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Comparing deliantra/server/common/object.C (file contents):
Revision 1.209 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.245 by root, Sun May 18 19:53:07 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 *
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
191 // some objects are unmergable
192 if (!ob1->nrof || !ob2->nrof)
193 return 0;
194
206 /* Do not merge objects if nrof would overflow. First part checks 195 /* Do not merge objects if nrof would overflow. First part checks
207 * for unsigned overflow (2c), second part checks whether the result 196 * for unsigned overflow (2c), second part checks whether the result
208 * would fit into a 32 bit signed int, which is often used to hold 197 * would fit into a 32 bit signed int, which is often used to hold
209 * nrof values. 198 * nrof values.
210 */ 199 */
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 210 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 211
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 212 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 213 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 214
226 if (ob1->arch->name != ob2->arch->name 215 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 216 || ob1->name != ob2->name
228 || ob1->title != ob2->title 217 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 218 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 219 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 220 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 221 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 222 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 223 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 224 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 225 || ob1->animation_id != ob2->animation_id
226 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 227 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 228 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 229 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 230 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 231 || ob1->move_type != ob2->move_type
331 321
332 /* Everything passes, must be OK. */ 322 /* Everything passes, must be OK. */
333 return 1; 323 return 1;
334} 324}
335 325
326// find player who can see this object
327object *
328object::visible_to () const
329{
330 if (client_visible () && !flag [FLAG_REMOVED])
331 {
332 // see if we are in a container of sorts
333 if (env)
334 {
335 // the player inventory itself is always visible
336 if (env->type == PLAYER)
337 return env;
338
339 // else a player could have our env open
340 object *envest = env->outer_env ();
341
342 // the player itself is always on a map, so we will find him here
343 // even if our inv is in a player.
344 if (envest->is_on_map ())
345 if (object *pl = envest->ms ().player ())
346 if (pl->container == env)
347 return pl;
348 }
349 else
350 {
351 // maybe there is a player standing on the same mapspace
352 // this will catch the case where "this" is a player
353 if (object *pl = ms ().player ())
354 if (!pl->container || this == pl->container)
355 return pl;
356 }
357 }
358
359 return 0;
360}
361
336// adjust weight per container type ("of holding") 362// adjust weight per container type ("of holding")
337static sint32 363static sint32
338weight_adjust (object *op, sint32 weight) 364weight_adjust_for (object *op, sint32 weight)
339{ 365{
340 return op->type == CONTAINER 366 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 367 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 368 : weight;
343} 369}
349static void 375static void
350adjust_weight (object *op, sint32 weight) 376adjust_weight (object *op, sint32 weight)
351{ 377{
352 while (op) 378 while (op)
353 { 379 {
380 // adjust by actual difference to account for rounding errors
381 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 382 weight = weight_adjust_for (op, op->carrying)
383 - weight_adjust_for (op, op->carrying - weight);
384
385 if (!weight)
386 return;
355 387
356 op->carrying += weight; 388 op->carrying += weight;
389
390 if (object *pl = op->visible_to ())
391 if (pl != op) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, op);
393
357 op = op->env; 394 op = op->env;
358 } 395 }
359} 396}
360 397
361/* 398/*
374 op->update_weight (); 411 op->update_weight ();
375 412
376 sum += op->total_weight (); 413 sum += op->total_weight ();
377 } 414 }
378 415
379 carrying = weight_adjust (this, sum); 416 sum = weight_adjust_for (this, sum);
417
418 if (sum != carrying)
419 {
420 carrying = sum;
421
422 if (object *pl = visible_to ())
423 if (pl != this) // player is handled lazily
424 esrv_update_item (UPD_WEIGHT, pl, this);
425 }
380} 426}
381 427
382/* 428/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 429 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 430 */
437 */ 483 */
438object * 484object *
439find_object_name (const char *str) 485find_object_name (const char *str)
440{ 486{
441 shstr_cmp str_ (str); 487 shstr_cmp str_ (str);
442 object *op;
443 488
489 if (str_)
444 for_all_objects (op) 490 for_all_objects (op)
445 if (op->name == str_) 491 if (op->name == str_)
446 break; 492 return op;
447 493
448 return op; 494 return 0;
449} 495}
450 496
451/* 497/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 498 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 499 * skill and experience objects.
551 } 597 }
552 598
553 op->key_values = 0; 599 op->key_values = 0;
554} 600}
555 601
556object & 602/*
557object::operator =(const object &src) 603 * copy_to first frees everything allocated by the dst object,
604 * and then copies the contents of itself into the second
605 * object, allocating what needs to be allocated. Basically, any
606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
607 * if the first object is freed, the pointers in the new object
608 * will point at garbage.
