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Comparing deliantra/server/common/object.C (file contents):
Revision 1.213 by root, Tue Apr 22 01:18:10 2008 UTC vs.
Revision 1.249 by root, Tue Jul 15 20:41:58 2008 UTC

139 139
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 141static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
143{ 143{
144 key_value *wants_field;
145
146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
147 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
148 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
149 */ 147 */
150 148
151 /* For each field in wants, */ 149 /* For each field in wants, */
152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
153 { 151 if (has->kv_get (kv->key) != kv->value)
154 key_value *has_field; 152 return false;
155
156 /* Look for a field in has with the same key. */
157 has_field = get_ob_key_link (has, wants_field->key);
158
159 if (!has_field)
160 return 0; /* No field with that name. */
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 return 0; /* Values don't match, so this half of the comparison is false. */
165
166 /* If we get here, we found a match. Now for the next field in wants. */
167 }
168 153
169 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
170 return 1; 155 return true;
171} 156}
172 157
173/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
174static bool 159static bool
175compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
176{ 161{
177 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
178 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
179 */ 164 */
180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
181} 167}
182 168
183/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
184 * they can be merged together. 170 * they can be merged together.
185 * 171 *
220 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221 207
222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 210
225 if (ob1->arch->name != ob2->arch->name 211 if (ob1->arch->archname != ob2->arch->archname
226 || ob1->name != ob2->name 212 || ob1->name != ob2->name
227 || ob1->title != ob2->title 213 || ob1->title != ob2->title
228 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
229 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
230 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
231 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
232 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
233 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
234 || ob1->value != ob2->value 220 || ob1->value != ob2->value
235 || ob1->animation_id != ob2->animation_id 221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
236 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
237 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
238 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
239 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
240 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
330 317
331 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
332 return 1; 319 return 1;
333} 320}
334 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
351 || this == pl->container)
352 return pl;
353 }
354 }
355
356 return 0;
357}
358
335// adjust weight per container type ("of holding") 359// adjust weight per container type ("of holding")
336static sint32 360static sint32
337weight_adjust (object *op, sint32 weight) 361weight_adjust_for (object *op, sint32 weight)
338{ 362{
339 return op->type == CONTAINER 363 return op->type == CONTAINER
340 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 364 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
341 : weight; 365 : weight;
342} 366}
348static void 372static void
349adjust_weight (object *op, sint32 weight) 373adjust_weight (object *op, sint32 weight)
350{ 374{
351 while (op) 375 while (op)
352 { 376 {
377 // adjust by actual difference to account for rounding errors
378 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
353 weight = weight_adjust (op, weight); 379 weight = weight_adjust_for (op, op->carrying)
380 - weight_adjust_for (op, op->carrying - weight);
354 381
355 if (!weight) 382 if (!weight)
356 return; 383 return;
357 384
358 op->carrying += weight; 385 op->carrying += weight;
359 386
360 if (object *pl = op->visible_to ()) 387 if (object *pl = op->visible_to ())
388 if (pl != op) // player is handled lazily
361 esrv_update_item (UPD_WEIGHT, pl, op); 389 esrv_update_item (UPD_WEIGHT, pl, op);
362 390
363 op = op->env; 391 op = op->env;
364 } 392 }
365} 393}
366 394
380 op->update_weight (); 408 op->update_weight ();
381 409
382 sum += op->total_weight (); 410 sum += op->total_weight ();
383 } 411 }
384 412
385 sum = weight_adjust (this, sum); 413 sum = weight_adjust_for (this, sum);
386 414
387 if (sum != carrying) 415 if (sum != carrying)
388 { 416 {
389 carrying = sum; 417 carrying = sum;
390 418
391 if (object *pl = visible_to ()) 419 if (object *pl = visible_to ())
420 if (pl != this) // player is handled lazily
392 esrv_update_item (UPD_WEIGHT, pl, this); 421 esrv_update_item (UPD_WEIGHT, pl, this);
393 } 422 }
394} 423}
395 424
396/* 425/*
397 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 426 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
451 */ 480 */
452object * 481object *
453find_object_name (const char *str) 482find_object_name (const char *str)
454{ 483{
455 shstr_cmp str_ (str); 484 shstr_cmp str_ (str);
456 object *op;
457 485
486 if (str_)
458 for_all_objects (op) 487 for_all_objects (op)
459 if (op->name == str_) 488 if (op->name == str_)
460 break; 489 return op;
461 490
462 return op; 491 return 0;
463} 492}
464 493
465/* 494/*
466 * Sets the owner and sets the skill and exp pointers to owner's current 495 * Sets the owner and sets the skill and exp pointers to owner's current
467 * skill and experience objects. 496 * skill and experience objects.
565 } 594 }
566 595
567 op->key_values = 0; 596 op->key_values = 0;
568} 597}
569 598
570object & 599/*
571object::operator =(const object &src) 600 * copy_to first frees everything allocated by the dst object,
601 * and then copies the contents of itself into the second
602 * object, allocating what needs to be allocated. Basically, any
603 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
604 * if the first object is freed, the pointers in the new object
605 * will point at garbage.
