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Comparing deliantra/server/common/object.C (file contents):
Revision 1.218 by root, Wed Apr 23 07:25:54 2008 UTC vs.
Revision 1.265 by root, Tue Dec 23 00:39:48 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
334 317
335// find player who can see this object 318// find player who can see this object
336object * 319object *
337object::visible_to () const 320object::visible_to () const
338{ 321{
339 if (!flag [FLAG_REMOVED]) 322 if (client_visible () && !flag [FLAG_REMOVED])
340 { 323 {
341 // see if we are in a container of sorts 324 // see if we are in a container of sorts
342 if (env) 325 if (env)
343 { 326 {
344 // the player inventory itself is always visible 327 // the player inventory itself is always visible
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)
347 || this == pl->container)
363 return pl; 348 return pl;
364 } 349 }
365 } 350 }
366 351
367 return 0; 352 return 0;
368} 353}
369 354
370// adjust weight per container type ("of holding") 355// adjust weight per container type ("of holding")
371static sint32 356static sint32
372weight_adjust (object *op, sint32 weight) 357weight_adjust_for (object *op, sint32 weight)
373{ 358{
374 return op->type == CONTAINER 359 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight; 361 : weight;
377} 362}
383static void 368static void
384adjust_weight (object *op, sint32 weight) 369adjust_weight (object *op, sint32 weight)
385{ 370{
386 while (op) 371 while (op)
387 { 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
388 weight = weight_adjust (op, weight); 375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
389 377
390 if (!weight) 378 if (!weight)
391 return; 379 return;
392 380
393 op->carrying += weight; 381 op->carrying += weight;
416 op->update_weight (); 404 op->update_weight ();
417 405
418 sum += op->total_weight (); 406 sum += op->total_weight ();
419 } 407 }
420 408
421 sum = weight_adjust (this, sum); 409 sum = weight_adjust_for (this, sum);
422 410
423 if (sum != carrying) 411 if (sum != carrying)
424 { 412 {
425 carrying = sum; 413 carrying = sum;
426 414
488 */ 476 */
489object * 477object *
490find_object_name (const char *str) 478find_object_name (const char *str)
491{ 479{
492 shstr_cmp str_ (str); 480 shstr_cmp str_ (str);
493 object *op;
494 481
482 if (str_)
495 for_all_objects (op) 483 for_all_objects (op)
496 if (op->name == str_) 484 if (op->name == str_)
497 break; 485 return op;
498 486
499 return op; 487 return 0;
500} 488}
501 489
502/* 490/*
503 * 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
504 * skill and experience objects. 492 * skill and experience objects.
602 } 590 }
603 591
604 op->key_values = 0; 592 op->key_values = 0;
605} 593}
606 594
607object & 595/*
608object::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)
609{ 605{
610 bool is_freed = flag [FLAG_FREED]; 606 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 607 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 608 dst->flag [FLAG_REMOVED] = true;
617 609
618 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
619 if (src.key_values) 611 if (key_values)
620 { 612 {
621 key_value *tail = 0; 613 key_value *tail = 0;
622 key_values = 0; 614 dst->key_values = 0;
623 615
624 for (key_value *i = src.key_values; i; i = i->next) 616 for (key_value *i = key_values; i; i = i->next)
625 { 617 {
626 key_value *new_link = new key_value; 618 key_value *new_link = new key_value;
627 619
628 new_link->next = 0; 620 new_link->next = 0;
629 new_link->key = i->key; 621 new_link->key = i->key;
630 new_link->value = i->value; 622 new_link->value = i->value;
631 623
632 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
633 if (!key_values) 625 if (!dst->key_values)
634 { 626 {
635 key_values = new_link; 627 dst->key_values = new_link;
636 tail = new_link; 628 tail = new_link;
637 } 629 }
638 else 630 else
639 { 631 {
640 tail->next = new_link; 632 tail->next = new_link;
641 tail = new_link; 633 tail = new_link;
642 } 634 }
643 } 635 }
644 } 636 }
645}
646
647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659 637
660 if (speed < 0) 638 if (speed < 0)
661 dst->speed_left -= rndm (); 639 dst->speed_left -= rndm ();
662 640
663 dst->set_speed (dst->speed); 641 dst->activate ();
664} 642}
665 643
666void 644void
667object::instantiate () 645object::instantiate ()
668{ 646{
685object * 663object *
686object::clone () 664object::clone ()
687{ 665{
688 object *neu = create (); 666 object *neu = create ();
689 copy_to (neu); 667 copy_to (neu);
668 neu->map = map; // not copied by copy_to
690 return neu; 669 return neu;
691} 670}
692 671
693/* 672/*
694 * 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
745 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
746 */ 725 */
747void 726void
748update_object (object *op, int action) 727update_object (object *op, int action)
749{ 728{
750 if (op == NULL) 729 if (!op)
751 { 730 {
752 /* this should never happen */ 731 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 733 return;
755 } 734 }
756 735
757 if (op->env) 736 if (!op->is_on_map ())
758 { 737 {
759 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
760 * to do in this case. 739 * to do in this case.
