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Comparing deliantra/server/common/object.C (file contents):
Revision 1.214 by root, Tue Apr 22 07:01:46 2008 UTC vs.
Revision 1.247 by root, Mon Jul 14 18:36:43 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 || this == pl->container)
363 return pl; 351 return pl;
364 } 352 }
365 } 353 }
366 354
367 return 0; 355 return 0;
368} 356}
369 357
370// adjust weight per container type ("of holding") 358// adjust weight per container type ("of holding")
371static sint32 359static sint32
372weight_adjust (object *op, sint32 weight) 360weight_adjust_for (object *op, sint32 weight)
373{ 361{
374 return op->type == CONTAINER 362 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 364 : weight;
377} 365}
383static void 371static void
384adjust_weight (object *op, sint32 weight) 372adjust_weight (object *op, sint32 weight)
385{ 373{
386 while (op) 374 while (op)
387 { 375 {
376 // adjust by actual difference to account for rounding errors
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
388 weight = weight_adjust (op, weight); 378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
389 380
390 if (!weight) 381 if (!weight)
391 return; 382 return;
392 383
393 op->carrying += weight; 384 op->carrying += weight;
394 385
395 if (object *pl = op->visible_to ()) 386 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily
396 esrv_update_item (UPD_WEIGHT, pl, op); 388 esrv_update_item (UPD_WEIGHT, pl, op);
397 389
398 op = op->env; 390 op = op->env;
399 } 391 }
400} 392}
401 393
415 op->update_weight (); 407 op->update_weight ();
416 408
417 sum += op->total_weight (); 409 sum += op->total_weight ();
418 } 410 }
419 411
420 sum = weight_adjust (this, sum); 412 sum = weight_adjust_for (this, sum);
421 413
422 if (sum != carrying) 414 if (sum != carrying)
423 { 415 {
424 carrying = sum; 416 carrying = sum;
425 417
426 if (object *pl = visible_to ()) 418 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily
427 esrv_update_item (UPD_WEIGHT, pl, this); 420 esrv_update_item (UPD_WEIGHT, pl, this);
428 } 421 }
429} 422}
430 423
431/* 424/*
432 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 425 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
486 */ 479 */
487object * 480object *
488find_object_name (const char *str) 481find_object_name (const char *str)
489{ 482{
490 shstr_cmp str_ (str); 483 shstr_cmp str_ (str);
491 object *op;
492 484
485 if (str_)
493 for_all_objects (op) 486 for_all_objects (op)
494 if (op->name == str_) 487 if (op->name == str_)
495 break; 488 return op;
496 489
497 return op; 490 return 0;
498} 491}
499 492
500/* 493/*
501 * Sets the owner and sets the skill and exp pointers to owner's current 494 * Sets the owner and sets the skill and exp pointers to owner's current
502 * skill and experience objects. 495 * skill and experience objects.
600 } 593 }
601 594
602 op->key_values = 0; 595 op->key_values = 0;
603} 596}
604 597
605object & 598/*
606object::operator =(const object &src) 599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
607{ 608{
608 bool is_freed = flag [FLAG_FREED]; 609 dst->remove ();
609 bool is_removed = flag [FLAG_REMOVED];
610
611 *(object_copy *)this = src; 610 *(object_copy *)dst = *this;
612
613 flag [FLAG_FREED] = is_freed;
614 flag [FLAG_REMOVED] = is_removed; 611 dst->flag [FLAG_REMOVED] = true;
615 612
616 /* Copy over key_values, if any. */ 613 /* Copy over key_values, if any. */
617 if (src.key_values) 614 if (key_values)
618 { 615 {
619 key_value *tail = 0; 616 key_value *tail = 0;
620 key_values = 0; 617 dst->key_values = 0;
621 618
622 for (key_value *i = src.key_values; i; i = i->next) 619 for (key_value *i = key_values; i; i = i->next)
623 { 620 {
624 key_value *new_link = new key_value; 621 key_value *new_link = new key_value;
625 622
626 new_link->next = 0; 623 new_link->next = 0;
627 new_link->key = i->key; 624 new_link->key = i->key;
628 new_link->value = i->value; 625 new_link->value = i->value;
629 626
630 /* Try and be clever here, too. */ 627 /* Try and be clever here, too. */
631 if (!key_values) 628 if (!dst->key_values)
632 { 629 {
633 key_values = new_link; 630 dst->key_values = new_link;
634 tail = new_link; 631 tail = new_link;
635 } 632 }
636 else 633 else
637 { 634 {
638 tail->next = new_link; 635 tail->next = new_link;
639 tail = new_link; 636 tail = new_link;
640 } 637 }
641 } 638 }
642 } 639 }
643}
644
645/*
646 * copy_to first frees everything allocated by the dst object,
647 * and then copies the contents of itself into the second
648 * object, allocating what needs to be allocated. Basically, any
649 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
650 * if the first object is freed, the pointers in the new object
651 * will point at garbage.
