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Comparing deliantra/server/common/object.C (file contents):
Revision 1.224 by root, Fri May 2 20:16:24 2008 UTC vs.
Revision 1.252 by root, Mon Aug 11 23:23:41 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 *
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 207
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 210
225 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 212 || ob1->name != ob2->name
227 || ob1->title != ob2->title 213 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 220 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
358 else 345 else
359 { 346 {
360 // maybe there is a player standing on the same mapspace 347 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 348 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 351 || this == pl->container)
364 return pl; 352 return pl;
365 } 353 }
366 } 354 }
367 355
368 return 0; 356 return 0;
369} 357}
370 358
371// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
372static sint32 360static sint32
373weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
374{ 362{
375 return op->type == CONTAINER 363 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 365 : weight;
378} 366}
384static void 372static void
385adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
386{ 374{
387 while (op) 375 while (op)
388 { 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
389 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
390 381
391 if (!weight) 382 if (!weight)
392 return; 383 return;
393 384
394 op->carrying += weight; 385 op->carrying += weight;
417 op->update_weight (); 408 op->update_weight ();
418 409
419 sum += op->total_weight (); 410 sum += op->total_weight ();
420 } 411 }
421 412
422 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
423 414
424 if (sum != carrying) 415 if (sum != carrying)
425 { 416 {
426 carrying = sum; 417 carrying = sum;
427 418
489 */ 480 */
490object * 481object *
491find_object_name (const char *str) 482find_object_name (const char *str)
492{ 483{
493 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
494 object *op;
495 485
486 if (str_)
496 for_all_objects (op) 487 for_all_objects (op)
497 if (op->name == str_) 488 if (op->name == str_)
498 break; 489 return op;
499 490
500 return op; 491 return 0;
501} 492}
502 493
503/* 494/*
504 * 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
505 * skill and experience objects. 496 * skill and experience objects.
603 } 594 }
604 595
605 op->key_values = 0; 596 op->key_values = 0;
606} 597}
607 598
608object & 599/*
609object::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)
610{ 609{
611 remove (); 610 dst->remove ();
612
613 *(object_copy *)this = src; 611 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 612 dst->flag [FLAG_REMOVED] = true;
616 613
617 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
618 if (src.key_values) 615 if (key_values)
619 { 616 {
620 key_value *tail = 0; 617 key_value *tail = 0;
621 key_values = 0; 618 dst->key_values = 0;
622 619
623 for (key_value *i = src.key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
624 { 621 {
625 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
626 623
627 new_link->next = 0; 624 new_link->next = 0;
628 new_link->key = i->key; 625 new_link->key = i->key;
629 new_link->value = i->value; 626 new_link->value = i->value;
630 627
631 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
632 if (!key_values) 629 if (!dst->key_values)
633 { 630 {
634 key_values = new_link; 631 dst->key_values = new_link;
635 tail = new_link; 632 tail = new_link;
636 } 633 }
637 else 634 else
638 { 635 {
639 tail->next = new_link; 636 tail->next = new_link;
640 tail = new_link; 637 tail = new_link;
641 } 638 }
642 } 639 }
643 } 640 }
644}
645
646/*
647 * copy_to first frees everything allocated by the dst object,
648 * and then copies the contents of itself into the second
649 * object, allocating what needs to be allocated. Basically, any
650 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
651 * if the first object is freed, the pointers in the new object
652 * will point at garbage.
653 */
654void
655object::copy_to (object *dst)
656{
657 *dst = *this;
658 641
659 if (speed < 0) 642 if (speed < 0)
660 dst->speed_left -= rndm (); 643 dst->speed_left -= rndm ();
661 644
662 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
684object * 667object *
685object::clone () 668object::clone ()
686{ 669{
687 object *neu = create (); 670 object *neu = create ();
688 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
689 return neu; 673 return neu;
690} 674}
691 675
692/* 676/*
693 * 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
778 else if (action == UP_OBJ_INSERT) 762 else if (action == UP_OBJ_INSERT)
779 { 763 {
780 // this is likely overkill, TODO: revisit (schmorp) 764 // this is likely overkill, TODO: revisit (schmorp)
781 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 765 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 766 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
785 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on 770 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off 771 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow 772 || (m.move_slow | op->move_slow) != m.move_slow
790 /* 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
791 * to have move_allow right now. 774 * have move_allow right now.
792 */ 775 */
793 || ((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
794 || 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)
795 m.flags_ = 0; 778 m.flags_ = 0;
796 } 779 }
922 * drop on that space. 905 * drop on that space.
