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Comparing deliantra/server/common/object.C (file contents):
Revision 1.211 by root, Mon Apr 21 21:32:32 2008 UTC vs.
Revision 1.254 by root, Sun Aug 31 01:17:11 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 *
201 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value 187 || ob1->value != ob2->value
203 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
204 return 0; 189 return 0;
205 190
206 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
207 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
208 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
209 * nrof values.
210 */
211 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
212 return 0; 194 return 0;
213 195
214 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We 197 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they 198 * just can't ignore the been applied or identified flags, as they
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 204
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 207
226 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
227 || ob1->name != ob2->name 209 || ob1->name != ob2->name
228 || ob1->title != ob2->title 210 || ob1->title != ob2->title
229 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
230 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
231 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
232 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
233 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
234 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
235 || ob1->value != ob2->value 217 || ob1->value != ob2->value
236 || ob1->animation_id != ob2->animation_id 218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
237 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
238 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
239 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
240 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
241 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
331 314
332 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
333 return 1; 316 return 1;
334} 317}
335 318
319// find player who can see this object
320object *
321object::visible_to () const
322{
323 if (client_visible () && !flag [FLAG_REMOVED])
324 {
325 // see if we are in a container of sorts
326 if (env)
327 {
328 // the player inventory itself is always visible
329 if (env->type == PLAYER)
330 return env;
331
332 // else a player could have our env open
333 object *envest = env->outer_env ();
334
335 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player.
337 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ())
339 if (pl->container == env)
340 return pl;
341 }
342 else
343 {
344 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348 || this == pl->container)
349 return pl;
350 }
351 }
352
353 return 0;
354}
355
336// adjust weight per container type ("of holding") 356// adjust weight per container type ("of holding")
337static sint32 357static sint32
338weight_adjust (object *op, sint32 weight) 358weight_adjust_for (object *op, sint32 weight)
339{ 359{
340 return op->type == CONTAINER 360 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 362 : weight;
343} 363}
349static void 369static void
350adjust_weight (object *op, sint32 weight) 370adjust_weight (object *op, sint32 weight)
351{ 371{
352 while (op) 372 while (op)
353 { 373 {
374 // adjust by actual difference to account for rounding errors
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 376 weight = weight_adjust_for (op, op->carrying)
377 - weight_adjust_for (op, op->carrying - weight);
378
379 if (!weight)
380 return;
355 381
356 op->carrying += weight; 382 op->carrying += weight;
383
384 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op);
387
357 op = op->env; 388 op = op->env;
358 } 389 }
359} 390}
360 391
361/* 392/*
374 op->update_weight (); 405 op->update_weight ();
375 406
376 sum += op->total_weight (); 407 sum += op->total_weight ();
377 } 408 }
378 409
379 carrying = weight_adjust (this, sum); 410 sum = weight_adjust_for (this, sum);
411
412 if (sum != carrying)
413 {
414 carrying = sum;
415
416 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this);
419 }
380} 420}
381 421
382/* 422/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 423 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 424 */
437 */ 477 */
438object * 478object *
439find_object_name (const char *str) 479find_object_name (const char *str)
440{ 480{
441 shstr_cmp str_ (str); 481 shstr_cmp str_ (str);
442 object *op;
443 482
483 if (str_)
444 for_all_objects (op) 484 for_all_objects (op)
445 if (op->name == str_) 485 if (op->name == str_)
446 break; 486 return op;
447 487
448 return op; 488 return 0;
449} 489}
450 490
451/* 491/*
452 * Sets the owner and sets the skill and exp pointers to owner's current 492 * Sets the owner and sets the skill and exp pointers to owner's current
453 * skill and experience objects. 493 * skill and experience objects.
