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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 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");
734 else if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
735 { 763 {
736 // this is likely overkill, TODO: revisit (schmorp) 764 // this is likely overkill, TODO: revisit (schmorp)
737 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
738 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
739 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
740 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
741 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 774 * have move_allow right now.
748 */ 775 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
750 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 778 m.flags_ = 0;
752 } 779 }
866object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
867{ 894{
868 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
873 if (!inv) 900 if (!inv)
874 return; 901 return;
875 902
876 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
878 * drop on that space. 905 * drop on that space.
879 */ 906 */
880 if (!drop_to_ground 907 if (!drop_to_ground
881 || !map 908 || !map
882 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 910 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
885 { 912 {
886 while (inv) 913 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 914 inv->destroy (true);
890 }
891 } 915 }
892 else 916 else
893 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
894 while (inv) 918 while (inv)
895 { 919 {
899 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 924 || op->type == RUNE
901 || op->type == TRAP 925 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 928 op->destroy (true);
905 else 929 else
906 map->insert (op, x, y); 930 map->insert (op, x, y);
907 } 931 }
908 } 932 }
909} 933}
913 object *op = new object; 937 object *op = new object;
914 op->link (); 938 op->link ();
915 return op; 939 return op;
916} 940}
917 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
918void 963void
919object::do_destroy () 964object::do_destroy ()
920{ 965{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 967 remove_button_link (this);
925 968
926 if (flag [FLAG_FRIENDLY]) 969 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 970 remove_friendly_object (this);
928 971
929 if (!flag [FLAG_REMOVED])
930 remove (); 972 remove ();
931 973
932 destroy_inv (true); 974 attachable::do_destroy ();
933 975
934 deactivate (); 976 deactivate ();
935 unlink (); 977 unlink ();
936 978
937 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
938 980
939 // hack to ensure that freed objects still have a valid map 981 // 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; 982 map = &freed_map;
958 x = 1; 983 x = 1;
959 y = 1; 984 y = 1;
960 }
961 985
962 if (more) 986 if (more)
963 { 987 {
964 more->destroy (); 988 more->destroy ();
965 more = 0; 989 more = 0;
978object::destroy (bool destroy_inventory) 1002object::destroy (bool destroy_inventory)
979{ 1003{
980 if (destroyed ()) 1004 if (destroyed ())
981 return; 1005 return;
982 1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy (destroy_inventory);
1011 return;
1012 }
1013
983 if (destroy_inventory) 1014 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1015
986 if (is_head ()) 1016 if (is_head ())
987 if (sound_destroy) 1017 if (sound_destroy)
988 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1033object::do_remove ()
1004{ 1034{
1005 object *tmp, *last = 0; 1035 object *tmp, *last = 0;
1006 object *otmp; 1036 object *otmp;
1007 1037
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1038 if (flag [FLAG_REMOVED])
1009 return; 1039 return;
1010 1040
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1042
1043 flag [FLAG_REMOVED] = true;
1013 1044
1014 if (more) 1045 if (more)
1015 more->remove (); 1046 more->remove ();
1016 1047
1017 /* 1048 /*
1018 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1019 * inventory. 1050 * inventory.
1020 */ 1051 */
1021 if (env) 1052 if (env)
1022 { 1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1023 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029 1060
1030 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1033 */ 1064 */
1034 map = env->map; 1065 map = env->map;
1035 x = env->x; 1066 x = env->x;
1036 y = env->y; 1067 y = env->y;
1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1037 above = 0; 1073 above = 0;
1038 below = 0; 1074 below = 0;
1039 env = 0; 1075 env = 0;
1040 1076
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* 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)) 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1082 otmp->update_stats ();
1047 } 1083 }
1048 else if (map) 1084 else if (map)
1049 { 1085 {
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; 1086 map->dirty = true;
1063 mapspace &ms = this->ms (); 1087 mapspace &ms = this->ms ();
1064 1088
1089 if (object *pl = ms.player ())
1090 {
1091 if (type == PLAYER) // this == pl(!)
1092 {
1093 // leaving a spot always closes any open container on the ground
1094 if (container && !container->env)
1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
1065 /* link the object above us */ 1111 /* link the object above us */
1066 if (above) 1112 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1068 else 1114 *(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 1115
1086 above = 0; 1116 above = 0;
1087 below = 0; 1117 below = 0;
1088 1118
1089 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1098 * removed (most likely destroyed), update the player view 1128 * removed (most likely destroyed), update the player view
1099 * appropriately. 1129 * appropriately.
