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Comparing deliantra/server/common/object.C (file contents):
Revision 1.210 by root, Mon Apr 21 07:01:40 2008 UTC vs.
Revision 1.237 by root, Tue May 6 21:04:37 2008 UTC

24#include <global.h> 24#include <global.h>
25#include <stdio.h> 25#include <stdio.h>
26#include <sys/types.h> 26#include <sys/types.h>
27#include <sys/uio.h> 27#include <sys/uio.h>
28#include <object.h> 28#include <object.h>
29#include <funcpoint.h>
30#include <sproto.h> 29#include <sproto.h>
31#include <loader.h> 30#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
140 139
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 141static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
144{ 143{
145 key_value *wants_field;
146
147 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
148 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
149 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
150 */ 147 */
151 148
152 /* For each field in wants, */ 149 /* For each field in wants, */
153 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next) 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
154 { 151 if (has->kv_get (kv->key) != kv->value)
155 key_value *has_field; 152 return false;
156
157 /* Look for a field in has with the same key. */
158 has_field = get_ob_key_link (has, wants_field->key);
159
160 if (!has_field)
161 return 0; /* No field with that name. */
162
163 /* Found the matching field. */
164 if (has_field->value != wants_field->value)
165 return 0; /* Values don't match, so this half of the comparison is false. */
166
167 /* If we get here, we found a match. Now for the next field in wants. */
168 }
169 153
170 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
171 return 1; 155 return true;
172} 156}
173 157
174/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
175static bool 159static bool
176compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
177{ 161{
178 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
179 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
180 */ 164 */
181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
182} 167}
183 168
184/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
185 * they can be merged together. 170 * they can be merged together.
186 * 171 *
331 316
332 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
333 return 1; 318 return 1;
334} 319}
335 320
321// find player who can see this object
322object *
323object::visible_to () const
324{
325 if (client_visible () && !flag [FLAG_REMOVED])
326 {
327 // see if we are in a container of sorts
328 if (env)
329 {
330 // the player inventory itself is always visible
331 if (env->type == PLAYER)
332 return env;
333
334 // else a player could have our env open
335 object *envest = env->outer_env ();
336
337 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player.
339 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ())
341 if (pl->container == env)
342 return pl;
343 }
344 else
345 {
346 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container)
350 return pl;
351 }
352 }
353
354 return 0;
355}
356
336// adjust weight per container type ("of holding") 357// adjust weight per container type ("of holding")
337static sint32 358static sint32
338weight_adjust (object *op, sint32 weight) 359weight_adjust_for (object *op, sint32 weight)
339{ 360{
340 return op->type == CONTAINER 361 return op->type == CONTAINER
341 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
342 : weight; 363 : weight;
343} 364}
349static void 370static void
350adjust_weight (object *op, sint32 weight) 371adjust_weight (object *op, sint32 weight)
351{ 372{
352 while (op) 373 while (op)
353 { 374 {
375 // adjust by actual difference to account for rounding errors
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
354 weight = weight_adjust (op, weight); 377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379
380 if (!weight)
381 return;
355 382
356 op->carrying += weight; 383 op->carrying += weight;
384
385 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op);
388
357 op = op->env; 389 op = op->env;
358 } 390 }
359} 391}
360 392
361/* 393/*
374 op->update_weight (); 406 op->update_weight ();
375 407
376 sum += op->total_weight (); 408 sum += op->total_weight ();
377 } 409 }
378 410
379 carrying = weight_adjust (this, sum); 411 sum = weight_adjust_for (this, sum);
412
413 if (sum != carrying)
414 {
415 carrying = sum;
416
417 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this);
420 }
380} 421}
381 422
382/* 423/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 424 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 425 */
551 } 592 }
552 593
553 op->key_values = 0; 594 op->key_values = 0;
554} 595}
555 596
556object & 597/*
557object::operator =(const object &src) 598 * copy_to first frees everything allocated by the dst object,
599 * and then copies the contents of itself into the second
600 * object, allocating what needs to be allocated. Basically, any
601 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602 * if the first object is freed, the pointers in the new object
603 * will point at garbage.