609 */
610void
611object::copy_to (object *dst)
558{ 612{
559 bool is_freed = flag [FLAG_FREED]; 613 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 614 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 615 dst->flag [FLAG_REMOVED] = true;
566 616
567 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
568 if (src.key_values) 618 if (key_values)
569 { 619 {
570 key_value *tail = 0; 620 key_value *tail = 0;
571 key_values = 0; 621 dst->key_values = 0;
572 622
573 for (key_value *i = src.key_values; i; i = i->next) 623 for (key_value *i = key_values; i; i = i->next)
574 { 624 {
575 key_value *new_link = new key_value; 625 key_value *new_link = new key_value;
576 626
577 new_link->next = 0; 627 new_link->next = 0;
578 new_link->key = i->key; 628 new_link->key = i->key;
579 new_link->value = i->value; 629 new_link->value = i->value;
580 630
581 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
582 if (!key_values) 632 if (!dst->key_values)
583 { 633 {
584 key_values = new_link; 634 dst->key_values = new_link;
585 tail = new_link; 635 tail = new_link;
586 } 636 }
587 else 637 else
588 { 638 {
589 tail->next = new_link; 639 tail->next = new_link;
590 tail = new_link; 640 tail = new_link;
591 } 641 }
592 } 642 }
593 } 643 }
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;
608 644
609 if (speed < 0) 645 if (speed < 0)
610 dst->speed_left -= rndm (); 646 dst->speed_left -= rndm ();
611 647
612 dst->set_speed (dst->speed); 648 dst->set_speed (dst->speed);
634object * 670object *
635object::clone () 671object::clone ()
636{ 672{
637 object *neu = create (); 673 object *neu = create ();
638 copy_to (neu); 674 copy_to (neu);
675 neu->map = map; // not copied by copy_to
639 return neu; 676 return neu;
640} 677}
641 678
642/* 679/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 680 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 731 * UP_OBJ_FACE: only the objects face has changed.
695 */ 732 */
696void 733void
697update_object (object *op, int action) 734update_object (object *op, int action)
698{ 735{
699 if (op == NULL) 736 if (!op)
700 { 737 {
701 /* this should never happen */ 738 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 739 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 740 return;
704 } 741 }
705 742
706 if (op->env) 743 if (!op->is_on_map ())
707 { 744 {
708 /* Animation is currently handled by client, so nothing 745 /* Animation is currently handled by client, so nothing
709 * to do in this case. 746 * to do in this case.
710 */ 747 */
711 return; 748 return;
712 } 749 }
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;
719 750
720 /* make sure the object is within map boundaries */ 751 /* 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) 752 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 753 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 754 LOG (llevError, "update_object() called for object out of map!\n");
866object::destroy_inv (bool drop_to_ground) 897object::destroy_inv (bool drop_to_ground)
867{ 898{
868 // need to check first, because the checks below might segfault 899 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 900 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 901 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 902 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 903 // cf will crash below with off-map x and y
873 if (!inv) 904 if (!inv)
874 return; 905 return;
875 906
876 /* Only if the space blocks everything do we not process - 907 /* Only if the space blocks everything do we not process -
878 * drop on that space. 909 * drop on that space.