606 */
607void
608object::copy_to (object *dst)
572{ 609{
573 bool is_freed = flag [FLAG_FREED]; 610 dst->remove ();
574 bool is_removed = flag [FLAG_REMOVED];
575
576 *(object_copy *)this = src; 611 *(object_copy *)dst = *this;
577
578 flag [FLAG_FREED] = is_freed;
579 flag [FLAG_REMOVED] = is_removed; 612 dst->flag [FLAG_REMOVED] = true;
580 613
581 /* Copy over key_values, if any. */ 614 /* Copy over key_values, if any. */
582 if (src.key_values) 615 if (key_values)
583 { 616 {
584 key_value *tail = 0; 617 key_value *tail = 0;
585 key_values = 0; 618 dst->key_values = 0;
586 619
587 for (key_value *i = src.key_values; i; i = i->next) 620 for (key_value *i = key_values; i; i = i->next)
588 { 621 {
589 key_value *new_link = new key_value; 622 key_value *new_link = new key_value;
590 623
591 new_link->next = 0; 624 new_link->next = 0;
592 new_link->key = i->key; 625 new_link->key = i->key;
593 new_link->value = i->value; 626 new_link->value = i->value;
594 627
595 /* Try and be clever here, too. */ 628 /* Try and be clever here, too. */
596 if (!key_values) 629 if (!dst->key_values)
597 { 630 {
598 key_values = new_link; 631 dst->key_values = new_link;
599 tail = new_link; 632 tail = new_link;
600 } 633 }
601 else 634 else
602 { 635 {
603 tail->next = new_link; 636 tail->next = new_link;
604 tail = new_link; 637 tail = new_link;
605 } 638 }
606 } 639 }
607 } 640 }
608}
609
610/*
611 * copy_to first frees everything allocated by the dst object,
612 * and then copies the contents of itself into the second
613 * object, allocating what needs to be allocated. Basically, any
614 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
615 * if the first object is freed, the pointers in the new object
616 * will point at garbage.
617 */
618void
619object::copy_to (object *dst)
620{
621 *dst = *this;
622 641
623 if (speed < 0) 642 if (speed < 0)
624 dst->speed_left -= rndm (); 643 dst->speed_left -= rndm ();
625 644
626 dst->set_speed (dst->speed); 645 dst->set_speed (dst->speed);
648object * 667object *
649object::clone () 668object::clone ()
650{ 669{
651 object *neu = create (); 670 object *neu = create ();
652 copy_to (neu); 671 copy_to (neu);
672 neu->map = map; // not copied by copy_to
653 return neu; 673 return neu;
654} 674}
655 675
656/* 676/*
657 * If an object with the IS_TURNABLE() flag needs to be turned due 677 * If an object with the IS_TURNABLE() flag needs to be turned due
708 * UP_OBJ_FACE: only the objects face has changed. 728 * UP_OBJ_FACE: only the objects face has changed.
709 */ 729 */
710void 730void
711update_object (object *op, int action) 731update_object (object *op, int action)
712{ 732{
713 if (op == NULL) 733 if (!op)
714 { 734 {
715 /* this should never happen */ 735 /* this should never happen */
716 LOG (llevDebug, "update_object() called for NULL object.\n"); 736 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
717 return; 737 return;
718 } 738 }
719 739
720 if (op->env) 740 if (!op->is_on_map ())
721 { 741 {
722 /* Animation is currently handled by client, so nothing 742 /* Animation is currently handled by client, so nothing
723 * to do in this case. 743 * to do in this case.
724 */ 744 */
725 return; 745 return;
726 } 746 }
727
728 /* If the map is saving, don't do anything as everything is
729 * going to get freed anyways.
730 */
731 if (!op->map || op->map->in_memory == MAP_SAVING)
732 return;
733 747
734 /* make sure the object is within map boundaries */ 748 /* make sure the object is within map boundaries */
735 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 749 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
736 { 750 {
737 LOG (llevError, "update_object() called for object out of map!\n"); 751 LOG (llevError, "update_object() called for object out of map!\n");
880object::destroy_inv (bool drop_to_ground) 894object::destroy_inv (bool drop_to_ground)
881{ 895{
882 // need to check first, because the checks below might segfault 896 // need to check first, because the checks below might segfault
883 // as we might be on an invalid mapspace and crossfire code 897 // as we might be on an invalid mapspace and crossfire code
884 // is too buggy to ensure that the inventory is empty. 898 // is too buggy to ensure that the inventory is empty.
885 // corollary: if you create arrows etc. with stuff in tis inventory, 899 // corollary: if you create arrows etc. with stuff in its inventory,
886 // cf will crash below with off-map x and y 900 // cf will crash below with off-map x and y
887 if (!inv) 901 if (!inv)
888 return; 902 return;
889 903
890 /* Only if the space blocks everything do we not process - 904 /* Only if the space blocks everything do we not process -
892 * drop on that space. 906 * drop on that space.
