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Comparing deliantra/server/common/object.C (file contents):
Revision 1.212 by root, Mon Apr 21 23:35:24 2008 UTC vs.
Revision 1.237 by root, Tue May 6 21:04:37 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
330 316
331 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
332 return 1; 318 return 1;
333} 319}
334 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
335// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
336static sint32 358static sint32
337weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
338{ 360{
339 return op->type == CONTAINER 361 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 363 : weight;
342} 364}
348static void 370static void
349adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
350{ 372{
351 while (op) 373 while (op)
352 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
354 379
355 if (!weight) 380 if (!weight)
356 return; 381 return;
357 382
358 op->carrying += weight; 383 op->carrying += weight;
359 384
360 if (object *pl = op->visible_to ()) 385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 387 esrv_update_item (UPD_WEIGHT, pl, op);
362 388
363 op = op->env; 389 op = op->env;
364 } 390 }
365} 391}
366 392
380 op->update_weight (); 406 op->update_weight ();
381 407
382 sum += op->total_weight (); 408 sum += op->total_weight ();
383 } 409 }
384 410
385 sum = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
386 412
387 if (sum != carrying) 413 if (sum != carrying)
388 { 414 {
389 carrying = sum; 415 carrying = sum;
390 416
391 if (object *pl = visible_to ()) 417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 419 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 420 }
394} 421}
395 422
396/* 423/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
565 } 592 }
566 593
567 op->key_values = 0; 594 op->key_values = 0;
568} 595}
569 596
570object & 597/*
571object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
572{ 607{
573 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
580 611
581 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
582 if (src.key_values) 613 if (key_values)
583 { 614 {
584 key_value *tail = 0; 615 key_value *tail = 0;
585 key_values = 0; 616 dst->key_values = 0;
586 617
587 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
588 { 619 {
589 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
590 621
591 new_link->next = 0; 622 new_link->next = 0;
592 new_link->key = i->key; 623 new_link->key = i->key;
593 new_link->value = i->value; 624 new_link->value = i->value;
594 625
595 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
596 if (!key_values) 627 if (!dst->key_values)
597 { 628 {
598 key_values = new_link; 629 dst->key_values = new_link;
599 tail = new_link; 630 tail = new_link;
600 } 631 }
601 else 632 else
602 { 633 {
603 tail->next = new_link; 634 tail->next = new_link;
604 tail = new_link; 635 tail = new_link;
605 } 636 }
606 } 637 }
607 } 638 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622 639
623 if (speed < 0) 640 if (speed < 0)
624 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
625 642
626 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
648object * 665object *
649object::clone () 666object::clone ()
650{ 667{
651 object *neu = create (); 668 object *neu = create ();
652 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
653 return neu; 671 return neu;
654} 672}
655 673
656/* 674/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
709 */ 727 */
710void 728void
711update_object (object *op, int action) 729update_object (object *op, int action)
712{ 730{
713 if (op == NULL) 731 if (!op)
714 { 732 {
715 /* this should never happen */ 733 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 735 return;
718 } 736 }
719 737
720 if (op->env) 738 if (!op->is_on_map ())
721 { 739 {
722 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
723 * to do in this case. 741 * to do in this case.