1100 */ 1130 */
1101 pl->close_container (); 1131 pl->close_container ();
1102 1132
1133 //TODO: the floorbox prev/next might need updating
1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1137 pl->contr->ns->floorbox_update ();
1104 } 1138 }
1105 1139
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1141 {
1108 /* No point updating the players look faces if he is the object 1142 /* No point updating the players look faces if he is the object
1152 if (!top) 1186 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1187 for (top = op; top && top->above; top = top->above)
1154 ; 1188 ;
1155 1189
1156 for (; top; top = top->below) 1190 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1191 if (object::can_merge (op, top))
1162 { 1192 {
1163 top->nrof += op->nrof; 1193 top->nrof += op->nrof;
1164 1194
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1195 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1196 esrv_update_item (UPD_NROF, pl, top);
1197
1198 op->weight = 0; // cancel the addition above
1199 op->carrying = 0; // must be 0 already
1200
1167 op->destroy (); 1201 op->destroy (1);
1202
1168 return top; 1203 return top;
1169 } 1204 }
1170 }
1171 1205
1172 return 0; 1206 return 0;
1173} 1207}
1174 1208
1175void 1209void
1200 * job preparing multi-part monsters. 1234 * job preparing multi-part monsters.
1201 */ 1235 */
1202object * 1236object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1237insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1238{
1239 op->remove ();
1240
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1242 {
1207 tmp->x = x + tmp->arch->x; 1243 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1244 tmp->y = y + tmp->arch->y;
1209 } 1245 }
1232 * just 'op' otherwise 1268 * just 'op' otherwise
1233 */ 1269 */
1234object * 1270object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1272{
1237 assert (!op->flag [FLAG_FREED]); 1273 if (op->is_on_map ())
1274 {
1275 LOG (llevError, "insert_ob_in_map called for object already on map");
1276 abort ();
1277 }
1238 1278
1239 object *top, *floor = NULL; 1279 if (op->env)
1240 1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1241 op->remove (); 1282 op->remove ();
1283 }
1284
1285 if (op->face && !face_info (op->face))//D TODO: remove soon
1286 {//D
1287 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1288 op->face = 1;//D
1289 }//D
1242 1290
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* 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 1292 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1293 * need extra work
1246 */ 1294 */
1247 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (m, op->x, op->y))
1248 { 1296 {
1249 op->destroy (); 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1250 return 0; 1298 return 0;
1251 } 1299 }
1252 1300
1253 if (object *more = op->more) 1301 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1311 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1267 { 1315 {
1316 // TODO: we actually want to update tmp, not op,
1317 // but some caller surely breaks when we return tmp
1318 // from here :/
1268 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1320 tmp->destroy (1);
1270 } 1321 }
1271 1322
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1281 { 1332 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1334 abort ();
1284 } 1335 }
1285 1336
1337 if (!originator->is_on_map ())
1338 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1339 op->debug_desc (), originator->debug_desc ());
1340
1286 op->above = originator; 1341 op->above = originator;
1287 op->below = originator->below; 1342 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; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1346 }
1297 else 1347 else
1298 { 1348 {
1299 top = ms.bot; 1349 object *floor = 0;
1350 object *top = ms.top;
1300 1351
1301 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1302 if (top) 1353 if (top)
1303 { 1354 {
1304 object *last = 0;
1305
1306 /* 1355 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1356 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1358 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * 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 1362 * 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 1363 * 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 1364 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1317 */ 1366 */
1318 for (top = ms.bot; top; top = top->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1368 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1369 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1370 floor = tmp;
1322 1371
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1373 {
1325 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1326 top = top->below; 1375 top = tmp->below;
1327 break; 1376 break;
1328 } 1377 }
1329 1378
1330 last = top; 1379 top = tmp;
1331 } 1380 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1381
1336 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1339 */ 1385 */
1346 */ 1392 */
1347 if (!(flag & INS_ON_TOP) 1393 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1394 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1395 && (op->face && !faces [op->face].visibility))
1350 { 1396 {
1397 object *last;
1398
1351 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1401 break;
1354 1402
1355 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1411 } /* If objects on this space */
1364 1412
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1414 top = floor;
1367 1415
1368 /* Top is the object that our object (op) is going to get inserted above. 1416 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1417 if (!top)
1373 { 1418 {
1419 op->below = 0;
1374 op->above = ms.bot; 1420 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1424 }
1382 else 1425 else
1383 { /* get inserted into the stack above top */ 1426 {
1384 op->above = top->above; 1427 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1428 top->above = op;
1388 1429
1389 op->below = top; 1430 op->below = top;
1390 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1432 }
1392 1433 }
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396 1434
1397 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1398 { 1436 {
1399 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1400 ++op->map->players; 1438 ++op->map->players;
1402 } 1440 }
1403 1441
1404 op->map->dirty = true; 1442 op->map->dirty = true;
1405 1443
1406 if (object *pl = ms.player ()) 1444 if (object *pl = ms.player ())
1445 //TODO: the floorbox prev/next might need updating
1446 //esrv_send_item (pl, op);
1447 //TODO: update floorbox to preserve ordering
1448 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1449 pl->contr->ns->floorbox_update ();
1408 1450
1409 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1452 * 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 1453 * 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 1454 * on the map will get recalculated. The players could very well
1478 else 1520 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1521 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1522}
1481 1523
1482/* 1524/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0;
1554}
1555
1556/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1525 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1526 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1527 * is subsequently removed and freed.
1560 * 1528 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1529 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1530 */
1563bool 1531bool
1564object::decrease_nr (sint32 nr) 1532object::decrease (sint32 nr)
1565{ 1533{
1534 if (!nr)
1535 return true;
1536
1566 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1567 1538
1568 if (!nr) 1539 if (nrof > nr)
1569 return 1; 1540 {
1570
1571 nrof -= nr; 1541 nrof -= nr;
1572
1573 object *visible = visible_to (this);
1574
1575 if (nrof)
1576 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 1543
1579 if (visible) 1544 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1581 1546
1582 return 1; 1547 return true;
1583 } 1548 }
1584 else 1549 else
1585 { 1550 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1551 destroy ();
1590 return 0; 1552 return false;
1591 } 1553 }
1592} 1554}
1593 1555
1594//TODO: remove 1556/*
1557 * split(ob,nr) splits up ob into two parts. The part which
1558 * is returned contains nr objects, and the remaining parts contains
1559 * the rest (or is removed and returned if that number is 0).
1560 * On failure, NULL is returned.
1561 */
1595object * 1562object *
1596decrease_ob_nr (object *op, uint32 i) 1563object::split (sint32 nr)
1597{ 1564{
1598 return op->decrease_nr (i) ? op : 0; 1565 int have = number_of ();
1566
1567 if (have < nr)
1568 return 0;
1569 else if (have == nr)
1570 {
1571 remove ();
1572 return this;
1573 }
1574 else
1575 {
1576 decrease (nr);
1577
1578 object *op = deep_clone ();
1579 op->nrof = nr;
1580 return op;
1581 }
1599} 1582}
1600 1583
1601object * 1584object *
1602insert_ob_in_ob (object *op, object *where) 1585insert_ob_in_ob (object *op, object *where)
1603{ 1586{
1644 if (object::can_merge (tmp, op)) 1627 if (object::can_merge (tmp, op))
1645 { 1628 {
1646 /* return the original object and remove inserted object 1629 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1630 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1631 tmp->nrof += op->nrof;
1632
1633 if (object *pl = tmp->visible_to ())
1634 esrv_update_item (UPD_NROF, pl, tmp);
1635
1636 adjust_weight (this, op->total_weight ());
1637
1649 op->destroy (1); 1638 op->destroy (1);