893 */ 907 */
894 if (!drop_to_ground 908 if (!drop_to_ground
895 || !map 909 || !map
896 || map->in_memory != MAP_ACTIVE 910 || map->in_memory != MAP_ACTIVE
897 || map->nodrop 911 || map->no_drop
898 || ms ().move_block == MOVE_ALL) 912 || ms ().move_block == MOVE_ALL)
899 { 913 {
900 while (inv) 914 while (inv)
901 { 915 {
902 inv->destroy_inv (drop_to_ground); 916 inv->destroy_inv (false);
903 inv->destroy (); 917 inv->destroy ();
904 } 918 }
905 } 919 }
906 else 920 else
907 { /* Put objects in inventory onto this space */ 921 { /* Put objects in inventory onto this space */
913 || op->flag [FLAG_NO_DROP] 927 || op->flag [FLAG_NO_DROP]
914 || op->type == RUNE 928 || op->type == RUNE
915 || op->type == TRAP 929 || op->type == TRAP
916 || op->flag [FLAG_IS_A_TEMPLATE] 930 || op->flag [FLAG_IS_A_TEMPLATE]
917 || op->flag [FLAG_DESTROY_ON_DEATH]) 931 || op->flag [FLAG_DESTROY_ON_DEATH])
918 op->destroy (); 932 op->destroy (true);
919 else 933 else
920 map->insert (op, x, y); 934 map->insert (op, x, y);
921 } 935 }
922 } 936 }
923} 937}
927 object *op = new object; 941 object *op = new object;
928 op->link (); 942 op->link ();
929 return op; 943 return op;
930} 944}
931 945
946static struct freed_map : maptile
947{
948 freed_map ()
949 {
950 path = "<freed objects map>";
951 name = "/internal/freed_objects_map";
952 width = 3;
953 height = 3;
954 no_drop = 1;
955 no_reset = 1;
956
957 alloc ();
958 in_memory = MAP_ACTIVE;
959 }
960
961 ~freed_map ()
962 {
963 destroy ();
964 }
965} freed_map; // freed objects are moved here to avoid crashes
966
932void 967void
933object::do_destroy () 968object::do_destroy ()
934{ 969{
935 if (flag [FLAG_IS_LINKED]) 970 if (flag [FLAG_IS_LINKED])
936 remove_button_link (this); 971 remove_button_link (this);
940 975
941 remove (); 976 remove ();
942 977
943 attachable::do_destroy (); 978 attachable::do_destroy ();
944 979
945 destroy_inv (true);
946
947 deactivate (); 980 deactivate ();
948 unlink (); 981 unlink ();
949 982
950 flag [FLAG_FREED] = 1; 983 flag [FLAG_FREED] = 1;
951 984
952 // hack to ensure that freed objects still have a valid map 985 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->path = "<freed objects map>";
961 freed_map->name = "/internal/freed_objects_map";
962 freed_map->width = 3;
963 freed_map->height = 3;
964 freed_map->nodrop = 1;
965
966 freed_map->alloc ();
967 freed_map->in_memory = MAP_ACTIVE;
968 }
969
970 map = freed_map; 986 map = &freed_map;
971 x = 1; 987 x = 1;
972 y = 1; 988 y = 1;
973 }
974 989
975 if (more) 990 if (more)
976 { 991 {
977 more->destroy (); 992 more->destroy ();
978 more = 0; 993 more = 0;
991object::destroy (bool destroy_inventory) 1006object::destroy (bool destroy_inventory)
992{ 1007{
993 if (destroyed ()) 1008 if (destroyed ())
994 return; 1009 return;
995 1010
1011 if (!is_head () && !head->destroyed ())
1012 {
1013 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 head->destroy (destroy_inventory);
1015 return;
1016 }
1017
996 if (destroy_inventory) 1018 destroy_inv (!destroy_inventory);
997 destroy_inv (false);
998 1019
999 if (is_head ()) 1020 if (is_head ())
1000 if (sound_destroy) 1021 if (sound_destroy)
1001 play_sound (sound_destroy); 1022 play_sound (sound_destroy);
1002 else if (flag [FLAG_MONSTER]) 1023 else if (flag [FLAG_MONSTER])
1021 if (flag [FLAG_REMOVED]) 1042 if (flag [FLAG_REMOVED])
1022 return; 1043 return;
1023 1044
1024 INVOKE_OBJECT (REMOVE, this); 1045 INVOKE_OBJECT (REMOVE, this);
1025 1046
1026 if (object *pl = visible_to ())
1027 esrv_del_item (pl->contr, count);
1028
1029 flag [FLAG_REMOVED] = true; 1047 flag [FLAG_REMOVED] = true;
1030 1048
1031 if (more) 1049 if (more)
1032 more->remove (); 1050 more->remove ();
1033 1051
1035 * In this case, the object to be removed is in someones 1053 * In this case, the object to be removed is in someones
1036 * inventory. 1054 * inventory.
1037 */ 1055 */
1038 if (env) 1056 if (env)
1039 { 1057 {
1058 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 if (object *pl = visible_to ())
1060 esrv_del_item (pl->contr, count);
1061 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062
1040 adjust_weight (env, -total_weight ()); 1063 adjust_weight (env, -total_weight ());
1041
1042 *(above ? &above->below : &env->inv) = below;
1043
1044 if (below)
1045 below->above = above;
1046 1064
1047 /* we set up values so that it could be inserted into 1065 /* we set up values so that it could be inserted into
1048 * the map, but we don't actually do that - it is up 1066 * the map, but we don't actually do that - it is up
1049 * to the caller to decide what we want to do. 1067 * to the caller to decide what we want to do.
1050 */ 1068 */
1051 map = env->map; 1069 map = env->map;
1052 x = env->x; 1070 x = env->x;
1053 y = env->y; 1071 y = env->y;
1072
1073 // make sure cmov optimisation is applicable
1074 *(above ? &above->below : &env->inv) = below;
1075 *(below ? &below->above : &above ) = above; // &above is just a dummy
1076
1054 above = 0; 1077 above = 0;
1055 below = 0; 1078 below = 0;
1056 env = 0; 1079 env = 0;
1057 1080
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1081 /* NO_FIX_PLAYER is set when a great many changes are being
1062 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1085 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 otmp->update_stats (); 1086 otmp->update_stats ();
1064 } 1087 }
1065 else if (map) 1088 else if (map)
1066 { 1089 {
1067 if (type == PLAYER)
1068 {
1069 // leaving a spot always closes any open container on the ground
1070 if (container && !container->env)
1071 // this causes spurious floorbox updates, but it ensures
1072 // that the CLOSE event is being sent.
