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Comparing deliantra/server/common/object.C (file contents):
Revision 1.215 by root, Tue Apr 22 07:28:05 2008 UTC vs.
Revision 1.248 by root, Mon Jul 14 23:47:06 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
334 321
335// find player who can see this object 322// find player who can see this object
336object * 323object *
337object::visible_to () const 324object::visible_to () const
338{ 325{
339 if (!flag [FLAG_REMOVED]) 326 if (client_visible () && !flag [FLAG_REMOVED])
340 { 327 {
341 // see if we are in a container of sorts 328 // see if we are in a container of sorts
342 if (env) 329 if (env)
343 { 330 {
344 // the player inventory itself is always visible 331 // the player inventory itself is always visible
358 else 345 else
359 { 346 {
360 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
363 return pl; 352 return pl;
364 } 353 }
365 } 354 }
366 355
367 return 0; 356 return 0;
368} 357}
369 358
370// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
371static sint32 360static sint32
372weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
373{ 362{
374 return op->type == CONTAINER 363 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 365 : weight;
377} 366}
383static void 372static void
384adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
385{ 374{
386 while (op) 375 while (op)
387 { 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
388 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
389 381
390 if (!weight) 382 if (!weight)
391 return; 383 return;
392 384
393 op->carrying += weight; 385 op->carrying += weight;
416 op->update_weight (); 408 op->update_weight ();
417 409
418 sum += op->total_weight (); 410 sum += op->total_weight ();
419 } 411 }
420 412
421 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
422 414
423 if (sum != carrying) 415 if (sum != carrying)
424 { 416 {
425 carrying = sum; 417 carrying = sum;
426 418
488 */ 480 */
489object * 481object *
490find_object_name (const char *str) 482find_object_name (const char *str)
491{ 483{
492 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
493 object *op;
494 485
486 if (str_)
495 for_all_objects (op) 487 for_all_objects (op)
496 if (op->name == str_) 488 if (op->name == str_)
497 break; 489 return op;
498 490
499 return op; 491 return 0;
500} 492}
501 493
502/* 494/*
503 * 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
504 * skill and experience objects. 496 * skill and experience objects.
602 } 594 }
603 595
604 op->key_values = 0; 596 op->key_values = 0;
605} 597}
606 598
607object & 599/*
608object::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)
609{ 609{
610 bool is_freed = flag [FLAG_FREED]; 610 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 611 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 612 dst->flag [FLAG_REMOVED] = true;
617 613
618 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
619 if (src.key_values) 615 if (key_values)
620 { 616 {
621 key_value *tail = 0; 617 key_value *tail = 0;
622 key_values = 0; 618 dst->key_values = 0;
623 619
624 for (key_value *i = src.key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
625 { 621 {
626 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
627 623
628 new_link->next = 0; 624 new_link->next = 0;
629 new_link->key = i->key; 625 new_link->key = i->key;
630 new_link->value = i->value; 626 new_link->value = i->value;
631 627
632 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
633 if (!key_values) 629 if (!dst->key_values)
634 { 630 {
635 key_values = new_link; 631 dst->key_values = new_link;
636 tail = new_link; 632 tail = new_link;
637 } 633 }
638 else 634 else
639 { 635 {
640 tail->next = new_link; 636 tail->next = new_link;
641 tail = new_link; 637 tail = new_link;
642 } 638 }
643 } 639 }
644 } 640 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 641
660 if (speed < 0) 642 if (speed < 0)
661 dst->speed_left -= rndm (); 643 dst->speed_left -= rndm ();
662 644
663 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
685object * 667object *
686object::clone () 668object::clone ()
687{ 669{
688 object *neu = create (); 670 object *neu = create ();
689 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
690 return neu; 673 return neu;
691} 674}
692 675
693/* 676/*
694 * 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
745 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
746 */ 729 */
747void 730void
748update_object (object *op, int action) 731update_object (object *op, int action)
749{ 732{
750 if (op == NULL) 733 if (!op)
751 { 734 {
752 /* this should never happen */ 735 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 737 return;
755 } 738 }
756 739
757 if (op->env) 740 if (!op->is_on_map ())
758 { 741 {
759 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
760 * to do in this case. 743 * to do in this case.