652 */
653void
654object::copy_to (object *dst)
655{
656 *dst = *this;
657 640
658 if (speed < 0) 641 if (speed < 0)
659 dst->speed_left -= rndm (); 642 dst->speed_left -= rndm ();
660 643
661 dst->set_speed (dst->speed); 644 dst->set_speed (dst->speed);
683object * 666object *
684object::clone () 667object::clone ()
685{ 668{
686 object *neu = create (); 669 object *neu = create ();
687 copy_to (neu); 670 copy_to (neu);
671 neu->map = map; // not copied by copy_to
688 return neu; 672 return neu;
689} 673}
690 674
691/* 675/*
692 * If an object with the IS_TURNABLE() flag needs to be turned due 676 * If an object with the IS_TURNABLE() flag needs to be turned due
743 * UP_OBJ_FACE: only the objects face has changed. 727 * UP_OBJ_FACE: only the objects face has changed.
744 */ 728 */
745void 729void
746update_object (object *op, int action) 730update_object (object *op, int action)
747{ 731{
748 if (op == NULL) 732 if (!op)
749 { 733 {
750 /* this should never happen */ 734 /* this should never happen */
751 LOG (llevDebug, "update_object() called for NULL object.\n"); 735 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
752 return; 736 return;
753 } 737 }
754 738
755 if (op->env) 739 if (!op->is_on_map ())
756 { 740 {
757 /* Animation is currently handled by client, so nothing 741 /* Animation is currently handled by client, so nothing
758 * to do in this case. 742 * to do in this case.
759 */ 743 */
760 return; 744 return;
761 } 745 }
762
763 /* If the map is saving, don't do anything as everything is
764 * going to get freed anyways.
765 */
766 if (!op->map || op->map->in_memory == MAP_SAVING)
767 return;
768 746
769 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
770 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 748 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
771 { 749 {
772 LOG (llevError, "update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
915object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
916{ 894{
917 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
918 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
919 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
920 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
921 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
922 if (!inv) 900 if (!inv)
923 return; 901 return;
924 902
925 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
927 * drop on that space. 905 * drop on that space.