879 */ 910 */
880 if (!drop_to_ground 911 if (!drop_to_ground
881 || !map 912 || !map
882 || map->in_memory != MAP_ACTIVE 913 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 914 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 915 || ms ().move_block == MOVE_ALL)
885 { 916 {
886 while (inv) 917 while (inv)
887 { 918 {
888 inv->destroy_inv (drop_to_ground); 919 inv->destroy_inv (false);
889 inv->destroy (); 920 inv->destroy ();
890 } 921 }
891 } 922 }
892 else 923 else
893 { /* Put objects in inventory onto this space */ 924 { /* Put objects in inventory onto this space */
899 || op->flag [FLAG_NO_DROP] 930 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 931 || op->type == RUNE
901 || op->type == TRAP 932 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 933 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 934 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 935 op->destroy (true);
905 else 936 else
906 map->insert (op, x, y); 937 map->insert (op, x, y);
907 } 938 }
908 } 939 }
909} 940}
913 object *op = new object; 944 object *op = new object;
914 op->link (); 945 op->link ();
915 return op; 946 return op;
916} 947}
917 948
949static struct freed_map : maptile
950{
951 freed_map ()
952 {
953 path = "<freed objects map>";
954 name = "/internal/freed_objects_map";
955 width = 3;
956 height = 3;
957 no_drop = 1;
958 no_reset = 1;
959
960 alloc ();
961 in_memory = MAP_ACTIVE;
962 }
963
964 ~freed_map ()
965 {
966 destroy ();
967 }
968} freed_map; // freed objects are moved here to avoid crashes
969
918void 970void
919object::do_destroy () 971object::do_destroy ()
920{ 972{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 973 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 974 remove_button_link (this);
925 975
926 if (flag [FLAG_FRIENDLY]) 976 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 977 remove_friendly_object (this);
928 978
929 if (!flag [FLAG_REMOVED])
930 remove (); 979 remove ();
931 980
932 destroy_inv (true); 981 attachable::do_destroy ();
933 982
934 deactivate (); 983 deactivate ();
935 unlink (); 984 unlink ();
936 985
937 flag [FLAG_FREED] = 1; 986 flag [FLAG_FREED] = 1;
938 987
939 // hack to ensure that freed objects still have a valid map 988 // 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; 989 map = &freed_map;
958 x = 1; 990 x = 1;
959 y = 1; 991 y = 1;
960 }
961 992
962 if (more) 993 if (more)
963 { 994 {
964 more->destroy (); 995 more->destroy ();
965 more = 0; 996 more = 0;
978object::destroy (bool destroy_inventory) 1009object::destroy (bool destroy_inventory)
979{ 1010{
980 if (destroyed ()) 1011 if (destroyed ())
981 return; 1012 return;
982 1013
1014 if (!is_head () && !head->destroyed ())
1015 {
1016 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1017 head->destroy (destroy_inventory);
1018 return;
1019 }
1020
983 if (destroy_inventory) 1021 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1022
986 if (is_head ()) 1023 if (is_head ())
987 if (sound_destroy) 1024 if (sound_destroy)
988 play_sound (sound_destroy); 1025 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1026 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1040object::do_remove ()
1004{ 1041{
1005 object *tmp, *last = 0; 1042 object *tmp, *last = 0;
1006 object *otmp; 1043 object *otmp;
1007 1044
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1045 if (flag [FLAG_REMOVED])
1009 return; 1046 return;
1010 1047
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1048 INVOKE_OBJECT (REMOVE, this);
1049
1050 flag [FLAG_REMOVED] = true;
1013 1051
1014 if (more) 1052 if (more)
1015 more->remove (); 1053 more->remove ();
1016 1054
1017 /* 1055 /*
1018 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1019 * inventory. 1057 * inventory.
1020 */ 1058 */
1021 if (env) 1059 if (env)
1022 { 1060 {
1061 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1062 if (object *pl = visible_to ())
1063 esrv_del_item (pl->contr, count);
1064 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1065
1023 adjust_weight (env, -total_weight ()); 1066 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029 1067
1030 /* we set up values so that it could be inserted into 1068 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1069 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1070 * to the caller to decide what we want to do.
1033 */ 1071 */
1034 map = env->map; 1072 map = env->map;
1035 x = env->x; 1073 x = env->x;
1036 y = env->y; 1074 y = env->y;
1075
1076 // make sure cmov optimisation is applicable
1077 *(above ? &above->below : &env->inv) = below;
1078 *(below ? &below->above : &above ) = above; // &above is just a dummy
1079
1037 above = 0; 1080 above = 0;
1038 below = 0; 1081 below = 0;
1039 env = 0; 1082 env = 0;
1040 1083
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1084 /* NO_FIX_PLAYER is set when a great many changes are being
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1088 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1089 otmp->update_stats ();
1047 } 1090 }
1048 else if (map) 1091 else if (map)
1049 { 1092 {
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; 1093 map->dirty = true;
1063 mapspace &ms = this->ms (); 1094 mapspace &ms = this->ms ();
1064 1095
1096 if (object *pl = ms.player ())
1097 {
1098 if (type == PLAYER) // this == pl(!)
1099 {
1100 // leaving a spot always closes any open container on the ground
1101 if (container && !container->env)
1102 // this causes spurious floorbox updates, but it ensures
1103 // that the CLOSE event is being sent.