761 */ 744 */
762 return; 745 return;
763 } 746 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 747
771 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
772 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)
773 { 750 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
917object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
918{ 895{
919 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
924 if (!inv) 901 if (!inv)
925 return; 902 return;
926 903
927 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
929 * drop on that space. 906 * drop on that space.
930 */ 907 */
931 if (!drop_to_ground 908 if (!drop_to_ground
932 || !map 909 || !map
933 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 911 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
936 { 913 {
937 while (inv) 914 while (inv)
938 { 915 {
939 inv->destroy_inv (drop_to_ground); 916 inv->destroy_inv (false);
940 inv->destroy (); 917 inv->destroy ();
941 } 918 }
942 } 919 }
943 else 920 else
944 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
950 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 928 || op->type == RUNE
952 || op->type == TRAP 929 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (); 932 op->destroy (true);
956 else 933 else
957 map->insert (op, x, y); 934 map->insert (op, x, y);
958 } 935 }
959 } 936 }
960} 937}
964 object *op = new object; 941 object *op = new object;
965 op->link (); 942 op->link ();
966 return op; 943 return op;
967} 944}
968 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
969void 967void
970object::do_destroy () 968object::do_destroy ()
971{ 969{
972 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 971 remove_button_link (this);
977 975
978 remove (); 976 remove ();
979 977
980 attachable::do_destroy (); 978 attachable::do_destroy ();
981 979
982 destroy_inv (true);
983
984 deactivate (); 980 deactivate ();
985 unlink (); 981 unlink ();
986 982
987 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
988 984
989 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 986 map = &freed_map;
1008 x = 1; 987 x = 1;
1009 y = 1; 988 y = 1;
1010 }
1011 989
1012 if (more) 990 if (more)
1013 { 991 {
1014 more->destroy (); 992 more->destroy ();
1015 more = 0; 993 more = 0;
1028object::destroy (bool destroy_inventory) 1006object::destroy (bool destroy_inventory)
1029{ 1007{
1030 if (destroyed ()) 1008 if (destroyed ())
1031 return; 1009 return;
1032 1010
1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory);
1015 return;
1016 }
1017
1033 if (destroy_inventory) 1018 destroy_inv (!destroy_inventory);
1034 destroy_inv (false);
1035 1019
1036 if (is_head ()) 1020 if (is_head ())
1037 if (sound_destroy) 1021 if (sound_destroy)
1038 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1058 if (flag [FLAG_REMOVED]) 1042 if (flag [FLAG_REMOVED])
1059 return; 1043 return;
1060 1044
1061 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1062 1046
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065
1066 flag [FLAG_REMOVED] = true; 1047 flag [FLAG_REMOVED] = true;
1067 1048
1068 if (more) 1049 if (more)
1069 more->remove (); 1050 more->remove ();
1070 1051
1072 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1073 * inventory. 1054 * inventory.
1074 */ 1055 */
1075 if (env) 1056 if (env)
1076 { 1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1077 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1078
1079 *(above ? &above->below : &env->inv) = below;
1080
1081 if (below)
1082 below->above = above;
1083 1064
1084 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1085 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1086 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1087 */ 1068 */
1088 map = env->map; 1069 map = env->map;
1089 x = env->x; 1070 x = env->x;
1090 y = env->y; 1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1091 above = 0; 1077 above = 0;
1092 below = 0; 1078 below = 0;
1093 env = 0; 1079 env = 0;
1094 1080
1095 /* NO_FIX_PLAYER is set when a great many changes are being 1081 /* NO_FIX_PLAYER is set when a great many changes are being
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1100 otmp->update_stats (); 1086 otmp->update_stats ();
1101 } 1087 }
1102 else if (map) 1088 else if (map)
1103 { 1089 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1090 map->dirty = true;
1117 mapspace &ms = this->ms (); 1091 mapspace &ms = this->ms ();
1118 1092
1093 if (object *pl = ms.player ())
1094 {
1095 if (type == PLAYER) // this == pl(!)
1096 {
1097 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent.