551 } 591 }
552 592
553 op->key_values = 0; 593 op->key_values = 0;
554} 594}
555 595
556object & 596/*
557object::operator =(const object &src) 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)
558{ 606{
559 bool is_freed = flag [FLAG_FREED]; 607 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 608 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 609 dst->flag [FLAG_REMOVED] = true;
566 610
567 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
568 if (src.key_values) 612 if (key_values)
569 { 613 {
570 key_value *tail = 0; 614 key_value *tail = 0;
571 key_values = 0; 615 dst->key_values = 0;
572 616
573 for (key_value *i = src.key_values; i; i = i->next) 617 for (key_value *i = key_values; i; i = i->next)
574 { 618 {
575 key_value *new_link = new key_value; 619 key_value *new_link = new key_value;
576 620
577 new_link->next = 0; 621 new_link->next = 0;
578 new_link->key = i->key; 622 new_link->key = i->key;
579 new_link->value = i->value; 623 new_link->value = i->value;
580 624
581 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
582 if (!key_values) 626 if (!dst->key_values)
583 { 627 {
584 key_values = new_link; 628 dst->key_values = new_link;
585 tail = new_link; 629 tail = new_link;
586 } 630 }
587 else 631 else
588 { 632 {
589 tail->next = new_link; 633 tail->next = new_link;
590 tail = new_link; 634 tail = new_link;
591 } 635 }
592 } 636 }
593 } 637 }
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;
608 638
609 if (speed < 0) 639 if (speed < 0)
610 dst->speed_left -= rndm (); 640 dst->speed_left -= rndm ();
611 641
612 dst->set_speed (dst->speed); 642 dst->set_speed (dst->speed);
634object * 664object *
635object::clone () 665object::clone ()
636{ 666{
637 object *neu = create (); 667 object *neu = create ();
638 copy_to (neu); 668 copy_to (neu);
669 neu->map = map; // not copied by copy_to
639 return neu; 670 return neu;
640} 671}
641 672
642/* 673/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 674 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 725 * UP_OBJ_FACE: only the objects face has changed.
695 */ 726 */
696void 727void
697update_object (object *op, int action) 728update_object (object *op, int action)
698{ 729{
699 if (op == NULL) 730 if (!op)
700 { 731 {
701 /* this should never happen */ 732 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 733 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 734 return;
704 } 735 }
705 736
706 if (op->env) 737 if (!op->is_on_map ())
707 { 738 {
708 /* Animation is currently handled by client, so nothing 739 /* Animation is currently handled by client, so nothing
709 * to do in this case. 740 * to do in this case.
710 */ 741 */
711 return; 742 return;
712 } 743 }
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;
719 744
720 /* make sure the object is within map boundaries */ 745 /* 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) 746 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 747 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 748 LOG (llevError, "update_object() called for object out of map!\n");
742 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
743 || (m.move_on | op->move_on ) != m.move_on 768 || (m.move_on | op->move_on ) != m.move_on
744 || (m.move_off | op->move_off ) != m.move_off 769 || (m.move_off | op->move_off ) != m.move_off
745 || (m.move_slow | op->move_slow) != m.move_slow 770 || (m.move_slow | op->move_slow) != m.move_slow
746 /* This isn't perfect, but I don't expect a lot of objects to 771 /* This isn't perfect, but I don't expect a lot of objects to
747 * to have move_allow right now. 772 * have move_allow right now.
748 */ 773 */
749 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 774 || ((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) 775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
751 m.flags_ = 0; 776 m.flags_ = 0;
752 } 777 }
866object::destroy_inv (bool drop_to_ground) 891object::destroy_inv (bool drop_to_ground)
867{ 892{
868 // need to check first, because the checks below might segfault 893 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 894 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 895 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 896 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 897 // cf will crash below with off-map x and y
873 if (!inv) 898 if (!inv)
874 return; 899 return;
875 900
876 /* Only if the space blocks everything do we not process - 901 /* Only if the space blocks everything do we not process -
878 * drop on that space. 903 * drop on that space.
