ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.210 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.250 by root, Wed Jul 16 14:29:40 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 *
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 207
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 210
226 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 212 || ob1->name != ob2->name
228 || ob1->title != ob2->title 213 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 220 || ob1->value != ob2->value
236 || 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
237 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
331 317
332 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
333 return 1; 319 return 1;
334} 320}
335 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
336// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
337static sint32 360static sint32
338weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
339{ 362{
340 return op->type == CONTAINER 363 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 365 : weight;
343} 366}
349static void 372static void
350adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
351{ 374{
352 while (op) 375 while (op)
353 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
381
382 if (!weight)
383 return;
355 384
356 op->carrying += weight; 385 op->carrying += weight;
386
387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
389 esrv_update_item (UPD_WEIGHT, pl, op);
390
357 op = op->env; 391 op = op->env;
358 } 392 }
359} 393}
360 394
361/* 395/*
374 op->update_weight (); 408 op->update_weight ();
375 409
376 sum += op->total_weight (); 410 sum += op->total_weight ();
377 } 411 }
378 412
379 carrying = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
414
415 if (sum != carrying)
416 {
417 carrying = sum;
418
419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
421 esrv_update_item (UPD_WEIGHT, pl, this);
422 }
380} 423}
381 424
382/* 425/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 427 */
437 */ 480 */
438object * 481object *
439find_object_name (const char *str) 482find_object_name (const char *str)
440{ 483{
441 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
442 object *op;
443 485
486 if (str_)
444 for_all_objects (op) 487 for_all_objects (op)
445 if (op->name == str_) 488 if (op->name == str_)
446 break; 489 return op;
447 490
448 return op; 491 return 0;
449} 492}
450 493
451/* 494/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 496 * skill and experience objects.
551 } 594 }
552 595
553 op->key_values = 0; 596 op->key_values = 0;
554} 597}
555 598
556object & 599/*
557object::operator =(const object &src) 600 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second
602 * object, allocating what needs to be allocated. Basically, any
603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
604 * if the first object is freed, the pointers in the new object
605 * will point at garbage.
606 */
607void
608object::copy_to (object *dst)
558{ 609{
559 bool is_freed = flag [FLAG_FREED]; 610 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 611 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 612 dst->flag [FLAG_REMOVED] = true;
566 613
567 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
568 if (src.key_values) 615 if (key_values)
569 { 616 {
570 key_value *tail = 0; 617 key_value *tail = 0;
571 key_values = 0; 618 dst->key_values = 0;
572 619
573 for (key_value *i = src.key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
574 { 621 {
575 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
576 623
577 new_link->next = 0; 624 new_link->next = 0;
578 new_link->key = i->key; 625 new_link->key = i->key;
579 new_link->value = i->value; 626 new_link->value = i->value;
580 627
581 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
582 if (!key_values) 629 if (!dst->key_values)
583 { 630 {
584 key_values = new_link; 631 dst->key_values = new_link;
585 tail = new_link; 632 tail = new_link;
586 } 633 }
587 else 634 else
588 { 635 {
589 tail->next = new_link; 636 tail->next = new_link;
590 tail = new_link; 637 tail = new_link;
591 } 638 }
592 } 639 }
593 } 640 }
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;
608 641
609 if (speed < 0) 642 if (speed < 0)
610 dst->speed_left -= rndm (); 643 dst->speed_left -= rndm ();
611 644
612 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
634object * 667object *
635object::clone () 668object::clone ()
636{ 669{
637 object *neu = create (); 670 object *neu = create ();
638 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
639 return neu; 673 return neu;
640} 674}
641 675
642/* 676/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
695 */ 729 */
696void 730void
697update_object (object *op, int action) 731update_object (object *op, int action)
698{ 732{
699 if (op == NULL) 733 if (!op)
700 { 734 {
701 /* this should never happen */ 735 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 737 return;
704 } 738 }
705 739
706 if (op->env) 740 if (!op->is_on_map ())
707 { 741 {
708 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
709 * to do in this case. 743 * to do in this case.
710 */ 744 */
711 return; 745 return;
712 } 746 }
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;
719 747
720 /* make sure the object is within map boundaries */ 748 /* 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) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 750 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
866object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
867{ 895{
868 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
873 if (!inv) 901 if (!inv)
874 return; 902 return;
875 903
876 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
878 * drop on that space. 906 * drop on that space.
