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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 1.255 by root, Sun Aug 31 02:01:41 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 *
200 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value 187 || ob1->value != ob2->value
202 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
203 return 0; 189 return 0;
204 190
205 /* Do not merge objects if nrof would overflow. First part checks 191 /* Do not merge objects if nrof would overflow, assume nrof
206 * for unsigned overflow (2c), second part checks whether the result 192 * is always 0 .. 2**31-1 */
207 * would fit into a 32 bit signed int, which is often used to hold 193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 return 0; 194 return 0;
212 195
213 /* If the objects have been identified, set the BEEN_APPLIED flag. 196 /* If the objects have been identified, set the BEEN_APPLIED flag.
214 * 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
215 * 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
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 204
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 207
225 if (ob1->arch->name != ob2->arch->name 208 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 209 || ob1->name != ob2->name
227 || ob1->title != ob2->title 210 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 211 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 212 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 213 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 214 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 215 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 216 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 217 || ob1->value != ob2->value
235 || 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
236 || ob1->client_type != ob2->client_type 220 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 221 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 222 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 223 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 224 || ob1->move_type != ob2->move_type
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249 return 0; 233 return 0;
250 234
251 if ((ob1->flag ^ ob2->flag) 235 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED) 236 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED) 237 .reset (FLAG_REMOVED)
255 .any ()) 238 .any ())
256 return 0; 239 return 0;
257 240
258 /* This is really a spellbook check - we should in general 241 /* This is really a spellbook check - we should in general
358 else 341 else
359 { 342 {
360 // maybe there is a player standing on the same mapspace 343 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 344 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
363 if (!pl->container || this == pl->container) 347 || this == pl->container)
364 return pl; 348 return pl;
365 } 349 }
366 } 350 }
367 351
368 return 0; 352 return 0;
369} 353}
370 354
371// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
372static sint32 356static sint32
373weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
374{ 358{
375 return op->type == CONTAINER 359 return op->type == CONTAINER
376 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
377 : weight; 361 : weight;
378} 362}
384static void 368static void
385adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
386{ 370{
387 while (op) 371 while (op)
388 { 372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
389 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
390 377
391 if (!weight) 378 if (!weight)
392 return; 379 return;
393 380
394 op->carrying += weight; 381 op->carrying += weight;
417 op->update_weight (); 404 op->update_weight ();
418 405
419 sum += op->total_weight (); 406 sum += op->total_weight ();
420 } 407 }
421 408
422 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
423 410
424 if (sum != carrying) 411 if (sum != carrying)
425 { 412 {
426 carrying = sum; 413 carrying = sum;
427 414
489 */ 476 */
490object * 477object *
491find_object_name (const char *str) 478find_object_name (const char *str)
492{ 479{
493 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
494 object *op;
495 481
482 if (str_)
496 for_all_objects (op) 483 for_all_objects (op)
497 if (op->name == str_) 484 if (op->name == str_)
498 break; 485 return op;
499 486
500 return op; 487 return 0;
501} 488}
502 489
503/* 490/*
504 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
505 * skill and experience objects. 492 * skill and experience objects.
603 } 590 }
604 591
605 op->key_values = 0; 592 op->key_values = 0;
606} 593}
607 594
608object & 595/*
609object::operator =(const object &src) 596 * copy_to first frees everything allocated by the dst object,
597 * and then copies the contents of itself into the second
598 * object, allocating what needs to be allocated. Basically, any
599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600 * if the first object is freed, the pointers in the new object
601 * will point at garbage.
602 */
603void
604object::copy_to (object *dst)
610{ 605{
611 remove (); 606 dst->remove ();
612
613 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
614
615 flag [FLAG_REMOVED] = true; 608 dst->flag [FLAG_REMOVED] = true;
616 609
617 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
618 if (src.key_values) 611 if (key_values)
619 { 612 {
620 key_value *tail = 0; 613 key_value *tail = 0;
621 key_values = 0; 614 dst->key_values = 0;
622 615
623 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
624 { 617 {
625 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
626 619
627 new_link->next = 0; 620 new_link->next = 0;
628 new_link->key = i->key; 621 new_link->key = i->key;
629 new_link->value = i->value; 622 new_link->value = i->value;
630 623
631 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
632 if (!key_values) 625 if (!dst->key_values)
633 { 626 {
634 key_values = new_link; 627 dst->key_values = new_link;
635 tail = new_link; 628 tail = new_link;
636 } 629 }
637 else 630 else
638 { 631 {
639 tail->next = new_link; 632 tail->next = new_link;
640 tail = new_link; 633 tail = new_link;
641 } 634 }
642 } 635 }
643 } 636 }
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;
658 637
659 if (speed < 0) 638 if (speed < 0)
660 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
661 640
662 dst->set_speed (dst->speed); 641 dst->set_speed (dst->speed);
684object * 663object *
685object::clone () 664object::clone ()
686{ 665{
687 object *neu = create (); 666 object *neu = create ();
688 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
689 return neu; 669 return neu;
690} 670}
691 671
692/* 672/*
693 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
786 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
788 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
789 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
790 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
791 * to have move_allow right now. 771 * have move_allow right now.