879 */ 904 */
880 if (!drop_to_ground 905 if (!drop_to_ground
881 || !map 906 || !map
882 || map->in_memory != MAP_ACTIVE 907 || map->in_memory != MAP_ACTIVE
883 || map->nodrop 908 || map->no_drop
884 || ms ().move_block == MOVE_ALL) 909 || ms ().move_block == MOVE_ALL)
885 { 910 {
886 while (inv) 911 while (inv)
887 {
888 inv->destroy_inv (drop_to_ground);
889 inv->destroy (); 912 inv->destroy (true);
890 }
891 } 913 }
892 else 914 else
893 { /* Put objects in inventory onto this space */ 915 { /* Put objects in inventory onto this space */
894 while (inv) 916 while (inv)
895 { 917 {
899 || op->flag [FLAG_NO_DROP] 921 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 922 || op->type == RUNE
901 || op->type == TRAP 923 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 924 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 925 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 926 op->destroy (true);
905 else 927 else
906 map->insert (op, x, y); 928 map->insert (op, x, y);
907 } 929 }
908 } 930 }
909} 931}
913 object *op = new object; 935 object *op = new object;
914 op->link (); 936 op->link ();
915 return op; 937 return op;
916} 938}
917 939
940static struct freed_map : maptile
941{
942 freed_map ()
943 {
944 path = "<freed objects map>";
945 name = "/internal/freed_objects_map";
946 width = 3;
947 height = 3;
948 no_drop = 1;
949 no_reset = 1;
950
951 alloc ();
952 in_memory = MAP_ACTIVE;
953 }
954
955 ~freed_map ()
956 {
957 destroy ();
958 }
959} freed_map; // freed objects are moved here to avoid crashes
960
918void 961void
919object::do_destroy () 962object::do_destroy ()
920{ 963{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 965 remove_button_link (this);
925 966
926 if (flag [FLAG_FRIENDLY]) 967 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 968 remove_friendly_object (this);
928 969
929 if (!flag [FLAG_REMOVED])
930 remove (); 970 remove ();
931 971
932 destroy_inv (true); 972 attachable::do_destroy ();
933 973
934 deactivate (); 974 deactivate ();
935 unlink (); 975 unlink ();
936 976
937 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
938 978
939 // hack to ensure that freed objects still have a valid map 979 // 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; 980 map = &freed_map;
958 x = 1; 981 x = 1;
959 y = 1; 982 y = 1;
960 }
961 983
962 if (more) 984 if (more)
963 { 985 {
964 more->destroy (); 986 more->destroy ();
965 more = 0; 987 more = 0;
978object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
979{ 1001{
980 if (destroyed ()) 1002 if (destroyed ())
981 return; 1003 return;
982 1004
1005 if (!is_head () && !head->destroyed ())
1006 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory);
1009 return;
1010 }
1011
983 if (destroy_inventory) 1012 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1013
986 if (is_head ()) 1014 if (is_head ())
987 if (sound_destroy) 1015 if (sound_destroy)
988 play_sound (sound_destroy); 1016 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1017 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1031object::do_remove ()
1004{ 1032{
1005 object *tmp, *last = 0; 1033 object *tmp, *last = 0;
1006 object *otmp; 1034 object *otmp;
1007 1035
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1036 if (flag [FLAG_REMOVED])
1009 return; 1037 return;
1010 1038
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1040
1041 flag [FLAG_REMOVED] = true;
1013 1042
1014 if (more) 1043 if (more)
1015 more->remove (); 1044 more->remove ();
1016 1045
1017 /* 1046 /*
1018 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1019 * inventory. 1048 * inventory.
1020 */ 1049 */
1021 if (env) 1050 if (env)
1022 { 1051 {
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056
1023 adjust_weight (env, -total_weight ()); 1057 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029 1058
1030 /* we set up values so that it could be inserted into 1059 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1060 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1061 * to the caller to decide what we want to do.
1033 */ 1062 */
1034 map = env->map; 1063 map = env->map;
1035 x = env->x; 1064 x = env->x;
1036 y = env->y; 1065 y = env->y;
1066
1067 // make sure cmov optimisation is applicable
1068 *(above ? &above->below : &env->inv) = below;
1069 *(below ? &below->above : &above ) = above; // &above is just a dummy
1070
1037 above = 0; 1071 above = 0;
1038 below = 0; 1072 below = 0;
1039 env = 0; 1073 env = 0;
1040 1074
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1075 /* 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)) 1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1080 otmp->update_stats ();
1047 } 1081 }
1048 else if (map) 1082 else if (map)
1049 { 1083 {
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; 1084 map->dirty = true;
1063 mapspace &ms = this->ms (); 1085 mapspace &ms = this->ms ();
1064 1086
1087 if (object *pl = ms.player ())
1088 {
1089 if (type == PLAYER) // this == pl(!)
1090 {
1091 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent.