879 */ 907 */
880 if (!drop_to_ground 908 if (!drop_to_ground
881 || !map 909 || !map
882 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 911 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
885 { 913 {
886 while (inv) 914 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 915 inv->destroy (true);
890 }
891 } 916 }
892 else 917 else
893 { /* Put objects in inventory onto this space */ 918 { /* Put objects in inventory onto this space */
894 while (inv) 919 while (inv)
895 { 920 {
899 || op->flag [FLAG_NO_DROP] 924 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 925 || op->type == RUNE
901 || op->type == TRAP 926 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 927 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 928 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 929 op->destroy (true);
905 else 930 else
906 map->insert (op, x, y); 931 map->insert (op, x, y);
907 } 932 }
908 } 933 }
909} 934}
913 object *op = new object; 938 object *op = new object;
914 op->link (); 939 op->link ();
915 return op; 940 return op;
916} 941}
917 942
943static struct freed_map : maptile
944{
945 freed_map ()
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
918void 964void
919object::do_destroy () 965object::do_destroy ()
920{ 966{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 968 remove_button_link (this);
925 969
926 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 971 remove_friendly_object (this);
928 972
929 if (!flag [FLAG_REMOVED])
930 remove (); 973 remove ();
931 974
932 destroy_inv (true); 975 attachable::do_destroy ();
933 976
934 deactivate (); 977 deactivate ();
935 unlink (); 978 unlink ();
936 979
937 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
938 981
939 // hack to ensure that freed objects still have a valid map 982 // 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; 983 map = &freed_map;
958 x = 1; 984 x = 1;
959 y = 1; 985 y = 1;
960 }
961 986
962 if (more) 987 if (more)
963 { 988 {
964 more->destroy (); 989 more->destroy ();
965 more = 0; 990 more = 0;
978object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
979{ 1004{
980 if (destroyed ()) 1005 if (destroyed ())
981 return; 1006 return;
982 1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
983 if (destroy_inventory) 1015 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1016
986 if (is_head ()) 1017 if (is_head ())
987 if (sound_destroy) 1018 if (sound_destroy)
988 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1034object::do_remove ()
1004{ 1035{
1005 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1006 object *otmp; 1037 object *otmp;
1007 1038
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1009 return; 1040 return;
1010 1041
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1013 1045
1014 if (more) 1046 if (more)
1015 more->remove (); 1047 more->remove ();
1016 1048
1017 /* 1049 /*
1018 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1019 * inventory. 1051 * inventory.
1020 */ 1052 */
1021 if (env) 1053 if (env)
1022 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1023 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029 1061
1030 /* we set up values so that it could be inserted into 1062 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1063 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1064 * to the caller to decide what we want to do.
1033 */ 1065 */
1034 map = env->map; 1066 map = env->map;
1035 x = env->x; 1067 x = env->x;
1036 y = env->y; 1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1037 above = 0; 1074 above = 0;
1038 below = 0; 1075 below = 0;
1039 env = 0; 1076 env = 0;
1040 1077
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* 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)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1083 otmp->update_stats ();
1047 } 1084 }
1048 else if (map) 1085 else if (map)
1049 { 1086 {
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; 1087 map->dirty = true;
1063 mapspace &ms = this->ms (); 1088 mapspace &ms = this->ms ();
1064 1089
1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1065 /* link the object above us */ 1112 /* link the object above us */
1066 if (above) 1113 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1068 else 1115 *(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 1116
1086 above = 0; 1117 above = 0;
1087 below = 0; 1118 below = 0;
1088 1119
1089 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1098 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1099 * appropriately. 1130 * appropriately.
1100 */ 1131 */
1101 pl->close_container (); 1132 pl->close_container ();
1102 1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1104 } 1139 }
1105 1140
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1142 {
1108 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1152 if (!top) 1187 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1188 for (top = op; top && top->above; top = top->above)
1154 ; 1189 ;
1155 1190
1156 for (; top; top = top->below) 1191 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1192 if (object::can_merge (op, top))
1162 { 1193 {
1163 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1164 1195
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1167 op->destroy (); 1202 op->destroy (1);
1203
1168 return top; 1204 return top;
1169 } 1205 }
1170 }
1171 1206
1172 return 0; 1207 return 0;
1173} 1208}
1174 1209
1175void 1210void
1200 * job preparing multi-part monsters. 1235 * job preparing multi-part monsters.