1104 close_container ();
1105
1106 --map->players;
1107 map->touch ();
1108 }
1109 else if (pl->container == this)
1110 {
1111 // removing a container should close it
1112 close_container ();
1113 }
1114
1115 esrv_del_item (pl->contr, count);
1116 }
1117
1065 /* link the object above us */ 1118 /* link the object above us */
1066 if (above) 1119 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1120 *(above ? &above->below : &ms.top) = below;
1068 else 1121 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 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 ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1122
1086 above = 0; 1123 above = 0;
1087 below = 0; 1124 below = 0;
1088 1125
1089 if (map->in_memory == MAP_SAVING) 1126 if (map->in_memory == MAP_SAVING)
1098 * removed (most likely destroyed), update the player view 1135 * removed (most likely destroyed), update the player view
1099 * appropriately. 1136 * appropriately.
1100 */ 1137 */
1101 pl->close_container (); 1138 pl->close_container ();
1102 1139
1140 //TODO: the floorbox prev/next might need updating
1141 //esrv_del_item (pl->contr, count);
1142 //TODO: update floorbox to preserve ordering
1143 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1144 pl->contr->ns->floorbox_update ();
1104 } 1145 }
1105 1146
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1147 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1148 {
1108 /* No point updating the players look faces if he is the object 1149 /* No point updating the players look faces if he is the object
1152 if (!top) 1193 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1194 for (top = op; top && top->above; top = top->above)
1154 ; 1195 ;
1155 1196
1156 for (; top; top = top->below) 1197 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1198 if (object::can_merge (op, top))
1162 { 1199 {
1163 top->nrof += op->nrof; 1200 top->nrof += op->nrof;
1164 1201
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1202 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1203 esrv_update_item (UPD_NROF, pl, top);
1204
1205 op->weight = 0; // cancel the addition above
1206 op->carrying = 0; // must be 0 already
1207
1167 op->destroy (); 1208 op->destroy (1);
1209
1168 return top; 1210 return top;
1169 } 1211 }
1170 }
1171 1212
1172 return 0; 1213 return 0;
1173} 1214}
1174 1215
1175void 1216void
1200 * job preparing multi-part monsters. 1241 * job preparing multi-part monsters.
1201 */ 1242 */
1202object * 1243object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1245{
1246 op->remove ();
1247
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1248 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1249 {
1207 tmp->x = x + tmp->arch->x; 1250 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1251 tmp->y = y + tmp->arch->y;
1209 } 1252 }
1232 * just 'op' otherwise 1275 * just 'op' otherwise
1233 */ 1276 */
1234object * 1277object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1279{
1237 assert (!op->flag [FLAG_FREED]); 1280 if (op->is_on_map ())
1281 {
1282 LOG (llevError, "insert_ob_in_map called for object already on map");
1283 abort ();
1284 }
1238 1285
1239 object *top, *floor = NULL; 1286 if (op->env)
1240 1287 {
1288 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1241 op->remove (); 1289 op->remove ();
1290 }
1291
1292 if (op->face && !face_info (op->face))//D TODO: remove soon
1293 {//D
1294 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1295 op->face = 1;//D
1296 }//D
1242 1297
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1298 /* 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 1299 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1300 * need extra work
1246 */ 1301 */
1247 if (!xy_normalise (m, op->x, op->y)) 1302 if (!xy_normalise (m, op->x, op->y))
1248 { 1303 {
1249 op->destroy (); 1304 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1250 return 0; 1305 return 0;
1251 } 1306 }
1252 1307
1253 if (object *more = op->more) 1308 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1309 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1318 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1319 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1320 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1321 if (object::can_merge (op, tmp))
1267 { 1322 {
1323 // TODO: we actually want to update tmp, not op,
1324 // but some caller surely breaks when we return tmp
1325 // from here :/
1268 op->nrof += tmp->nrof; 1326 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1327 tmp->destroy (1);
1270 } 1328 }
1271 1329
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1281 { 1339 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1340 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1341 abort ();
1284 } 1342 }
1285 1343
1344 if (!originator->is_on_map ())
1345 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1346 op->debug_desc (), originator->debug_desc ());
1347
1286 op->above = originator; 1348 op->above = originator;
1287 op->below = originator->below; 1349 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1350 originator->below = op;
1351
1352 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1353 }
1297 else 1354 else
1298 { 1355 {
1299 top = ms.bot; 1356 object *floor = 0;
1357 object *top = ms.top;
1300 1358
1301 /* If there are other objects, then */ 1359 /* If there are other objects, then */
1302 if (top) 1360 if (top)
1303 { 1361 {
1304 object *last = 0;
1305
1306 /* 1362 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1363 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1364 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1365 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1366 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1369 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1370 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1371 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1372 * that flying non pickable objects are spell objects.