761 */ 740 */
762 return; 741 return;
763 } 742 }
764
765 /* If the map is saving, don't do anything as everything is
766 * going to get freed anyways.
767 */
768 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return;
770 743
771 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 746 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794 || (m.move_on | op->move_on ) != m.move_on 767 || (m.move_on | op->move_on ) != m.move_on
795 || (m.move_off | op->move_off ) != m.move_off 768 || (m.move_off | op->move_off ) != m.move_off
796 || (m.move_slow | op->move_slow) != m.move_slow 769 || (m.move_slow | op->move_slow) != m.move_slow
797 /* 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
798 * to have move_allow right now. 771 * have move_allow right now.
799 */ 772 */
800 || ((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
801 || 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)
802 m.flags_ = 0; 775 m.invalidate ();
803 } 776 }
804 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
805 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
806 * that is being removed. 779 * that is being removed.
807 */ 780 */
808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 m.flags_ = 0; 782 m.invalidate ();
810 else if (action == UP_OBJ_FACE) 783 else if (action == UP_OBJ_FACE)
811 /* Nothing to do for that case */ ; 784 /* Nothing to do for that case */ ;
812 else 785 else
813 LOG (llevError, "update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 787
856object::activate () 829object::activate ()
857{ 830{
858 /* If already on active list, don't do anything */ 831 /* If already on active list, don't do anything */
859 if (active) 832 if (active)
860 return; 833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
861 837
862 if (has_active_speed ()) 838 if (has_active_speed ())
863 actives.insert (this); 839 actives.insert (this);
864} 840}
865 841
929 * drop on that space. 905 * drop on that space.
930 */ 906 */
931 if (!drop_to_ground 907 if (!drop_to_ground
932 || !map 908 || !map
933 || map->in_memory != MAP_ACTIVE 909 || map->in_memory != MAP_ACTIVE
934 || map->nodrop 910 || map->no_drop
935 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
936 { 912 {
937 while (inv) 913 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy (); 914 inv->destroy ();
941 }
942 } 915 }
943 else 916 else
944 { /* Put objects in inventory onto this space */ 917 { /* Put objects in inventory onto this space */
945 while (inv) 918 while (inv)
946 { 919 {
950 || op->flag [FLAG_NO_DROP] 923 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE 924 || op->type == RUNE
952 || op->type == TRAP 925 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE] 926 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH]) 927 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true); 928 op->destroy ();
956 else 929 else
957 map->insert (op, x, y); 930 map->insert (op, x, y);
958 } 931 }
959 } 932 }
960} 933}
964 object *op = new object; 937 object *op = new object;
965 op->link (); 938 op->link ();
966 return op; 939 return op;
967} 940}
968 941
942static struct freed_map : maptile
943{
944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
952
953 alloc ();
954 in_memory = MAP_ACTIVE;
955 }
956
957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
969void 963void
970object::do_destroy () 964object::do_destroy ()
971{ 965{
972 if (flag [FLAG_IS_LINKED]) 966 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 967 remove_button_link (this);
983 unlink (); 977 unlink ();
984 978
985 flag [FLAG_FREED] = 1; 979 flag [FLAG_FREED] = 1;
986 980
987 // hack to ensure that freed objects still have a valid map 981 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map; 982 map = &freed_map;
1006 x = 1; 983 x = 1;
1007 y = 1; 984 y = 1;
1008 }
1009 985
1010 if (more) 986 if (more)
1011 { 987 {
1012 more->destroy (); 988 more->destroy ();
1013 more = 0; 989 more = 0;
1021 attacked_by = 0; 997 attacked_by = 0;
1022 current_weapon = 0; 998 current_weapon = 0;
1023} 999}
1024 1000
1025void 1001void
1026object::destroy (bool destroy_inventory) 1002object::destroy ()
1027{ 1003{
1028 if (destroyed ()) 1004 if (destroyed ())
1029 return; 1005 return;
1030 1006
1031 destroy_inv (!destroy_inventory); 1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
1014 destroy_inv (false);
1032 1015
1033 if (is_head ()) 1016 if (is_head ())
1034 if (sound_destroy) 1017 if (sound_destroy)
1035 play_sound (sound_destroy); 1018 play_sound (sound_destroy);
1036 else if (flag [FLAG_MONSTER]) 1019 else if (flag [FLAG_MONSTER])
1055 if (flag [FLAG_REMOVED]) 1038 if (flag [FLAG_REMOVED])
1056 return; 1039 return;
1057 1040
1058 INVOKE_OBJECT (REMOVE, this); 1041 INVOKE_OBJECT (REMOVE, this);
1059 1042
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true; 1043 flag [FLAG_REMOVED] = true;
1064 1044
1065 if (more) 1045 if (more)
1066 more->remove (); 1046 more->remove ();
1067 1047
1069 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1070 * inventory. 1050 * inventory.