1201 */ 1236 */
1202object * 1237object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1238insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1239{
1240 op->remove ();
1241
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1242 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1243 {
1207 tmp->x = x + tmp->arch->x; 1244 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1245 tmp->y = y + tmp->arch->y;
1209 } 1246 }
1232 * just 'op' otherwise 1269 * just 'op' otherwise
1233 */ 1270 */
1234object * 1271object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1273{
1237 assert (!op->flag [FLAG_FREED]); 1274 if (op->is_on_map ())
1275 {
1276 LOG (llevError, "insert_ob_in_map called for object already on map");
1277 abort ();
1278 }
1238 1279
1239 object *top, *floor = NULL; 1280 if (op->env)
1240 1281 {
1282 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1241 op->remove (); 1283 op->remove ();
1284 }
1285
1286 if (op->face && !face_info (op->face))//D TODO: remove soon
1287 {//D
1288 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1289 op->face = 1;//D
1290 }//D
1242 1291
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* 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 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1294 * need extra work
1246 */ 1295 */
1247 if (!xy_normalise (m, op->x, op->y)) 1296 if (!xy_normalise (m, op->x, op->y))
1248 { 1297 {
1249 op->destroy (); 1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1250 return 0; 1299 return 0;
1251 } 1300 }
1252 1301
1253 if (object *more = op->more) 1302 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1303 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1312 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1313 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1315 if (object::can_merge (op, tmp))
1267 { 1316 {
1317 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp
1319 // from here :/
1268 op->nrof += tmp->nrof; 1320 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1321 tmp->destroy (1);
1270 } 1322 }
1271 1323
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1281 { 1333 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1335 abort ();
1284 } 1336 }
1285 1337
1338 if (!originator->is_on_map ())
1339 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1340 op->debug_desc (), originator->debug_desc ());
1341
1286 op->above = originator; 1342 op->above = originator;
1287 op->below = originator->below; 1343 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; 1344 originator->below = op;
1345
1346 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1347 }
1297 else 1348 else
1298 { 1349 {
1299 top = ms.bot; 1350 object *floor = 0;
1351 object *top = ms.top;
1300 1352
1301 /* If there are other objects, then */ 1353 /* If there are other objects, then */
1302 if (top) 1354 if (top)
1303 { 1355 {
1304 object *last = 0;
1305
1306 /* 1356 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1357 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1358 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1359 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1360 * 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 1363 * 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 1364 * 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 1365 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1366 * that flying non pickable objects are spell objects.
1317 */ 1367 */
1318 for (top = ms.bot; top; top = top->above) 1368 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1369 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1370 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1371 floor = tmp;
1322 1372
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1374 {
1325 /* We insert above top, so we want this object below this */ 1375 /* We insert above top, so we want this object below this */
1326 top = top->below; 1376 top = tmp->below;
1327 break; 1377 break;
1328 } 1378 }
1329 1379
1330 last = top; 1380 top = tmp;
1331 } 1381 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1382
1336 /* We let update_position deal with figuring out what the space 1383 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1384 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1385 * makes things faster, and effectively the same result.
1339 */ 1386 */
1346 */ 1393 */
1347 if (!(flag & INS_ON_TOP) 1394 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1395 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1396 && (op->face && !faces [op->face].visibility))
1350 { 1397 {
1398 object *last;
1399
1351 for (last = top; last != floor; last = last->below) 1400 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1401 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1402 break;
1354 1403
1355 /* Check to see if we found the object that blocks view, 1404 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1412 } /* If objects on this space */
1364 1413
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1414 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1415 top = floor;
1367 1416
1368 /* Top is the object that our object (op) is going to get inserted above. 1417 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1418 if (!top)
1373 { 1419 {
1420 op->below = 0;
1374 op->above = ms.bot; 1421 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1422 ms.bot = op;
1423
1424 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1425 }
1382 else 1426 else
1383 { /* get inserted into the stack above top */ 1427 {
1384 op->above = top->above; 1428 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1429 top->above = op;
1388 1430
1389 op->below = top; 1431 op->below = top;
1390 top->above = op; 1432 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1433 }
1392 1434 }
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396 1435
1397 if (op->type == PLAYER) 1436 if (op->type == PLAYER)
1398 { 1437 {
1399 op->contr->do_los = 1; 1438 op->contr->do_los = 1;
1400 ++op->map->players; 1439 ++op->map->players;
1402 } 1441 }
1403 1442
1404 op->map->dirty = true; 1443 op->map->dirty = true;
1405 1444
1406 if (object *pl = ms.player ()) 1445 if (object *pl = ms.player ())
1446 //TODO: the floorbox prev/next might need updating
1447 //esrv_send_item (pl, op);
1448 //TODO: update floorbox to preserve ordering
1449 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1450 pl->contr->ns->floorbox_update ();
1408 1451
1409 /* If this object glows, it may affect lighting conditions that are 1452 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1453 * 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 1454 * 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 1455 * on the map will get recalculated. The players could very well
1477 return where->env->insert (this); 1520 return where->env->insert (this);
1478 else 1521 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1522 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1523}
1481 1524
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/* 1525/*
1517 * decrease(object, number) decreases a specified number from 1526 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1520 * 1529 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1531 */
1523bool 1532bool
1524object::decrease (sint32 nr) 1533object::decrease (sint32 nr)
1525{ 1534{
1535 if (!nr)
1536 return true;
1537
1526 nr = min (nr, nrof); 1538 nr = min (nr, nrof);
1527 1539
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr; 1540 nrof -= nr;
1532 1541
1533 object *visible = visible_to (this);
1534
1535 if (nrof) 1542 if (nrof)
1536 { 1543 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1544 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1545
1539 if (visible) 1546 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1547 esrv_update_item (UPD_NROF, pl, this);
1541 1548
1542 return 1; 1549 return true;
1543 } 1550 }
1544 else 1551 else
1545 { 1552 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1553 destroy ();
1550 return 0; 1554 return false;
1551 } 1555 }
1552} 1556}
1553 1557
1554/* 1558/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1559 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1562 * On failure, NULL is returned.