1095 close_container ();
1096
1097 --map->players;
1098 map->touch ();
1099 }
1100 else if (pl->container == this)
1101 {
1102 // removing a container should close it
1103 close_container ();
1104 }
1105
1106 esrv_del_item (pl->contr, count);
1107 }
1108
1065 /* link the object above us */ 1109 /* link the object above us */
1066 if (above) 1110 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1111 *(above ? &above->below : &ms.top) = below;
1068 else 1112 *(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 1113
1086 above = 0; 1114 above = 0;
1087 below = 0; 1115 below = 0;
1116
1117 ms.flags_ = 0;
1088 1118
1089 if (map->in_memory == MAP_SAVING) 1119 if (map->in_memory == MAP_SAVING)
1090 return; 1120 return;
1091 1121
1092 int check_walk_off = !flag [FLAG_NO_APPLY]; 1122 int check_walk_off = !flag [FLAG_NO_APPLY];
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
1121 } 1155 }
1122 1156
1123 last = tmp; 1157 last = tmp;
1124 } 1158 }
1125 1159
1126 /* last == NULL if there are no objects on this space */
1127 //TODO: this makes little sense, why only update the topmost object?
1128 if (!last)
1129 map->at (x, y).flags_ = 0;
1130 else
1131 update_object (last, UP_OBJ_REMOVE);
1132
1133 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1160 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1134 update_all_los (map, x, y); 1161 update_all_los (map, x, y);
1135 } 1162 }
1136} 1163}
1137 1164
1152 if (!top) 1179 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1180 for (top = op; top && top->above; top = top->above)
1154 ; 1181 ;
1155 1182
1156 for (; top; top = top->below) 1183 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1184 if (object::can_merge (op, top))
1162 { 1185 {
1163 top->nrof += op->nrof; 1186 top->nrof += op->nrof;
1164 1187
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1188 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1189 esrv_update_item (UPD_NROF, pl, top);
1190
1191 op->weight = 0; // cancel the addition above
1192 op->carrying = 0; // must be 0 already
1193
1167 op->destroy (); 1194 op->destroy (1);
1195
1168 return top; 1196 return top;
1169 } 1197 }
1170 }
1171 1198
1172 return 0; 1199 return 0;
1173} 1200}
1174 1201
1175void 1202void
1200 * job preparing multi-part monsters. 1227 * job preparing multi-part monsters.
1201 */ 1228 */
1202object * 1229object *
1203insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1230insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1204{ 1231{
1232 op->remove ();
1233
1205 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1234 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1206 { 1235 {
1207 tmp->x = x + tmp->arch->x; 1236 tmp->x = x + tmp->arch->x;
1208 tmp->y = y + tmp->arch->y; 1237 tmp->y = y + tmp->arch->y;
1209 } 1238 }
1232 * just 'op' otherwise 1261 * just 'op' otherwise
1233 */ 1262 */
1234object * 1263object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1264insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1265{
1237 assert (!op->flag [FLAG_FREED]); 1266 if (op->is_on_map ())
1267 {
1268 LOG (llevError, "insert_ob_in_map called for object already on map");
1269 abort ();
1270 }
1238 1271
1239 object *top, *floor = NULL; 1272 if (op->env)
1240 1273 {
1274 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1241 op->remove (); 1275 op->remove ();
1276 }
1277
1278 if (op->face && !face_info (op->face))//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1281 op->face = 1;//D
1282 }//D
1242 1283
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1284 /* 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 1285 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1286 * need extra work
1246 */ 1287 */
1247 if (!xy_normalise (m, op->x, op->y)) 1288 if (!xy_normalise (m, op->x, op->y))
1248 { 1289 {
1249 op->destroy (); 1290 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1250 return 0; 1291 return 0;
1251 } 1292 }
1252 1293
1253 if (object *more = op->more) 1294 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1295 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1304 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1305 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1306 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1307 if (object::can_merge (op, tmp))
1267 { 1308 {
1309 // TODO: we actually want to update tmp, not op,
1310 // but some caller surely breaks when we return tmp
1311 // from here :/
1268 op->nrof += tmp->nrof; 1312 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1313 tmp->destroy (1);
1270 } 1314 }
1271 1315
1272 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 */
1281 { 1325 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1326 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1327 abort ();
1284 } 1328 }
1285 1329
1330 if (!originator->is_on_map ())
1331 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1332 op->debug_desc (), originator->debug_desc ());
1333
1286 op->above = originator; 1334 op->above = originator;
1287 op->below = originator->below; 1335 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; 1336 originator->below = op;
1337
1338 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1339 }
1297 else 1340 else
1298 { 1341 {
1299 top = ms.bot; 1342 object *floor = 0;
1343 object *top = ms.top;
1300 1344
1301 /* If there are other objects, then */ 1345 /* If there are other objects, then */
1302 if (top) 1346 if (top)
1303 { 1347 {
1304 object *last = 0;
1305
1306 /* 1348 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1349 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1350 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1351 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1352 * 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 1355 * 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 1356 * 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 1357 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1358 * that flying non pickable objects are spell objects.