923 */ 906 */
924 if (!drop_to_ground 907 if (!drop_to_ground
925 || !map 908 || !map
926 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
927 || map->nodrop 910 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
929 { 912 {
930 while (inv) 913 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy (); 914 inv->destroy (true);
934 }
935 } 915 }
936 else 916 else
937 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
938 while (inv) 918 while (inv)
939 { 919 {
961 941
962static struct freed_map : maptile 942static struct freed_map : maptile
963{ 943{
964 freed_map () 944 freed_map ()
965 { 945 {
966 path = "<freed objects map>"; 946 path = "<freed objects map>";
967 name = "/internal/freed_objects_map"; 947 name = "/internal/freed_objects_map";
968 width = 3; 948 width = 3;
969 height = 3; 949 height = 3;
970 nodrop = 1; 950 no_drop = 1;
951 no_reset = 1;
971 952
972 alloc (); 953 alloc ();
973 in_memory = MAP_ACTIVE; 954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
974 } 960 }
975} freed_map; // freed objects are moved here to avoid crashes 961} freed_map; // freed objects are moved here to avoid crashes
976 962
977void 963void
978object::do_destroy () 964object::do_destroy ()
1069 if (object *pl = visible_to ()) 1055 if (object *pl = visible_to ())
1070 esrv_del_item (pl->contr, count); 1056 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072 1058
1073 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
1077 if (below)
1078 below->above = above;
1079 1060
1080 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1081 * 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
1082 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1083 */ 1064 */
1084 map = env->map; 1065 map = env->map;
1085 x = env->x; 1066 x = env->x;
1086 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
1087 above = 0; 1073 above = 0;
1088 below = 0; 1074 below = 0;
1089 env = 0; 1075 env = 0;
1090 1076
1091 /* 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
1121 1107
1122 esrv_del_item (pl->contr, count); 1108 esrv_del_item (pl->contr, count);
1123 } 1109 }
1124 1110
1125 /* link the object above us */ 1111 /* link the object above us */
1126 if (above) 1112 // re-link, make sure compiler can easily use cmove
1127 above->below = below; 1113 *(above ? &above->below : &ms.top) = below;
1128 else 1114 *(below ? &below->above : &ms.bot) = above;
1129 ms.top = below; /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (below)
1133 below->above = above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (map, x, y) != this)
1141 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 ());
1142
1143 ms.bot = above; /* goes on above it. */
1144 }
1145 1115
1146 above = 0; 1116 above = 0;
1147 below = 0; 1117 below = 0;
1148 1118
1149 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1159 * appropriately. 1129 * appropriately.
1160 */ 1130 */
1161 pl->close_container (); 1131 pl->close_container ();
1162 1132
1163 //TODO: the floorbox prev/next might need updating 1133 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count); 1134 //esrv_del_item (pl->contr, count);
1135 //TODO: update floorbox to preserve ordering
1136 if (pl->contr->ns)
1137 pl->contr->ns->floorbox_update ();
1165 } 1138 }
1166 1139
1167 for (tmp = ms.bot; tmp; tmp = tmp->above) 1140 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 { 1141 {
1169 /* 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
1261 * job preparing multi-part monsters. 1234 * job preparing multi-part monsters.
1262 */ 1235 */
1263object * 1236object *
1264insert_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)
1265{ 1238{
1239 op->remove ();
1240
1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1241 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1242 {
1268 tmp->x = x + tmp->arch->x; 1243 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->y; 1244 tmp->y = y + tmp->arch->y;
1270 } 1245 }
1293 * just 'op' otherwise 1268 * just 'op' otherwise
1294 */ 1269 */
1295object * 1270object *
1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1271insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1297{ 1272{
1298 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 }
1299 1278
1279 if (op->env)
1280 {
1281 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1300 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
1301 1290
1302 /* Ideally, the caller figures this out. However, it complicates a lot 1291 /* Ideally, the caller figures this out. However, it complicates a lot
1303 * 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
1304 * need extra work 1293 * need extra work
1305 */ 1294 */
1306 if (!xy_normalise (m, op->x, op->y)) 1295 if (!xy_normalise (m, op->x, op->y))
1307 { 1296 {
1308 op->destroy (1); 1297 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1309 return 0; 1298 return 0;
1310 } 1299 }
1311 1300
1312 if (object *more = op->more) 1301 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag)) 1302 if (!insert_ob_in_map (more, m, originator, flag))
1322 */ 1311 */
1323 if (op->nrof && !(flag & INS_NO_MERGE)) 1312 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1313 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp)) 1314 if (object::can_merge (op, tmp))
1326 { 1315 {
1327 // TODO: we atcually want to update tmp, not op, 1316 // TODO: we actually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp 1317 // but some caller surely breaks when we return tmp
1329 // from here :/ 1318 // from here :/
1330 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1331 tmp->destroy (1); 1320 tmp->destroy (1);
1332 } 1321 }
1343 { 1332 {
1344 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");
1345 abort (); 1334 abort ();
1346 } 1335 }
1347 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
1348 op->above = originator; 1341 op->above = originator;
1349 op->below = originator->below; 1342 op->below = originator->below;
1350
1351 if (op->below)
1352 op->below->above = op;
1353 else
1354 ms.bot = op;
1355
1356 /* since *below* originator, no need to update top */
1357 originator->below = op; 1343 originator->below = op;
1344
1345 *(op->below ? &op->below->above : &ms.bot) = op;
1358 } 1346 }
1359 else 1347 else
1360 { 1348 {
1361 object *top, *floor = NULL; 1349 object *floor = 0;
1362 1350 object *top = ms.top;
1363 top = ms.bot;
1364 1351
1365 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1366 if (top) 1353 if (top)
1367 { 1354 {
1368 object *last = 0;
1369
1370 /* 1355 /*
1371 * 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.
1372 * We've already dealt with merging if appropriate. 1357 * We've already dealt with merging if appropriate.
1373 * 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
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1359 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1377 * 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
1378 * 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
1379 * 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
1380 * that flying non pickable objects are spell objects. 1365 * that flying non pickable objects are spell objects.
1381 */ 1366 */
1382 for (top = ms.bot; top; top = top->above) 1367 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 { 1368 {
1384 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))
1385 floor = top; 1370 floor = tmp;
1386 1371
1387 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))
1388 { 1373 {
1389 /* We insert above top, so we want this object below this */ 1374 /* We insert above top, so we want this object below this */
1390 top = top->below; 1375 top = tmp->below;
1391 break; 1376 break;
1392 } 1377 }
1393 1378
1394 last = top; 1379 top = tmp;
1395 } 1380 }
1396
1397 /* Don't want top to be NULL, so set it to the last valid object */
1398 top = last;
1399 1381
1400 /* We let update_position deal with figuring out what the space 1382 /* We let update_position deal with figuring out what the space
1401 * looks like instead of lots of conditions here. 1383 * looks like instead of lots of conditions here.
1402 * makes things faster, and effectively the same result. 1384 * makes things faster, and effectively the same result.
1403 */ 1385 */
1410 */ 1392 */
1411 if (!(flag & INS_ON_TOP) 1393 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW 1394 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility)) 1395 && (op->face && !faces [op->face].visibility))
1414 { 1396 {
1397 object *last;
1398
1415 for (last = top; last != floor; last = last->below) 1399 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1400 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break; 1401 break;
1418 1402
1419 /* Check to see if we found the object that blocks view, 1403 /* Check to see if we found the object that blocks view,
1427 } /* If objects on this space */ 1411 } /* If objects on this space */
1428 1412
1429 if (flag & INS_ABOVE_FLOOR_ONLY) 1413 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor; 1414 top = floor;
1431 1415
1432 /* 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
1433 */
1434
1435 /* First object on this space */
1436 if (!top) 1417 if (!top)
1437 { 1418 {
1419 op->below = 0;
1438 op->above = ms.bot; 1420 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op; 1421 ms.bot = op;
1422
1423 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1424 }
1446 else 1425 else
1447 { /* get inserted into the stack above top */ 1426 {
1448 op->above = top->above; 1427 op->above = top->above;
1449
1450 if (op->above)
1451 op->above->below = op; 1428 top->above = op;
1452 1429
1453 op->below = top; 1430 op->below = top;
1454 top->above = op; 1431 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1432 }
1456 1433 }
1457 if (!op->above)
1458 ms.top = op;
1459 } /* else not INS_BELOW_ORIGINATOR */
1460 1434
1461 if (op->type == PLAYER) 1435 if (op->type == PLAYER)
1462 { 1436 {
1463 op->contr->do_los = 1; 1437 op->contr->do_los = 1;
1464 ++op->map->players; 1438 ++op->map->players;
1467 1441
1468 op->map->dirty = true; 1442 op->map->dirty = true;
1469 1443
1470 if (object *pl = ms.player ()) 1444 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating 1445 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op); 1446 //esrv_send_item (pl, op);
1447 //TODO: update floorbox to preserve ordering
1448 if (pl->contr->ns)
1449 pl->contr->ns->floorbox_update ();
1473 1450
1474 /* If this object glows, it may affect lighting conditions that are 1451 /* If this object glows, it may affect lighting conditions that are
1475 * 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
1476 * 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