1317 */ 1373 */
1318 for (top = ms.bot; top; top = top->above) 1374 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1375 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1377 floor = tmp;
1322 1378
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1379 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1380 {
1325 /* We insert above top, so we want this object below this */ 1381 /* We insert above top, so we want this object below this */
1326 top = top->below; 1382 top = tmp->below;
1327 break; 1383 break;
1328 } 1384 }
1329 1385
1330 last = top; 1386 top = tmp;
1331 } 1387 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1388
1336 /* We let update_position deal with figuring out what the space 1389 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1390 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1391 * makes things faster, and effectively the same result.
1339 */ 1392 */
1346 */ 1399 */
1347 if (!(flag & INS_ON_TOP) 1400 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1401 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1402 && (op->face && !faces [op->face].visibility))
1350 { 1403 {
1404 object *last;
1405
1351 for (last = top; last != floor; last = last->below) 1406 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1408 break;
1354 1409
1355 /* Check to see if we found the object that blocks view, 1410 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1418 } /* If objects on this space */
1364 1419
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1420 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1421 top = floor;
1367 1422
1368 /* Top is the object that our object (op) is going to get inserted above. 1423 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1424 if (!top)
1373 { 1425 {
1426 op->below = 0;
1374 op->above = ms.bot; 1427 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1428 ms.bot = op;
1429
1430 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1431 }
1382 else 1432 else
1383 { /* get inserted into the stack above top */ 1433 {
1384 op->above = top->above; 1434 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1435 top->above = op;
1388 1436
1389 op->below = top; 1437 op->below = top;
1390 top->above = op; 1438 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1439 }
1392 1440 }
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396 1441
1397 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1398 { 1443 {
1399 op->contr->do_los = 1; 1444 op->contr->do_los = 1;
1400 ++op->map->players; 1445 ++op->map->players;
1402 } 1447 }
1403 1448
1404 op->map->dirty = true; 1449 op->map->dirty = true;
1405 1450
1406 if (object *pl = ms.player ()) 1451 if (object *pl = ms.player ())
1452 //TODO: the floorbox prev/next might need updating
1453 //esrv_send_item (pl, op);
1454 //TODO: update floorbox to preserve ordering
1455 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1456 pl->contr->ns->floorbox_update ();
1408 1457
1409 /* If this object glows, it may affect lighting conditions that are 1458 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1459 * 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 1460 * 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 1461 * on the map will get recalculated. The players could very well
1477 return where->env->insert (this); 1526 return where->env->insert (this);
1478 else 1527 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1528 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1529}
1481 1530
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/* 1531/*
1517 * decrease(object, number) decreases a specified number from 1532 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1533 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1534 * is subsequently removed and freed.
1520 * 1535 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1536 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1537 */
1523bool 1538bool
1524object::decrease (sint32 nr) 1539object::decrease (sint32 nr)
1525{ 1540{
1541 if (!nr)
1542 return true;
1543
1526 nr = min (nr, nrof); 1544 nr = min (nr, nrof);
1527 1545
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr; 1546 nrof -= nr;
1532 1547
1533 object *visible = visible_to (this);
1534
1535 if (nrof) 1548 if (nrof)
1536 { 1549 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1550 adjust_weight (env, -weight * nr); // carrying == 0
1538 1551
1539 if (visible) 1552 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1553 esrv_update_item (UPD_NROF, pl, this);
1541 1554
1542 return 1; 1555 return true;
1543 } 1556 }
1544 else 1557 else
1545 { 1558 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1559 destroy (1);
1550 return 0; 1560 return false;
1551 } 1561 }
1552} 1562}
1553 1563
1554/* 1564/*
1555 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1565 * split(ob,nr) splits up ob into two parts. The part which
1556 * is returned contains nr objects, and the remaining parts contains 1566 * is returned contains nr objects, and the remaining parts contains
1557 * the rest (or is removed and freed if that number is 0). 1567 * the rest (or is removed and returned if that number is 0).
1558 * On failure, NULL is returned, and the reason put into the 1568 * On failure, NULL is returned.
1559 * global static errmsg array.
1560 */ 1569 */
1561object * 1570object *
1562object::split (sint32 nr) 1571object::split (sint32 nr)
1563{ 1572{
1573 int have = number_of ();
1574
1564 if (nrof < nr) 1575 if (have < nr)
1565 return 0; 1576 return 0;
1566 else if (nrof == nr) 1577 else if (have == nr)
1567 { 1578 {
1568 remove (); 1579 remove ();
1569 return this; 1580 return this;
1570 } 1581 }
1571 else 1582 else
1572 { 1583 {
1573 decrease (nr); 1584 decrease (nr);
1574 1585
1575 object *op = object_create_clone (this); 1586 object *op = deep_clone ();
1576 op->nrof = nr; 1587 op->nrof = nr;
1577 return op; 1588 return op;
1578 } 1589 }
1579}
1580
1581//TODO: remove, but semantics differs from split_nr
1582object *
1583get_split_ob (object *orig_ob, uint32 nr)
1584{
1585 if (orig_ob->nrof < nr)
1586 {
1587 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1588 return 0;
1589 }
1590
1591 return orig_ob->split (nr);
1592} 1590}
1593 1591
1594object * 1592object *
1595insert_ob_in_ob (object *op, object *where) 1593insert_ob_in_ob (object *op, object *where)
1596{ 1594{
1637 if (object::can_merge (tmp, op)) 1635 if (object::can_merge (tmp, op))
1638 { 1636 {
1639 /* return the original object and remove inserted object 1637 /* return the original object and remove inserted object
1640 (client needs the original object) */ 1638 (client needs the original object) */
1641 tmp->nrof += op->nrof; 1639 tmp->nrof += op->nrof;
1640
1641 if (object *pl = tmp->visible_to ())
1642 esrv_update_item (UPD_NROF, pl, tmp);
1643
1644 adjust_weight (this, op->total_weight ());
1645
1642 op->destroy (1); 1646 op->destroy (1);
1643 op = tmp; 1647 op = tmp;
1644 goto inserted; 1648 goto inserted;
1645 } 1649 }
1646 1650
1658 1662
1659 inv = op; 1663 inv = op;
1660 1664
1661 op->flag [FLAG_REMOVED] = 0; 1665 op->flag [FLAG_REMOVED] = 0;
1662 1666
1667 if (object *pl = op->visible_to ())
1668 esrv_send_item (pl, op);
1669
1663 adjust_weight (this, op->total_weight ()); 1670 adjust_weight (this, op->total_weight ());
1664 1671
1665inserted: 1672inserted:
1666 /* reset the light list and los of the players on the map */ 1673 /* reset the light list and los of the players on the map */
1667 if (op->glow_radius && map && map->darkness) 1674 if (op->glow_radius && map && map->darkness)
1668 update_all_los (map, x, y); 1675 update_all_los (map, x, y);
1669 1676
1670 if (object *otmp = in_player ()) 1677 // if this is a player's inventory, update stats
1671 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1678 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1672 otmp->update_stats (); 1679 update_stats ();
1673 1680
1674 INVOKE_OBJECT (INSERT, this); 1681 INVOKE_OBJECT (INSERT, this);
1675 1682
1676 return op; 1683 return op;
1677} 1684}
1805 LOG (llevError, "Present_arch called outside map.\n"); 1812 LOG (llevError, "Present_arch called outside map.\n");
1806 return NULL; 1813 return NULL;
1807 } 1814 }
1808 1815
1809 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 if (tmp->arch == at) 1817 if (tmp->arch->archname == at->archname)
1811 return tmp; 1818 return tmp;
1812 1819
1813 return NULL; 1820 return NULL;
1814} 1821}
1815 1822
1879 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
1880 */ 1887 */
1881object * 1888object *
1882present_arch_in_ob (const archetype *at, const object *op) 1889present_arch_in_ob (const archetype *at, const object *op)
1883{ 1890{
1884 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885 if (tmp->arch == at) 1892 if (tmp->arch->archname == at->archname)
1886 return tmp; 1893 return tmp;
1887 1894
1888 return NULL; 1895 return NULL;
1889} 1896}
1890 1897
2299 2306
2300/* 2307/*
2301 * create clone from object to another 2308 * create clone from object to another
2302 */ 2309 */
2303object * 2310object *
2304object_create_clone (object *asrc) 2311object::deep_clone ()
2305{ 2312{
2306 object *dst = 0, *tmp, *src, *prev, *item; 2313 assert (("deep_clone called on non-head object", is_head ()));
2307 2314
2308 if (!asrc) 2315 object *dst = clone ();
2309 return 0;
2310 2316
2311 src = asrc->head_ (); 2317 object *prev = dst;
2312
2313 prev = 0;
2314 for (object *part = src; part; part = part->more) 2318 for (object *part = this->more; part; part = part->more)
2315 { 2319 {
2316 tmp = part->clone (); 2320 object *tmp = part->clone ();
2317 tmp->x -= src->x;
2318 tmp->y -= src->y;
2319
2320 if (!part->head)
2321 {
2322 dst = tmp;
2323 tmp->head = 0;
2324 }
2325 else
2326 tmp->head = dst; 2321 tmp->head = dst;
2327
2328 tmp->more = 0;
2329
2330 if (prev)
2331 prev->more = tmp; 2322 prev->more = tmp;
2332
2333 prev = tmp; 2323 prev = tmp;
2334 } 2324 }
2335 2325
2336 for (item = src->inv; item; item = item->below) 2326 for (object *item = inv; item; item = item->below)
2337 insert_ob_in_ob (object_create_clone (item), dst); 2327 insert_ob_in_ob (item->deep_clone (), dst);
2338 2328
2339 return dst; 2329 return dst;
2340} 2330}
2341 2331
2342/* This returns the first object in who's inventory that 2332/* This returns the first object in who's inventory that
2351 return tmp; 2341 return tmp;
2352 2342
2353 return 0; 2343 return 0;
2354} 2344}
2355 2345
2356/* If ob has a field named key, return the link from the list, 2346const shstr &
2357 * otherwise return NULL. 2347object::kv_get (const shstr &key) const
2358 *
2359 * key must be a passed in shared string - otherwise, this won't
2360 * do the desired thing.
2361 */
2362key_value *
2363get_ob_key_link (const object *ob, const char *key)
2364{ 2348{
2365 for (key_value *link = ob->key_values; link; link = link->next) 2349 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (link->key == key) 2350 if (kv->key == key)
2367 return link;
2368
2369 return 0;
2370}
2371
2372/*
2373 * Returns the value of op has an extra_field for key, or NULL.
2374 *
2375 * The argument doesn't need to be a shared string.
2376 *
2377 * The returned string is shared.
2378 */
2379const char *
2380get_ob_key_value (const object *op, const char *const key)
2381{
2382 key_value *link;
2383 shstr_cmp canonical_key (key);
2384
2385 if (!canonical_key)
2386 {
2387 /* 1. There being a field named key on any object
2388 * implies there'd be a shared string to find.
2389 * 2. Since there isn't, no object has this field.
2390 * 3. Therefore, *this* object doesn't have this field.
2391 */
2392 return 0;
2393 }
2394
2395 /* This is copied from get_ob_key_link() above -
2396 * only 4 lines, and saves the function call overhead.
2397 */
2398 for (link = op->key_values; link; link = link->next)
2399 if (link->key == canonical_key)
2400 return link->value; 2351 return kv->value;
2401 2352
2402 return 0; 2353 return shstr_null;
2403} 2354}
2404 2355
2405/* 2356void
2406 * Updates the canonical_key in op to value. 2357object::kv_set (const shstr &key, const shstr &value)
2407 *
2408 * canonical_key is a shared string (value doesn't have to be).
2409 *
2410 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2411 * keys.
2412 *
2413 * Returns TRUE on success.
2414 */
2415int
2416set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2417{ 2358{
2418 key_value *field = NULL, *last = NULL; 2359 for (key_value *kv = key_values; kv; kv = kv->next)
2419 2360 if (kv->key == key)
2420 for (field = op->key_values; field != NULL; field = field->next)
2421 {
2422 if (field->key != canonical_key)
2423 { 2361 {
2424 last = field; 2362 kv->value = value;
2425 continue; 2363 return;
2426 } 2364 }
2427 2365
2428 if (value) 2366 key_value *kv = new key_value;
2429 field->value = value; 2367
2430 else 2368 kv->next = key_values;
2369 kv->key = key;
2370 kv->value = value;
2371
2372 key_values = kv;
2373}
2374
2375void
2376object::kv_del (const shstr &key)
2377{
2378 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2379 if ((*kvp)->key == key)
2431 { 2380 {
2432 /* Basically, if the archetype has this key set, 2381 key_value *kv = *kvp;
2433 * we need to store the null value so when we save 2382 *kvp = (*kvp)->next;
2434 * it, we save the empty value so that when we load, 2383 delete kv;
2435 * we get this value back again. 2384 return;
2436 */
2437 if (get_ob_key_link (op->arch, canonical_key))
2438 field->value = 0;
2439 else
2440 {
2441 if (last)
2442 last->next = field->next;
2443 else
2444 op->key_values = field->next;
2445
2446 delete field;
2447 }
2448 } 2385 }
2449 return TRUE;
2450 }
2451 /* IF we get here, key doesn't exist */
2452
2453 /* No field, we'll have to add it. */
2454
2455 if (!add_key)
2456 return FALSE;
2457
2458 /* There isn't any good reason to store a null
2459 * value in the key/value list. If the archetype has
2460 * this key, then we should also have it, so shouldn't
2461 * be here. If user wants to store empty strings,
2462 * should pass in ""
2463 */
2464 if (value == NULL)
2465 return TRUE;
2466
2467 field = new key_value;
2468
2469 field->key = canonical_key;
2470 field->value = value;
2471 /* Usual prepend-addition. */
2472 field->next = op->key_values;
2473 op->key_values = field;
2474
2475 return TRUE;
2476}
2477
2478/*
2479 * Updates the key in op to value.