928 */ 906 */
929 if (!drop_to_ground 907 if (!drop_to_ground
930 || !map 908 || !map
931 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
932 || map->nodrop 910 || map->no_drop
933 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
934 { 912 {
935 while (inv) 913 while (inv)
936 { 914 {
937 inv->destroy_inv (drop_to_ground); 915 inv->destroy_inv (false);
938 inv->destroy (); 916 inv->destroy ();
939 } 917 }
940 } 918 }
941 else 919 else
942 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
948 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
949 || op->type == RUNE 927 || op->type == RUNE
950 || op->type == TRAP 928 || op->type == TRAP
951 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
952 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
953 op->destroy (); 931 op->destroy (true);
954 else 932 else
955 map->insert (op, x, y); 933 map->insert (op, x, y);
956 } 934 }
957 } 935 }
958} 936}
962 object *op = new object; 940 object *op = new object;
963 op->link (); 941 op->link ();
964 return op; 942 return op;
965} 943}
966 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
967void 966void
968object::do_destroy () 967object::do_destroy ()
969{ 968{
970 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
971 remove_button_link (this); 970 remove_button_link (this);
975 974
976 remove (); 975 remove ();
977 976
978 attachable::do_destroy (); 977 attachable::do_destroy ();
979 978
980 destroy_inv (true);
981
982 deactivate (); 979 deactivate ();
983 unlink (); 980 unlink ();
984 981
985 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
986 983
987 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 985 map = &freed_map;
1006 x = 1; 986 x = 1;
1007 y = 1; 987 y = 1;
1008 }
1009 988
1010 if (more) 989 if (more)
1011 { 990 {
1012 more->destroy (); 991 more->destroy ();
1013 more = 0; 992 more = 0;
1026object::destroy (bool destroy_inventory) 1005object::destroy (bool destroy_inventory)
1027{ 1006{
1028 if (destroyed ()) 1007 if (destroyed ())
1029 return; 1008 return;
1030 1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory);
1014 return;
1015 }
1016
1031 if (destroy_inventory) 1017 destroy_inv (!destroy_inventory);
1032 destroy_inv (false);
1033 1018
1034 if (is_head ()) 1019 if (is_head ())
1035 if (sound_destroy) 1020 if (sound_destroy)
1036 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
1037 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
1056 if (flag [FLAG_REMOVED]) 1041 if (flag [FLAG_REMOVED])
1057 return; 1042 return;
1058 1043
1059 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1060 1045
1061 if (object *pl = visible_to ())
1062 esrv_del_item (pl->contr, count);
1063
1064 flag [FLAG_REMOVED] = true; 1046 flag [FLAG_REMOVED] = true;
1065 1047
1066 if (more) 1048 if (more)
1067 more->remove (); 1049 more->remove ();
1068 1050
1070 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1071 * inventory. 1053 * inventory.
1072 */ 1054 */
1073 if (env) 1055 if (env)
1074 { 1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1075 adjust_weight (env, -total_weight ()); 1062 adjust_weight (env, -total_weight ());
1076
1077 *(above ? &above->below : &env->inv) = below;
1078
1079 if (below)
1080 below->above = above;
1081 1063
1082 /* we set up values so that it could be inserted into 1064 /* we set up values so that it could be inserted into
1083 * the map, but we don't actually do that - it is up 1065 * the map, but we don't actually do that - it is up
1084 * to the caller to decide what we want to do. 1066 * to the caller to decide what we want to do.
1085 */ 1067 */
1086 map = env->map; 1068 map = env->map;
1087 x = env->x; 1069 x = env->x;
1088 y = env->y; 1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1089 above = 0; 1076 above = 0;
1090 below = 0; 1077 below = 0;
1091 env = 0; 1078 env = 0;
1092 1079
1093 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1097 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1098 otmp->update_stats (); 1085 otmp->update_stats ();
1099 } 1086 }
1100 else if (map) 1087 else if (map)
1101 { 1088 {
1102 if (type == PLAYER)
1103 {
1104 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent.
1108 close_container ();
1109
1110 --map->players;
1111 map->touch ();
1112 }
1113
1114 map->dirty = true; 1089 map->dirty = true;
1115 mapspace &ms = this->ms (); 1090 mapspace &ms = this->ms ();
1116 1091
1092 if (object *pl = ms.player ())
1093 {
1094 if (type == PLAYER) // this == pl(!)
1095 {
1096 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent.
1100 close_container ();
1101
1102 --map->players;
1103 map->touch ();
1104 }
1105 else if (pl->container == this)
1106 {
1107 // removing a container should close it
1108 close_container ();
1109 }
1110
1111 esrv_del_item (pl->contr, count);
1112 }
1113
1117 /* link the object above us */ 1114 /* link the object above us */
1118 if (above) 1115 // re-link, make sure compiler can easily use cmove
1119 above->below = below; 1116 *(above ? &above->below : &ms.top) = below;
1120 else 1117 *(below ? &below->above : &ms.bot) = above;
1121 ms.top = below; /* we were top, set new top */
1122
1123 /* Relink the object below us, if there is one */
1124 if (below)
1125 below->above = above;
1126 else
1127 {
1128 /* Nothing below, which means we need to relink map object for this space
1129 * use translated coordinates in case some oddness with map tiling is
1130 * evident
1131 */
1132 if (GET_MAP_OB (map, x, y) != this)
1133 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 ());
1134
1135 ms.bot = above; /* goes on above it. */
1136 }
1137 1118
1138 above = 0; 1119 above = 0;
1139 below = 0; 1120 below = 0;
1140 1121
1141 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1150 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1151 * appropriately. 1132 * appropriately.