724 */ 742 */
725 return; 743 return;
726 } 744 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 745
734 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 748 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
880object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
881{ 893{
882 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
887 if (!inv) 899 if (!inv)
888 return; 900 return;
889 901
890 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
897 || map->nodrop 909 || map->nodrop
898 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
899 { 911 {
900 while (inv) 912 while (inv)
901 { 913 {
902 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
903 inv->destroy (); 915 inv->destroy ();
904 } 916 }
905 } 917 }
906 else 918 else
907 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
913 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE 926 || op->type == RUNE
915 || op->type == TRAP 927 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy (); 930 op->destroy (true);
919 else 931 else
920 map->insert (op, x, y); 932 map->insert (op, x, y);
921 } 933 }
922 } 934 }
923} 935}
927 object *op = new object; 939 object *op = new object;
928 op->link (); 940 op->link ();
929 return op; 941 return op;
930} 942}
931 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 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
932void 964void
933object::do_destroy () 965object::do_destroy ()
934{ 966{
935 if (object *pl = visible_to ())
936 esrv_del_item (pl->contr, count);
937
938 attachable::do_destroy ();
939
940 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
941 remove_button_link (this); 968 remove_button_link (this);
942 969
943 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
944 remove_friendly_object (this); 971 remove_friendly_object (this);
945 972
946 if (!flag [FLAG_REMOVED])
947 remove (); 973 remove ();
948 974
949 destroy_inv (true); 975 attachable::do_destroy ();
950 976
951 deactivate (); 977 deactivate ();
952 unlink (); 978 unlink ();
953 979
954 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
955 981
956 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
957 {
958 static maptile *freed_map; // freed objects are moved here to avoid crashes
959
960 if (!freed_map)
961 {
962 freed_map = new maptile;
963
964 freed_map->path = "<freed objects map>";
965 freed_map->name = "/internal/freed_objects_map";
966 freed_map->width = 3;
967 freed_map->height = 3;
968 freed_map->nodrop = 1;
969
970 freed_map->alloc ();
971 freed_map->in_memory = MAP_ACTIVE;
972 }
973
974 map = freed_map; 983 map = &freed_map;
975 x = 1; 984 x = 1;
976 y = 1; 985 y = 1;
977 }
978 986
979 if (more) 987 if (more)
980 { 988 {
981 more->destroy (); 989 more->destroy ();
982 more = 0; 990 more = 0;
995object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
996{ 1004{
997 if (destroyed ()) 1005 if (destroyed ())
998 return; 1006 return;
999 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
1000 if (destroy_inventory) 1015 destroy_inv (!destroy_inventory);
1001 destroy_inv (false);
1002 1016
1003 if (is_head ()) 1017 if (is_head ())
1004 if (sound_destroy) 1018 if (sound_destroy)
1005 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
1006 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1020object::do_remove () 1034object::do_remove ()
1021{ 1035{
1022 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1023 object *otmp; 1037 object *otmp;
1024 1038
1025 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1026 return; 1040 return;
1027 1041
1028 SET_FLAG (this, FLAG_REMOVED);
1029 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1030 1045
1031 if (more) 1046 if (more)
1032 more->remove (); 1047 more->remove ();
1033 1048
1034 /* 1049 /*
1035 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1036 * inventory. 1051 * inventory.
1037 */ 1052 */
1038 if (env) 1053 if (env)
1039 { 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
1040 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
1044 if (below)
1045 below->above = above;
1046 1061
1047 /* we set up values so that it could be inserted into 1062 /* we set up values so that it could be inserted into
1048 * 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
1049 * to the caller to decide what we want to do. 1064 * to the caller to decide what we want to do.
1050 */ 1065 */
1051 map = env->map; 1066 map = env->map;
1052 x = env->x; 1067 x = env->x;
1053 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
1054 above = 0; 1074 above = 0;
1055 below = 0; 1075 below = 0;
1056 env = 0; 1076 env = 0;
1057 1077
1058 /* 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
1062 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))
1063 otmp->update_stats (); 1083 otmp->update_stats ();
1064 } 1084 }
1065 else if (map) 1085 else if (map)
1066 { 1086 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1087 map->dirty = true;
1080 mapspace &ms = this->ms (); 1088 mapspace &ms = this->ms ();
1081 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
1082 /* link the object above us */ 1112 /* link the object above us */
1083 if (above) 1113 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1085 else 1115 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1116
1103 above = 0; 1117 above = 0;
1104 below = 0; 1118 below = 0;
1105 1119
1106 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1115 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1116 * appropriately. 1130 * appropriately.