792 */ 772 */
793 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 773 || ((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) 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
795 m.flags_ = 0; 775 m.flags_ = 0;
796 } 776 }
922 * drop on that space. 902 * drop on that space.
923 */ 903 */
924 if (!drop_to_ground 904 if (!drop_to_ground
925 || !map 905 || !map
926 || map->in_memory != MAP_ACTIVE 906 || map->in_memory != MAP_ACTIVE
927 || map->nodrop 907 || map->no_drop
928 || ms ().move_block == MOVE_ALL) 908 || ms ().move_block == MOVE_ALL)
929 { 909 {
930 while (inv) 910 while (inv)
931 {
932 inv->destroy_inv (false);
933 inv->destroy (); 911 inv->destroy (true);
934 }
935 } 912 }
936 else 913 else
937 { /* Put objects in inventory onto this space */ 914 { /* Put objects in inventory onto this space */
938 while (inv) 915 while (inv)
939 { 916 {
961 938
962static struct freed_map : maptile 939static struct freed_map : maptile
963{ 940{
964 freed_map () 941 freed_map ()
965 { 942 {
966 path = "<freed objects map>"; 943 path = "<freed objects map>";
967 name = "/internal/freed_objects_map"; 944 name = "/internal/freed_objects_map";
968 width = 3; 945 width = 3;
969 height = 3; 946 height = 3;
970 nodrop = 1; 947 no_drop = 1;
948 no_reset = 1;
971 949
972 alloc (); 950 alloc ();
973 in_memory = MAP_ACTIVE; 951 in_memory = MAP_ACTIVE;
952 }
953
954 ~freed_map ()
955 {
956 destroy ();
974 } 957 }
975} freed_map; // freed objects are moved here to avoid crashes 958} freed_map; // freed objects are moved here to avoid crashes
976 959
977void 960void
978object::do_destroy () 961object::do_destroy ()
1069 if (object *pl = visible_to ()) 1052 if (object *pl = visible_to ())
1070 esrv_del_item (pl->contr, count); 1053 esrv_del_item (pl->contr, count);
1071 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1054 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1072 1055
1073 adjust_weight (env, -total_weight ()); 1056 adjust_weight (env, -total_weight ());
1074
1075 *(above ? &above->below : &env->inv) = below;
1076
1077 if (below)
1078 below->above = above;
1079 1057
1080 /* we set up values so that it could be inserted into 1058 /* we set up values so that it could be inserted into
1081 * the map, but we don't actually do that - it is up 1059 * the map, but we don't actually do that - it is up
1082 * to the caller to decide what we want to do. 1060 * to the caller to decide what we want to do.
1083 */ 1061 */
1084 map = env->map; 1062 map = env->map;
1085 x = env->x; 1063 x = env->x;
1086 y = env->y; 1064 y = env->y;
1065
1066 // make sure cmov optimisation is applicable
1067 *(above ? &above->below : &env->inv) = below;
1068 *(below ? &below->above : &above ) = above; // &above is just a dummy
1069
1087 above = 0; 1070 above = 0;
1088 below = 0; 1071 below = 0;
1089 env = 0; 1072 env = 0;
1090 1073
1091 /* NO_FIX_PLAYER is set when a great many changes are being 1074 /* NO_FIX_PLAYER is set when a great many changes are being
1121 1104
1122 esrv_del_item (pl->contr, count); 1105 esrv_del_item (pl->contr, count);
1123 } 1106 }
1124 1107
1125 /* link the object above us */ 1108 /* link the object above us */
1126 if (above) 1109 // re-link, make sure compiler can easily use cmove
1127 above->below = below; 1110 *(above ? &above->below : &ms.top) = below;
1128 else 1111 *(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 1112
1146 above = 0; 1113 above = 0;
1147 below = 0; 1114 below = 0;
1115
1116 ms.flags_ = 0;
1148 1117
1149 if (map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1150 return; 1119 return;
1151 1120
1152 int check_walk_off = !flag [FLAG_NO_APPLY]; 1121 int check_walk_off = !flag [FLAG_NO_APPLY];
1159 * appropriately. 1128 * appropriately.