1073 close_container ();
1074
1075 --map->players;
1076 map->touch ();
1077 }
1078
1079 map->dirty = true; 1090 map->dirty = true;
1080 mapspace &ms = this->ms (); 1091 mapspace &ms = this->ms ();
1081 1092
1093 if (object *pl = ms.player ())
1094 {
1095 if (type == PLAYER) // this == pl(!)
1096 {
1097 // leaving a spot always closes any open container on the ground
1098 if (container && !container->env)
1099 // this causes spurious floorbox updates, but it ensures
1100 // that the CLOSE event is being sent.
1101 close_container ();
1102
1103 --map->players;
1104 map->touch ();
1105 }
1106 else if (pl->container == this)
1107 {
1108 // removing a container should close it
1109 close_container ();
1110 }
1111
1112 esrv_del_item (pl->contr, count);
1113 }
1114
1082 /* link the object above us */ 1115 /* link the object above us */
1083 if (above) 1116 // re-link, make sure compiler can easily use cmove
1084 above->below = below; 1117 *(above ? &above->below : &ms.top) = below;
1085 else 1118 *(below ? &below->above : &ms.bot) = above;
1086 ms.top = below; /* we were top, set new top */
1087
1088 /* Relink the object below us, if there is one */
1089 if (below)
1090 below->above = above;
1091 else
1092 {
1093 /* Nothing below, which means we need to relink map object for this space
1094 * use translated coordinates in case some oddness with map tiling is
1095 * evident
1096 */
1097 if (GET_MAP_OB (map, x, y) != this)
1098 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 ());
1099
1100 ms.bot = above; /* goes on above it. */
1101 }
1102 1119
1103 above = 0; 1120 above = 0;
1104 below = 0; 1121 below = 0;
1105 1122
1106 if (map->in_memory == MAP_SAVING) 1123 if (map->in_memory == MAP_SAVING)
1115 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1116 * appropriately. 1133 * appropriately.
1117 */ 1134 */
1118 pl->close_container (); 1135 pl->close_container ();
1119 1136
1137 //TODO: the floorbox prev/next might need updating
1138 //esrv_del_item (pl->contr, count);
1139 //TODO: update floorbox to preserve ordering
1140 if (pl->contr->ns)
1120 pl->contr->ns->floorbox_update (); 1141 pl->contr->ns->floorbox_update ();
1121 } 1142 }
1122 1143
1123 for (tmp = ms.bot; tmp; tmp = tmp->above) 1144 for (tmp = ms.bot; tmp; tmp = tmp->above)
1124 { 1145 {
1125 /* No point updating the players look faces if he is the object 1146 /* No point updating the players look faces if he is the object
1169 if (!top) 1190 if (!top)
1170 for (top = op; top && top->above; top = top->above) 1191 for (top = op; top && top->above; top = top->above)
1171 ; 1192 ;
1172 1193
1173 for (; top; top = top->below) 1194 for (; top; top = top->below)
1174 {
1175 if (top == op)
1176 continue;
1177
1178 if (object::can_merge (op, top)) 1195 if (object::can_merge (op, top))
1179 { 1196 {
1180 top->nrof += op->nrof; 1197 top->nrof += op->nrof;
1181 1198
1182/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1199 if (object *pl = top->visible_to ())
1183 op->weight = 0; /* Don't want any adjustements now */ 1200 esrv_update_item (UPD_NROF, pl, top);
1201
1202 op->weight = 0; // cancel the addition above
1203 op->carrying = 0; // must be 0 already
1204
1184 op->destroy (); 1205 op->destroy (1);
1206
1185 return top; 1207 return top;
1186 } 1208 }
1187 }
1188 1209
1189 return 0; 1210 return 0;
1190} 1211}
1191 1212
1192void 1213void
1217 * job preparing multi-part monsters. 1238 * job preparing multi-part monsters.
1218 */ 1239 */
1219object * 1240object *
1220insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1241insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1221{ 1242{
1243 op->remove ();
1244
1222 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1245 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1223 { 1246 {
1224 tmp->x = x + tmp->arch->x; 1247 tmp->x = x + tmp->arch->x;
1225 tmp->y = y + tmp->arch->y; 1248 tmp->y = y + tmp->arch->y;
1226 } 1249 }
1249 * just 'op' otherwise 1272 * just 'op' otherwise
1250 */ 1273 */
1251object * 1274object *
1252insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1275insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1253{ 1276{
1254 assert (!op->flag [FLAG_FREED]); 1277 if (op->is_on_map ())
1278 {
1279 LOG (llevError, "insert_ob_in_map called for object already on map");
1280 abort ();
1281 }
1255 1282
1256 object *top, *floor = NULL; 1283 if (op->env)
1257 1284 {
1285 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1258 op->remove (); 1286 op->remove ();
1287 }
1288
1289 if (op->face && !face_info (op->face))//D TODO: remove soon
1290 {//D
1291 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1292 op->face = 1;//D
1293 }//D
1259 1294
1260 /* Ideally, the caller figures this out. However, it complicates a lot 1295 /* Ideally, the caller figures this out. However, it complicates a lot
1261 * of areas of callers (eg, anything that uses find_free_spot would now 1296 * of areas of callers (eg, anything that uses find_free_spot would now
1262 * need extra work 1297 * need extra work
1263 */ 1298 */
1264 if (!xy_normalise (m, op->x, op->y)) 1299 if (!xy_normalise (m, op->x, op->y))
1265 { 1300 {
1266 op->destroy (); 1301 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1267 return 0; 1302 return 0;
1268 } 1303 }
1269 1304
1270 if (object *more = op->more) 1305 if (object *more = op->more)
1271 if (!insert_ob_in_map (more, m, originator, flag)) 1306 if (!insert_ob_in_map (more, m, originator, flag))
1280 */ 1315 */
1281 if (op->nrof && !(flag & INS_NO_MERGE)) 1316 if (op->nrof && !(flag & INS_NO_MERGE))