1117 */ 1131 */
1118 pl->close_container (); 1132 pl->close_container ();
1119 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)
1120 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1121 } 1139 }
1122 1140
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1142 {
1125 /* 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
1169 if (!top) 1187 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1188 for (top = op; top && top->above; top = top->above)
1171 ; 1189 ;
1172 1190
1173 for (; top; top = top->below) 1191 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1192 if (object::can_merge (op, top))
1179 { 1193 {
1180 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1181 1195
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1183 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
1184 op->destroy (); 1202 op->destroy (1);
1203
1185 return top; 1204 return top;
1186 } 1205 }
1187 }
1188 1206
1189 return 0; 1207 return 0;
1190} 1208}
1191 1209
1192void 1210void
1249 * just 'op' otherwise 1267 * just 'op' otherwise
1250 */ 1268 */
1251object * 1269object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1271{
1254 assert (!op->flag [FLAG_FREED]);
1255
1256 object *top, *floor = NULL;
1257
1258 op->remove (); 1272 op->remove ();
1259 1273
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1276 * need extra work
1263 */ 1277 */
1264 if (!xy_normalise (m, op->x, op->y)) 1278 if (!xy_normalise (m, op->x, op->y))
1265 { 1279 {
1266 op->destroy (); 1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1267 return 0; 1281 return 0;
1268 } 1282 }
1269 1283
1270 if (object *more = op->more) 1284 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1285 if (!insert_ob_in_map (more, m, originator, flag))
1280 */ 1294 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1295 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1297 if (object::can_merge (op, tmp))
1284 { 1298 {
1299 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp
1301 // from here :/
1285 op->nrof += tmp->nrof; 1302 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1303 tmp->destroy (1);
1287 } 1304 }
1288 1305
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1292 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1309 if (!QUERY_FLAG (op, FLAG_ALIVE))
1293 CLEAR_FLAG (op, FLAG_NO_STEAL); 1310 CLEAR_FLAG (op, FLAG_NO_STEAL);
1294 1311
1295 if (flag & INS_BELOW_ORIGINATOR) 1312 if (flag & INS_BELOW_ORIGINATOR)
1296 { 1313 {
1297 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1298 { 1315 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1317 abort ();
1301 } 1318 }
1302 1319
1303 op->above = originator; 1320 op->above = originator;
1304 op->below = originator->below; 1321 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1322 originator->below = op;
1323
1324 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1325 }
1314 else 1326 else
1315 { 1327 {
1316 top = ms.bot; 1328 object *floor = 0;
1329 object *top = ms.top;
1317 1330
1318 /* If there are other objects, then */ 1331 /* If there are other objects, then */
1319 if (top) 1332 if (top)
1320 { 1333 {
1321 object *last = 0;
1322
1323 /* 1334 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1335 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1336 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1337 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1338 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1341 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1342 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1343 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1344 * that flying non pickable objects are spell objects.
1334 */ 1345 */
1335 for (top = ms.bot; top; top = top->above) 1346 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1347 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1348 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1349 floor = tmp;
1339 1350
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1351 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1352 {
1342 /* We insert above top, so we want this object below this */ 1353 /* We insert above top, so we want this object below this */
1343 top = top->below; 1354 top = tmp->below;
1344 break; 1355 break;
1345 } 1356 }
1346 1357
1347 last = top; 1358 top = tmp;
1348 } 1359 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1360
1353 /* We let update_position deal with figuring out what the space 1361 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1362 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1363 * makes things faster, and effectively the same result.
1356 */ 1364 */
1363 */ 1371 */
1364 if (!(flag & INS_ON_TOP) 1372 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1373 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1374 && (op->face && !faces [op->face].visibility))
1367 { 1375 {
1376 object *last;
1377
1368 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1380 break;
1371 1381
1372 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1383 top = floor; 1393 top = floor;
1384 1394
1385 /* Top is the object that our object (op) is going to get inserted above. 1395 /* Top is the object that our object (op) is going to get inserted above.