1650 op = tmp; 1639 op = tmp;
1651 goto inserted; 1640 goto inserted;
1652 } 1641 }
1653 1642
1665 1654
1666 inv = op; 1655 inv = op;
1667 1656
1668 op->flag [FLAG_REMOVED] = 0; 1657 op->flag [FLAG_REMOVED] = 0;
1669 1658
1659 if (object *pl = op->visible_to ())
1660 esrv_send_item (pl, op);
1661
1670 adjust_weight (this, op->total_weight ()); 1662 adjust_weight (this, op->total_weight ());
1671 1663
1672inserted: 1664inserted:
1673 /* reset the light list and los of the players on the map */ 1665 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1666 if (op->glow_radius && map && map->darkness)
1675 update_all_los (map, x, y); 1667 update_all_los (map, x, y);
1676 1668
1677 if (object *otmp = in_player ()) 1669 // if this is a player's inventory, update stats
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1670 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 otmp->update_stats (); 1671 update_stats ();
1680 1672
1681 INVOKE_OBJECT (INSERT, this); 1673 INVOKE_OBJECT (INSERT, this);
1682 1674
1683 return op; 1675 return op;
1684} 1676}
1812 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1813 return NULL; 1805 return NULL;
1814 } 1806 }
1815 1807
1816 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1808 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1817 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1818 return tmp; 1810 return tmp;
1819 1811
1820 return NULL; 1812 return NULL;
1821} 1813}
1822 1814
1886 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1887 */ 1879 */
1888object * 1880object *
1889present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1890{ 1882{
1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1893 return tmp; 1885 return tmp;
1894 1886
1895 return NULL; 1887 return NULL;
1896} 1888}
1897 1889
2306 2298
2307/* 2299/*
2308 * create clone from object to another 2300 * create clone from object to another
2309 */ 2301 */
2310object * 2302object *
2311object_create_clone (object *asrc) 2303object::deep_clone ()
2312{ 2304{
2313 object *dst = 0, *tmp, *src, *prev, *item; 2305 assert (("deep_clone called on non-head object", is_head ()));
2314 2306
2315 if (!asrc) 2307 object *dst = clone ();
2316 return 0;
2317 2308
2318 src = asrc->head_ (); 2309 object *prev = dst;
2319
2320 prev = 0;
2321 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2322 { 2311 {
2323 tmp = part->clone (); 2312 object *tmp = part->clone ();
2324 tmp->x -= src->x;
2325 tmp->y -= src->y;
2326
2327 if (!part->head)
2328 {
2329 dst = tmp;
2330 tmp->head = 0;
2331 }
2332 else
2333 tmp->head = dst; 2313 tmp->head = dst;
2334
2335 tmp->more = 0;
2336
2337 if (prev)
2338 prev->more = tmp; 2314 prev->more = tmp;
2339
2340 prev = tmp; 2315 prev = tmp;
2341 } 2316 }
2342 2317
2343 for (item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2344 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2345 2320
2346 return dst; 2321 return dst;
2347} 2322}
2348 2323
2349/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2358 return tmp; 2333 return tmp;
2359 2334
2360 return 0; 2335 return 0;
2361} 2336}
2362 2337
2363/* If ob has a field named key, return the link from the list, 2338const shstr &
2364 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2365 *
2366 * key must be a passed in shared string - otherwise, this won't
2367 * do the desired thing.
2368 */
2369key_value *
2370get_ob_key_link (const object *ob, const char *key)
2371{ 2340{
2372 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2373 if (link->key == key) 2342 if (kv->key == key)
2374 return link;
2375
2376 return 0;
2377}
2378
2379/*
2380 * Returns the value of op has an extra_field for key, or NULL.
2381 *
2382 * The argument doesn't need to be a shared string.
2383 *
2384 * The returned string is shared.
2385 */
2386const char *
2387get_ob_key_value (const object *op, const char *const key)
2388{
2389 key_value *link;
2390 shstr_cmp canonical_key (key);
2391
2392 if (!canonical_key)
2393 {
2394 /* 1. There being a field named key on any object
2395 * implies there'd be a shared string to find.
2396 * 2. Since there isn't, no object has this field.
2397 * 3. Therefore, *this* object doesn't have this field.
2398 */
2399 return 0;
2400 }
2401
2402 /* This is copied from get_ob_key_link() above -
2403 * only 4 lines, and saves the function call overhead.
2404 */
2405 for (link = op->key_values; link; link = link->next)
2406 if (link->key == canonical_key)
2407 return link->value; 2343 return kv->value;
2408 2344
2409 return 0; 2345 return shstr_null;
2410} 2346}
2411 2347
2412/* 2348void
2413 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2414 *
2415 * canonical_key is a shared string (value doesn't have to be).
2416 *
2417 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2418 * keys.
2419 *
2420 * Returns TRUE on success.