1071 */ 1051 */
1072 if (env) 1052 if (env)
1073 { 1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1074 adjust_weight (env, -total_weight ()); 1059 adjust_weight (env, -total_weight ());
1075 1060
1076 *(above ? &above->below : &env->inv) = below; 1061 object *pl = in_player ();
1077
1078 if (below)
1079 below->above = above;
1080 1062
1081 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1084 */ 1066 */
1085 map = env->map; 1067 map = env->map;
1086 x = env->x; 1068 x = env->x;
1087 y = env->y; 1069 y = env->y;
1070
1071 // make sure cmov optimisation is applicable
1072 *(above ? &above->below : &env->inv) = below;
1073 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074
1088 above = 0; 1075 above = 0;
1089 below = 0; 1076 below = 0;
1090 env = 0; 1077 env = 0;
1091 1078
1092 /* NO_FIX_PLAYER is set when a great many changes are being 1079 /* NO_FIX_PLAYER is set when a great many changes are being
1093 * made to players inventory. If set, avoiding the call 1080 * made to players inventory. If set, avoiding the call
1094 * to save cpu time. 1081 * to save cpu time.
1095 */ 1082 */
1083 if (pl)
1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if (pl->contr && !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER))
1085 {
1097 otmp->update_stats (); 1086 pl->update_stats ();
1087
1088 if (affects_los () && pl->is_on_map () && pl->map->darkness)
1089 update_all_los (pl->map, pl->x, pl->y);
1090 }
1098 } 1091 }
1099 else if (map) 1092 else if (map)
1100 { 1093 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1108
1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true; 1094 map->dirty = true;
1114 mapspace &ms = this->ms (); 1095 mapspace &ms = this->ms ();
1115 1096
1097 if (object *pl = ms.player ())
1098 {
1099 if (type == PLAYER) // this == pl(!)
1100 {
1101 // leaving a spot always closes any open container on the ground
1102 if (container && !container->env)
1103 // this causes spurious floorbox updates, but it ensures
1104 // that the CLOSE event is being sent.
1105 close_container ();
1106
1107 --map->players;
1108 map->touch ();
1109 }
1110 else if (pl->container == this)
1111 {
1112 // removing a container should close it
1113 close_container ();
1114 }
1115
1116 esrv_del_item (pl->contr, count);
1117 }
1118
1116 /* link the object above us */ 1119 /* link the object above us */
1117 if (above) 1120 // re-link, make sure compiler can easily use cmove
1118 above->below = below; 1121 *(above ? &above->below : &ms.top) = below;
1119 else 1122 *(below ? &below->above : &ms.bot) = above;
1120 ms.top = below; /* we were top, set new top */
1121
1122 /* Relink the object below us, if there is one */
1123 if (below)
1124 below->above = above;
1125 else
1126 {
1127 /* Nothing below, which means we need to relink map object for this space
1128 * use translated coordinates in case some oddness with map tiling is
1129 * evident
1130 */
1131 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133
1134 ms.bot = above; /* goes on above it. */
1135 }
1136 1123
1137 above = 0; 1124 above = 0;
1138 below = 0; 1125 below = 0;
1126
1127 ms.invalidate ();
1139 1128
1140 if (map->in_memory == MAP_SAVING) 1129 if (map->in_memory == MAP_SAVING)
1141 return; 1130 return;
1142 1131
1143 int check_walk_off = !flag [FLAG_NO_APPLY]; 1132 int check_walk_off = !flag [FLAG_NO_APPLY];
1150 * appropriately. 1139 * appropriately.
1151 */ 1140 */
1152 pl->close_container (); 1141 pl->close_container ();
1153 1142
1154 //TODO: the floorbox prev/next might need updating 1143 //TODO: the floorbox prev/next might need updating
1155 esrv_del_item (pl->contr, count); 1144 //esrv_del_item (pl->contr, count);
1145 //TODO: update floorbox to preserve ordering
1146 if (pl->contr->ns)
1147 pl->contr->ns->floorbox_update ();
1156 } 1148 }
1157 1149
1158 for (tmp = ms.bot; tmp; tmp = tmp->above) 1150 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 { 1151 {
1160 /* No point updating the players look faces if he is the object 1152 /* No point updating the players look faces if he is the object
1173 } 1165 }
1174 1166
1175 last = tmp; 1167 last = tmp;
1176 } 1168 }
1177 1169
1178 /* last == NULL if there are no objects on this space */ 1170 if (map->darkness && affects_los ())
1179 //TODO: this makes little sense, why only update the topmost object?