1317 */ 1359 */
1318 for (top = ms.bot; top; top = top->above) 1360 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1361 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1362 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1363 floor = tmp;
1322 1364
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1365 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1366 {
1325 /* We insert above top, so we want this object below this */ 1367 /* We insert above top, so we want this object below this */
1326 top = top->below; 1368 top = tmp->below;
1327 break; 1369 break;
1328 } 1370 }
1329 1371
1330 last = top; 1372 top = tmp;
1331 } 1373 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1374
1336 /* We let update_position deal with figuring out what the space 1375 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1376 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1377 * makes things faster, and effectively the same result.
1339 */ 1378 */
1346 */ 1385 */
1347 if (!(flag & INS_ON_TOP) 1386 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1387 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1388 && (op->face && !faces [op->face].visibility))
1350 { 1389 {
1390 object *last;
1391
1351 for (last = top; last != floor; last = last->below) 1392 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1393 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1394 break;
1354 1395
1355 /* Check to see if we found the object that blocks view, 1396 /* Check to see if we found the object that blocks view,
1363 } /* If objects on this space */ 1404 } /* If objects on this space */
1364 1405
1365 if (flag & INS_ABOVE_FLOOR_ONLY) 1406 if (flag & INS_ABOVE_FLOOR_ONLY)
1366 top = floor; 1407 top = floor;
1367 1408
1368 /* Top is the object that our object (op) is going to get inserted above. 1409 // insert object above top, or bottom-most if top = 0
1369 */
1370
1371 /* First object on this space */
1372 if (!top) 1410 if (!top)
1373 { 1411 {
1412 op->below = 0;
1374 op->above = ms.bot; 1413 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0;
1380 ms.bot = op; 1414 ms.bot = op;
1415
1416 *(op->above ? &op->above->below : &ms.top) = op;
1381 } 1417 }
1382 else 1418 else
1383 { /* get inserted into the stack above top */ 1419 {
1384 op->above = top->above; 1420 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1421 top->above = op;
1388 1422
1389 op->below = top; 1423 op->below = top;
1390 top->above = op; 1424 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1425 }
1392 1426 }
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */
1396 1427
1397 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1398 { 1429 {
1399 op->contr->do_los = 1; 1430 op->contr->do_los = 1;
1400 ++op->map->players; 1431 ++op->map->players;
1402 } 1433 }
1403 1434
1404 op->map->dirty = true; 1435 op->map->dirty = true;
1405 1436
1406 if (object *pl = ms.player ()) 1437 if (object *pl = ms.player ())
1438 //TODO: the floorbox prev/next might need updating
1439 //esrv_send_item (pl, op);
1440 //TODO: update floorbox to preserve ordering
1441 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1442 pl->contr->ns->floorbox_update ();
1408 1443
1409 /* If this object glows, it may affect lighting conditions that are 1444 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1445 * 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 1446 * 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 1447 * on the map will get recalculated. The players could very well
1477 return where->env->insert (this); 1512 return where->env->insert (this);
1478 else 1513 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1514 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1515}
1481 1516
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = op->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/* 1517/*
1517 * decrease(object, number) decreases a specified number from 1518 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1520 * 1521 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1523 */
1523bool 1524bool
1524object::decrease (sint32 nr) 1525object::decrease (sint32 nr)
1525{ 1526{
1527 if (!nr)
1528 return true;
1529
1526 nr = min (nr, nrof); 1530 nr = min (nr, nrof);
1527 1531
1528 if (!nr) 1532 if (nrof > nr)
1529 return 1; 1533 {
1530
1531 nrof -= nr; 1534 nrof -= nr;
1532
1533 object *visible = visible_to (this);
1534
1535 if (nrof)
1536 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1535 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 1536
1539 if (visible) 1537 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1538 esrv_update_item (UPD_NROF, pl, this);
1541 1539
1542 return 1; 1540 return true;
1543 } 1541 }
1544 else 1542 else
1545 { 1543 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1544 destroy ();
1550 return 0; 1545 return false;
1551 } 1546 }
1552} 1547}
1553 1548
1554/* 1549/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1550 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1553 * On failure, NULL is returned.
