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Comparing deliantra/server/common/object.C (file contents):
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC vs.
Revision 1.229 by root, Sat May 3 12:29:09 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 *
334 320
335// find player who can see this object 321// find player who can see this object
336object * 322object *
337object::visible_to () const 323object::visible_to () const
338{ 324{
339 if (!flag [FLAG_REMOVED]) 325 if (client_visible () && !flag [FLAG_REMOVED])
340 { 326 {
341 // see if we are in a container of sorts 327 // see if we are in a container of sorts
342 if (env) 328 if (env)
343 { 329 {
344 // the player inventory itself is always visible 330 // the player inventory itself is always visible
358 else 344 else
359 { 345 {
360 // maybe there is a player standing on the same mapspace 346 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player 347 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ()) 348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
363 return pl; 350 return pl;
364 } 351 }
365 } 352 }
366 353
367 return 0; 354 return 0;
368} 355}
602 } 589 }
603 590
604 op->key_values = 0; 591 op->key_values = 0;
605} 592}
606 593
607object & 594/*
608object::operator =(const object &src) 595 * copy_to first frees everything allocated by the dst object,
596 * and then copies the contents of itself into the second
597 * object, allocating what needs to be allocated. Basically, any
598 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
599 * if the first object is freed, the pointers in the new object
600 * will point at garbage.
601 */
602void
603object::copy_to (object *dst)
609{ 604{
610 bool is_freed = flag [FLAG_FREED]; 605 dst->remove ();
611 bool is_removed = flag [FLAG_REMOVED];
612
613 *(object_copy *)this = src; 606 *(object_copy *)dst = *this;
614
615 flag [FLAG_FREED] = is_freed;
616 flag [FLAG_REMOVED] = is_removed; 607 dst->flag [FLAG_REMOVED] = true;
617 608
618 /* Copy over key_values, if any. */ 609 /* Copy over key_values, if any. */
619 if (src.key_values) 610 if (key_values)
620 { 611 {
621 key_value *tail = 0; 612 key_value *tail = 0;
622 key_values = 0; 613 dst->key_values = 0;
623 614
624 for (key_value *i = src.key_values; i; i = i->next) 615 for (key_value *i = key_values; i; i = i->next)
625 { 616 {
626 key_value *new_link = new key_value; 617 key_value *new_link = new key_value;
627 618
628 new_link->next = 0; 619 new_link->next = 0;
629 new_link->key = i->key; 620 new_link->key = i->key;
630 new_link->value = i->value; 621 new_link->value = i->value;
631 622
632 /* Try and be clever here, too. */ 623 /* Try and be clever here, too. */
633 if (!key_values) 624 if (!dst->key_values)
634 { 625 {
635 key_values = new_link; 626 dst->key_values = new_link;
636 tail = new_link; 627 tail = new_link;
637 } 628 }
638 else 629 else
639 { 630 {
640 tail->next = new_link; 631 tail->next = new_link;
641 tail = new_link; 632 tail = new_link;
642 } 633 }
643 } 634 }
644 } 635 }
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;
659 636
660 if (speed < 0) 637 if (speed < 0)
661 dst->speed_left -= rndm (); 638 dst->speed_left -= rndm ();
662 639
663 dst->set_speed (dst->speed); 640 dst->set_speed (dst->speed);
685object * 662object *
686object::clone () 663object::clone ()
687{ 664{
688 object *neu = create (); 665 object *neu = create ();
689 copy_to (neu); 666 copy_to (neu);
667 neu->map = map; // not copied by copy_to
690 return neu; 668 return neu;
691} 669}
692 670
693/* 671/*
694 * If an object with the IS_TURNABLE() flag needs to be turned due 672 * If an object with the IS_TURNABLE() flag needs to be turned due
745 * UP_OBJ_FACE: only the objects face has changed. 723 * UP_OBJ_FACE: only the objects face has changed.
746 */ 724 */
747void 725void
748update_object (object *op, int action) 726update_object (object *op, int action)
749{ 727{
750 if (op == NULL) 728 if (!op)
751 { 729 {
752 /* this should never happen */ 730 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 731 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
754 return; 732 return;
755 } 733 }
756 734
757 if (op->env) 735 if (!op->is_on_map ())
758 { 736 {
759 /* Animation is currently handled by client, so nothing 737 /* Animation is currently handled by client, so nothing
760 * to do in this case. 738 * to do in this case.