2421 */
2422int
2423set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2424{ 2350{
2425 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2426 2352 if (kv->key == key)
2427 for (field = op->key_values; field != NULL; field = field->next)
2428 {
2429 if (field->key != canonical_key)
2430 { 2353 {
2431 last = field; 2354 kv->value = value;
2432 continue; 2355 return;
2433 } 2356 }
2434 2357
2435 if (value) 2358 key_value *kv = new key_value;
2436 field->value = value; 2359
2437 else 2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365}
2366
2367void
2368object::kv_del (const shstr &key)
2369{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key)
2438 { 2372 {
2439 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2440 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2441 * it, we save the empty value so that when we load, 2375 delete kv;
2442 * we get this value back again. 2376 return;
2443 */
2444 if (get_ob_key_link (op->arch, canonical_key))
2445 field->value = 0;
2446 else
2447 {
2448 if (last)
2449 last->next = field->next;
2450 else
2451 op->key_values = field->next;
2452
2453 delete field;
2454 }
2455 } 2377 }
2456 return TRUE;
2457 }
2458 /* IF we get here, key doesn't exist */
2459
2460 /* No field, we'll have to add it. */
2461
2462 if (!add_key)
2463 return FALSE;
2464
2465 /* There isn't any good reason to store a null
2466 * value in the key/value list. If the archetype has
2467 * this key, then we should also have it, so shouldn't
2468 * be here. If user wants to store empty strings,
2469 * should pass in ""
2470 */
2471 if (value == NULL)
2472 return TRUE;
2473
2474 field = new key_value;
2475
2476 field->key = canonical_key;
2477 field->value = value;
2478 /* Usual prepend-addition. */
2479 field->next = op->key_values;
2480 op->key_values = field;
2481
2482 return TRUE;
2483}
2484
2485/*
2486 * Updates the key in op to value.
2487 *
2488 * If add_key is FALSE, this will only update existing keys,
2489 * and not add new ones.
2490 * In general, should be little reason FALSE is ever passed in for add_key
2491 *
2492 * Returns TRUE on success.
2493 */
2494int
2495set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2496{
2497 shstr key_ (key);
2498
2499 return set_ob_key_value_s (op, key_, value, add_key);
2500} 2378}
2501 2379
2502object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2503: iterator_base (container) 2381: iterator_base (container)
2504{ 2382{
2554{ 2432{
2555 char flagdesc[512]; 2433 char flagdesc[512];
2556 char info2[256 * 4]; 2434 char info2[256 * 4];
2557 char *p = info; 2435 char *p = info;
2558 2436
2559 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2437 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2560 count, 2438 count,
2561 uuid.c_str (), 2439 uuid.c_str (),
2562 &name, 2440 &name,
2563 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2564 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2565 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2566 2445
2567 if (!this->flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2448
2570 if (map) 2449 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2450 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2451
2602object::open_container (object *new_container) 2481object::open_container (object *new_container)
2603{ 2482{
2604 if (container == new_container) 2483 if (container == new_container)
2605 return; 2484 return;
2606 2485
2607 if (object *old_container = container) 2486 object *old_container = container;
2487
2488 if (old_container)
2608 { 2489 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2490 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2491 return;
2611 2492
2612#if 0 2493#if 0
2614 if (object *closer = old_container->inv) 2495 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2496 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2497 closer->destroy ();
2617#endif 2498#endif
2618 2499
2500 // make sure the container is available
2501 esrv_send_item (this, old_container);
2502
2619 old_container->flag [FLAG_APPLIED] = 0; 2503 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2504 container = 0;
2621 2505
2506 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2507 esrv_update_item (UPD_FLAGS, this, old_container);
2508
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close")); 2510 play_sound (sound_find ("chest_close"));
2625 } 2511 }
2626 2512
2627 if (new_container) 2513 if (new_container)
2640 } 2526 }
2641#endif 2527#endif
2642 2528
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644 2530
2531 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container);
2533
2645 new_container->flag [FLAG_APPLIED] = 1; 2534 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2535 container = new_container;
2647 2536
2537 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2538 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2539 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2540 play_sound (sound_find ("chest_open"));
2651 } 2541 }
2542// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset ();
2652} 2544}
2653 2545
2654object * 2546object *
2655object::force_find (const shstr name) 2547object::force_find (const shstr name)
2656{ 2548{

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