1386 */ 1396 */
1387 1397
1388 /* First object on this space */ 1398 /* no top found, insert on top */
1389 if (!top) 1399 if (!top)
1390 { 1400 {
1391 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0; 1401 op->above = 0;
1402 op->below = ms.top;
1397 ms.bot = op; 1403 ms.top = op;
1404
1405 *(op->below ? &op->below->above : &ms.bot) = op;
1398 } 1406 }
1399 else 1407 else
1400 { /* get inserted into the stack above top */ 1408 { /* get inserted into the stack above top */
1401 op->above = top->above; 1409 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1410 top->above = op;
1405 1411
1406 op->below = top; 1412 op->below = top;
1407 top->above = op; 1413 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1414 }
1409
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1413 1416
1414 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1415 { 1418 {
1416 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1419 } 1422 }
1420 1423
1421 op->map->dirty = true; 1424 op->map->dirty = true;
1422 1425
1423 if (object *pl = ms.player ()) 1426 if (object *pl = ms.player ())
1427 //TODO: the floorbox prev/next might need updating
1428 //esrv_send_item (pl, op);
1429 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1425 1432
1426 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1494 return where->env->insert (this); 1501 return where->env->insert (this);
1495 else 1502 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1503 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1504}
1498 1505
1499// find player who can see this object
1500object *
1501object::visible_to () const
1502{
1503 if (!flag [FLAG_REMOVED])
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511
1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532}
1533
1534/* 1506/*
1535 * decrease(object, number) decreases a specified number from 1507 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1538 * 1510 *
1584 } 1556 }
1585 else 1557 else
1586 { 1558 {
1587 decrease (nr); 1559 decrease (nr);
1588 1560
1589 object *op = object_create_clone (this); 1561 object *op = deep_clone ();
1590 op->nrof = nr; 1562 op->nrof = nr;
1591 return op; 1563 return op;
1592 } 1564 }
1593} 1565}
1594 1566
1638 if (object::can_merge (tmp, op)) 1610 if (object::can_merge (tmp, op))
1639 { 1611 {
1640 /* return the original object and remove inserted object 1612 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1613 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1614 tmp->nrof += op->nrof;
1615
1616 if (object *pl = tmp->visible_to ())
1617 esrv_update_item (UPD_NROF, pl, tmp);
1618
1643 adjust_weight (this, op->total_weight ()); 1619 adjust_weight (this, op->total_weight ());
1644 1620
1645 op->destroy (1); 1621 op->destroy (1);
1646 op = tmp; 1622 op = tmp;
1647 goto inserted; 1623 goto inserted;
1661 1637
1662 inv = op; 1638 inv = op;
1663 1639
1664 op->flag [FLAG_REMOVED] = 0; 1640 op->flag [FLAG_REMOVED] = 0;
1665 1641
1642 if (object *pl = op->visible_to ())
1643 esrv_send_item (pl, op);
1644
1666 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1667 1646
1668inserted: 1647inserted:
1669 /* reset the light list and los of the players on the map */ 1648 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1649 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1672 1651
1673 if (object *otmp = in_player ()) 1652 // if this is a player's inventory, update stats
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 otmp->update_stats (); 1654 update_stats ();
1676 1655
1677 INVOKE_OBJECT (INSERT, this); 1656 INVOKE_OBJECT (INSERT, this);
1678 1657
1679 return op; 1658 return op;
1680} 1659}
1808 LOG (llevError, "Present_arch called outside map.\n"); 1787 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1788 return NULL;
1810 } 1789 }
1811 1790
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1791 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1792 if (tmp->arch->archname == at->archname)
1814 return tmp; 1793 return tmp;
1815 1794
1816 return NULL; 1795 return NULL;
1817} 1796}
1818 1797
1882 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1883 */ 1862 */
1884object * 1863object *
1885present_arch_in_ob (const archetype *at, const object *op) 1864present_arch_in_ob (const archetype *at, const object *op)
1886{ 1865{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1867 if (tmp->arch->archname == at->archname)
1889 return tmp; 1868 return tmp;
1890 1869
1891 return NULL; 1870 return NULL;
1892} 1871}
1893 1872
2302 2281
2303/* 2282/*
2304 * create clone from object to another 2283 * create clone from object to another
2305 */ 2284 */
2306object * 2285object *
2307object_create_clone (object *asrc) 2286object::deep_clone ()
2308{ 2287{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2288 assert (("deep_clone called on non-head object", is_head ()));
2310 2289
2311 if (!asrc) 2290 object *dst = clone ();
2312 return 0;
2313 2291
2314 src = asrc->head_ (); 2292 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2293 for (object *part = this->more; part; part = part->more)
2318 { 2294 {