1559 */ 1563 */
1560object * 1564object *
1561object::split (sint32 nr) 1565object::split (sint32 nr)
1562{ 1566{
1567 int have = number_of ();
1568
1563 if (nrof < nr) 1569 if (have < nr)
1564 return 0; 1570 return 0;
1565 else if (nrof == nr) 1571 else if (have == nr)
1566 { 1572 {
1567 remove (); 1573 remove ();
1568 return this; 1574 return this;
1569 } 1575 }
1570 else 1576 else
1571 { 1577 {
1572 decrease (nr); 1578 decrease (nr);
1573 1579
1574 object *op = object_create_clone (this); 1580 object *op = deep_clone ();
1575 op->nrof = nr; 1581 op->nrof = nr;
1576 return op; 1582 return op;
1577 } 1583 }
1578} 1584}
1579 1585
1623 if (object::can_merge (tmp, op)) 1629 if (object::can_merge (tmp, op))
1624 { 1630 {
1625 /* return the original object and remove inserted object 1631 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1632 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1633 tmp->nrof += op->nrof;
1634
1635 if (object *pl = tmp->visible_to ())
1636 esrv_update_item (UPD_NROF, pl, tmp);
1637
1628 adjust_weight (this, op->total_weight ()); 1638 adjust_weight (this, op->total_weight ());
1629 1639
1630 op->destroy (1); 1640 op->destroy (1);
1631 op = tmp; 1641 op = tmp;
1632 goto inserted; 1642 goto inserted;
1646 1656
1647 inv = op; 1657 inv = op;
1648 1658
1649 op->flag [FLAG_REMOVED] = 0; 1659 op->flag [FLAG_REMOVED] = 0;
1650 1660
1661 if (object *pl = op->visible_to ())
1662 esrv_send_item (pl, op);
1663
1651 adjust_weight (this, op->total_weight ()); 1664 adjust_weight (this, op->total_weight ());
1652 1665
1653inserted: 1666inserted:
1654 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1668 if (op->glow_radius && map && map->darkness)
1656 update_all_los (map, x, y); 1669 update_all_los (map, x, y);
1657 1670
1658 if (object *otmp = in_player ()) 1671 // if this is a player's inventory, update stats
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1672 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1660 otmp->update_stats (); 1673 update_stats ();
1661 1674
1662 INVOKE_OBJECT (INSERT, this); 1675 INVOKE_OBJECT (INSERT, this);
1663 1676
1664 return op; 1677 return op;
1665} 1678}
1793 LOG (llevError, "Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1807 return NULL;
1795 } 1808 }
1796 1809
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1811 if (tmp->arch->archname == at->archname)
1799 return tmp; 1812 return tmp;
1800 1813
1801 return NULL; 1814 return NULL;
1802} 1815}
1803 1816
1867 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
1868 */ 1881 */
1869object * 1882object *
1870present_arch_in_ob (const archetype *at, const object *op) 1883present_arch_in_ob (const archetype *at, const object *op)
1871{ 1884{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
1874 return tmp; 1887 return tmp;
1875 1888
1876 return NULL; 1889 return NULL;
1877} 1890}
1878 1891
2287 2300
2288/* 2301/*
2289 * create clone from object to another 2302 * create clone from object to another
2290 */ 2303 */
2291object * 2304object *
2292object_create_clone (object *asrc) 2305object::deep_clone ()
2293{ 2306{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2307 assert (("deep_clone called on non-head object", is_head ()));
2295 2308
2296 if (!asrc) 2309 object *dst = clone ();
2297 return 0;
2298 2310
2299 src = asrc->head_ (); 2311 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2312 for (object *part = this->more; part; part = part->more)
2303 { 2313 {
2304 tmp = part->clone (); 2314 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2315 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2316 prev->more = tmp;
2320
2321 prev = tmp; 2317 prev = tmp;
2322 } 2318 }
2323 2319
2324 for (item = src->inv; item; item = item->below) 2320 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2321 insert_ob_in_ob (item->deep_clone (), dst);
2326 2322
2327 return dst; 2323 return dst;
2328} 2324}
2329 2325
2330/* This returns the first object in who's inventory that 2326/* This returns the first object in who's inventory that
2339 return tmp; 2335 return tmp;
2340 2336
2341 return 0; 2337 return 0;
2342} 2338}
2343 2339
2344/* If ob has a field named key, return the link from the list, 2340const shstr &
2345 * otherwise return NULL. 2341object::kv_get (const shstr &key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2342{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2344 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2345 return kv->value;
2389 2346