1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1317 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1283 if (object::can_merge (op, tmp)) 1318 if (object::can_merge (op, tmp))
1284 { 1319 {
1320 // TODO: we actually want to update tmp, not op,
1321 // but some caller surely breaks when we return tmp
1322 // from here :/
1285 op->nrof += tmp->nrof; 1323 op->nrof += tmp->nrof;
1286 tmp->destroy (1); 1324 tmp->destroy (1);
1287 } 1325 }
1288 1326
1289 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1298 { 1336 {
1299 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1337 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1300 abort (); 1338 abort ();
1301 } 1339 }
1302 1340
1341 if (!originator->is_on_map ())
1342 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344
1303 op->above = originator; 1345 op->above = originator;
1304 op->below = originator->below; 1346 op->below = originator->below;
1305
1306 if (op->below)
1307 op->below->above = op;
1308 else
1309 ms.bot = op;
1310
1311 /* since *below* originator, no need to update top */
1312 originator->below = op; 1347 originator->below = op;
1348
1349 *(op->below ? &op->below->above : &ms.bot) = op;
1313 } 1350 }
1314 else 1351 else
1315 { 1352 {
1316 top = ms.bot; 1353 object *floor = 0;
1354 object *top = ms.top;
1317 1355
1318 /* If there are other objects, then */ 1356 /* If there are other objects, then */
1319 if (top) 1357 if (top)
1320 { 1358 {
1321 object *last = 0;
1322
1323 /* 1359 /*
1324 * If there are multiple objects on this space, we do some trickier handling. 1360 * If there are multiple objects on this space, we do some trickier handling.
1325 * We've already dealt with merging if appropriate. 1361 * We've already dealt with merging if appropriate.
1326 * Generally, we want to put the new object on top. But if 1362 * Generally, we want to put the new object on top. But if
1327 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1363 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1330 * once we get to them. This reduces the need to traverse over all of 1366 * once we get to them. This reduces the need to traverse over all of
1331 * them when adding another one - this saves quite a bit of cpu time 1367 * them when adding another one - this saves quite a bit of cpu time
1332 * when lots of spells are cast in one area. Currently, it is presumed 1368 * when lots of spells are cast in one area. Currently, it is presumed
1333 * that flying non pickable objects are spell objects. 1369 * that flying non pickable objects are spell objects.
1334 */ 1370 */
1335 for (top = ms.bot; top; top = top->above) 1371 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1336 { 1372 {
1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1373 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1338 floor = top; 1374 floor = tmp;
1339 1375
1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1376 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1341 { 1377 {
1342 /* We insert above top, so we want this object below this */ 1378 /* We insert above top, so we want this object below this */
1343 top = top->below; 1379 top = tmp->below;
1344 break; 1380 break;
1345 } 1381 }
1346 1382
1347 last = top; 1383 top = tmp;
1348 } 1384 }
1349
1350 /* Don't want top to be NULL, so set it to the last valid object */
1351 top = last;
1352 1385
1353 /* We let update_position deal with figuring out what the space 1386 /* We let update_position deal with figuring out what the space
1354 * looks like instead of lots of conditions here. 1387 * looks like instead of lots of conditions here.
1355 * makes things faster, and effectively the same result. 1388 * makes things faster, and effectively the same result.
1356 */ 1389 */
1363 */ 1396 */
1364 if (!(flag & INS_ON_TOP) 1397 if (!(flag & INS_ON_TOP)
1365 && ms.flags () & P_BLOCKSVIEW 1398 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility)) 1399 && (op->face && !faces [op->face].visibility))
1367 { 1400 {
1401 object *last;
1402
1368 for (last = top; last != floor; last = last->below) 1403 for (last = top; last != floor; last = last->below)
1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1404 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1370 break; 1405 break;
1371 1406
1372 /* Check to see if we found the object that blocks view, 1407 /* Check to see if we found the object that blocks view,
1380 } /* If objects on this space */ 1415 } /* If objects on this space */
1381 1416
1382 if (flag & INS_ABOVE_FLOOR_ONLY) 1417 if (flag & INS_ABOVE_FLOOR_ONLY)
1383 top = floor; 1418 top = floor;
1384 1419
1385 /* Top is the object that our object (op) is going to get inserted above. 1420 // insert object above top, or bottom-most if top = 0
1386 */
1387
1388 /* First object on this space */
1389 if (!top) 1421 if (!top)
1390 { 1422 {
1423 op->below = 0;
1391 op->above = ms.bot; 1424 op->above = ms.bot;
1392
1393 if (op->above)
1394 op->above->below = op;
1395
1396 op->below = 0;
1397 ms.bot = op; 1425 ms.bot = op;
1426
1427 *(op->above ? &op->above->below : &ms.top) = op;
1398 } 1428 }
1399 else 1429 else
1400 { /* get inserted into the stack above top */ 1430 {
1401 op->above = top->above; 1431 op->above = top->above;
1402
1403 if (op->above)
1404 op->above->below = op; 1432 top->above = op;
1405 1433
1406 op->below = top; 1434 op->below = top;
1407 top->above = op; 1435 *(op->above ? &op->above->below : &ms.top) = op;
1408 } 1436 }
1409 1437 }
1410 if (!op->above)
1411 ms.top = op;
1412 } /* else not INS_BELOW_ORIGINATOR */
1413 1438
1414 if (op->type == PLAYER) 1439 if (op->type == PLAYER)
1415 { 1440 {
1416 op->contr->do_los = 1; 1441 op->contr->do_los = 1;
1417 ++op->map->players; 1442 ++op->map->players;
