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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 2008 UTC

24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
140 139
141/* 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. */
142static bool 141static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
144{ 143{
145 key_value *wants_field;
146
147 /* 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
148 * 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
149 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
150 */ 147 */
151 148
152 /* For each field in wants, */ 149 /* For each field in wants, */
153 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)
154 { 151 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 152 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 153
170 /* 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. */
171 return 1; 155 return true;
172} 156}
173 157
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 159static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 161{
178 /* 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,
179 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
180 */ 164 */
181 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);
182} 167}
183 168
184/* 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
185 * they can be merged together. 170 * they can be merged together.
186 * 171 *
331 316
332 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
333 return 1; 318 return 1;
334} 319}
335 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
336// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
337static sint32 358static sint32
338weight_adjust (object *op, sint32 weight) 359weight_adjust (object *op, sint32 weight)
339{ 360{
340 return op->type == CONTAINER 361 return op->type == CONTAINER
351{ 372{
352 while (op) 373 while (op)
353 { 374 {
354 weight = weight_adjust (op, weight); 375 weight = weight_adjust (op, weight);
355 376
377 if (!weight)
378 return;
379
356 op->carrying += weight; 380 op->carrying += weight;
381
382 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op);
385
357 op = op->env; 386 op = op->env;
358 } 387 }
359} 388}
360 389
361/* 390/*
374 op->update_weight (); 403 op->update_weight ();
375 404
376 sum += op->total_weight (); 405 sum += op->total_weight ();
377 } 406 }
378 407
379 carrying = weight_adjust (this, sum); 408 sum = weight_adjust (this, sum);
409
410 if (sum != carrying)
411 {
412 carrying = sum;
413
414 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this);
417 }
380} 418}
381 419
382/* 420/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 421 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 422 */
551 } 589 }
552 590
553 op->key_values = 0; 591 op->key_values = 0;
554} 592}
555 593
556object & 594/*
557object::operator =(const object &src) 595 * copy_to first frees everything allocated by the dst object,
596 * and then copies the contents of itself into the second
597 * object, allocating what needs to be allocated. Basically, any
598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599 * if the first object is freed, the pointers in the new object
600 * will point at garbage.
601 */
602void
603object::copy_to (object *dst)
558{ 604{
559 bool is_freed = flag [FLAG_FREED]; 605 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 606 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 607 dst->flag [FLAG_REMOVED] = true;
566 608
567 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
568 if (src.key_values) 610 if (key_values)
569 { 611 {
570 key_value *tail = 0; 612 key_value *tail = 0;
571 key_values = 0; 613 dst->key_values = 0;
572 614
573 for (key_value *i = src.key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
574 { 616 {
575 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
576 618
577 new_link->next = 0; 619 new_link->next = 0;
578 new_link->key = i->key; 620 new_link->key = i->key;
579 new_link->value = i->value; 621 new_link->value = i->value;
580 622
581 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
582 if (!key_values) 624 if (!dst->key_values)
583 { 625 {
584 key_values = new_link; 626 dst->key_values = new_link;
585 tail = new_link; 627 tail = new_link;
586 } 628 }
587 else 629 else
588 { 630 {
589 tail->next = new_link; 631 tail->next = new_link;
590 tail = new_link; 632 tail = new_link;
591 } 633 }
592 } 634 }
593 } 635 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 636
609 if (speed < 0) 637 if (speed < 0)
610 dst->speed_left -= rndm (); 638 dst->speed_left -= rndm ();
611 639
612 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
634object * 662object *
635object::clone () 663object::clone ()
636{ 664{
637 object *neu = create (); 665 object *neu = create ();
638 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
639 return neu; 668 return neu;
640} 669}
641 670
642/* 671/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
695 */ 724 */
696void 725void
697update_object (object *op, int action) 726update_object (object *op, int action)
698{ 727{
699 if (op == NULL) 728 if (!op)
700 { 729 {
701 /* this should never happen */ 730 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 732 return;
704 } 733 }
705 734
706 if (op->env) 735 if (!op->is_on_map ())
707 { 736 {
708 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
709 * to do in this case. 738 * to do in this case.
710 */ 739 */
711 return; 740 return;
712 } 741 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 742
720 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 745 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
866object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
867{ 890{
868 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
873 if (!inv) 896 if (!inv)
874 return; 897 return;
875 898
876 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
883 || map->nodrop 906 || map->nodrop
884 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
885 { 908 {
886 while (inv) 909 while (inv)
887 { 910 {
888 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
889 inv->destroy (); 912 inv->destroy ();
890 } 913 }
891 } 914 }
892 else 915 else
893 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
899 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 923 || op->type == RUNE
901 || op->type == TRAP 924 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 925 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 926 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 927 op->destroy (true);
905 else 928 else
906 map->insert (op, x, y); 929 map->insert (op, x, y);
907 } 930 }
908 } 931 }
909} 932}
913 object *op = new object; 936 object *op = new object;
914 op->link (); 937 op->link ();
915 return op; 938 return op;
916} 939}
917 940
941static struct freed_map : maptile
942{
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
918void 961void
919object::do_destroy () 962object::do_destroy ()
920{ 963{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 965 remove_button_link (this);
925 966
926 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 968 remove_friendly_object (this);
928 969
929 if (!flag [FLAG_REMOVED])
930 remove (); 970 remove ();
931 971
932 destroy_inv (true); 972 attachable::do_destroy ();
933 973
934 deactivate (); 974 deactivate ();
935 unlink (); 975 unlink ();
936 976
937 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
938 978
939 // hack to ensure that freed objects still have a valid map 979 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 980 map = &freed_map;
958 x = 1; 981 x = 1;
959 y = 1; 982 y = 1;
960 }
961 983
962 if (more) 984 if (more)
963 { 985 {
964 more->destroy (); 986 more->destroy ();
965 more = 0; 987 more = 0;
978object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
979{ 1001{
980 if (destroyed ()) 1002 if (destroyed ())
981 return; 1003 return;
982 1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
983 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1013
986 if (is_head ()) 1014 if (is_head ())
987 if (sound_destroy) 1015 if (sound_destroy)
988 play_sound (sound_destroy); 1016 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1017 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1031object::do_remove ()
1004{ 1032{
1005 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1006 object *otmp; 1034 object *otmp;
1007 1035
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
1009 return; 1037 return;
1010 1038
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1013 1042
1014 if (more) 1043 if (more)
1015 more->remove (); 1044 more->remove ();
1016 1045
1017 /* 1046 /*
1018 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1019 * inventory. 1048 * inventory.
1020 */ 1049 */
1021 if (env) 1050 if (env)
1022 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1023 adjust_weight (env, -total_weight ()); 1057 adjust_weight (env, -total_weight ());
1024 1058
1025 *(above ? &above->below : &env->inv) = below; 1059 *(above ? &above->below : &env->inv) = below;
1026 1060
1027 if (below) 1061 if (below)
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1080 otmp->update_stats ();
1047 } 1081 }
1048 else if (map) 1082 else if (map)
1049 { 1083 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1084 map->dirty = true;
1063 mapspace &ms = this->ms (); 1085 mapspace &ms = this->ms ();
1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1064 1108
1065 /* link the object above us */ 1109 /* link the object above us */
1066 if (above) 1110 if (above)
1067 above->below = below; 1111 above->below = below;
1068 else 1112 else
1098 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1099 * appropriately. 1143 * appropriately.