2390 return 0; 2347 return shstr_null;
2391} 2348}
2392 2349
2393/* 2350void
2394 * Updates the canonical_key in op to value. 2351object::kv_set (const shstr &key, const shstr &value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2352{
2406 key_value *field = NULL, *last = NULL; 2353 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2354 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2355 {
2412 last = field; 2356 kv->value = value;
2413 continue; 2357 return;
2414 } 2358 }
2415 2359
2416 if (value) 2360 key_value *kv = new key_value;
2417 field->value = value; 2361
2418 else 2362 kv->next = key_values;
2363 kv->key = key;
2364 kv->value = value;
2365
2366 key_values = kv;
2367}
2368
2369void
2370object::kv_del (const shstr &key)
2371{
2372 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2373 if ((*kvp)->key == key)
2419 { 2374 {
2420 /* Basically, if the archetype has this key set, 2375 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2376 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2377 delete kv;
2423 * we get this value back again. 2378 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2379 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2380}
2482 2381
2483object::depth_iterator::depth_iterator (object *container) 2382object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2383: iterator_base (container)
2485{ 2384{
2535{ 2434{
2536 char flagdesc[512]; 2435 char flagdesc[512];
2537 char info2[256 * 4]; 2436 char info2[256 * 4];
2538 char *p = info; 2437 char *p = info;
2539 2438
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2439 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2440 count,
2542 uuid.c_str (), 2441 uuid.c_str (),
2543 &name, 2442 &name,
2544 title ? "\",title:\"" : "", 2443 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2444 title ? (const char *)title : "",
2445 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2446 flag_desc (flagdesc, 512), type);
2547 2447
2548 if (!this->flag[FLAG_REMOVED] && env) 2448 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2449 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2450
2551 if (map) 2451 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2452 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2453
2583object::open_container (object *new_container) 2483object::open_container (object *new_container)
2584{ 2484{
2585 if (container == new_container) 2485 if (container == new_container)
2586 return; 2486 return;
2587 2487
2588 if (object *old_container = container) 2488 object *old_container = container;
2489
2490 if (old_container)
2589 { 2491 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2492 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2493 return;
2592 2494
2593#if 0 2495#if 0
2595 if (object *closer = old_container->inv) 2497 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2498 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2499 closer->destroy ();
2598#endif 2500#endif
2599 2501
2502 // make sure the container is available
2503 esrv_send_item (this, old_container);
2504
2600 old_container->flag [FLAG_APPLIED] = 0; 2505 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2506 container = 0;
2602 2507
2508 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2509 esrv_update_item (UPD_FLAGS, this, old_container);
2510
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close")); 2512 play_sound (sound_find ("chest_close"));
2606 } 2513 }
2607 2514
2608 if (new_container) 2515 if (new_container)
2621 } 2528 }
2622#endif 2529#endif
2623 2530
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2531 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625 2532
2533 // make sure the container is available, client bug requires this to be separate
2534 esrv_send_item (this, new_container);
2535
2626 new_container->flag [FLAG_APPLIED] = 1; 2536 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2537 container = new_container;
2628 2538
2539 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2540 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2541 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2542 play_sound (sound_find ("chest_open"));
2632 } 2543 }
2544// else if (!old_container->env && contr && contr->ns)
2545// contr->ns->floorbox_reset ();
2633} 2546}
2634 2547
2635object * 2548object *
2636object::force_find (const shstr name) 2549object::force_find (const shstr name)
2637{ 2550{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines