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Comparing deliantra/server/common/object.C (file contents):
Revision 1.215 by root, Tue Apr 22 07:28:05 2008 UTC vs.
Revision 1.228 by root, Sat May 3 11:14:50 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 *
334 320
335// find player who can see this object 321// find player who can see this object
336object * 322object *
337object::visible_to () const 323object::visible_to () const
338{ 324{
339 if (!flag [FLAG_REMOVED]) 325 if (client_visible () && !flag [FLAG_REMOVED])
340 { 326 {
341 // see if we are in a container of sorts 327 // see if we are in a container of sorts
342 if (env) 328 if (env)
343 { 329 {
344 // the player inventory itself is always visible 330 // the player inventory itself is always visible
358 else 344 else
359 { 345 {
360 // maybe there is a player standing on the same mapspace 346 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 347 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
363 return pl; 350 return pl;
364 } 351 }
365 } 352 }
366 353
367 return 0; 354 return 0;
368} 355}
602 } 589 }
603 590
604 op->key_values = 0; 591 op->key_values = 0;
605} 592}
606 593
607object & 594/*
608object::operator =(const object &src) 595 * copy_to first frees everything allocated by the dst object,
596 * and then copies the contents of itself into the second
597 * object, allocating what needs to be allocated. Basically, any
598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599 * if the first object is freed, the pointers in the new object
600 * will point at garbage.
601 */
602void
603object::copy_to (object *dst)
609{ 604{
610 bool is_freed = flag [FLAG_FREED]; 605 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 606 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 607 dst->flag [FLAG_REMOVED] = true;
617 608
618 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
619 if (src.key_values) 610 if (key_values)
620 { 611 {
621 key_value *tail = 0; 612 key_value *tail = 0;
622 key_values = 0; 613 dst->key_values = 0;
623 614
624 for (key_value *i = src.key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
625 { 616 {
626 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
627 618
628 new_link->next = 0; 619 new_link->next = 0;
629 new_link->key = i->key; 620 new_link->key = i->key;
630 new_link->value = i->value; 621 new_link->value = i->value;
631 622
632 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
633 if (!key_values) 624 if (!dst->key_values)
634 { 625 {
635 key_values = new_link; 626 dst->key_values = new_link;
636 tail = new_link; 627 tail = new_link;
637 } 628 }
638 else 629 else
639 { 630 {
640 tail->next = new_link; 631 tail->next = new_link;
641 tail = new_link; 632 tail = new_link;
642 } 633 }
643 } 634 }
644 } 635 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 636
660 if (speed < 0) 637 if (speed < 0)
661 dst->speed_left -= rndm (); 638 dst->speed_left -= rndm ();
662 639
663 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
685object * 662object *
686object::clone () 663object::clone ()
687{ 664{
688 object *neu = create (); 665 object *neu = create ();
689 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
690 return neu; 668 return neu;
691} 669}
692 670
693/* 671/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
746 */ 724 */
747void 725void
748update_object (object *op, int action) 726update_object (object *op, int action)
749{ 727{
750 if (op == NULL) 728 if (!op)
751 { 729 {
752 /* this should never happen */ 730 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 732 return;
755 } 733 }
756 734
757 if (op->env) 735 if (!op->is_on_map ())
758 { 736 {
759 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
760 * to do in this case. 738 * to do in this case.