761 */ 739 */
762 return; 740 return;
763 } 741 }
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;
770 742
771 /* make sure the object is within map boundaries */ 743 /* 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) 744 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 745 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 746 LOG (llevError, "update_object() called for object out of map!\n");
964 object *op = new object; 936 object *op = new object;
965 op->link (); 937 op->link ();
966 return op; 938 return op;
967} 939}
968 940
941static struct freed_map : maptile
942{
943 freed_map ()
944 {
945 path = "<freed objects map>";
946 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 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
969void 961void
970object::do_destroy () 962object::do_destroy ()
971{ 963{
972 if (flag [FLAG_IS_LINKED]) 964 if (flag [FLAG_IS_LINKED])
973 remove_button_link (this); 965 remove_button_link (this);
983 unlink (); 975 unlink ();
984 976
985 flag [FLAG_FREED] = 1; 977 flag [FLAG_FREED] = 1;
986 978
987 // hack to ensure that freed objects still have a valid map 979 // 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; 980 map = &freed_map;
1006 x = 1; 981 x = 1;
1007 y = 1; 982 y = 1;
1008 }
1009 983
1010 if (more) 984 if (more)
1011 { 985 {
1012 more->destroy (); 986 more->destroy ();
1013 more = 0; 987 more = 0;
1025void 999void
1026object::destroy (bool destroy_inventory) 1000object::destroy (bool destroy_inventory)
1027{ 1001{
1028 if (destroyed ()) 1002 if (destroyed ())
1029 return; 1003 return;
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 }
1030 1011
1031 destroy_inv (!destroy_inventory); 1012 destroy_inv (!destroy_inventory);
1032 1013
1033 if (is_head ()) 1014 if (is_head ())
1034 if (sound_destroy) 1015 if (sound_destroy)
1055 if (flag [FLAG_REMOVED]) 1036 if (flag [FLAG_REMOVED])
1056 return; 1037 return;
1057 1038
1058 INVOKE_OBJECT (REMOVE, this); 1039 INVOKE_OBJECT (REMOVE, this);
1059 1040
1060 if (object *pl = visible_to ())
1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true; 1041 flag [FLAG_REMOVED] = true;
1064 1042
1065 if (more) 1043 if (more)
1066 more->remove (); 1044 more->remove ();
1067 1045
1069 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1070 * inventory. 1048 * inventory.
1071 */ 1049 */
1072 if (env) 1050 if (env)
1073 { 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
1074 adjust_weight (env, -total_weight ()); 1057 adjust_weight (env, -total_weight ());
1075 1058
1076 *(above ? &above->below : &env->inv) = below; 1059 *(above ? &above->below : &env->inv) = below;
1077 1060
1078 if (below) 1061 if (below)
1096 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))
1097 otmp->update_stats (); 1080 otmp->update_stats ();
1098 } 1081 }
1099 else if (map) 1082 else if (map)
1100 { 1083 {
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; 1084 map->dirty = true;
1114 mapspace &ms = this->ms (); 1085 mapspace &ms = this->ms ();
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 }
1115 1108
1116 /* link the object above us */ 1109 /* link the object above us */
1117 if (above) 1110 if (above)
1118 above->below = below; 1111 above->below = below;
1119 else 1112 else
1149 * removed (most likely destroyed), update the player view 1142 * removed (most likely destroyed), update the player view
1150 * appropriately. 1143 * appropriately.
1151 */ 1144 */
1152 pl->close_container (); 1145 pl->close_container ();
1153 1146
1147 //TODO: the floorbox prev/next might need updating
1154 esrv_del_item (pl, count); 1148 //esrv_del_item (pl->contr, count);
1149 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update ();
1155 } 1152 }
1156 1153
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1154 for (tmp = ms.bot; tmp; tmp = tmp->above)
1158 { 1155 {
1159 /* No point updating the players look faces if he is the object 1156 /* No point updating the players look faces if he is the object
1285object * 1282object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1284{
1288 assert (!op->flag [FLAG_FREED]); 1285 assert (!op->flag [FLAG_FREED]);
1289 1286
1290 object *top, *floor = NULL;
1291
1292 op->remove (); 1287 op->remove ();
1293 1288
1294 /* Ideally, the caller figures this out. However, it complicates a lot 1289 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now 1290 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work 1291 * need extra work
1314 */ 1309 */
1315 if (op->nrof && !(flag & INS_NO_MERGE)) 1310 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp)) 1312 if (object::can_merge (op, tmp))
1318 { 1313 {
1314 // TODO: we atcually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp
1316 // from here :/