1152 */ 1133 */
1153 pl->close_container (); 1134 pl->close_container ();
1154 1135
1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1155 pl->contr->ns->floorbox_update (); 1140 pl->contr->ns->floorbox_update ();
1156 } 1141 }
1157 1142
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1144 {
1160 /* No point updating the players look faces if he is the object 1145 /* No point updating the players look faces if he is the object
1252 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1253 */ 1238 */
1254object * 1239object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1241{
1242 op->remove ();
1243
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1245 {
1259 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1261 } 1248 }
1284 * just 'op' otherwise 1271 * just 'op' otherwise
1285 */ 1272 */
1286object * 1273object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1275{
1289 assert (!op->flag [FLAG_FREED]); 1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1290 1281
1291 object *top, *floor = NULL; 1282 if (op->env)
1292 1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1293 op->remove (); 1285 op->remove ();
1286 }
1287
1288 if (op->face && !face_info (op->face))//D TODO: remove soon
1289 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D
1294 1293
1295 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* Ideally, the caller figures this out. However, it complicates a lot
1296 * of areas of callers (eg, anything that uses find_free_spot would now 1295 * of areas of callers (eg, anything that uses find_free_spot would now
1297 * need extra work 1296 * need extra work
1298 */ 1297 */
1299 if (!xy_normalise (m, op->x, op->y)) 1298 if (!xy_normalise (m, op->x, op->y))
1300 { 1299 {
1301 op->destroy (); 1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1302 return 0; 1301 return 0;
1303 } 1302 }
1304 1303
1305 if (object *more = op->more) 1304 if (object *more = op->more)
1306 if (!insert_ob_in_map (more, m, originator, flag)) 1305 if (!insert_ob_in_map (more, m, originator, flag))
1315 */ 1314 */
1316 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1318 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1319 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1320 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1323 tmp->destroy (1);
1322 } 1324 }
1323 1325
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1333 { 1335 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1337 abort ();
1336 } 1338 }
1337 1339
1340 if (!originator->is_on_map ())
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343
1338 op->above = originator; 1344 op->above = originator;
1339 op->below = originator->below; 1345 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1349 }
1349 else 1350 else
1350 { 1351 {
1351 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1352 1354
1353 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1354 if (top) 1356 if (top)
1355 { 1357 {
1356 object *last = 0;
1357
1358 /* 1358 /*
1359 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1369 */ 1369 */
1370 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 { 1371 {
1372 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = top; 1373 floor = tmp;
1374 1374
1375 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1376 { 1376 {
1377 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1378 top = top->below; 1378 top = tmp->below;
1379 break; 1379 break;
1380 } 1380 }
1381 1381
1382 last = top; 1382 top = tmp;
1383 } 1383 }
1384
1385 /* Don't want top to be NULL, so set it to the last valid object */
1386 top = last;
1387 1384
1388 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1389 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1390 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1391 */ 1388 */
1398 */ 1395 */
1399 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1400 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1401 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1402 { 1399 {
1400 object *last;
1401
1403 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405 break; 1404 break;
1406 1405
1407 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1415 } /* If objects on this space */ 1414 } /* If objects on this space */
1416 1415
1417 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1418 top = floor; 1417 top = floor;
1419 1418
1420 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1421 */
1422
1423 /* First object on this space */
1424 if (!top) 1420 if (!top)
