv->value;
2404 2344
2405 return 0; 2345 return shstr_null;
2406} 2346}
2407 2347
2408/* 2348void
2409 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2350{
2421 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2352 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2353 {
2427 last = field; 2354 kv->value = value;
2428 continue; 2355 return;
2429 } 2356 }
2430 2357
2431 if (value) 2358 key_value *kv = new key_value;
2432 field->value = value; 2359
2433 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2434 { 2372 {
2435 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2375 delete kv;
2438 * we get this value back again. 2376 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2377 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2378}
2497 2379
2498object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2381: iterator_base (container)
2500{ 2382{
2550{ 2432{
2551 char flagdesc[512]; 2433 char flagdesc[512];
2552 char info2[256 * 4]; 2434 char info2[256 * 4];
2553 char *p = info; 2435 char *p = info;
2554 2436
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2438 count,
2557 uuid.c_str (), 2439 uuid.c_str (),
2558 &name, 2440 &name,
2559 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2562 2445
2563 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2448
2566 if (map) 2449 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2451
2598object::open_container (object *new_container) 2481object::open_container (object *new_container)
2599{ 2482{
2600 if (container == new_container) 2483 if (container == new_container)
2601 return; 2484 return;
2602 2485
2603 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2604 { 2489 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2491 return;
2607 2492
2608#if 0 2493#if 0
2610 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2497 closer->destroy ();
2613#endif 2498#endif
2614 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2615 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2504 container = 0;
2617 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2621 } 2511 }
2622 2512
2623 if (new_container) 2513 if (new_container)
2636 } 2526 }
2637#endif 2527#endif
2638 2528
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2641 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2535 container = new_container;
2643 2536
2537 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2647 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2648} 2544}
2649 2545
2650object * 2546object *
2651object::force_find (const shstr name) 2547object::force_find (const shstr name)
2652{ 2548{

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