1319 op->nrof += tmp->nrof; 1317 op->nrof += tmp->nrof;
1320 tmp->destroy (1); 1318 tmp->destroy (1);
1321 } 1319 }
1322 1320
1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1345 /* since *below* originator, no need to update top */ 1343 /* since *below* originator, no need to update top */
1346 originator->below = op; 1344 originator->below = op;
1347 } 1345 }
1348 else 1346 else
1349 { 1347 {
1348 object *top, *floor = NULL;
1349
1350 top = ms.bot; 1350 top = ms.bot;
1351 1351
1352 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1353 if (top) 1353 if (top)
1354 { 1354 {
1453 } 1453 }
1454 1454
1455 op->map->dirty = true; 1455 op->map->dirty = true;
1456 1456
1457 if (object *pl = ms.player ()) 1457 if (object *pl = ms.player ())
1458 //TODO: the floorbox prev/next might need updating
1458 esrv_send_item (pl, op); 1459 //esrv_send_item (pl, op);
1460 //TODO: update floorbox to preserve ordering
1461 if (pl->contr->ns)
1462 pl->contr->ns->floorbox_update ();
1459 1463
1460 /* If this object glows, it may affect lighting conditions that are 1464 /* If this object glows, it may affect lighting conditions that are
1461 * visible to others on this map. But update_all_los is really 1465 * visible to others on this map. But update_all_los is really
1462 * an inefficient way to do this, as it means los for all players 1466 * an inefficient way to do this, as it means los for all players
1463 * on the map will get recalculated. The players could very well 1467 * on the map will get recalculated. The players could very well
2310 * create clone from object to another 2314 * create clone from object to another
2311 */ 2315 */
2312object * 2316object *
2313object_create_clone (object *asrc) 2317object_create_clone (object *asrc)
2314{ 2318{
2315 object *dst = 0, *tmp, *src, *prev, *item; 2319 object *dst = 0;
2316 2320
2317 if (!asrc) 2321 if (!asrc)
2318 return 0; 2322 return 0;
2319 2323
2320 src = asrc->head_ (); 2324 object *src = asrc->head_ ();
2321 2325
2322 prev = 0; 2326 object *prev = 0;
2323 for (object *part = src; part; part = part->more) 2327 for (object *part = src; part; part = part->more)
2324 { 2328 {
2325 tmp = part->clone (); 2329 object *tmp = part->clone ();
2330
2326 tmp->x -= src->x; 2331 tmp->x -= src->x;
2327 tmp->y -= src->y; 2332 tmp->y -= src->y;
2328 2333
2329 if (!part->head) 2334 if (!part->head)
2330 { 2335 {
2340 prev->more = tmp; 2345 prev->more = tmp;
2341 2346
2342 prev = tmp; 2347 prev = tmp;
2343 } 2348 }
2344 2349
2345 for (item = src->inv; item; item = item->below) 2350 for (object *item = src->inv; item; item = item->below)
2346 insert_ob_in_ob (object_create_clone (item), dst); 2351 insert_ob_in_ob (object_create_clone (item), dst);
2347 2352
2348 return dst; 2353 return dst;
2349} 2354}
2350 2355
2360 return tmp; 2365 return tmp;
2361 2366
2362 return 0; 2367 return 0;
2363} 2368}
2364 2369
2365/* If ob has a field named key, return the link from the list, 2370const shstr &
2366 * otherwise return NULL. 2371object::kv_get (const shstr &key) const
2367 *
2368 * key must be a passed in shared string - otherwise, this won't
2369 * do the desired thing.
2370 */
2371key_value *
2372get_ob_key_link (const object *ob, const char *key)
2373{ 2372{
2374 for (key_value *link = ob->key_values; link; link = link->next) 2373 for (key_value *kv = key_values; kv; kv = kv->next)
2375 if (link->key == key) 2374 if (kv->key == key)
2376 return link;
2377
2378 return 0;
2379}
2380
2381/*
2382 * Returns the value of op has an extra_field for key, or NULL.
2383 *
2384 * The argument doesn't need to be a shared string.
2385 *
2386 * The returned string is shared.
2387 */
2388const char *
2389get_ob_key_value (const object *op, const char *const key)
2390{
2391 key_value *link;
2392 shstr_cmp canonical_key (key);
2393
2394 if (!canonical_key)
2395 {
2396 /* 1. There being a field named key on any object
2397 * implies there'd be a shared string to find.
2398 * 2. Since there isn't, no object has this field.
2399 * 3. Therefore, *this* object doesn't have this field.
2400 */
2401 return 0;
2402 }
2403
2404 /* This is copied from get_ob_key_link() above -
2405 * only 4 lines, and saves the function call overhead.
2406 */
2407 for (link = op->key_values; link; link = link->next)
2408 if (link->key == canonical_key)
2409 return link->value; 2375 return kv->value;
2410 2376
2411 return 0; 2377 return shstr_null;
2412} 2378}
2413 2379
2414/* 2380void
2415 * Updates the canonical_key in op to value. 2381object::kv_set (const shstr &key, const shstr &value)
2416 *
2417 * canonical_key is a shared string (value doesn't have to be).
2418 *
2419 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2420 * keys.
2421 *
2422 * Returns TRUE on success.