1419 } 1444 }
1420 1445
1421 op->map->dirty = true; 1446 op->map->dirty = true;
1422 1447
1423 if (object *pl = ms.player ()) 1448 if (object *pl = ms.player ())
1449 //TODO: the floorbox prev/next might need updating
1450 //esrv_send_item (pl, op);
1451 //TODO: update floorbox to preserve ordering
1452 if (pl->contr->ns)
1424 pl->contr->ns->floorbox_update (); 1453 pl->contr->ns->floorbox_update ();
1425 1454
1426 /* If this object glows, it may affect lighting conditions that are 1455 /* If this object glows, it may affect lighting conditions that are
1427 * visible to others on this map. But update_all_los is really 1456 * visible to others on this map. But update_all_los is really
1428 * an inefficient way to do this, as it means los for all players 1457 * an inefficient way to do this, as it means los for all players
1429 * on the map will get recalculated. The players could very well 1458 * on the map will get recalculated. The players could very well
1494 return where->env->insert (this); 1523 return where->env->insert (this);
1495 else 1524 else
1496 return where->map->insert (this, where->x, where->y, originator, flags); 1525 return where->map->insert (this, where->x, where->y, originator, flags);
1497} 1526}
1498 1527
1499// find player who can see this object
1500object *
1501object::visible_to () const
1502{
1503 if (!flag [FLAG_REMOVED])
1504 {
1505 // see if we are in a container of sorts
1506 if (env)
1507 {
1508 // the player inventory itself is always visible
1509 if (env->type == PLAYER)
1510 return env;
1511
1512 // else a player could have our env open
1513 object *envest = env->outer_env ();
1514
1515 // the player itself is always on a map, so we will find him here
1516 // even if our inv is in a player.
1517 if (envest->is_on_map ())
1518 if (object *pl = envest->ms ().player ())
1519 if (pl->container == env)
1520 return pl;
1521 }
1522 else
1523 {
1524 // maybe there is a player standing on the same mapspace
1525 // this will catch the case where "this" is a player
1526 if (object *pl = ms ().player ())
1527 return pl;
1528 }
1529 }
1530
1531 return 0;
1532}
1533
1534/* 1528/*
1535 * decrease(object, number) decreases a specified number from 1529 * decrease(object, number) decreases a specified number from
1536 * the amount of an object. If the amount reaches 0, the object 1530 * the amount of an object. If the amount reaches 0, the object
1537 * is subsequently removed and freed. 1531 * is subsequently removed and freed.
1538 * 1532 *
1548 1542
1549 nrof -= nr; 1543 nrof -= nr;
1550 1544
1551 if (nrof) 1545 if (nrof)
1552 { 1546 {
1553 adjust_weight (env, -weight * nr); // carrying == 0 1547 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1554 1548
1555 if (object *pl = visible_to ()) 1549 if (object *pl = visible_to ())
1556 esrv_update_item (UPD_NROF, pl, this); 1550 esrv_update_item (UPD_NROF, pl, this);
1557 1551
1558 return true; 1552 return true;
1559 } 1553 }
1560 else 1554 else
1561 { 1555 {
1562 destroy (1); 1556 destroy ();
1563 return false; 1557 return false;
1564 } 1558 }
1565} 1559}
1566 1560
1567/* 1561/*
1584 } 1578 }
1585 else 1579 else
1586 { 1580 {
1587 decrease (nr); 1581 decrease (nr);
1588 1582
1589 object *op = object_create_clone (this); 1583 object *op = deep_clone ();
1590 op->nrof = nr; 1584 op->nrof = nr;
1591 return op; 1585 return op;
1592 } 1586 }
1593} 1587}
1594 1588
1638 if (object::can_merge (tmp, op)) 1632 if (object::can_merge (tmp, op))
1639 { 1633 {
1640 /* return the original object and remove inserted object 1634 /* return the original object and remove inserted object
1641 (client needs the original object) */ 1635 (client needs the original object) */
1642 tmp->nrof += op->nrof; 1636 tmp->nrof += op->nrof;
1637
1638 if (object *pl = tmp->visible_to ())
1639 esrv_update_item (UPD_NROF, pl, tmp);
1640
1643 adjust_weight (this, op->total_weight ()); 1641 adjust_weight (this, op->total_weight ());
1644 1642
1645 op->destroy (1); 1643 op->destroy (1);
1646 op = tmp; 1644 op = tmp;
1647 goto inserted; 1645 goto inserted;
1661 1659
1662 inv = op; 1660 inv = op;
1663 1661
1664 op->flag [FLAG_REMOVED] = 0; 1662 op->flag [FLAG_REMOVED] = 0;
1665 1663
1664 if (object *pl = op->visible_to ())
1665 esrv_send_item (pl, op);
1666
1666 adjust_weight (this, op->total_weight ()); 1667 adjust_weight (this, op->total_weight ());
1667 1668
1668inserted: 1669inserted:
1669 /* reset the light list and los of the players on the map */ 1670 /* reset the light list and los of the players on the map */
1670 if (op->glow_radius && map && map->darkness) 1671 if (op->glow_radius && map && map->darkness)
1671 update_all_los (map, x, y); 1672 update_all_los (map, x, y);
1672 1673
1673 if (object *otmp = in_player ()) 1674 // if this is a player's inventory, update stats
1674 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1675 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1675 otmp->update_stats (); 1676 update_stats ();
1676 1677
1677 INVOKE_OBJECT (INSERT, this); 1678 INVOKE_OBJECT (INSERT, this);
1678 1679
1679 return op; 1680 return op;
1680} 1681}
1808 LOG (llevError, "Present_arch called outside map.\n"); 1809 LOG (llevError, "Present_arch called outside map.\n");
1809 return NULL; 1810 return NULL;
1810 } 1811 }
1811 1812
1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch == at) 1814 if (tmp->arch->archname == at->archname)
1814 return tmp; 1815 return tmp;
1815 1816
1816 return NULL; 1817 return NULL;
1817} 1818}
1818 1819
1882 * The first matching object is returned, or NULL if none. 1883 * The first matching object is returned, or NULL if none.