1180 if (!last)
1181 map->at (x, y).flags_ = 0;
1182 else
1183 update_object (last, UP_OBJ_REMOVE);
1184
1185 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 update_all_los (map, x, y); 1171 update_all_los (map, x, y);
1187 } 1172 }
1188} 1173}
1189 1174
1190/* 1175/*
1214 esrv_update_item (UPD_NROF, pl, top); 1199 esrv_update_item (UPD_NROF, pl, top);
1215 1200
1216 op->weight = 0; // cancel the addition above 1201 op->weight = 0; // cancel the addition above
1217 op->carrying = 0; // must be 0 already 1202 op->carrying = 0; // must be 0 already
1218 1203
1219 op->destroy (1); 1204 op->destroy ();
1220 1205
1221 return top; 1206 return top;
1222 } 1207 }
1223 1208
1224 return 0; 1209 return 0;
1252 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1253 */ 1238 */
1254object * 1239object *
1255insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256{ 1241{
1242 op->remove ();
1243
1257 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 { 1245 {
1259 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1260 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1261 } 1248 }
1284 * just 'op' otherwise 1271 * just 'op' otherwise
1285 */ 1272 */
1286object * 1273object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1275{
1289 assert (!op->flag [FLAG_FREED]);
1290
1291 op->remove (); 1276 op->remove ();
1277
1278 if (m == &freed_map)//D TODO: remove soon
1279 {//D
1280 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 }//D
1292 1282
1293 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1294 * 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
1295 * need extra work 1285 * need extra work
1296 */ 1286 */
1297 if (!xy_normalise (m, op->x, op->y)) 1287 if (!xy_normalise (m, op->x, op->y))
1298 { 1288 {
1299 op->destroy (1); 1289 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0; 1290 return 0;
1301 } 1291 }
1302 1292
1303 if (object *more = op->more) 1293 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag)) 1294 if (!insert_ob_in_map (more, m, originator, flag))
1313 */ 1303 */
1314 if (op->nrof && !(flag & INS_NO_MERGE)) 1304 if (op->nrof && !(flag & INS_NO_MERGE))
1315 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1305 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1316 if (object::can_merge (op, tmp)) 1306 if (object::can_merge (op, tmp))
1317 { 1307 {
1318 // TODO: we atcually want to update tmp, not op, 1308 // TODO: we actually want to update tmp, not op,
1319 // but some caller surely breaks when we return tmp 1309 // but some caller surely breaks when we return tmp
1320 // from here :/ 1310 // from here :/
1321 op->nrof += tmp->nrof; 1311 op->nrof += tmp->nrof;
1322 tmp->destroy (1); 1312 tmp->destroy ();
1323 } 1313 }
1324 1314
1325 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1315 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1326 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1316 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1327 1317
1334 { 1324 {
1335 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");
1336 abort (); 1326 abort ();
1337 } 1327 }
1338 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
1339 op->above = originator; 1333 op->above = originator;
1340 op->below = originator->below; 1334 op->below = originator->below;
1341
1342 if (op->below)
1343 op->below->above = op;
1344 else
1345 ms.bot = op;
1346
1347 /* since *below* originator, no need to update top */
1348 originator->below = op; 1335 originator->below = op;
1336
1337 *(op->below ? &op->below->above : &ms.bot) = op;
1349 } 1338 }
1350 else 1339 else
1351 { 1340 {
1352 object *top, *floor = NULL; 1341 object *floor = 0;
1353 1342 object *top = ms.top;
1354 top = ms.bot;
1355 1343
1356 /* If there are other objects, then */ 1344 /* If there are other objects, then */
1357 if (top) 1345 if (top)
1358 { 1346 {
1359 object *last = 0;
1360
1361 /* 1347 /*
1362 * 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.
1363 * We've already dealt with merging if appropriate. 1349 * We've already dealt with merging if appropriate.
1364 * 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
1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1351 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1368 * 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
1369 * 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
1370 * 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
1371 * that flying non pickable objects are spell objects. 1357 * that flying non pickable objects are spell objects.
1372 */ 1358 */
1373 for (top = ms.bot; top; top = top->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1374 { 1360 {
1375 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))
1376 floor = top; 1362 floor = tmp;
1377 1363
1378 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))
1379 { 1365 {
1380 /* We insert above top, so we want this object below this */ 1366 /* We insert above top, so we want this object below this */
1381 top = top->below; 1367 top = tmp->below;
1382 break; 1368 break;
1383 } 1369 }
1384 1370
1385 last = top; 1371 top = tmp;
1386 } 1372 }
1387
1388 /* Don't want top to be NULL, so set it to the last valid object */
1389 top = last;
1390 1373
1391 /* We let update_position deal with figuring out what the space 1374 /* We let update_position deal with figuring out what the space
1392 * looks like instead of lots of conditions here. 1375 * looks like instead of lots of conditions here.
1393 * makes things faster, and effectively the same result. 1376 * makes things faster, and effectively the same result.
1394 */ 1377 */
1401 */ 1384 */
1402 if (!(flag & INS_ON_TOP) 1385 if (!(flag & INS_ON_TOP)
1403 && ms.flags () & P_BLOCKSVIEW 1386 && ms.flags () & P_BLOCKSVIEW
1404 && (op->face && !faces [op->face].visibility)) 1387 && (op->face && !faces [op->face].visibility))
1405 { 1388 {
1389 object *last;
1390
1406 for (last = top; last != floor; last = last->below) 1391 for (last = top; last != floor; last = last->below)
1407 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1392 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408 break; 1393 break;
1409 1394
1410 /* Check to see if we found the object that blocks view, 1395 /* Check to see if we found the object that blocks view,
1418 } /* If objects on this space */ 1403 } /* If objects on this space */
1419 1404
1420 if (flag & INS_ABOVE_FLOOR_ONLY) 1405 if (flag & INS_ABOVE_FLOOR_ONLY)
1421 top = floor; 1406 top = floor;
1422 1407
1423 /* 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
1424 */
1425
1426 /* First object on this space */
1427 if (!top) 1409 if (!top)
1428 { 1410 {
1411 op->below = 0;
1429 op->above = ms.bot; 1412 op->above = ms.bot;
1430
1431 if (op->above)
1432 op->above->below = op;
1433
1434 op->below = 0;
1435 ms.bot = op; 1413 ms.bot = op;
1414
1415 *(op->above ? &op->above->below : &ms.top) = op;
1436 } 1416 }
1437 else 1417 else
1438 { /* get inserted into the stack above top */ 1418 {
1439 op->above = top->above; 1419 op->above = top->above;
1440
1441 if (op->above)
1442 op->above->below = op; 1420 top->above = op;
1443 1421
1444 op->below = top; 1422 op->below = top;
1445 top->above = op; 1423 *(op->above ? &op->above->below : &ms.top) = op;
1446 } 1424 }
1447 1425 }
1448 if (!op->above)
1449 ms.top = op;
1450 } /* else not INS_BELOW_ORIGINATOR */
1451 1426
1452 if (op->type == PLAYER) 1427 if (op->type == PLAYER)
1453 { 1428 {
1454 op->contr->do_los = 1; 1429 op->contr->do_los = 1;
1455 ++op->map->players; 1430 ++op->map->players;
1458 1433
1459 op->map->dirty = true; 1434 op->map->dirty = true;
1460 1435
1461 if (object *pl = ms.player ()) 1436 if (object *pl = ms.player ())
1462 //TODO: the floorbox prev/next might need updating 1437 //TODO: the floorbox prev/next might need updating
1463 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 ();
1464 1442
1465 /* If this object glows, it may affect lighting conditions that are 1443 /* If this object glows, it may affect lighting conditions that are
1466 * 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
1467 * 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
1468 * on the map will get recalculated. The players could very well 1446 * on the map will get recalculated. The players could very well
1469 * be far away from this change and not affected in any way - 1447 * be far away from this change and not affected in any way -
1470 * this should get redone to only look for players within range, 1448 * this should get redone to only look for players within range,
1471 * or just updating the P_UPTODATE for spaces within this area 1449 * or just updating the P_UPTODATE for spaces within this area
1472 * of effect may be sufficient. 1450 * of effect may be sufficient.
1473 */ 1451 */
1474 if (op->map->darkness && (op->glow_radius != 0)) 1452 if (op->affects_los () && op->map->darkness)
1453 {
1454 op->ms ().invalidate ();
1475 update_all_los (op->map, op->x, op->y); 1455 update_all_los (op->map, op->x, op->y);
1456 }
1476 1457
1477 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1458 /* updates flags (blocked, alive, no magic, etc) for this map space */
1478 update_object (op, UP_OBJ_INSERT); 1459 update_object (op, UP_OBJ_INSERT);
1479 1460
1480 INVOKE_OBJECT (INSERT, op); 1461 INVOKE_OBJECT (INSERT, op);
1514{ 1495{
1515 /* first search for itself and remove any old instances */ 1496 /* first search for itself and remove any old instances */
1516 1497
1517 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1498 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1499 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1519 tmp->destroy (1); 1500 tmp->destroy ();
1520 1501
1521 object *tmp = arch_to_object (archetype::find (arch_string)); 1502 object *tmp = arch_to_object (archetype::find (arch_string));
1522 1503
1523 tmp->x = op->x; 1504 tmp->x = op->x;
1524 tmp->y = op->y; 1505 tmp->y = op->y;
1548 if (!nr) 1529 if (!nr)
1549 return true; 1530 return true;
1550 1531
1551 nr = min (nr, nrof); 1532 nr = min (nr, nrof);
1552 1533
1534 if (nrof > nr)
1535 {
1553 nrof -= nr; 1536 nrof -= nr;
1554
1555 if (nrof)
1556 {
1557 adjust_weight (env, -weight * nr); // carrying == 0 1537 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1558 1538
1559 if (object *pl = visible_to ()) 1539 if (object *pl = visible_to ())
1560 esrv_update_item (UPD_NROF, pl, this); 1540 esrv_update_item (UPD_NROF, pl, this);
1561 1541
1562 return true; 1542 return true;
1563 } 1543 }
1564 else 1544 else
1565 { 1545 {
1566 destroy (1); 1546 destroy ();
1567 return false; 1547 return false;
1568 } 1548 }
1569} 1549}
1570 1550
1571/* 1551/*
1588 } 1568 }
1589 else 1569 else
1590 { 1570 {
1591 decrease (nr); 1571 decrease (nr);
1592 1572
1593 object *op = object_create_clone (this); 1573 object *op = deep_clone ();
1594 op->nrof = nr; 1574 op->nrof = nr;
1595 return op; 1575 return op;
1596 } 1576 }
1597} 1577}
1598 1578
1648 if (object *pl = tmp->visible_to ()) 1628 if (object *pl = tmp->visible_to ())
1649 esrv_update_item (UPD_NROF, pl, tmp); 1629 esrv_update_item (UPD_NROF, pl, tmp);
1650 1630
1651 adjust_weight (this, op->total_weight ()); 1631 adjust_weight (this, op->total_weight ());
1652 1632
1653 op->destroy (1); 1633 op->destroy ();
1654 op = tmp; 1634 op = tmp;
1655 goto inserted; 1635 goto inserted;
1656 } 1636 }
1657 1637
1658 op->owner = 0; // it's his/hers now. period. 1638 op->owner = 0; // it's his/hers now. period.