1101 close_container ();
1102
1103 --map->players;
1104 map->touch ();
1105 }
1106 else if (pl->container == this)
1107 {
1108 // removing a container should close it
1109 close_container ();
1110 }
1111
1112 esrv_del_item (pl->contr, count);
1113 }
1114
1119 /* link the object above us */ 1115 /* link the object above us */
1120 if (above) 1116 // re-link, make sure compiler can easily use cmove
1121 above->below = below; 1117 *(above ? &above->below : &ms.top) = below;
1122 else 1118 *(below ? &below->above : &ms.bot) = above;
1123 ms.top = below; /* we were top, set new top */
1124
1125 /* Relink the object below us, if there is one */
1126 if (below)
1127 below->above = above;
1128 else
1129 {
1130 /* Nothing below, which means we need to relink map object for this space
1131 * use translated coordinates in case some oddness with map tiling is
1132 * evident
1133 */
1134 if (GET_MAP_OB (map, x, y) != this)
1135 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 ());
1136
1137 ms.bot = above; /* goes on above it. */
1138 }
1139 1119
1140 above = 0; 1120 above = 0;
1141 below = 0; 1121 below = 0;
1142 1122
1143 if (map->in_memory == MAP_SAVING) 1123 if (map->in_memory == MAP_SAVING)
1152 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1153 * appropriately. 1133 * appropriately.
1154 */ 1134 */
1155 pl->close_container (); 1135 pl->close_container ();
1156 1136
1137 //TODO: the floorbox prev/next might need updating
1138 //esrv_del_item (pl->contr, count);
1139 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns)
1157 pl->contr->ns->floorbox_update (); 1141 pl->contr->ns->floorbox_update ();
1158 } 1142 }
1159 1143
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1144 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 { 1145 {
1162 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1254 * job preparing multi-part monsters. 1238 * job preparing multi-part monsters.
1255 */ 1239 */
1256object * 1240object *
1257insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1241insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1258{ 1242{
1243 op->remove ();
1244
1259 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 { 1246 {
1261 tmp->x = x + tmp->arch->x; 1247 tmp->x = x + tmp->arch->x;
1262 tmp->y = y + tmp->arch->y; 1248 tmp->y = y + tmp->arch->y;
1263 } 1249 }
1286 * just 'op' otherwise 1272 * just 'op' otherwise
1287 */ 1273 */
1288object * 1274object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1276{
1291 assert (!op->flag [FLAG_FREED]); 1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1292 1282
1293 object *top, *floor = NULL; 1283 if (op->env)
1294 1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1295 op->remove (); 1286 op->remove ();
1287 }
1288
1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1290 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D
1296 1294
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1297 * need extra work
1300 */ 1298 */
1301 if (!xy_normalise (m, op->x, op->y)) 1299 if (!xy_normalise (m, op->x, op->y))
1302 { 1300 {
1303 op->destroy (); 1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1304 return 0; 1302 return 0;
1305 } 1303 }
1306 1304
1307 if (object *more = op->more) 1305 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1306 if (!insert_ob_in_map (more, m, originator, flag))
1317 */ 1315 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1321 { 1319 {
1320 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp
1322 // from here :/
1322 op->nrof += tmp->nrof; 1323 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1324 tmp->destroy (1);
1324 } 1325 }
1325 1326
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1335 { 1336 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort (); 1338 abort ();
1338 } 1339 }
1339 1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1340 op->above = originator; 1345 op->above = originator;
1341 op->below = originator->below; 1346 op->below = originator->below;
1342
1343 if (op->below)
1344 op->below->above = op;
1345 else
1346 ms.bot = op;
1347
1348 /* since *below* originator, no need to update top */
1349 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1350 } 1350 }
1351 else 1351 else
1352 { 1352 {
1353 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1354 1355
1355 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1356 if (top) 1357 if (top)
1357 { 1358 {
1358 object *last = 0;
1359
1360 /* 1359 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1371 */ 1370 */
1372 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1372 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1374 floor = tmp;
1376 1375
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1377 {
1379 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1380 top = top->below; 1379 top = tmp->below;