1883 */ 1884 */
1884object * 1885object *
1885present_arch_in_ob (const archetype *at, const object *op) 1886present_arch_in_ob (const archetype *at, const object *op)
1886{ 1887{
1887 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1888 if (tmp->arch == at) 1889 if (tmp->arch->archname == at->archname)
1889 return tmp; 1890 return tmp;
1890 1891
1891 return NULL; 1892 return NULL;
1892} 1893}
1893 1894
2302 2303
2303/* 2304/*
2304 * create clone from object to another 2305 * create clone from object to another
2305 */ 2306 */
2306object * 2307object *
2307object_create_clone (object *asrc) 2308object::deep_clone ()
2308{ 2309{
2309 object *dst = 0, *tmp, *src, *prev, *item; 2310 assert (("deep_clone called on non-head object", is_head ()));
2310 2311
2311 if (!asrc) 2312 object *dst = clone ();
2312 return 0;
2313 2313
2314 src = asrc->head_ (); 2314 object *prev = dst;
2315
2316 prev = 0;
2317 for (object *part = src; part; part = part->more) 2315 for (object *part = this->more; part; part = part->more)
2318 { 2316 {
2319 tmp = part->clone (); 2317 object *tmp = part->clone ();
2320 tmp->x -= src->x;
2321 tmp->y -= src->y;
2322
2323 if (!part->head)
2324 {
2325 dst = tmp;
2326 tmp->head = 0;
2327 }
2328 else
2329 tmp->head = dst; 2318 tmp->head = dst;
2330
2331 tmp->more = 0;
2332
2333 if (prev)
2334 prev->more = tmp; 2319 prev->more = tmp;
2335
2336 prev = tmp; 2320 prev = tmp;
2337 } 2321 }
2338 2322
2339 for (item = src->inv; item; item = item->below) 2323 for (object *item = inv; item; item = item->below)
2340 insert_ob_in_ob (object_create_clone (item), dst); 2324 insert_ob_in_ob (item->deep_clone (), dst);
2341 2325
2342 return dst; 2326 return dst;
2343} 2327}
2344 2328
2345/* This returns the first object in who's inventory that 2329/* This returns the first object in who's inventory that
2354 return tmp; 2338 return tmp;
2355 2339
2356 return 0; 2340 return 0;
2357} 2341}
2358 2342
2359/* If ob has a field named key, return the link from the list, 2343const shstr &
2360 * otherwise return NULL. 2344object::kv_get (const shstr &key) const
2361 *
2362 * key must be a passed in shared string - otherwise, this won't
2363 * do the desired thing.
2364 */
2365key_value *
2366get_ob_key_link (const object *ob, const char *key)
2367{ 2345{
2368 for (key_value *link = ob->key_values; link; link = link->next) 2346 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (link->key == key) 2347 if (kv->key == key)
2370 return link;
2371
2372 return 0;
2373}
2374
2375/*
2376 * Returns the value of op has an extra_field for key, or NULL.
2377 *
2378 * The argument doesn't need to be a shared string.
2379 *
2380 * The returned string is shared.
2381 */
2382const char *
2383get_ob_key_value (const object *op, const char *const key)
2384{
2385 key_value *link;
2386 shstr_cmp canonical_key (key);
2387
2388 if (!canonical_key)
2389 {
2390 /* 1. There being a field named key on any object
2391 * implies there'd be a shared string to find.
2392 * 2. Since there isn't, no object has this field.
2393 * 3. Therefore, *this* object doesn't have this field.
2394 */
2395 return 0;
2396 }
2397
2398 /* This is copied from get_ob_key_link() above -
2399 * only 4 lines, and saves the function call overhead.
2400 */
2401 for (link = op->key_values; link; link = link->next)
2402 if (link->key == canonical_key)
2403 return link->value; 2348 return kv->value;
2404 2349
2405 return 0; 2350 return shstr_null;
2406} 2351}
2407 2352
2408/* 2353void
2409 * Updates the canonical_key in op to value. 2354object::kv_set (const shstr &key, const shstr &value)
2410 *
2411 * canonical_key is a shared string (value doesn't have to be).
2412 *
2413 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2414 * keys.
2415 *
2416 * Returns TRUE on success.