1676 1656
1677 adjust_weight (this, op->total_weight ()); 1657 adjust_weight (this, op->total_weight ());
1678 1658
1679inserted: 1659inserted:
1680 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1681 if (op->glow_radius && map && map->darkness) 1661 if (op->glow_radius && is_on_map () && map->darkness)
1662 {
1663 update_stats ();
1682 update_all_los (map, x, y); 1664 update_all_los (map, x, y);
1683 1665 }
1666 else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1684 // if this is a player's inventory, update stats 1667 // if this is a player's inventory, update stats
1685 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686 update_stats (); 1668 update_stats ();
1687 1669
1688 INVOKE_OBJECT (INSERT, this); 1670 INVOKE_OBJECT (INSERT, this);
1689 1671
1690 return op; 1672 return op;
1819 LOG (llevError, "Present_arch called outside map.\n"); 1801 LOG (llevError, "Present_arch called outside map.\n");
1820 return NULL; 1802 return NULL;
1821 } 1803 }
1822 1804
1823 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1805 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 if (tmp->arch == at) 1806 if (tmp->arch->archname == at->archname)
1825 return tmp; 1807 return tmp;
1826 1808
1827 return NULL; 1809 return NULL;
1828} 1810}
1829 1811
1893 * The first matching object is returned, or NULL if none. 1875 * The first matching object is returned, or NULL if none.
1894 */ 1876 */
1895object * 1877object *
1896present_arch_in_ob (const archetype *at, const object *op) 1878present_arch_in_ob (const archetype *at, const object *op)
1897{ 1879{
1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 if (tmp->arch == at) 1881 if (tmp->arch->archname == at->archname)
1900 return tmp; 1882 return tmp;
1901 1883
1902 return NULL; 1884 return NULL;
1903} 1885}
1904 1886
1992 * head of the object should correspond for the entire object. 1974 * head of the object should correspond for the entire object.
1993 */ 1975 */
1994 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 1976 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995 continue; 1977 continue;
1996 1978
1997 if (ob->blocked (m, pos.x, pos.y)) 1979 if (ob->blocked (pos.m, pos.x, pos.y))
1998 continue; 1980 continue;
1999 1981
2000 altern [index++] = i; 1982 altern [index++] = i;
2001 } 1983 }
2002 1984
2313 2295
2314/* 2296/*
2315 * create clone from object to another 2297 * create clone from object to another
2316 */ 2298 */
2317object * 2299object *
2318object_create_clone (object *asrc) 2300object::deep_clone ()
2319{ 2301{
2320 object *dst = 0, *tmp, *src, *prev, *item; 2302 assert (("deep_clone called on non-head object", is_head ()));
2321 2303
2322 if (!asrc) 2304 object *dst = clone ();
2323 return 0;
2324 2305
2325 src = asrc->head_ (); 2306 object *prev = dst;
2326
2327 prev = 0;
2328 for (object *part = src; part; part = part->more) 2307 for (object *part = this->more; part; part = part->more)
2329 { 2308 {
2330 tmp = part->clone (); 2309 object *tmp = part->clone ();
2331 tmp->x -= src->x;
2332 tmp->y -= src->y;
2333
2334 if (!part->head)
2335 {
2336 dst = tmp;
2337 tmp->head = 0;
2338 }
2339 else
2340 tmp->head = dst; 2310 tmp->head = dst;
2341
2342 tmp->more = 0;
2343
2344 if (prev)
2345 prev->more = tmp; 2311 prev->more = tmp;
2346
2347 prev = tmp; 2312 prev = tmp;
2348 } 2313 }
2349 2314
2350 for (item = src->inv; item; item = item->below) 2315 for (object *item = inv; item; item = item->below)
2351 insert_ob_in_ob (object_create_clone (item), dst); 2316 insert_ob_in_ob (item->deep_clone (), dst);
2352 2317
2353 return dst; 2318 return dst;
2354} 2319}
2355 2320
2356/* This returns the first object in who's inventory that 2321/* This returns the first object in who's inventory that
2365 return tmp; 2330 return tmp;
2366 2331
2367 return 0; 2332 return 0;
2368} 2333}
2369 2334
2370/* If ob has a field named key, return the link from the list, 2335const shstr &
2371 * otherwise return NULL. 2336object::kv_get (const shstr &key) const
2372 *
2373 * key must be a passed in shared string - otherwise, this won't
2374 * do the desired thing.