2423 */
2424int
2425set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2426{ 2382{
2427 key_value *field = NULL, *last = NULL; 2383 for (key_value *kv = key_values; kv; kv = kv->next)
2428 2384 if (kv->key == key)
2429 for (field = op->key_values; field != NULL; field = field->next)
2430 {
2431 if (field->key != canonical_key)
2432 { 2385 {
2433 last = field; 2386 kv->value = value;
2434 continue; 2387 return;
2435 } 2388 }
2436 2389
2437 if (value) 2390 key_value *kv = new key_value;
2438 field->value = value; 2391
2439 else 2392 kv->next = key_values;
2393 kv->key = key;
2394 kv->value = value;
2395
2396 key_values = kv;
2397}
2398
2399void
2400object::kv_del (const shstr &key)
2401{
2402 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2403 if ((*kvp)->key == key)
2440 { 2404 {
2441 /* Basically, if the archetype has this key set, 2405 key_value *kv = *kvp;
2442 * we need to store the null value so when we save 2406 *kvp = (*kvp)->next;
2443 * it, we save the empty value so that when we load, 2407 delete kv;
2444 * we get this value back again. 2408 return;
2445 */
2446 if (get_ob_key_link (op->arch, canonical_key))
2447 field->value = 0;
2448 else
2449 {
2450 if (last)
2451 last->next = field->next;
2452 else
2453 op->key_values = field->next;
2454
2455 delete field;
2456 }
2457 } 2409 }
2458 return TRUE;
2459 }
2460 /* IF we get here, key doesn't exist */
2461
2462 /* No field, we'll have to add it. */
2463
2464 if (!add_key)
2465 return FALSE;
2466
2467 /* There isn't any good reason to store a null
2468 * value in the key/value list. If the archetype has
2469 * this key, then we should also have it, so shouldn't
2470 * be here. If user wants to store empty strings,
2471 * should pass in ""
2472 */
2473 if (value == NULL)
2474 return TRUE;
2475
2476 field = new key_value;
2477
2478 field->key = canonical_key;
2479 field->value = value;
2480 /* Usual prepend-addition. */
2481 field->next = op->key_values;
2482 op->key_values = field;
2483
2484 return TRUE;
2485}
2486
2487/*
2488 * Updates the key in op to value.
2489 *
2490 * If add_key is FALSE, this will only update existing keys,
2491 * and not add new ones.
2492 * In general, should be little reason FALSE is ever passed in for add_key
2493 *
2494 * Returns TRUE on success.
2495 */
2496int
2497set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2498{
2499 shstr key_ (key);
2500
2501 return set_ob_key_value_s (op, key_, value, add_key);
2502} 2410}
2503 2411
2504object::depth_iterator::depth_iterator (object *container) 2412object::depth_iterator::depth_iterator (object *container)
2505: iterator_base (container) 2413: iterator_base (container)
2506{ 2414{
2604object::open_container (object *new_container) 2512object::open_container (object *new_container)
2605{ 2513{
2606 if (container == new_container) 2514 if (container == new_container)
2607 return; 2515 return;
2608 2516
2609 if (object *old_container = container) 2517 object *old_container = container;
2518
2519 if (old_container)
2610 { 2520 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2521 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return; 2522 return;
2613 2523
2614#if 0 2524#if 0
2616 if (object *closer = old_container->inv) 2526 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON) 2527 if (closer->type == CLOSE_CON)
2618 closer->destroy (); 2528 closer->destroy ();
2619#endif 2529#endif
2620 2530
2531 // make sure the container is available
2532 esrv_send_item (this, old_container);
2533
2621 old_container->flag [FLAG_APPLIED] = false; 2534 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0; 2535 container = 0;
2623 2536
2537 // client needs item update to make it work, client bug requires this to be separate
2624 esrv_update_item (UPD_FLAGS, this, old_container); 2538 esrv_update_item (UPD_FLAGS, this, old_container);
2539
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2540 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2626 play_sound (sound_find ("chest_close")); 2541 play_sound (sound_find ("chest_close"));
2627 } 2542 }
2628 2543
2629 if (new_container) 2544 if (new_container)
2642 } 2557 }
2643#endif 2558#endif
2644 2559
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2560 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2646 2561
2562 // make sure the container is available, client bug requires this to be separate
2563 esrv_send_item (this, new_container);
2564
2647 new_container->flag [FLAG_APPLIED] = true; 2565 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container; 2566 container = new_container;
2649 2567
2568 // client needs flag change
2650 esrv_update_item (UPD_FLAGS, this, new_container); 2569 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container); 2570 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open")); 2571 play_sound (sound_find ("chest_open"));
2653 } 2572 }
2573// else if (!old_container->env && contr && contr->ns)
2574// contr->ns->floorbox_reset ();
2654} 2575}
2655 2576
2656object * 2577object *
2657object::force_find (const shstr name) 2578object::force_find (const shstr name)
2658{ 2579{

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