761 */ 739 */
762 return; 740 return;
763 } 741 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 742
771 /* make sure the object is within map boundaries */ 743 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 745 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
917object::destroy_inv (bool drop_to_ground) 889object::destroy_inv (bool drop_to_ground)
918{ 890{
919 // need to check first, because the checks below might segfault 891 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code 892 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty. 893 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in tis inventory, 894 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y 895 // cf will crash below with off-map x and y
924 if (!inv) 896 if (!inv)
925 return; 897 return;
926 898
927 /* Only if the space blocks everything do we not process - 899 /* Only if the space blocks everything do we not process -
934 || map->nodrop 906 || map->nodrop
935 || ms ().move_block == MOVE_ALL) 907 || ms ().move_block == MOVE_ALL)
936 { 908 {
937 while (inv) 909 while (inv)
938 { 910 {
939 inv->destroy_inv (drop_to_ground); 911 inv->destroy_inv (false);
940 inv->destroy (); 912 inv->destroy ();
941 } 913 }
942 } 914 }
943 else 915 else
944 { /* Put objects in inventory onto this space */ 916 { /* Put objects in inventory onto this space */
950 || op->flag [FLAG_NO_DROP] 922 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 923 || op->type == RUNE
952 || op->type == TRAP 924 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 925 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 926 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (); 927 op->destroy (true);
956 else 928 else
957 map->insert (op, x, y); 929 map->insert (op, x, y);
958 } 930 }
959 } 931 }
960} 932}
964 object *op = new object; 936 object *op = new object;
965 op->link (); 937 op->link ();
966 return op; 938 return op;
967} 939}
968 940
941static struct freed_map : maptile
942{
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954} freed_map; // freed objects are moved here to avoid crashes
955
969void 956void
970object::do_destroy () 957object::do_destroy ()
971{ 958{
972 if (flag [FLAG_IS_LINKED]) 959 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 960 remove_button_link (this);
977 964
978 remove (); 965 remove ();
979 966
980 attachable::do_destroy (); 967 attachable::do_destroy ();
981 968
982 destroy_inv (true);
983
984 deactivate (); 969 deactivate ();
985 unlink (); 970 unlink ();
986 971
987 flag [FLAG_FREED] = 1; 972 flag [FLAG_FREED] = 1;
988 973
989 // hack to ensure that freed objects still have a valid map 974 // hack to ensure that freed objects still have a valid map
990 {
991 static maptile *freed_map; // freed objects are moved here to avoid crashes
992
993 if (!freed_map)
994 {
995 freed_map = new maptile;
996
997 freed_map->path = "<freed objects map>";
998 freed_map->name = "/internal/freed_objects_map";
999 freed_map->width = 3;
1000 freed_map->height = 3;
1001 freed_map->nodrop = 1;
1002
1003 freed_map->alloc ();
1004 freed_map->in_memory = MAP_ACTIVE;
1005 }
1006
1007 map = freed_map; 975 map = &freed_map;
1008 x = 1; 976 x = 1;
1009 y = 1; 977 y = 1;
1010 }
1011 978
1012 if (more) 979 if (more)
1013 { 980 {
1014 more->destroy (); 981 more->destroy ();
1015 more = 0; 982 more = 0;
1028object::destroy (bool destroy_inventory) 995object::destroy (bool destroy_inventory)
1029{ 996{
1030 if (destroyed ()) 997 if (destroyed ())
1031 return; 998 return;
1032 999
1000 if (!is_head () && !head->destroyed ())
1001 {
1002 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1003 head->destroy (destroy_inventory);
1004 return;
1005 }
1006
1033 if (destroy_inventory) 1007 destroy_inv (!destroy_inventory);
1034 destroy_inv (false);
1035 1008
1036 if (is_head ()) 1009 if (is_head ())
1037 if (sound_destroy) 1010 if (sound_destroy)
1038 play_sound (sound_destroy); 1011 play_sound (sound_destroy);
1039 else if (flag [FLAG_MONSTER]) 1012 else if (flag [FLAG_MONSTER])
1058 if (flag [FLAG_REMOVED]) 1031 if (flag [FLAG_REMOVED])
1059 return; 1032 return;
1060 1033
1061 INVOKE_OBJECT (REMOVE, this); 1034 INVOKE_OBJECT (REMOVE, this);
1062 1035
1063 if (object *pl = visible_to ())
1064 esrv_del_item (pl->contr, count);
1065
1066 flag [FLAG_REMOVED] = true; 1036 flag [FLAG_REMOVED] = true;
1067 1037
1068 if (more) 1038 if (more)
1069 more->remove (); 1039 more->remove ();
1070 1040
1072 * In this case, the object to be removed is in someones 1042 * In this case, the object to be removed is in someones
1073 * inventory. 1043 * inventory.