1160 */ 1129 */
1161 pl->close_container (); 1130 pl->close_container ();
1162 1131
1163 //TODO: the floorbox prev/next might need updating 1132 //TODO: the floorbox prev/next might need updating
1164 esrv_del_item (pl->contr, count); 1133 //esrv_del_item (pl->contr, count);
1134 //TODO: update floorbox to preserve ordering
1135 if (pl->contr->ns)
1136 pl->contr->ns->floorbox_update ();
1165 } 1137 }
1166 1138
1167 for (tmp = ms.bot; tmp; tmp = tmp->above) 1139 for (tmp = ms.bot; tmp; tmp = tmp->above)
1168 { 1140 {
1169 /* No point updating the players look faces if he is the object 1141 /* No point updating the players look faces if he is the object
1182 } 1154 }
1183 1155
1184 last = tmp; 1156 last = tmp;
1185 } 1157 }
1186 1158
1187 /* last == NULL if there are no objects on this space */
1188 //TODO: this makes little sense, why only update the topmost object?
1189 if (!last)
1190 map->at (x, y).flags_ = 0;
1191 else
1192 update_object (last, UP_OBJ_REMOVE);
1193
1194 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1159 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1195 update_all_los (map, x, y); 1160 update_all_los (map, x, y);
1196 } 1161 }
1197} 1162}
1198 1163
1261 * job preparing multi-part monsters. 1226 * job preparing multi-part monsters.
1262 */ 1227 */
1263object * 1228object *
1264insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1229insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1265{ 1230{
1231 op->remove ();
1232
1266 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1233 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1267 { 1234 {
1268 tmp->x = x + tmp->arch->x; 1235 tmp->x = x + tmp->arch->x;
1269 tmp->y = y + tmp->arch->y; 1236 tmp->y = y + tmp->arch->y;
1270 } 1237 }
1293 * just 'op' otherwise 1260 * just 'op' otherwise
1294 */ 1261 */
1295object * 1262object *
1296insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1263insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1297{ 1264{
1298 assert (!op->flag [FLAG_FREED]); 1265 if (op->is_on_map ())
1266 {
1267 LOG (llevError, "insert_ob_in_map called for object already on map");
1268 abort ();
1269 }
1299 1270
1271 if (op->env)
1272 {
1273 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1300 op->remove (); 1274 op->remove ();
1275 }
1276
1277 if (op->face && !face_info (op->face))//D TODO: remove soon
1278 {//D
1279 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1280 op->face = 1;//D
1281 }//D
1301 1282
1302 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* 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 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1304 * need extra work 1285 * need extra work
1305 */ 1286 */
1306 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1307 { 1288 {
1308 op->destroy (1); 1289 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1309 return 0; 1290 return 0;
1310 } 1291 }
1311 1292
1312 if (object *more = op->more) 1293 if (object *more = op->more)
1313 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1322 */ 1303 */
1323 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1324 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1325 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1326 { 1307 {
1327 // TODO: we atcually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1328 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1329 // from here :/ 1310 // from here :/
1330 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1331 tmp->destroy (1); 1312 tmp->destroy (1);
1332 } 1313 }
1343 { 1324 {
1344 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1325 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1345 abort (); 1326 abort ();
1346 } 1327 }
1347 1328
1329 if (!originator->is_on_map ())
1330 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331 op->debug_desc (), originator->debug_desc ());
1332
1348 op->above = originator; 1333 op->above = originator;
1349 op->below = originator->below; 1334 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; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1358 } 1338 }
1359 else 1339 else
1360 { 1340 {
1361 object *top, *floor = NULL; 1341 object *floor = 0;
1362 1342 object *top = ms.top;
1363 top = ms.bot;
1364 1343
1365 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1366 if (top) 1345 if (top)
1367 { 1346 {
1368 object *last = 0;
1369
1370 /* 1347 /*
1371 * If there are multiple objects on this space, we do some trickier handling. 1348 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if 1350 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * 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 1354 * 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 1355 * 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 1356 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1381 */ 1358 */