1559 */ 1554 */
1560object * 1555object *
1561object::split (sint32 nr) 1556object::split (sint32 nr)
1562{ 1557{
1558 int have = number_of ();
1559
1563 if (nrof < nr) 1560 if (have < nr)
1564 return 0; 1561 return 0;
1565 else if (nrof == nr) 1562 else if (have == nr)
1566 { 1563 {
1567 remove (); 1564 remove ();
1568 return this; 1565 return this;
1569 } 1566 }
1570 else 1567 else
1571 { 1568 {
1572 decrease (nr); 1569 decrease (nr);
1573 1570
1574 object *op = object_create_clone (this); 1571 object *op = deep_clone ();
1575 op->nrof = nr; 1572 op->nrof = nr;
1576 return op; 1573 return op;
1577 } 1574 }
1578} 1575}
1579 1576
1623 if (object::can_merge (tmp, op)) 1620 if (object::can_merge (tmp, op))
1624 { 1621 {
1625 /* return the original object and remove inserted object 1622 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1623 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1624 tmp->nrof += op->nrof;
1625
1626 if (object *pl = tmp->visible_to ())
1627 esrv_update_item (UPD_NROF, pl, tmp);
1628
1628 adjust_weight (this, op->total_weight ()); 1629 adjust_weight (this, op->total_weight ());
1629 1630
1630 op->destroy (1); 1631 op->destroy (1);
1631 op = tmp; 1632 op = tmp;
1632 goto inserted; 1633 goto inserted;
1646 1647
1647 inv = op; 1648 inv = op;
1648 1649
1649 op->flag [FLAG_REMOVED] = 0; 1650 op->flag [FLAG_REMOVED] = 0;
1650 1651
1652 if (object *pl = op->visible_to ())
1653 esrv_send_item (pl, op);
1654
1651 adjust_weight (this, op->total_weight ()); 1655 adjust_weight (this, op->total_weight ());
1652 1656
1653inserted: 1657inserted:
1654 /* reset the light list and los of the players on the map */ 1658 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1659 if (op->glow_radius && map && map->darkness)
1656 update_all_los (map, x, y); 1660 update_all_los (map, x, y);
1657 1661
1658 if (object *otmp = in_player ()) 1662 // if this is a player's inventory, update stats
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1663 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1660 otmp->update_stats (); 1664 update_stats ();
1661 1665
1662 INVOKE_OBJECT (INSERT, this); 1666 INVOKE_OBJECT (INSERT, this);
1663 1667
1664 return op; 1668 return op;
1665} 1669}
1793 LOG (llevError, "Present_arch called outside map.\n"); 1797 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1798 return NULL;
1795 } 1799 }
1796 1800
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1801 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1802 if (tmp->arch->archname == at->archname)
1799 return tmp; 1803 return tmp;
1800 1804
1801 return NULL; 1805 return NULL;
1802} 1806}
1803 1807
1867 * The first matching object is returned, or NULL if none. 1871 * The first matching object is returned, or NULL if none.