1074 */ 1044 */
1075 if (env) 1045 if (env)
1076 { 1046 {
1047 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1048 if (object *pl = visible_to ())
1049 esrv_del_item (pl->contr, count);
1050 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1051
1077 adjust_weight (env, -total_weight ()); 1052 adjust_weight (env, -total_weight ());
1078 1053
1079 *(above ? &above->below : &env->inv) = below; 1054 *(above ? &above->below : &env->inv) = below;
1080 1055
1081 if (below) 1056 if (below)
1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1074 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1100 otmp->update_stats (); 1075 otmp->update_stats ();
1101 } 1076 }
1102 else if (map) 1077 else if (map)
1103 { 1078 {
1104 if (type == PLAYER)
1105 {
1106 // leaving a spot always closes any open container on the ground
1107 if (container && !container->env)
1108 // this causes spurious floorbox updates, but it ensures
1109 // that the CLOSE event is being sent.
1110 close_container ();
1111
1112 --map->players;
1113 map->touch ();
1114 }
1115
1116 map->dirty = true; 1079 map->dirty = true;
1117 mapspace &ms = this->ms (); 1080 mapspace &ms = this->ms ();
1081
1082 if (object *pl = ms.player ())
1083 {
1084 if (type == PLAYER) // this == pl(!)
1085 {
1086 // leaving a spot always closes any open container on the ground
1087 if (container && !container->env)
1088 // this causes spurious floorbox updates, but it ensures
1089 // that the CLOSE event is being sent.
1090 close_container ();
1091
1092 --map->players;
1093 map->touch ();
1094 }
1095 else if (pl->container == this)
1096 {
1097 // removing a container should close it
1098 close_container ();
1099 }
1100
1101 esrv_del_item (pl->contr, count);
1102 }
1118 1103
1119 /* link the object above us */ 1104 /* link the object above us */
1120 if (above) 1105 if (above)
1121 above->below = below; 1106 above->below = below;
1122 else 1107 else
1152 * removed (most likely destroyed), update the player view 1137 * removed (most likely destroyed), update the player view
1153 * appropriately. 1138 * appropriately.
1154 */ 1139 */
1155 pl->close_container (); 1140 pl->close_container ();
1156 1141
1142 //TODO: the floorbox prev/next might need updating
1143 //esrv_del_item (pl->contr, count);
1144 //TODO: update floorbox to preserve ordering
1145 if (pl->contr->ns)
1157 pl->contr->ns->floorbox_update (); 1146 pl->contr->ns->floorbox_update ();
1158 } 1147 }
1159 1148
1160 for (tmp = ms.bot; tmp; tmp = tmp->above) 1149 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 { 1150 {
1162 /* No point updating the players look faces if he is the object 1151 /* No point updating the players look faces if he is the object
1288object * 1277object *
1289insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1278insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290{ 1279{
1291 assert (!op->flag [FLAG_FREED]); 1280 assert (!op->flag [FLAG_FREED]);
1292 1281
1293 object *top, *floor = NULL;
1294
1295 op->remove (); 1282 op->remove ();
1296 1283
1297 /* Ideally, the caller figures this out. However, it complicates a lot 1284 /* Ideally, the caller figures this out. However, it complicates a lot
1298 * of areas of callers (eg, anything that uses find_free_spot would now 1285 * of areas of callers (eg, anything that uses find_free_spot would now
1299 * need extra work 1286 * need extra work
1300 */ 1287 */
1301 if (!xy_normalise (m, op->x, op->y)) 1288 if (!xy_normalise (m, op->x, op->y))
1302 { 1289 {
1303 op->destroy (); 1290 op->destroy (1);
1304 return 0; 1291 return 0;
1305 } 1292 }
1306 1293
1307 if (object *more = op->more) 1294 if (object *more = op->more)