2375 */
2376key_value *
2377get_ob_key_link (const object *ob, const char *key)
2378{ 2337{
2379 for (key_value *link = ob->key_values; link; link = link->next) 2338 for (key_value *kv = key_values; kv; kv = kv->next)
2380 if (link->key == key) 2339 if (kv->key == key)
2381 return link;
2382
2383 return 0;
2384}
2385
2386/*
2387 * Returns the value of op has an extra_field for key, or NULL.
2388 *
2389 * The argument doesn't need to be a shared string.
2390 *
2391 * The returned string is shared.
2392 */
2393const char *
2394get_ob_key_value (const object *op, const char *const key)
2395{
2396 key_value *link;
2397 shstr_cmp canonical_key (key);
2398
2399 if (!canonical_key)
2400 {
2401 /* 1. There being a field named key on any object
2402 * implies there'd be a shared string to find.
2403 * 2. Since there isn't, no object has this field.
2404 * 3. Therefore, *this* object doesn't have this field.
2405 */
2406 return 0;
2407 }
2408
2409 /* This is copied from get_ob_key_link() above -
2410 * only 4 lines, and saves the function call overhead.
2411 */
2412 for (link = op->key_values; link; link = link->next)
2413 if (link->key == canonical_key)
2414 return link->value; 2340 return kv->value;
2415 2341
2416 return 0; 2342 return shstr_null;
2417} 2343}
2418 2344
2419/* 2345void
2420 * Updates the canonical_key in op to value. 2346object::kv_set (const shstr &key, const shstr &value)
2421 *
2422 * canonical_key is a shared string (value doesn't have to be).
2423 *
2424 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425 * keys.
2426 *
2427 * Returns TRUE on success.
2428 */
2429int
2430set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431{ 2347{
2432 key_value *field = NULL, *last = NULL; 2348 for (key_value *kv = key_values; kv; kv = kv->next)
2433 2349 if (kv->key == key)
2434 for (field = op->key_values; field != NULL; field = field->next)
2435 {
2436 if (field->key != canonical_key)
2437 { 2350 {
2438 last = field; 2351 kv->value = value;
2439 continue; 2352 return;
2440 } 2353 }
2441 2354
2442 if (value) 2355 key_value *kv = new key_value;
2443 field->value = value; 2356
2444 else 2357 kv->next = key_values;
2358 kv->key = key;
2359 kv->value = value;
2360
2361 key_values = kv;
2362}
2363
2364void
2365object::kv_del (const shstr &key)
2366{
2367 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368 if ((*kvp)->key == key)
2445 { 2369 {
2446 /* Basically, if the archetype has this key set, 2370 key_value *kv = *kvp;
2447 * we need to store the null value so when we save 2371 *kvp = (*kvp)->next;
2448 * it, we save the empty value so that when we load, 2372 delete kv;
2449 * we get this value back again. 2373 return;
2450 */
2451 if (get_ob_key_link (op->arch, canonical_key))
2452 field->value = 0;
2453 else
2454 {
2455 if (last)
2456 last->next = field->next;
2457 else
2458 op->key_values = field->next;
2459
2460 delete field;
2461 }
2462 } 2374 }
2463 return TRUE;
2464 }
2465 /* IF we get here, key doesn't exist */
2466
2467 /* No field, we'll have to add it. */
2468
2469 if (!add_key)
2470 return FALSE;
2471
2472 /* There isn't any good reason to store a null
2473 * value in the key/value list. If the archetype has
2474 * this key, then we should also have it, so shouldn't
2475 * be here. If user wants to store empty strings,
2476 * should pass in ""
2477 */
2478 if (value == NULL)
2479 return TRUE;
2480
2481 field = new key_value;
2482
2483 field->key = canonical_key;
2484 field->value = value;
2485 /* Usual prepend-addition. */
2486 field->next = op->key_values;
2487 op->key_values = field;
2488
2489 return TRUE;
2490}
2491
2492/*
2493 * Updates the key in op to value.
2494 *
2495 * If add_key is FALSE, this will only update existing keys,
2496 * and not add new ones.
2497 * In general, should be little reason FALSE is ever passed in for add_key
2498 *
2499 * Returns TRUE on success.