1381 break; 1380 break;
1382 } 1381 }
1383 1382
1384 last = top; 1383 top = tmp;
1385 } 1384 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1385
1390 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1393 */ 1389 */
1400 */ 1396 */
1401 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1404 { 1400 {
1401 object *last;
1402
1405 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1405 break;
1408 1406
1409 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1415 } /* If objects on this space */
1418 1416
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1418 top = floor;
1421 1419
1422 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1421 if (!top)
1427 { 1422 {
1423 op->below = 0;
1428 op->above = ms.bot; 1424 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1428 }
1436 else 1429 else
1437 { /* get inserted into the stack above top */ 1430 {
1438 op->above = top->above; 1431 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1432 top->above = op;
1442 1433
1443 op->below = top; 1434 op->below = top;
1444 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1436 }
1446 1437 }
1447 if (!op->above)
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450 1438
1451 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1452 { 1440 {
1453 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1454 ++op->map->players; 1442 ++op->map->players;
1456 } 1444 }
1457 1445
1458 op->map->dirty = true; 1446 op->map->dirty = true;
1459 1447
1460 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1461 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1462 1454
1463 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1464 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1465 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1466 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1550 1542
1551 nrof -= nr; 1543 nrof -= nr;
1552 1544
1553 if (nrof) 1545 if (nrof)
1554 { 1546 {
1555 adjust_weight (env, -weight * nr); // carrying == 0 1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1556 1548
1557 if (object *pl = visible_to ()) 1549 if (object *pl = visible_to ())
1558 esrv_update_item (UPD_NROF, pl, this); 1550 esrv_update_item (UPD_NROF, pl, this);
1559 1551
1560 return true; 1552 return true;
1586 } 1578 }
1587 else 1579 else
1588 { 1580 {
1589 decrease (nr); 1581 decrease (nr);
1590 1582
1591 object *op = object_create_clone (this); 1583 object *op = deep_clone ();
1592 op->nrof = nr; 1584 op->nrof = nr;
1593 return op; 1585 return op;
1594 } 1586 }
1595} 1587}
1596 1588
1817 LOG (llevError, "Present_arch called outside map.\n"); 1809 LOG (llevError, "Present_arch called outside map.\n");
1818 return NULL; 1810 return NULL;
1819 } 1811 }
1820 1812
1821 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 if (tmp->arch == at) 1814 if (tmp->arch->archname == at->archname)
1823 return tmp; 1815 return tmp;
1824 1816
1825 return NULL; 1817 return NULL;
1826} 1818}
1827 1819
1891 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
1892 */ 1884 */
1893object * 1885object *
1894present_arch_in_ob (const archetype *at, const object *op) 1886present_arch_in_ob (const archetype *at, const object *op)
1895{ 1887{
1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 if (tmp->arch == at) 1889 if (tmp->arch->archname == at->archname)
1898 return tmp; 1890 return tmp;
1899 1891
1900 return NULL; 1892 return NULL;
1901} 1893}
1902 1894
2311 2303
2312/* 2304/*
2313 * create clone from object to another 2305 * create clone from object to another
2314 */ 2306 */
2315object * 2307object *
2316object_create_clone (object *asrc) 2308object::deep_clone ()
2317{ 2309{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2310 assert (("deep_clone called on non-head object", is_head ()));
2319 2311
2320 if (!asrc) 2312 object *dst = clone ();
2321 return 0;
2322 2313
2323 src = asrc->head_ (); 2314 object *prev = dst;
2324
2325 prev = 0;
2326 for (object *part = src; part; part = part->more) 2315 for (object *part = this->more; part; part = part->more)
2327 { 2316 {
2328 tmp = part->clone (); 2317 object *tmp = part->clone ();
2329 tmp->x -= src->x;
2330 tmp->y -= src->y;
2331
2332 if (!part->head)
2333 {
2334 dst = tmp;
2335 tmp->head = 0;
2336 }
2337 else
2338 tmp->head = dst; 2318 tmp->head = dst;
2339
2340 tmp->more = 0;
2341
2342 if (prev)
2343 prev->more = tmp; 2319 prev->more = tmp;
2344
2345 prev = tmp; 2320 prev = tmp;
2346 } 2321 }
2347 2322
2348 for (item = src->inv; item; item = item->below) 2323 for (object *item = inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2324 insert_ob_in_ob (item->deep_clone (), dst);
2350 2325
2351 return dst; 2326 return dst;
2352} 2327}
2353 2328