1308 if (!insert_ob_in_map (more, m, originator, flag)) 1295 if (!insert_ob_in_map (more, m, originator, flag))
1317 */ 1304 */
1318 if (op->nrof && !(flag & INS_NO_MERGE)) 1305 if (op->nrof && !(flag & INS_NO_MERGE))
1319 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 if (object::can_merge (op, tmp)) 1307 if (object::can_merge (op, tmp))
1321 { 1308 {
1309 // TODO: we atcually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1322 op->nrof += tmp->nrof; 1312 op->nrof += tmp->nrof;
1323 tmp->destroy (1); 1313 tmp->destroy (1);
1324 } 1314 }
1325 1315
1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1316 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1348 /* since *below* originator, no need to update top */ 1338 /* since *below* originator, no need to update top */
1349 originator->below = op; 1339 originator->below = op;
1350 } 1340 }
1351 else 1341 else
1352 { 1342 {
1343 object *top, *floor = NULL;
1344
1353 top = ms.bot; 1345 top = ms.bot;
1354 1346
1355 /* If there are other objects, then */ 1347 /* If there are other objects, then */
1356 if (top) 1348 if (top)
1357 { 1349 {
1456 } 1448 }
1457 1449
1458 op->map->dirty = true; 1450 op->map->dirty = true;
1459 1451
1460 if (object *pl = ms.player ()) 1452 if (object *pl = ms.player ())
1453 //TODO: the floorbox prev/next might need updating
1454 //esrv_send_item (pl, op);
1455 //TODO: update floorbox to preserve ordering
1456 if (pl->contr->ns)
1461 pl->contr->ns->floorbox_update (); 1457 pl->contr->ns->floorbox_update ();
1462 1458
1463 /* If this object glows, it may affect lighting conditions that are 1459 /* If this object glows, it may affect lighting conditions that are
1464 * visible to others on this map. But update_all_los is really 1460 * visible to others on this map. But update_all_los is really
1465 * an inefficient way to do this, as it means los for all players 1461 * an inefficient way to do this, as it means los for all players
1466 * on the map will get recalculated. The players could very well 1462 * on the map will get recalculated. The players could very well
2313 * create clone from object to another 2309 * create clone from object to another
2314 */ 2310 */
2315object * 2311object *
2316object_create_clone (object *asrc) 2312object_create_clone (object *asrc)
2317{ 2313{
2318 object *dst = 0, *tmp, *src, *prev, *item; 2314 object *dst = 0;
2319 2315
2320 if (!asrc) 2316 if (!asrc)
2321 return 0; 2317 return 0;
2322 2318
2323 src = asrc->head_ (); 2319 object *src = asrc->head_ ();
2324 2320
2325 prev = 0; 2321 object *prev = 0;
2326 for (object *part = src; part; part = part->more) 2322 for (object *part = src; part; part = part->more)
2327 { 2323 {
2328 tmp = part->clone (); 2324 object *tmp = part->clone ();
2325
2329 tmp->x -= src->x; 2326 tmp->x -= src->x;
2330 tmp->y -= src->y; 2327 tmp->y -= src->y;
2331 2328
2332 if (!part->head) 2329 if (!part->head)
2333 { 2330 {
2343 prev->more = tmp; 2340 prev->more = tmp;
2344 2341
2345 prev = tmp; 2342 prev = tmp;
2346 } 2343 }
2347 2344
2348 for (item = src->inv; item; item = item->below) 2345 for (object *item = src->inv; item; item = item->below)
2349 insert_ob_in_ob (object_create_clone (item), dst); 2346 insert_ob_in_ob (object_create_clone (item), dst);
2350 2347
2351 return dst; 2348 return dst;
2352} 2349}
2353 2350
2363 return tmp; 2360 return tmp;
2364 2361
2365 return 0; 2362 return 0;
2366} 2363}
2367 2364
2368/* If ob has a field named key, return the link from the list, 2365const shstr &
2369 * otherwise return NULL. 2366object::kv_get (const shstr &key) const
2370 *
2371 * key must be a passed in shared string - otherwise, this won't
2372 * do the desired thing.
2373 */
2374key_value *
2375get_ob_key_link (const object *ob, const char *key)
2376{ 2367{
2377 for (key_value *link = ob->key_values; link; link = link->next) 2368 for (key_value *kv = key_values; kv; kv = kv->next)
2378 if (link->key == key) 2369 if (kv->key == key)
2379 return link;
2380
2381 return 0;
2382}
2383
2384/*
2385 * Returns the value of op has an extra_field for key, or NULL.
2386 *
2387 * The argument doesn't need to be a shared string.
2388 *
2389 * The returned string is shared.
2390 */
2391const char *
2392get_ob_key_value (const object *op, const char *const key)
2393{
2394 key_value *link;
2395 shstr_cmp canonical_key (key);
2396
2397 if (!canonical_key)
2398 {
2399 /* 1. There being a field named key on any object
2400 * implies there'd be a shared string to find.
2401 * 2. Since there isn't, no object has this field.
2402 * 3. Therefore, *this* object doesn't have this field.
2403 */
2404 return 0;
2405 }
2406
2407 /* This is copied from get_ob_key_link() above -
2408 * only 4 lines, and saves the function call overhead.
2409 */
2410 for (link = op->key_values; link; link = link->next)
2411 if (link->key == canonical_key)
2412 return link->value; 2370 return kv->value;
2413 2371
2414 return 0; 2372 return shstr_null;
2415} 2373}
2416 2374
2417/* 2375void
2418 * Updates the canonical_key in op to value. 2376object::kv_set (const shstr &key, const shstr &value)
2419 *
2420 * canonical_key is a shared string (value doesn't have to be).
2421 *
2422 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423 * keys.
2424 *
2425 * Returns TRUE on success.
2426 */
2427int
2428set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429{ 2377{
2430 key_value *field = NULL, *last = NULL; 2378 for (key_value *kv = key_values; kv; kv = kv->next)
2431 2379 if (kv->key == key)
2432 for (field = op->key_values; field != NULL; field = field->next)
2433 {
2434 if (field->key != canonical_key)
2435 { 2380 {
2436 last = field; 2381 kv->value = value;
2437 continue; 2382 return;
2438 } 2383 }
2439 2384
2440 if (value) 2385 key_value *kv = new key_value;
2441 field->value = value; 2386
2442 else 2387 kv->next = key_values;
2388 kv->key = key;
2389 kv->value = value;
2390
2391 key_values = kv;
2392}
2393
2394void
2395object::kv_del (const shstr &key)
2396{
2397 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2398 if ((*kvp)->key == key)
2443 { 2399 {
2444 /* Basically, if the archetype has this key set, 2400 key_value *kv = *kvp;
2445 * we need to store the null value so when we save 2401 *kvp = (*kvp)->next;
2446 * it, we save the empty value so that when we load, 2402 delete kv;
2447 * we get this value back again. 2403 return;
2448 */
2449 if (get_ob_key_link (op->arch, canonical_key))
2450 field->value = 0;
2451 else
2452 {
2453 if (last)
2454 last->next = field->next;
2455 else
2456 op->key_values = field->next;
2457
2458 delete field;
2459 }
2460 } 2404 }
2461 return TRUE;
2462 }
2463 /* IF we get here, key doesn't exist */
2464
2465 /* No field, we'll have to add it. */
2466
2467 if (!add_key)
2468 return FALSE;
2469
2470 /* There isn't any good reason to store a null
2471 * value in the key/value list. If the archetype has
2472 * this key, then we should also have it, so shouldn't
2473 * be here. If user wants to store empty strings,
2474 * should pass in ""
2475 */
2476 if (value == NULL)
2477 return TRUE;
2478
2479 field = new key_value;
2480
2481 field->key = canonical_key;
2482 field->value = value;
2483 /* Usual prepend-addition. */
2484 field->next = op->key_values;
2485 op->key_values = field;
2486
2487 return TRUE;
2488}
2489
2490/*
2491 * Updates the key in op to value.
2492 *
2493 * If add_key is FALSE, this will only update existing keys,
2494 * and not add new ones.
2495 * In general, should be little reason FALSE is ever passed in for add_key
2496 *
2497 * Returns TRUE on success.
2498 */
2499int
2500set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501{
2502 shstr key_ (key);
2503
2504 return set_ob_key_value_s (op, key_, value, add_key);
2505} 2405}
2506 2406
2507object::depth_iterator::depth_iterator (object *container) 2407object::depth_iterator::depth_iterator (object *container)
2508: iterator_base (container) 2408: iterator_base (container)
2509{ 2409{
2567 &name, 2467 &name,
2568 title ? "\",title:\"" : "", 2468 title ? "\",title:\"" : "",
2569 title ? (const char *)title : "", 2469 title ? (const char *)title : "",
2570 flag_desc (flagdesc, 512), type); 2470 flag_desc (flagdesc, 512), type);
2571 2471
2572 if (!this->flag[FLAG_REMOVED] && env) 2472 if (!flag[FLAG_REMOVED] && env)
2573 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2473 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574 2474
2575 if (map) 2475 if (map)
2576 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2476 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 2477
2607object::open_container (object *new_container) 2507object::open_container (object *new_container)
2608{ 2508{
2609 if (container == new_container) 2509 if (container == new_container)
2610 return; 2510 return;
2611 2511
2612 if (object *old_container = container) 2512 object *old_container = container;
2513
2514 if (old_container)
2613 { 2515 {
2614 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2516 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615 return; 2517 return;
2616 2518
2617#if 0 2519#if 0
2619 if (object *closer = old_container->inv) 2521 if (object *closer = old_container->inv)
2620 if (closer->type == CLOSE_CON) 2522 if (closer->type == CLOSE_CON)
2621 closer->destroy (); 2523 closer->destroy ();
2622#endif 2524#endif
2623 2525
2526 // make sure the container is available
2527 esrv_send_item (this, old_container);
2528
2624 old_container->flag [FLAG_APPLIED] = 0; 2529 old_container->flag [FLAG_APPLIED] = false;
2625 container = 0; 2530 container = 0;
2626 2531
2532 // client needs item update to make it work, client bug requires this to be separate
2627 esrv_update_item (UPD_FLAGS, this, old_container); 2533 esrv_update_item (UPD_FLAGS, this, old_container);
2534
2628 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2535 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 play_sound (sound_find ("chest_close")); 2536 play_sound (sound_find ("chest_close"));
2630 } 2537 }
2631 2538
2632 if (new_container) 2539 if (new_container)
2645 } 2552 }
2646#endif 2553#endif
2647 2554
2648 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2555 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649 2556
2557 // make sure the container is available, client bug requires this to be separate
2558 esrv_send_item (this, new_container);
2559
2650 new_container->flag [FLAG_APPLIED] = 1; 2560 new_container->flag [FLAG_APPLIED] = true;
2651 container = new_container; 2561 container = new_container;
2652 2562
2563 // client needs flag change
2653 esrv_update_item (UPD_FLAGS, this, new_container); 2564 esrv_update_item (UPD_FLAGS, this, new_container);
2654 esrv_send_inventory (this, new_container); 2565 esrv_send_inventory (this, new_container);
2655 play_sound (sound_find ("chest_open")); 2566 play_sound (sound_find ("chest_open"));
2656 } 2567 }
2568// else if (!old_container->env && contr && contr->ns)
2569// contr->ns->floorbox_reset ();
2657} 2570}
2658 2571
2659object * 2572object *
2660object::force_find (const shstr name) 2573object::force_find (const shstr name)
2661{ 2574{

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