1425 { 1421 {
1422 op->below = 0;
1426 op->above = ms.bot; 1423 op->above = ms.bot;
1427
1428 if (op->above)
1429 op->above->below = op;
1430
1431 op->below = 0;
1432 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1433 } 1427 }
1434 else 1428 else
1435 { /* get inserted into the stack above top */ 1429 {
1436 op->above = top->above; 1430 op->above = top->above;
1437
1438 if (op->above)
1439 op->above->below = op; 1431 top->above = op;
1440 1432
1441 op->below = top; 1433 op->below = top;
1442 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1443 } 1435 }
1444 1436 }
1445 if (!op->above)
1446 ms.top = op;
1447 } /* else not INS_BELOW_ORIGINATOR */
1448 1437
1449 if (op->type == PLAYER) 1438 if (op->type == PLAYER)
1450 { 1439 {
1451 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1452 ++op->map->players; 1441 ++op->map->players;
1454 } 1443 }
1455 1444
1456 op->map->dirty = true; 1445 op->map->dirty = true;
1457 1446
1458 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1459 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1460 1453
1461 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1462 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1463 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1464 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1548 1541
1549 nrof -= nr; 1542 nrof -= nr;
1550 1543
1551 if (nrof) 1544 if (nrof)
1552 { 1545 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1546 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1547
1555 if (object *pl = visible_to ()) 1548 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1549 esrv_update_item (UPD_NROF, pl, this);
1557 1550
1558 return true; 1551 return true;
1584 } 1577 }
1585 else 1578 else
1586 { 1579 {
1587 decrease (nr); 1580 decrease (nr);
1588 1581
1589 object *op = object_create_clone (this); 1582 object *op = deep_clone ();
1590 op->nrof = nr; 1583 op->nrof = nr;
1591 return op; 1584 return op;
1592 } 1585 }
1593} 1586}
1594 1587
1815 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
1816 return NULL; 1809 return NULL;
1817 } 1810 }
1818 1811
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1820 if (tmp->arch == at) 1813 if (tmp->arch->archname == at->archname)
1821 return tmp; 1814 return tmp;
1822 1815
1823 return NULL; 1816 return NULL;
1824} 1817}
1825 1818
1889 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1890 */ 1883 */
1891object * 1884object *
1892present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
1893{ 1886{
1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 if (tmp->arch == at) 1888 if (tmp->arch->archname == at->archname)
1896 return tmp; 1889 return tmp;
1897 1890
1898 return NULL; 1891 return NULL;
1899} 1892}
1900 1893
2309 2302
2310/* 2303/*
2311 * create clone from object to another 2304 * create clone from object to another
2312 */ 2305 */
2313object * 2306object *
2314object_create_clone (object *asrc) 2307object::deep_clone ()
2315{ 2308{
2316 object *dst = 0, *tmp, *src, *prev, *item; 2309 assert (("deep_clone called on non-head object", is_head ()));
2317 2310
2318 if (!asrc) 2311 object *dst = clone ();
2319 return 0;
2320 2312
2321 src = asrc->head_ (); 2313 object *prev = dst;
2322
2323 prev = 0;
2324 for (object *part = src; part; part = part->more) 2314 for (object *part = this->more; part; part = part->more)
2325 { 2315 {
2326 tmp = part->clone (); 2316 object *tmp = part->clone ();
2327 tmp->x -= src->x;
2328 tmp->y -= src->y;
2329
2330 if (!part->head)
2331 {
2332 dst = tmp;
2333 tmp->head = 0;
2334 }
2335 else
2336 tmp->head = dst; 2317 tmp->head = dst;
2337
2338 tmp->more = 0;
2339
2340 if (prev)
2341 prev->more = tmp; 2318 prev->more = tmp;
2342
2343 prev = tmp; 2319 prev = tmp;
2344 } 2320 }
2345 2321
2346 for (item = src->inv; item; item = item->below) 2322 for (object *item = inv; item; item = item->below)
2347 insert_ob_in_ob (object_create_clone (item), dst); 2323 insert_ob_in_ob (item->deep_clone (), dst);
2348 2324
2349 return dst; 2325 return dst;
2350} 2326}
2351 2327
2352/* This returns the first object in who's inventory that 2328/* This returns the first object in who's inventory that
2361 return tmp; 2337 return tmp;
2362 2338
2363 return 0; 2339 return 0;
2364} 2340}
2365 2341
2366/* If ob has a field named key, return the link from the list, 2342const shstr &
2367 * otherwise return NULL. 2343object::kv_get (const shstr &key) const
2368 *
2369 * key must be a passed in shared string - otherwise, this won't
2370 * do the desired thing.