1100 */ 1144 */
1101 pl->close_container (); 1145 pl->close_container ();
1102 1146
1147 //TODO: the floorbox prev/next might need updating
1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1151 pl->contr->ns->floorbox_update ();
1104 } 1152 }
1105 1153
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1155 {
1108 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1152 if (!top) 1200 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1201 for (top = op; top && top->above; top = top->above)
1154 ; 1202 ;
1155 1203
1156 for (; top; top = top->below) 1204 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1205 if (object::can_merge (op, top))
1162 { 1206 {
1163 top->nrof += op->nrof; 1207 top->nrof += op->nrof;
1164 1208
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1210 esrv_update_item (UPD_NROF, pl, top);
1211
1212 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already
1214
1167 op->destroy (); 1215 op->destroy (1);
1216
1168 return top; 1217 return top;
1169 } 1218 }
1170 }
1171 1219
1172 return 0; 1220 return 0;
1173} 1221}
1174 1222
1175void 1223void
1234object * 1282object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1284{
1237 assert (!op->flag [FLAG_FREED]); 1285 assert (!op->flag [FLAG_FREED]);
1238 1286
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1287 op->remove ();
1242 1288
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1291 * need extra work
1246 */ 1292 */
1247 if (!xy_normalise (m, op->x, op->y)) 1293 if (!xy_normalise (m, op->x, op->y))
1248 { 1294 {
1249 op->destroy (); 1295 op->destroy (1);
1250 return 0; 1296 return 0;
1251 } 1297 }
1252 1298
1253 if (object *more = op->more) 1299 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1300 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1309 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1267 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1268 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1318 tmp->destroy (1);
1270 } 1319 }
1271 1320
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1295 originator->below = op; 1344 originator->below = op;
1296 } 1345 }
1297 else 1346 else
1298 { 1347 {
1348 object *top, *floor = NULL;
1349
1299 top = ms.bot; 1350 top = ms.bot;
1300 1351
1301 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1302 if (top) 1353 if (top)
1303 { 1354 {
1402 } 1453 }
1403 1454
1404 op->map->dirty = true; 1455 op->map->dirty = true;
1405 1456
1406 if (object *pl = ms.player ()) 1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1461 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1462 pl->contr->ns->floorbox_update ();
1408 1463
1409 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
1478 else 1533 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1534 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1535}
1481 1536
1482/* 1537/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0;
1554}
1555
1556/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1538 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1539 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1540 * is subsequently removed and freed.
1560 * 1541 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1542 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1543 */
1563bool 1544bool
1564object::decrease_nr (sint32 nr) 1545object::decrease (sint32 nr)
1565{ 1546{
1547 if (!nr)
1548 return true;
1549
1566 nr = min (nr, nrof); 1550 nr = min (nr, nrof);
1567 1551
1568 if (!nr)
1569 return 1;
1570
1571 nrof -= nr; 1552 nrof -= nr;
1572 1553
1573 object *visible = visible_to (this);
1574
1575 if (nrof) 1554 if (nrof)
1576 { 1555 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1556 adjust_weight (env, -weight * nr); // carrying == 0
1578 1557
1579 if (visible) 1558 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1559 esrv_update_item (UPD_NROF, pl, this);
1581 1560
1582 return 1; 1561 return true;
1583 } 1562 }
1584 else 1563 else
1585 { 1564 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1565 destroy (1);
1590 return 0; 1566 return false;
1591 } 1567 }
1592} 1568}
1593 1569
1594//TODO: remove 1570/*
1571 * split(ob,nr) splits up ob into two parts. The part which
1572 * is returned contains nr objects, and the remaining parts contains
1573 * the rest (or is removed and returned if that number is 0).
1574 * On failure, NULL is returned.
1575 */
1595object * 1576object *
1596decrease_ob_nr (object *op, uint32 i) 1577object::split (sint32 nr)
1597{ 1578{
1598 return op->decrease_nr (i) ? op : 0; 1579 int have = number_of ();
1580
1581 if (have < nr)
1582 return 0;
1583 else if (have == nr)
1584 {
1585 remove ();
1586 return this;
1587 }
1588 else
1589 {
1590 decrease (nr);
1591
1592 object *op = object_create_clone (this);
1593 op->nrof = nr;
1594 return op;
1595 }
1599} 1596}
1600 1597
1601object * 1598object *
1602insert_ob_in_ob (object *op, object *where) 1599insert_ob_in_ob (object *op, object *where)
1603{ 1600{
1644 if (object::can_merge (tmp, op)) 1641 if (object::can_merge (tmp, op))
1645 { 1642 {
1646 /* return the original object and remove inserted object 1643 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1644 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1645 tmp->nrof += op->nrof;
1646
1647 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp);
1649
1650 adjust_weight (this, op->total_weight ());
1651
1649 op->destroy (1); 1652 op->destroy (1);
1650 op = tmp; 1653 op = tmp;
1651 goto inserted; 1654 goto inserted;
1652 } 1655 }
1653 1656
1665 1668
1666 inv = op; 1669 inv = op;
1667 1670
1668 op->flag [FLAG_REMOVED] = 0; 1671 op->flag [FLAG_REMOVED] = 0;
1669 1672
1673 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op);
1675
1670 adjust_weight (this, op->total_weight ()); 1676 adjust_weight (this, op->total_weight ());
1671 1677
1672inserted: 1678inserted:
1673 /* reset the light list and los of the players on the map */ 1679 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1680 if (op->glow_radius && map && map->darkness)
1675 update_all_los (map, x, y); 1681 update_all_los (map, x, y);
1676 1682
1677 if (object *otmp = in_player ()) 1683 // if this is a player's inventory, update stats
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 otmp->update_stats (); 1685 update_stats ();
1680 1686
1681 INVOKE_OBJECT (INSERT, this); 1687 INVOKE_OBJECT (INSERT, this);
1682 1688
1683 return op; 1689 return op;
1684} 1690}
2308 * create clone from object to another 2314 * create clone from object to another
2309 */ 2315 */
2310object * 2316object *
2311object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2312{ 2318{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2319 object *dst = 0;
2314 2320
2315 if (!asrc) 2321 if (!asrc)
2316 return 0; 2322 return 0;
2317 2323
2318 src = asrc->head_ (); 2324 object *src = asrc->head_ ();
2319 2325
2320 prev = 0; 2326 object *prev = 0;
2321 for (object *part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2322 { 2328 {
2323 tmp = part->clone (); 2329 object *tmp = part->clone ();
2330
2324 tmp->x -= src->x; 2331 tmp->x -= src->x;
2325 tmp->y -= src->y; 2332 tmp->y -= src->y;
2326 2333
2327 if (!part->head) 2334 if (!part->head)
2328 { 2335 {
2338 prev->more = tmp; 2345 prev->more = tmp;
2339 2346
2340 prev = tmp; 2347 prev = tmp;
2341 } 2348 }
2342 2349
2343 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2345 2352
2346 return dst; 2353 return dst;
2347} 2354}
2348 2355
2358 return tmp; 2365 return tmp;
2359 2366
2360 return 0; 2367 return 0;
2361} 2368}
2362 2369
2363/* If ob has a field named key, return the link from the list, 2370const shstr &
2364 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2372{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2374 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2375 return kv->value;
2408 2376
2409 return 0; 2377 return shstr_null;
2410} 2378}
2411 2379
2412/* 2380void
2413 * Updates the canonical_key in op to value. 2381object::kv_set (const shstr &key, const shstr &value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2382{
2425 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2384 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2385 {
2431 last = field; 2386 kv->value = value;
2432 continue; 2387 return;
2433 } 2388 }
2434 2389
2435 if (value) 2390 key_value *kv = new key_value;
2436 field->value = value; 2391
2437 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2438 { 2404 {
2439 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2407 delete kv;
2442 * we get this value back again. 2408 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2409 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2410}
2501 2411
2502object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2413: iterator_base (container)
2504{ 2414{
2562 &name, 2472 &name,
2563 title ? "\",title:\"" : "", 2473 title ? "\",title:\"" : "",
2564 title ? (const char *)title : "", 2474 title ? (const char *)title : "",
2565 flag_desc (flagdesc, 512), type); 2475 flag_desc (flagdesc, 512), type);
2566 2476
2567 if (!this->flag[FLAG_REMOVED] && env) 2477 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2478 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2479
2570 if (map) 2480 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2481 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2482
2602object::open_container (object *new_container) 2512object::open_container (object *new_container)
2603{ 2513{
2604 if (container == new_container) 2514 if (container == new_container)
2605 return; 2515 return;
2606 2516
2607 if (object *old_container = container) 2517 object *old_container = container;
2518
2519 if (old_container)
2608 { 2520 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2522 return;
2611 2523
2612#if 0 2524#if 0
2614 if (object *closer = old_container->inv) 2526 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2527 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2528 closer->destroy ();
2617#endif 2529#endif
2618 2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2619 old_container->flag [FLAG_APPLIED] = 0; 2534 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2535 container = 0;
2621 2536
2537 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close")); 2541 play_sound (sound_find ("chest_close"));
2625 } 2542 }
2626 2543
2627 if (new_container) 2544 if (new_container)
2640 } 2557 }
2641#endif 2558#endif
2642 2559
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644 2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2645 new_container->flag [FLAG_APPLIED] = 1; 2565 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2566 container = new_container;
2647 2567
2568 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2569 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2570 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2571 play_sound (sound_find ("chest_open"));
2651 } 2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2652} 2575}
2653 2576
2654object * 2577object *
2655object::force_find (const shstr name) 2578object::force_find (const shstr name)
2656{ 2579{

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