2354/* This returns the first object in who's inventory that 2329/* This returns the first object in who's inventory that
2363 return tmp; 2338 return tmp;
2364 2339
2365 return 0; 2340 return 0;
2366} 2341}
2367 2342
2368/* If ob has a field named key, return the link from the list, 2343const shstr &
2369 * otherwise return NULL. 2344object::kv_get (const shstr &key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2345{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2347 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2348 return kv->value;
2413 2349
2414 return 0; 2350 return shstr_null;
2415} 2351}
2416 2352
2417/* 2353void
2418 * Updates the canonical_key in op to value. 2354object::kv_set (const shstr &key, const shstr &value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2355{
2430 key_value *field = NULL, *last = NULL; 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2357 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2358 {
2436 last = field; 2359 kv->value = value;
2437 continue; 2360 return;
2438 } 2361 }
2439 2362
2440 if (value) 2363 key_value *kv = new key_value;
2441 field->value = value; 2364
2442 else 2365 kv->next = key_values;
2366 kv->key = key;
2367 kv->value = value;
2368
2369 key_values = kv;
2370}
2371
2372void
2373object::kv_del (const shstr &key)
2374{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key)
2443 { 2377 {
2444 /* Basically, if the archetype has this key set, 2378 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2379 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2380 delete kv;
2447 * we get this value back again. 2381 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2382 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2383}
2506 2384
2507object::depth_iterator::depth_iterator (object *container) 2385object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2386: iterator_base (container)
2509{ 2387{
2559{ 2437{
2560 char flagdesc[512]; 2438 char flagdesc[512];
2561 char info2[256 * 4]; 2439 char info2[256 * 4];
2562 char *p = info; 2440 char *p = info;
2563 2441
2564 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2565 count, 2443 count,
2566 uuid.c_str (), 2444 uuid.c_str (),
2567 &name, 2445 &name,
2568 title ? "\",title:\"" : "", 2446 title ? ",title:\"" : "",
2569 title ? (const char *)title : "", 2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2570 flag_desc (flagdesc, 512), type); 2449 flag_desc (flagdesc, 512), type);
2571 2450
2572 if (!this->flag[FLAG_REMOVED] && env) 2451 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2453
2575 if (map) 2454 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2455 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2456
2607object::open_container (object *new_container) 2486object::open_container (object *new_container)
2608{ 2487{
2609 if (container == new_container) 2488 if (container == new_container)
2610 return; 2489 return;
2611 2490
2612 if (object *old_container = container) 2491 object *old_container = container;
2492
2493 if (old_container)
2613 { 2494 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2495 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2496 return;
2616 2497
2617#if 0 2498#if 0
2619 if (object *closer = old_container->inv) 2500 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2501 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2502 closer->destroy ();
2622#endif 2503#endif
2623 2504
2505 // make sure the container is available
2506 esrv_send_item (this, old_container);
2507
2624 old_container->flag [FLAG_APPLIED] = 0; 2508 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2509 container = 0;
2626 2510
2511 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2512 esrv_update_item (UPD_FLAGS, this, old_container);
2513
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 play_sound (sound_find ("chest_close")); 2515 play_sound (sound_find ("chest_close"));
2630 } 2516 }
2631 2517
2632 if (new_container) 2518 if (new_container)
2645 } 2531 }
2646#endif 2532#endif
2647 2533
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649 2535
2536 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container);
2538
2650 new_container->flag [FLAG_APPLIED] = 1; 2539 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2540 container = new_container;
2652 2541
2542 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2543 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2544 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2545 play_sound (sound_find ("chest_open"));
2656 } 2546 }
2547// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset ();
2657} 2549}
2658 2550
2659object * 2551object *
2660object::force_find (const shstr name) 2552object::force_find (const shstr name)
2661{ 2553{

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