1382 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1383 { 1360 {
1384 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1361 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1385 floor = top; 1362 floor = tmp;
1386 1363
1387 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1364 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1388 { 1365 {
1389 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1390 top = top->below; 1367 top = tmp->below;
1391 break; 1368 break;
1392 } 1369 }
1393 1370
1394 last = top; 1371 top = tmp;
1395 } 1372 }
1396
1397 /* Don't want top to be NULL, so set it to the last valid object */
1398 top = last;
1399 1373
1400 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1401 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1402 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1403 */ 1377 */
1410 */ 1384 */
1411 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1412 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1413 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1414 { 1388 {
1389 object *last;
1390
1415 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1416 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1417 break; 1393 break;
1418 1394
1419 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1427 } /* If objects on this space */ 1403 } /* If objects on this space */
1428 1404
1429 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1430 top = floor; 1406 top = floor;
1431 1407
1432 /* Top is the object that our object (op) is going to get inserted above. 1408 // insert object above top, or bottom-most if top = 0
1433 */
1434
1435 /* First object on this space */
1436 if (!top) 1409 if (!top)
1437 { 1410 {
1411 op->below = 0;
1438 op->above = ms.bot; 1412 op->above = ms.bot;
1439
1440 if (op->above)
1441 op->above->below = op;
1442
1443 op->below = 0;
1444 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1416 }
1446 else 1417 else
1447 { /* get inserted into the stack above top */ 1418 {
1448 op->above = top->above; 1419 op->above = top->above;
1449
1450 if (op->above)
1451 op->above->below = op; 1420 top->above = op;
1452 1421
1453 op->below = top; 1422 op->below = top;
1454 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1455 } 1424 }
1456 1425 }
1457 if (!op->above)
1458 ms.top = op;
1459 } /* else not INS_BELOW_ORIGINATOR */
1460 1426
1461 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1462 { 1428 {
1463 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1464 ++op->map->players; 1430 ++op->map->players;
1467 1433
1468 op->map->dirty = true; 1434 op->map->dirty = true;
1469 1435
1470 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1471 //TODO: the floorbox prev/next might need updating 1437 //TODO: the floorbox prev/next might need updating
1472 esrv_send_item (pl, op); 1438 //esrv_send_item (pl, op);
1439 //TODO: update floorbox to preserve ordering
1440 if (pl->contr->ns)
1441 pl->contr->ns->floorbox_update ();
1473 1442
1474 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1475 * visible to others on this map. But update_all_los is really 1444 * 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 1445 * 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 1446 * on the map will get recalculated. The players could very well
1557 if (!nr) 1526 if (!nr)
1558 return true; 1527 return true;
1559 1528
1560 nr = min (nr, nrof); 1529 nr = min (nr, nrof);
1561 1530
1531 if (nrof > nr)
1532 {
1562 nrof -= nr; 1533 nrof -= nr;
1563
1564 if (nrof)
1565 {
1566 adjust_weight (env, -weight * nr); // carrying == 0 1534 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1567 1535
1568 if (object *pl = visible_to ()) 1536 if (object *pl = visible_to ())
1569 esrv_update_item (UPD_NROF, pl, this); 1537 esrv_update_item (UPD_NROF, pl, this);
1570 1538
1571 return true; 1539 return true;
1572 } 1540 }
1573 else 1541 else
1574 { 1542 {
1575 destroy (1); 1543 destroy ();
1576 return false; 1544 return false;
1577 } 1545 }
1578} 1546}
1579 1547
1580/* 1548/*
1597 } 1565 }
1598 else 1566 else
1599 { 1567 {
1600 decrease (nr); 1568 decrease (nr);
1601 1569
1602 object *op = object_create_clone (this); 1570 object *op = deep_clone ();
1603 op->nrof = nr; 1571 op->nrof = nr;
1604 return op; 1572 return op;
1605 } 1573 }
1606} 1574}
1607 1575
1828 LOG (llevError, "Present_arch called outside map.\n"); 1796 LOG (llevError, "Present_arch called outside map.\n");
1829 return NULL; 1797 return NULL;
1830 } 1798 }
1831 1799
1832 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1800 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1833 if (tmp->arch == at) 1801 if (tmp->arch->archname == at->archname)
1834 return tmp; 1802 return tmp;
1835 1803