2371 */
2372key_value *
2373get_ob_key_link (const object *ob, const char *key)
2374{ 2344{
2375 for (key_value *link = ob->key_values; link; link = link->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2376 if (link->key == key) 2346 if (kv->key == key)
2377 return link;
2378
2379 return 0;
2380}
2381
2382/*
2383 * Returns the value of op has an extra_field for key, or NULL.
2384 *
2385 * The argument doesn't need to be a shared string.
2386 *
2387 * The returned string is shared.
2388 */
2389const char *
2390get_ob_key_value (const object *op, const char *const key)
2391{
2392 key_value *link;
2393 shstr_cmp canonical_key (key);
2394
2395 if (!canonical_key)
2396 {
2397 /* 1. There being a field named key on any object
2398 * implies there'd be a shared string to find.
2399 * 2. Since there isn't, no object has this field.
2400 * 3. Therefore, *this* object doesn't have this field.
2401 */
2402 return 0;
2403 }
2404
2405 /* This is copied from get_ob_key_link() above -
2406 * only 4 lines, and saves the function call overhead.
2407 */
2408 for (link = op->key_values; link; link = link->next)
2409 if (link->key == canonical_key)
2410 return link->value; 2347 return kv->value;
2411 2348
2412 return 0; 2349 return shstr_null;
2413} 2350}
2414 2351
2415/* 2352void
2416 * Updates the canonical_key in op to value. 2353object::kv_set (const shstr &key, const shstr &value)
2417 *
2418 * canonical_key is a shared string (value doesn't have to be).
2419 *
2420 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2421 * keys.
2422 *
2423 * Returns TRUE on success.
2424 */
2425int
2426set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2427{ 2354{
2428 key_value *field = NULL, *last = NULL; 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2429 2356 if (kv->key == key)
2430 for (field = op->key_values; field != NULL; field = field->next)
2431 {
2432 if (field->key != canonical_key)
2433 { 2357 {
2434 last = field; 2358 kv->value = value;
2435 continue; 2359 return;
2436 } 2360 }
2437 2361
2438 if (value) 2362 key_value *kv = new key_value;
2439 field->value = value; 2363
2440 else 2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369}
2370
2371void
2372object::kv_del (const shstr &key)
2373{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key)
2441 { 2376 {
2442 /* Basically, if the archetype has this key set, 2377 key_value *kv = *kvp;
2443 * we need to store the null value so when we save 2378 *kvp = (*kvp)->next;
2444 * it, we save the empty value so that when we load, 2379 delete kv;
2445 * we get this value back again. 2380 return;
2446 */
2447 if (get_ob_key_link (op->arch, canonical_key))
2448 field->value = 0;
2449 else
2450 {
2451 if (last)
2452 last->next = field->next;
2453 else
2454 op->key_values = field->next;
2455
2456 delete field;
2457 }
2458 } 2381 }
2459 return TRUE;
2460 }
2461 /* IF we get here, key doesn't exist */
2462
2463 /* No field, we'll have to add it. */
2464
2465 if (!add_key)
2466 return FALSE;
2467
2468 /* There isn't any good reason to store a null
2469 * value in the key/value list. If the archetype has
2470 * this key, then we should also have it, so shouldn't
2471 * be here. If user wants to store empty strings,
2472 * should pass in ""
2473 */
2474 if (value == NULL)
2475 return TRUE;
2476
2477 field = new key_value;
2478
2479 field->key = canonical_key;
2480 field->value = value;
2481 /* Usual prepend-addition. */
2482 field->next = op->key_values;
2483 op->key_values = field;
2484
2485 return TRUE;
2486}
2487
2488/*
2489 * Updates the key in op to value.