2480 *
2481 * If add_key is FALSE, this will only update existing keys,
2482 * and not add new ones.
2483 * In general, should be little reason FALSE is ever passed in for add_key
2484 *
2485 * Returns TRUE on success.
2486 */
2487int
2488set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2489{
2490 shstr key_ (key);
2491
2492 return set_ob_key_value_s (op, key_, value, add_key);
2493} 2386}
2494 2387
2495object::depth_iterator::depth_iterator (object *container) 2388object::depth_iterator::depth_iterator (object *container)
2496: iterator_base (container) 2389: iterator_base (container)
2497{ 2390{
2547{ 2440{
2548 char flagdesc[512]; 2441 char flagdesc[512];
2549 char info2[256 * 4]; 2442 char info2[256 * 4];
2550 char *p = info; 2443 char *p = info;
2551 2444
2552 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2445 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2553 count, 2446 count,
2554 uuid.c_str (), 2447 uuid.c_str (),
2555 &name, 2448 &name,
2556 title ? "\",title:\"" : "", 2449 title ? ",title:\"" : "",
2557 title ? (const char *)title : "", 2450 title ? (const char *)title : "",
2451 title ? "\"" : "",
2558 flag_desc (flagdesc, 512), type); 2452 flag_desc (flagdesc, 512), type);
2559 2453
2560 if (!this->flag[FLAG_REMOVED] && env) 2454 if (!flag[FLAG_REMOVED] && env)
2561 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2455 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2562 2456
2563 if (map) 2457 if (map)
2564 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2458 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2565 2459
2595object::open_container (object *new_container) 2489object::open_container (object *new_container)
2596{ 2490{
2597 if (container == new_container) 2491 if (container == new_container)
2598 return; 2492 return;
2599 2493
2600 if (object *old_container = container) 2494 object *old_container = container;
2495
2496 if (old_container)
2601 { 2497 {
2602 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2498 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2603 return; 2499 return;
2604 2500
2605#if 0 2501#if 0
2607 if (object *closer = old_container->inv) 2503 if (object *closer = old_container->inv)
2608 if (closer->type == CLOSE_CON) 2504 if (closer->type == CLOSE_CON)
2609 closer->destroy (); 2505 closer->destroy ();
2610#endif 2506#endif
2611 2507
2508 // make sure the container is available
2509 esrv_send_item (this, old_container);
2510
2612 old_container->flag [FLAG_APPLIED] = 0; 2511 old_container->flag [FLAG_APPLIED] = false;
2613 container = 0; 2512 container = 0;
2614 2513
2514 // client needs item update to make it work, client bug requires this to be separate
2615 esrv_update_item (UPD_FLAGS, this, old_container); 2515 esrv_update_item (UPD_FLAGS, this, old_container);
2516
2616 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2517 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2617 play_sound (sound_find ("chest_close")); 2518 play_sound (sound_find ("chest_close"));
2618 } 2519 }
2619 2520
2620 if (new_container) 2521 if (new_container)
2633 } 2534 }
2634#endif 2535#endif
2635 2536
2636 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2537 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2637 2538
2539 // make sure the container is available, client bug requires this to be separate
2540 esrv_send_item (this, new_container);
2541
2638 new_container->flag [FLAG_APPLIED] = 1; 2542 new_container->flag [FLAG_APPLIED] = true;
2639 container = new_container; 2543 container = new_container;
2640 2544
2545 // client needs flag change
2641 esrv_update_item (UPD_FLAGS, this, new_container); 2546 esrv_update_item (UPD_FLAGS, this, new_container);
2642 esrv_send_inventory (this, new_container); 2547 esrv_send_inventory (this, new_container);
2643 play_sound (sound_find ("chest_open")); 2548 play_sound (sound_find ("chest_open"));
2644 } 2549 }
2550// else if (!old_container->env && contr && contr->ns)
2551// contr->ns->floorbox_reset ();
2645} 2552}
2646 2553
2647object * 2554object *
2648object::force_find (const shstr name) 2555object::force_find (const shstr name)
2649{ 2556{

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