2417 */
2418int
2419set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2420{ 2355{
2421 key_value *field = NULL, *last = NULL; 2356 for (key_value *kv = key_values; kv; kv = kv->next)
2422 2357 if (kv->key == key)
2423 for (field = op->key_values; field != NULL; field = field->next)
2424 {
2425 if (field->key != canonical_key)
2426 { 2358 {
2427 last = field; 2359 kv->value = value;
2428 continue; 2360 return;
2429 } 2361 }
2430 2362
2431 if (value) 2363 key_value *kv = new key_value;
2432 field->value = value; 2364
2433 else 2365 kv->next = key_values;
2366 kv->key = key;
2367 kv->value = value;
2368
2369 key_values = kv;
2370}
2371
2372void
2373object::kv_del (const shstr &key)
2374{
2375 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2376 if ((*kvp)->key == key)
2434 { 2377 {
2435 /* Basically, if the archetype has this key set, 2378 key_value *kv = *kvp;
2436 * we need to store the null value so when we save 2379 *kvp = (*kvp)->next;
2437 * it, we save the empty value so that when we load, 2380 delete kv;
2438 * we get this value back again. 2381 return;
2439 */
2440 if (get_ob_key_link (op->arch, canonical_key))
2441 field->value = 0;
2442 else
2443 {
2444 if (last)
2445 last->next = field->next;
2446 else
2447 op->key_values = field->next;
2448
2449 delete field;
2450 }
2451 } 2382 }
2452 return TRUE;
2453 }
2454 /* IF we get here, key doesn't exist */
2455
2456 /* No field, we'll have to add it. */
2457
2458 if (!add_key)
2459 return FALSE;
2460
2461 /* There isn't any good reason to store a null
2462 * value in the key/value list. If the archetype has
2463 * this key, then we should also have it, so shouldn't
2464 * be here. If user wants to store empty strings,
2465 * should pass in ""
2466 */
2467 if (value == NULL)
2468 return TRUE;
2469
2470 field = new key_value;
2471
2472 field->key = canonical_key;
2473 field->value = value;
2474 /* Usual prepend-addition. */
2475 field->next = op->key_values;
2476 op->key_values = field;
2477
2478 return TRUE;
2479}
2480
2481/*
2482 * Updates the key in op to value.
2483 *
2484 * If add_key is FALSE, this will only update existing keys,
2485 * and not add new ones.
2486 * In general, should be little reason FALSE is ever passed in for add_key
2487 *
2488 * Returns TRUE on success.
2489 */
2490int
2491set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2492{
2493 shstr key_ (key);
2494
2495 return set_ob_key_value_s (op, key_, value, add_key);
2496} 2383}
2497 2384
2498object::depth_iterator::depth_iterator (object *container) 2385object::depth_iterator::depth_iterator (object *container)
2499: iterator_base (container) 2386: iterator_base (container)
2500{ 2387{
2550{ 2437{
2551 char flagdesc[512]; 2438 char flagdesc[512];
2552 char info2[256 * 4]; 2439 char info2[256 * 4];
2553 char *p = info; 2440 char *p = info;
2554 2441
2555 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2442 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2556 count, 2443 count,
2557 uuid.c_str (), 2444 uuid.c_str (),
2558 &name, 2445 &name,
2559 title ? "\",title:\"" : "", 2446 title ? ",title:\"" : "",
2560 title ? (const char *)title : "", 2447 title ? (const char *)title : "",
2448 title ? "\"" : "",
2561 flag_desc (flagdesc, 512), type); 2449 flag_desc (flagdesc, 512), type);
2562 2450
2563 if (!this->flag[FLAG_REMOVED] && env) 2451 if (!flag[FLAG_REMOVED] && env)
2564 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2452 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2565 2453
2566 if (map) 2454 if (map)
2567 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2455 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2568 2456
2598object::open_container (object *new_container) 2486object::open_container (object *new_container)
2599{ 2487{
2600 if (container == new_container) 2488 if (container == new_container)
2601 return; 2489 return;
2602 2490
2603 if (object *old_container = container) 2491 object *old_container = container;
2492
2493 if (old_container)
2604 { 2494 {
2605 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2495 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2606 return; 2496 return;
2607 2497
2608#if 0 2498#if 0
2610 if (object *closer = old_container->inv) 2500 if (object *closer = old_container->inv)
2611 if (closer->type == CLOSE_CON) 2501 if (closer->type == CLOSE_CON)
2612 closer->destroy (); 2502 closer->destroy ();
2613#endif 2503#endif
2614 2504
2505 // make sure the container is available
2506 esrv_send_item (this, old_container);
2507
2615 old_container->flag [FLAG_APPLIED] = 0; 2508 old_container->flag [FLAG_APPLIED] = false;
2616 container = 0; 2509 container = 0;
2617 2510
2511 // client needs item update to make it work, client bug requires this to be separate
2618 esrv_update_item (UPD_FLAGS, this, old_container); 2512 esrv_update_item (UPD_FLAGS, this, old_container);
2513
2619 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2514 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2620 play_sound (sound_find ("chest_close")); 2515 play_sound (sound_find ("chest_close"));
2621 } 2516 }
2622 2517
2623 if (new_container) 2518 if (new_container)
2636 } 2531 }
2637#endif 2532#endif
2638 2533
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2534 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2640 2535
2536 // make sure the container is available, client bug requires this to be separate
2537 esrv_send_item (this, new_container);
2538
2641 new_container->flag [FLAG_APPLIED] = 1; 2539 new_container->flag [FLAG_APPLIED] = true;
2642 container = new_container; 2540 container = new_container;
2643 2541
2542 // client needs flag change
2644 esrv_update_item (UPD_FLAGS, this, new_container); 2543 esrv_update_item (UPD_FLAGS, this, new_container);
2645 esrv_send_inventory (this, new_container); 2544 esrv_send_inventory (this, new_container);
2646 play_sound (sound_find ("chest_open")); 2545 play_sound (sound_find ("chest_open"));
2647 } 2546 }
2547// else if (!old_container->env && contr && contr->ns)
2548// contr->ns->floorbox_reset ();
2648} 2549}
2649 2550
2650object * 2551object *
2651object::force_find (const shstr name) 2552object::force_find (const shstr name)
2652{ 2553{

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