2490 *
2491 * If add_key is FALSE, this will only update existing keys,
2492 * and not add new ones.
2493 * In general, should be little reason FALSE is ever passed in for add_key
2494 *
2495 * Returns TRUE on success.
2496 */
2497int
2498set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2499{
2500 shstr key_ (key);
2501
2502 return set_ob_key_value_s (op, key_, value, add_key);
2503} 2382}
2504 2383
2505object::depth_iterator::depth_iterator (object *container) 2384object::depth_iterator::depth_iterator (object *container)
2506: iterator_base (container) 2385: iterator_base (container)
2507{ 2386{
2557{ 2436{
2558 char flagdesc[512]; 2437 char flagdesc[512];
2559 char info2[256 * 4]; 2438 char info2[256 * 4];
2560 char *p = info; 2439 char *p = info;
2561 2440
2562 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2441 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2563 count, 2442 count,
2564 uuid.c_str (), 2443 uuid.c_str (),
2565 &name, 2444 &name,
2566 title ? "\",title:\"" : "", 2445 title ? ",title:\"" : "",
2567 title ? (const char *)title : "", 2446 title ? (const char *)title : "",
2447 title ? "\"" : "",
2568 flag_desc (flagdesc, 512), type); 2448 flag_desc (flagdesc, 512), type);
2569 2449
2570 if (!this->flag[FLAG_REMOVED] && env) 2450 if (!flag[FLAG_REMOVED] && env)
2571 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2451 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2572 2452
2573 if (map) 2453 if (map)
2574 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2454 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2575 2455
2605object::open_container (object *new_container) 2485object::open_container (object *new_container)
2606{ 2486{
2607 if (container == new_container) 2487 if (container == new_container)
2608 return; 2488 return;
2609 2489
2610 if (object *old_container = container) 2490 object *old_container = container;
2491
2492 if (old_container)
2611 { 2493 {
2612 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2494 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2613 return; 2495 return;
2614 2496
2615#if 0 2497#if 0
2617 if (object *closer = old_container->inv) 2499 if (object *closer = old_container->inv)
2618 if (closer->type == CLOSE_CON) 2500 if (closer->type == CLOSE_CON)
2619 closer->destroy (); 2501 closer->destroy ();
2620#endif 2502#endif
2621 2503
2504 // make sure the container is available
2505 esrv_send_item (this, old_container);
2506
2622 old_container->flag [FLAG_APPLIED] = 0; 2507 old_container->flag [FLAG_APPLIED] = false;
2623 container = 0; 2508 container = 0;
2624 2509
2510 // client needs item update to make it work, client bug requires this to be separate
2625 esrv_update_item (UPD_FLAGS, this, old_container); 2511 esrv_update_item (UPD_FLAGS, this, old_container);
2512
2626 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2627 play_sound (sound_find ("chest_close")); 2514 play_sound (sound_find ("chest_close"));
2628 } 2515 }
2629 2516
2630 if (new_container) 2517 if (new_container)
2643 } 2530 }
2644#endif 2531#endif
2645 2532
2646 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2647 2534
2535 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container);
2537
2648 new_container->flag [FLAG_APPLIED] = 1; 2538 new_container->flag [FLAG_APPLIED] = true;
2649 container = new_container; 2539 container = new_container;
2650 2540
2541 // client needs flag change
2651 esrv_update_item (UPD_FLAGS, this, new_container); 2542 esrv_update_item (UPD_FLAGS, this, new_container);
2652 esrv_send_inventory (this, new_container); 2543 esrv_send_inventory (this, new_container);
2653 play_sound (sound_find ("chest_open")); 2544 play_sound (sound_find ("chest_open"));
2654 } 2545 }
2546// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset ();
2655} 2548}
2656 2549
2657object * 2550object *
2658object::force_find (const shstr name) 2551object::force_find (const shstr name)
2659{ 2552{

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