1836 return NULL; 1804 return NULL;
1837} 1805}
1838 1806
1902 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1903 */ 1871 */
1904object * 1872object *
1905present_arch_in_ob (const archetype *at, const object *op) 1873present_arch_in_ob (const archetype *at, const object *op)
1906{ 1874{
1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1875 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 if (tmp->arch == at) 1876 if (tmp->arch->archname == at->archname)
1909 return tmp; 1877 return tmp;
1910 1878
1911 return NULL; 1879 return NULL;
1912} 1880}
1913 1881
2322 2290
2323/* 2291/*
2324 * create clone from object to another 2292 * create clone from object to another
2325 */ 2293 */
2326object * 2294object *
2327object_create_clone (object *asrc) 2295object::deep_clone ()
2328{ 2296{
2297 assert (("deep_clone called on non-head object", is_head ()));
2298
2329 object *dst = 0; 2299 object *dst = clone ();
2330 2300
2331 if (!asrc)
2332 return 0;
2333
2334 object *src = asrc->head_ ();
2335
2336 object *prev = 0; 2301 object *prev = dst;
2337 for (object *part = src; part; part = part->more) 2302 for (object *part = this->more; part; part = part->more)
2338 { 2303 {
2339 object *tmp = part->clone (); 2304 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; 2305 tmp->head = dst;
2351
2352 tmp->more = 0;
2353
2354 if (prev)
2355 prev->more = tmp; 2306 prev->more = tmp;
2356
2357 prev = tmp; 2307 prev = tmp;
2358 } 2308 }
2359 2309
2360 for (object *item = src->inv; item; item = item->below) 2310 for (object *item = inv; item; item = item->below)
2361 insert_ob_in_ob (object_create_clone (item), dst); 2311 insert_ob_in_ob (item->deep_clone (), dst);
2362 2312
2363 return dst; 2313 return dst;
2364} 2314}
2365 2315
2366/* This returns the first object in who's inventory that 2316/* This returns the first object in who's inventory that
2375 return tmp; 2325 return tmp;
2376 2326
2377 return 0; 2327 return 0;
2378} 2328}
2379 2329
2380/* If ob has a field named key, return the link from the list, 2330const shstr &
2381 * otherwise return NULL. 2331object::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{ 2332{
2389 for (key_value *link = ob->key_values; link; link = link->next) 2333 for (key_value *kv = key_values; kv; kv = kv->next)
2390 if (link->key == key) 2334 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; 2335 return kv->value;
2425 2336
2426 return 0; 2337 return shstr_null;
2427} 2338}
2428 2339
2429/* 2340void
2430 * Updates the canonical_key in op to value. 2341object::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{ 2342{
2442 key_value *field = NULL, *last = NULL; 2343 for (key_value *kv = key_values; kv; kv = kv->next)
2443 2344 if (kv->key == key)
2444 for (field = op->key_values; field != NULL; field = field->next)
2445 {
2446 if (field->key != canonical_key)
2447 { 2345 {
2448 last = field; 2346 kv->value = value;
2449 continue; 2347 return;
2450 } 2348 }
2451 2349
2452 if (value) 2350 key_value *kv = new key_value;
2453 field->value = value; 2351
2454 else 2352 kv->next = key_values;
2353 kv->key = key;
2354 kv->value = value;
2355
2356 key_values = kv;
2357}
2358
2359void
2360object::kv_del (const shstr &key)
2361{
2362 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2363 if ((*kvp)->key == key)
2455 { 2364 {
2456 /* Basically, if the archetype has this key set, 2365 key_value *kv = *kvp;
2457 * we need to store the null value so when we save 2366 *kvp = (*kvp)->next;
2458 * it, we save the empty value so that when we load, 2367 delete kv;
2459 * we get this value back again. 2368 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 } 2369 }
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} 2370}
2518 2371
2519object::depth_iterator::depth_iterator (object *container) 2372object::depth_iterator::depth_iterator (object *container)
2520: iterator_base (container) 2373: iterator_base (container)
2521{ 2374{
2571{ 2424{
2572 char flagdesc[512]; 2425 char flagdesc[512];
2573 char info2[256 * 4]; 2426 char info2[256 * 4];
2574 char *p = info; 2427 char *p = info;
2575 2428
2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2429 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2577 count, 2430 count,
2578 uuid.c_str (), 2431 uuid.c_str (),
2579 &name, 2432 &name,
2580 title ? "\",title:\"" : "", 2433 title ? ",title:\"" : "",
2581 title ? (const char *)title : "", 2434 title ? (const char *)title : "",
2435 title ? "\"" : "",
2582 flag_desc (flagdesc, 512), type); 2436 flag_desc (flagdesc, 512), type);
2583 2437
2584 if (!flag[FLAG_REMOVED] && env) 2438 if (!flag[FLAG_REMOVED] && env)
2585 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2439 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2586 2440

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