1477 * on the map will get recalculated. The players could very well 1454 * on the map will get recalculated. The players could very well
1557 if (!nr) 1534 if (!nr)
1558 return true; 1535 return true;
1559 1536
1560 nr = min (nr, nrof); 1537 nr = min (nr, nrof);
1561 1538
1539 if (nrof > nr)
1540 {
1562 nrof -= nr; 1541 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0 1542 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1567 1543
1568 if (object *pl = visible_to ()) 1544 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this); 1545 esrv_update_item (UPD_NROF, pl, this);
1570 1546
1571 return true; 1547 return true;
1572 } 1548 }
1573 else 1549 else
1574 { 1550 {
1575 destroy (1); 1551 destroy ();
1576 return false; 1552 return false;
1577 } 1553 }
1578} 1554}
1579 1555
1580/* 1556/*
1597 } 1573 }
1598 else 1574 else
1599 { 1575 {
1600 decrease (nr); 1576 decrease (nr);
1601 1577
1602 object *op = object_create_clone (this); 1578 object *op = deep_clone ();
1603 op->nrof = nr; 1579 op->nrof = nr;
1604 return op; 1580 return op;
1605 } 1581 }
1606} 1582}
1607 1583
1828 LOG (llevError, "Present_arch called outside map.\n"); 1804 LOG (llevError, "Present_arch called outside map.\n");
1829 return NULL; 1805 return NULL;
1830 } 1806 }
1831 1807
1832 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)
1833 if (tmp->arch == at) 1809 if (tmp->arch->archname == at->archname)
1834 return tmp; 1810 return tmp;
1835 1811
1836 return NULL; 1812 return NULL;
1837} 1813}
1838 1814
1902 * The first matching object is returned, or NULL if none. 1878 * The first matching object is returned, or NULL if none.
1903 */ 1879 */
1904object * 1880object *
1905present_arch_in_ob (const archetype *at, const object *op) 1881present_arch_in_ob (const archetype *at, const object *op)
1906{ 1882{
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1883 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if (tmp->arch == at) 1884 if (tmp->arch->archname == at->archname)
1909 return tmp; 1885 return tmp;
1910 1886
1911 return NULL; 1887 return NULL;
1912} 1888}
1913 1889
2322 2298
2323/* 2299/*
2324 * create clone from object to another 2300 * create clone from object to another
2325 */ 2301 */
2326object * 2302object *
2327object_create_clone (object *asrc) 2303object::deep_clone ()
2328{ 2304{
2305 assert (("deep_clone called on non-head object", is_head ()));
2306
2329 object *dst = 0; 2307 object *dst = clone ();
2330 2308
2331 if (!asrc)
2332 return 0;
2333
2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0; 2309 object *prev = dst;
2337 for (object *part = src; part; part = part->more) 2310 for (object *part = this->more; part; part = part->more)
2338 { 2311 {
2339 object *tmp = part->clone (); 2312 object *tmp = part->clone ();
2340
2341 tmp->x -= src->x;
2342 tmp->y -= src->y;
2343
2344 if (!part->head)
2345 {
2346 dst = tmp;
2347 tmp->head = 0;
2348 }
2349 else
2350 tmp->head = dst; 2313 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp; 2314 prev->more = tmp;
2356
2357 prev = tmp; 2315 prev = tmp;
2358 } 2316 }
2359 2317
2360 for (object *item = src->inv; item; item = item->below) 2318 for (object *item = inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst); 2319 insert_ob_in_ob (item->deep_clone (), dst);
2362 2320
2363 return dst; 2321 return dst;
2364} 2322}
2365 2323
2366/* This returns the first object in who's inventory that 2324/* This returns the first object in who's inventory that
2375 return tmp; 2333 return tmp;
2376 2334
2377 return 0; 2335 return 0;
2378} 2336}
2379 2337
2380/* If ob has a field named key, return the link from the list, 2338const shstr &
2381 * otherwise return NULL. 2339object::kv_get (const shstr &key) const
2382 *
2383 * key must be a passed in shared string - otherwise, this won't
2384 * do the desired thing.
2385 */
2386key_value *
2387get_ob_key_link (const object *ob, const char *key)
2388{ 2340{
2389 for (key_value *link = ob->key_values; link; link = link->next) 2341 for (key_value *kv = key_values; kv; kv = kv->next)
2390 if (link->key == key) 2342 if (kv->key == key)
2391 return link;
2392
2393 return 0;
2394}
2395
2396/*
2397 * Returns the value of op has an extra_field for key, or NULL.