2500 */
2501int
2502set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503{
2504 shstr key_ (key);
2505
2506 return set_ob_key_value_s (op, key_, value, add_key);
2507} 2375}
2508 2376
2509object::depth_iterator::depth_iterator (object *container) 2377object::depth_iterator::depth_iterator (object *container)
2510: iterator_base (container) 2378: iterator_base (container)
2511{ 2379{
2561{ 2429{
2562 char flagdesc[512]; 2430 char flagdesc[512];
2563 char info2[256 * 4]; 2431 char info2[256 * 4];
2564 char *p = info; 2432 char *p = info;
2565 2433
2566 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2434 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2567 count, 2435 count,
2568 uuid.c_str (), 2436 uuid.c_str (),
2569 &name, 2437 &name,
2570 title ? "\",title:\"" : "", 2438 title ? ",title:\"" : "",
2571 title ? (const char *)title : "", 2439 title ? (const char *)title : "",
2440 title ? "\"" : "",
2572 flag_desc (flagdesc, 512), type); 2441 flag_desc (flagdesc, 512), type);
2573 2442
2574 if (!flag[FLAG_REMOVED] && env) 2443 if (!flag[FLAG_REMOVED] && env)
2575 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2444 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576 2445
2609object::open_container (object *new_container) 2478object::open_container (object *new_container)
2610{ 2479{
2611 if (container == new_container) 2480 if (container == new_container)
2612 return; 2481 return;
2613 2482
2614 if (object *old_container = container) 2483 object *old_container = container;
2484
2485 if (old_container)
2615 { 2486 {
2616 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2487 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617 return; 2488 return;
2618 2489
2619#if 0 2490#if 0
2621 if (object *closer = old_container->inv) 2492 if (object *closer = old_container->inv)
2622 if (closer->type == CLOSE_CON) 2493 if (closer->type == CLOSE_CON)
2623 closer->destroy (); 2494 closer->destroy ();
2624#endif 2495#endif
2625 2496
2497 // make sure the container is available
2498 esrv_send_item (this, old_container);
2499
2626 old_container->flag [FLAG_APPLIED] = false; 2500 old_container->flag [FLAG_APPLIED] = false;
2627 container = 0; 2501 container = 0;
2628 2502
2503 // client needs item update to make it work, client bug requires this to be separate
2629 esrv_update_item (UPD_FLAGS, this, old_container); 2504 esrv_update_item (UPD_FLAGS, this, old_container);
2505
2630 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2506 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 play_sound (sound_find ("chest_close")); 2507 play_sound (sound_find ("chest_close"));
2632 } 2508 }
2633 2509
2634 if (new_container) 2510 if (new_container)
2647 } 2523 }
2648#endif 2524#endif
2649 2525
2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2526 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651 2527
2528 // make sure the container is available, client bug requires this to be separate
2529 esrv_send_item (this, new_container);
2530
2652 new_container->flag [FLAG_APPLIED] = true; 2531 new_container->flag [FLAG_APPLIED] = true;
2653 container = new_container; 2532 container = new_container;
2654 2533
2534 // client needs flag change
2655 esrv_update_item (UPD_FLAGS, this, new_container); 2535 esrv_update_item (UPD_FLAGS, this, new_container);
2656 esrv_send_inventory (this, new_container); 2536 esrv_send_inventory (this, new_container);
2657 play_sound (sound_find ("chest_open")); 2537 play_sound (sound_find ("chest_open"));
2658 } 2538 }
2539// else if (!old_container->env && contr && contr->ns)
2540// contr->ns->floorbox_reset ();
2659} 2541}
2660 2542
2661object * 2543object *
2662object::force_find (const shstr name) 2544object::force_find (const shstr name)
2663{ 2545{
2669 return splay (tmp); 2551 return splay (tmp);
2670 2552
2671 return 0; 2553 return 0;
2672} 2554}
2673 2555
2674void 2556object *
2675object::force_add (const shstr name, int duration) 2557object::force_add (const shstr name, int duration)
2676{ 2558{
2677 if (object *force = force_find (name)) 2559 if (object *force = force_find (name))
2678 force->destroy (); 2560 force->destroy ();
2679 2561
2685 2567
2686 force->set_speed (duration ? 1.f / duration : 0.f); 2568 force->set_speed (duration ? 1.f / duration : 0.f);
2687 force->flag [FLAG_IS_USED_UP] = true; 2569 force->flag [FLAG_IS_USED_UP] = true;
2688 force->flag [FLAG_APPLIED] = true; 2570 force->flag [FLAG_APPLIED] = true;
2689 2571
2690 insert (force); 2572 return insert (force);
2691} 2573}
2692 2574
2693void 2575void
2694object::play_sound (faceidx sound) 2576object::play_sound (faceidx sound)
2695{ 2577{
2706 } 2588 }
2707 else 2589 else
2708 map->play_sound (sound, x, y); 2590 map->play_sound (sound, x, y);
2709} 2591}
2710 2592
2593void
2594object::make_noise ()
2595{
2596 // we do not model noise in the map, so instead put
2597 // a temporary light into the noise source
2598 // could use the map instead, but that's less reliable for our
2599 // goal, which is to make invisibility a bit harder to exploit
2600
2601 // find old force, or create new one
2602 object *force = force_find (shstr_noise_force);
2603
2604 if (force)
2605 force->speed = 1.f / 4; // patch old speed up
2606 else
2607 {
2608 force = get_archetype (shstr_noise_force);
2609
2610 force->slaying = name;
2611 force->stats.food = 1;
2612 force->speed_left = -1.f;
2613
2614 force->set_speed (1.f / 4);
2615 force->flag [FLAG_IS_USED_UP] = true;
2616 force->flag [FLAG_APPLIED] = true;
2617
2618 insert (force);
2619 }
2620}
2621

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