1868 */ 1872 */
1869object * 1873object *
1870present_arch_in_ob (const archetype *at, const object *op) 1874present_arch_in_ob (const archetype *at, const object *op)
1871{ 1875{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1876 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1877 if (tmp->arch->archname == at->archname)
1874 return tmp; 1878 return tmp;
1875 1879
1876 return NULL; 1880 return NULL;
1877} 1881}
1878 1882
2287 2291
2288/* 2292/*
2289 * create clone from object to another 2293 * create clone from object to another
2290 */ 2294 */
2291object * 2295object *
2292object_create_clone (object *asrc) 2296object::deep_clone ()
2293{ 2297{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2298 assert (("deep_clone called on non-head object", is_head ()));
2295 2299
2296 if (!asrc) 2300 object *dst = clone ();
2297 return 0;
2298 2301
2299 src = asrc->head_ (); 2302 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2303 for (object *part = this->more; part; part = part->more)
2303 { 2304 {
2304 tmp = part->clone (); 2305 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2306 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2307 prev->more = tmp;
2320
2321 prev = tmp; 2308 prev = tmp;
2322 } 2309 }
2323 2310
2324 for (item = src->inv; item; item = item->below) 2311 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2312 insert_ob_in_ob (item->deep_clone (), dst);
2326 2313
2327 return dst; 2314 return dst;
2328} 2315}
2329 2316
2330/* This returns the first object in who's inventory that 2317/* This returns the first object in who's inventory that
2339 return tmp; 2326 return tmp;
2340 2327
2341 return 0; 2328 return 0;
2342} 2329}
2343 2330
2344/* If ob has a field named key, return the link from the list, 2331const shstr &
2345 * otherwise return NULL. 2332object::kv_get (const shstr &key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2333{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2335 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2336 return kv->value;
2389 2337
2390 return 0; 2338 return shstr_null;
2391} 2339}
2392 2340
2393/* 2341void
2394 * Updates the canonical_key in op to value. 2342object::kv_set (const shstr &key, const shstr &value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2343{
2406 key_value *field = NULL, *last = NULL; 2344 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2345 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2346 {
2412 last = field; 2347 kv->value = value;
2413 continue; 2348 return;
2414 } 2349 }
2415 2350
2416 if (value) 2351 key_value *kv = new key_value;
2417 field->value = value; 2352
2418 else 2353 kv->next = key_values;
2354 kv->key = key;
2355 kv->value = value;
2356
2357 key_values = kv;
2358}
2359
2360void
2361object::kv_del (const shstr &key)
2362{
2363 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364 if ((*kvp)->key == key)
2419 { 2365 {
2420 /* Basically, if the archetype has this key set, 2366 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2367 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2368 delete kv;
2423 * we get this value back again. 2369 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2370 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2371}
2482 2372
2483object::depth_iterator::depth_iterator (object *container) 2373object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2374: iterator_base (container)
2485{ 2375{
2535{ 2425{
2536 char flagdesc[512]; 2426 char flagdesc[512];
2537 char info2[256 * 4]; 2427 char info2[256 * 4];
2538 char *p = info; 2428 char *p = info;
2539 2429
2540 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2430 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2541 count, 2431 count,
2542 uuid.c_str (), 2432 uuid.c_str (),
2543 &name, 2433 &name,
2544 title ? "\",title:\"" : "", 2434 title ? ",title:\"" : "",
2545 title ? (const char *)title : "", 2435 title ? (const char *)title : "",
2436 title ? "\"" : "",
2546 flag_desc (flagdesc, 512), type); 2437 flag_desc (flagdesc, 512), type);
2547 2438
2548 if (!this->flag[FLAG_REMOVED] && env) 2439 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2440 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2441
2551 if (map) 2442 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2443 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2444
2583object::open_container (object *new_container) 2474object::open_container (object *new_container)
2584{ 2475{
2585 if (container == new_container) 2476 if (container == new_container)
2586 return; 2477 return;
2587 2478
2588 if (object *old_container = container) 2479 object *old_container = container;
2480
2481 if (old_container)
2589 { 2482 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2483 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2484 return;
2592 2485
2593#if 0 2486#if 0
2595 if (object *closer = old_container->inv) 2488 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2489 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2490 closer->destroy ();
2598#endif 2491#endif
2599 2492
2493 // make sure the container is available
2494 esrv_send_item (this, old_container);
2495
2600 old_container->flag [FLAG_APPLIED] = 0; 2496 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2497 container = 0;
2602 2498
2499 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2500 esrv_update_item (UPD_FLAGS, this, old_container);
2501
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2502 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close")); 2503 play_sound (sound_find ("chest_close"));
2606 } 2504 }
2607 2505
2608 if (new_container) 2506 if (new_container)
2621 } 2519 }
2622#endif 2520#endif
2623 2521
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625 2523
2524 // make sure the container is available, client bug requires this to be separate
2525 esrv_send_item (this, new_container);
2526
2626 new_container->flag [FLAG_APPLIED] = 1; 2527 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2528 container = new_container;
2628 2529
2530 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2531 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2532 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2533 play_sound (sound_find ("chest_open"));
2632 } 2534 }
2535// else if (!old_container->env && contr && contr->ns)
2536// contr->ns->floorbox_reset ();
2633} 2537}
2634 2538
2635object * 2539object *
2636object::force_find (const shstr name) 2540object::force_find (const shstr name)
2637{ 2541{

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