2398 *
2399 * The argument doesn't need to be a shared string.
2400 *
2401 * The returned string is shared.
2402 */
2403const char *
2404get_ob_key_value (const object *op, const char *const key)
2405{
2406 key_value *link;
2407 shstr_cmp canonical_key (key);
2408
2409 if (!canonical_key)
2410 {
2411 /* 1. There being a field named key on any object
2412 * implies there'd be a shared string to find.
2413 * 2. Since there isn't, no object has this field.
2414 * 3. Therefore, *this* object doesn't have this field.
2415 */
2416 return 0;
2417 }
2418
2419 /* This is copied from get_ob_key_link() above -
2420 * only 4 lines, and saves the function call overhead.
2421 */
2422 for (link = op->key_values; link; link = link->next)
2423 if (link->key == canonical_key)
2424 return link->value; 2343 return kv->value;
2425 2344
2426 return 0; 2345 return shstr_null;
2427} 2346}
2428 2347
2429/* 2348void
2430 * Updates the canonical_key in op to value. 2349object::kv_set (const shstr &key, const shstr &value)
2431 *
2432 * canonical_key is a shared string (value doesn't have to be).
2433 *
2434 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2435 * keys.
2436 *
2437 * Returns TRUE on success.
2438 */
2439int
2440set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2441{ 2350{
2442 key_value *field = NULL, *last = NULL; 2351 for (key_value *kv = key_values; kv; kv = kv->next)
2443 2352 if (kv->key == key)
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 { 2353 {
2448 last = field; 2354 kv->value = value;
2449 continue; 2355 return;
2450 } 2356 }
2451 2357
2452 if (value) 2358 key_value *kv = new key_value;
2453 field->value = value; 2359
2454 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)
2455 { 2372 {
2456 /* Basically, if the archetype has this key set, 2373 key_value *kv = *kvp;
2457 * we need to store the null value so when we save 2374 *kvp = (*kvp)->next;
2458 * it, we save the empty value so that when we load, 2375 delete kv;
2459 * we get this value back again. 2376 return;
2460 */
2461 if (get_ob_key_link (op->arch, canonical_key))
2462 field->value = 0;
2463 else
2464 {
2465 if (last)
2466 last->next = field->next;
2467 else
2468 op->key_values = field->next;
2469
2470 delete field;
2471 }
2472 } 2377 }
2473 return TRUE;
2474 }
2475 /* IF we get here, key doesn't exist */
2476
2477 /* No field, we'll have to add it. */
2478
2479 if (!add_key)
2480 return FALSE;
2481
2482 /* There isn't any good reason to store a null
2483 * value in the key/value list. If the archetype has
2484 * this key, then we should also have it, so shouldn't
2485 * be here. If user wants to store empty strings,
2486 * should pass in ""
2487 */
2488 if (value == NULL)
2489 return TRUE;
2490
2491 field = new key_value;
2492
2493 field->key = canonical_key;
2494 field->value = value;
2495 /* Usual prepend-addition. */
2496 field->next = op->key_values;
2497 op->key_values = field;
2498
2499 return TRUE;
2500}
2501
2502/*
2503 * Updates the key in op to value.
2504 *
2505 * If add_key is FALSE, this will only update existing keys,
2506 * and not add new ones.
2507 * In general, should be little reason FALSE is ever passed in for add_key
2508 *
2509 * Returns TRUE on success.
2510 */
2511int
2512set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2513{
2514 shstr key_ (key);
2515
2516 return set_ob_key_value_s (op, key_, value, add_key);
2517} 2378}
2518 2379
2519object::depth_iterator::depth_iterator (object *container) 2380object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container) 2381: iterator_base (container)
2521{ 2382{
2571{ 2432{
2572 char flagdesc[512]; 2433 char flagdesc[512];
2573 char info2[256 * 4]; 2434 char info2[256 * 4];
2574 char *p = info; 2435 char *p = info;
2575 2436
2576 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}",
2577 count, 2438 count,
2578 uuid.c_str (), 2439 uuid.c_str (),
2579 &name, 2440 &name,
2580 title ? "\",title:\"" : "", 2441 title ? ",title:\"" : "",
2581 title ? (const char *)title : "", 2442 title ? (const char *)title : "",
2443 title ? "\"" : "",
2582 flag_desc (flagdesc, 512), type); 2444 flag_desc (flagdesc, 512), type);
2583 2445
2584 if (!flag[FLAG_REMOVED] && env) 2446 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2447 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2448

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