2319 tmp = part->clone (); 2295 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2296 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2297 prev->more = tmp;
2335
2336 prev = tmp; 2298 prev = tmp;
2337 } 2299 }
2338 2300
2339 for (item = src->inv; item; item = item->below) 2301 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2302 insert_ob_in_ob (item->deep_clone (), dst);
2341 2303
2342 return dst; 2304 return dst;
2343} 2305}
2344 2306
2345/* This returns the first object in who's inventory that 2307/* This returns the first object in who's inventory that
2354 return tmp; 2316 return tmp;
2355 2317
2356 return 0; 2318 return 0;
2357} 2319}
2358 2320
2359/* If ob has a field named key, return the link from the list, 2321const shstr &
2360 * otherwise return NULL. 2322object::kv_get (const shstr &key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2323{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2324 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2325 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2326 return kv->value;
2404 2327
2405 return 0; 2328 return shstr_null;
2406} 2329}
2407 2330
2408/* 2331void
2409 * Updates the canonical_key in op to value. 2332object::kv_set (const shstr &key, const shstr &value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2333{
2421 key_value *field = NULL, *last = NULL; 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2335 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2336 {
2427 last = field; 2337 kv->value = value;
2428 continue; 2338 return;
2429 } 2339 }
2430 2340
2431 if (value) 2341 key_value *kv = new key_value;
2432 field->value = value; 2342
2433 else 2343 kv->next = key_values;
2344 kv->key = key;
2345 kv->value = value;
2346
2347 key_values = kv;
2348}
2349
2350void
2351object::kv_del (const shstr &key)
2352{
2353 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354 if ((*kvp)->key == key)
2434 { 2355 {
2435 /* Basically, if the archetype has this key set, 2356 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2357 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2358 delete kv;
2438 * we get this value back again. 2359 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2360 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2361}
2497 2362
2498object::depth_iterator::depth_iterator (object *container) 2363object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2364: iterator_base (container)
2500{ 2365{
2558 &name, 2423 &name,
2559 title ? "\",title:\"" : "", 2424 title ? "\",title:\"" : "",
2560 title ? (const char *)title : "", 2425 title ? (const char *)title : "",
2561 flag_desc (flagdesc, 512), type); 2426 flag_desc (flagdesc, 512), type);
2562 2427
2563 if (!this->flag[FLAG_REMOVED] && env) 2428 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2430
2566 if (map) 2431 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2432 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2433
2598object::open_container (object *new_container) 2463object::open_container (object *new_container)
2599{ 2464{
2600 if (container == new_container) 2465 if (container == new_container)
2601 return; 2466 return;
2602 2467
2603 if (object *old_container = container) 2468 object *old_container = container;
2469
2470 if (old_container)
2604 { 2471 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2472 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2473 return;
2607 2474
2608#if 0 2475#if 0
2610 if (object *closer = old_container->inv) 2477 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2478 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2479 closer->destroy ();
2613#endif 2480#endif
2614 2481
2482 // make sure the container is available
2483 esrv_send_item (this, old_container);
2484
2615 old_container->flag [FLAG_APPLIED] = 0; 2485 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2486 container = 0;
2617 2487
2488 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2489 esrv_update_item (UPD_FLAGS, this, old_container);
2490
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2491 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close")); 2492 play_sound (sound_find ("chest_close"));
2621 } 2493 }
2622 2494
2623 if (new_container) 2495 if (new_container)
2636 } 2508 }
2637#endif 2509#endif
2638 2510
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640 2512
2513 // make sure the container is available, client bug requires this to be separate
2514 esrv_send_item (this, new_container);
2515
2641 new_container->flag [FLAG_APPLIED] = 1; 2516 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2517 container = new_container;
2643 2518
2519 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2520 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2521 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2522 play_sound (sound_find ("chest_open"));
2647 } 2523 }
2524// else if (!old_container->env && contr && contr->ns)
2525// contr->ns->floorbox_reset ();
2648} 2526}
2649 2527
2650object * 2528object *
2651object::force_find (const shstr name) 2529object::force_find (const shstr name)
2652{ 2530{

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