604 */
605void
606object::copy_to (object *dst)
558{ 607{
559 bool is_freed = flag [FLAG_FREED]; 608 dst->remove ();
560 bool is_removed = flag [FLAG_REMOVED];
561
562 *(object_copy *)this = src; 609 *(object_copy *)dst = *this;
563
564 flag [FLAG_FREED] = is_freed;
565 flag [FLAG_REMOVED] = is_removed; 610 dst->flag [FLAG_REMOVED] = true;
566 611
567 /* Copy over key_values, if any. */ 612 /* Copy over key_values, if any. */
568 if (src.key_values) 613 if (key_values)
569 { 614 {
570 key_value *tail = 0; 615 key_value *tail = 0;
571 key_values = 0; 616 dst->key_values = 0;
572 617
573 for (key_value *i = src.key_values; i; i = i->next) 618 for (key_value *i = key_values; i; i = i->next)
574 { 619 {
575 key_value *new_link = new key_value; 620 key_value *new_link = new key_value;
576 621
577 new_link->next = 0; 622 new_link->next = 0;
578 new_link->key = i->key; 623 new_link->key = i->key;
579 new_link->value = i->value; 624 new_link->value = i->value;
580 625
581 /* Try and be clever here, too. */ 626 /* Try and be clever here, too. */
582 if (!key_values) 627 if (!dst->key_values)
583 { 628 {
584 key_values = new_link; 629 dst->key_values = new_link;
585 tail = new_link; 630 tail = new_link;
586 } 631 }
587 else 632 else
588 { 633 {
589 tail->next = new_link; 634 tail->next = new_link;
590 tail = new_link; 635 tail = new_link;
591 } 636 }
592 } 637 }
593 } 638 }
594}
595
596/*
597 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second
599 * object, allocating what needs to be allocated. Basically, any
600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601 * if the first object is freed, the pointers in the new object
602 * will point at garbage.
603 */
604void
605object::copy_to (object *dst)
606{
607 *dst = *this;
608 639
609 if (speed < 0) 640 if (speed < 0)
610 dst->speed_left -= rndm (); 641 dst->speed_left -= rndm ();
611 642
612 dst->set_speed (dst->speed); 643 dst->set_speed (dst->speed);
634object * 665object *
635object::clone () 666object::clone ()
636{ 667{
637 object *neu = create (); 668 object *neu = create ();
638 copy_to (neu); 669 copy_to (neu);
670 neu->map = map; // not copied by copy_to
639 return neu; 671 return neu;
640} 672}
641 673
642/* 674/*
643 * If an object with the IS_TURNABLE() flag needs to be turned due 675 * If an object with the IS_TURNABLE() flag needs to be turned due
694 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
695 */ 727 */
696void 728void
697update_object (object *op, int action) 729update_object (object *op, int action)
698{ 730{
699 if (op == NULL) 731 if (!op)
700 { 732 {
701 /* this should never happen */ 733 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 735 return;
704 } 736 }
705 737
706 if (op->env) 738 if (!op->is_on_map ())
707 { 739 {
708 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
709 * to do in this case. 741 * to do in this case.
710 */ 742 */
711 return; 743 return;
712 } 744 }
713
714 /* If the map is saving, don't do anything as everything is
715 * going to get freed anyways.
716 */
717 if (!op->map || op->map->in_memory == MAP_SAVING)
718 return;
719 745
720 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
721 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 748 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
866object::destroy_inv (bool drop_to_ground) 892object::destroy_inv (bool drop_to_ground)
867{ 893{
868 // need to check first, because the checks below might segfault 894 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 895 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 896 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 897 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 898 // cf will crash below with off-map x and y
873 if (!inv) 899 if (!inv)
874 return; 900 return;
875 901
876 /* Only if the space blocks everything do we not process - 902 /* Only if the space blocks everything do we not process -
883 || map->nodrop 909 || map->nodrop
884 || ms ().move_block == MOVE_ALL) 910 || ms ().move_block == MOVE_ALL)
885 { 911 {
886 while (inv) 912 while (inv)
887 { 913 {
888 inv->destroy_inv (drop_to_ground); 914 inv->destroy_inv (false);
889 inv->destroy (); 915 inv->destroy ();
890 } 916 }
891 } 917 }
892 else 918 else
893 { /* Put objects in inventory onto this space */ 919 { /* Put objects in inventory onto this space */
899 || op->flag [FLAG_NO_DROP] 925 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 926 || op->type == RUNE
901 || op->type == TRAP 927 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 928 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 929 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 930 op->destroy (true);
905 else 931 else
906 map->insert (op, x, y); 932 map->insert (op, x, y);
907 } 933 }
908 } 934 }
909} 935}
913 object *op = new object; 939 object *op = new object;
914 op->link (); 940 op->link ();
915 return op; 941 return op;
916} 942}
917 943
944static struct freed_map : maptile
945{
946 freed_map ()
947 {
948 path = "<freed objects map>";
949 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1;
953
954 alloc ();
955 in_memory = MAP_ACTIVE;
956 }
957
958 ~freed_map ()
959 {
960 destroy ();
961 }
962} freed_map; // freed objects are moved here to avoid crashes
963
918void 964void
919object::do_destroy () 965object::do_destroy ()
920{ 966{
921 attachable::do_destroy ();
922
923 if (flag [FLAG_IS_LINKED]) 967 if (flag [FLAG_IS_LINKED])
924 remove_button_link (this); 968 remove_button_link (this);
925 969
926 if (flag [FLAG_FRIENDLY]) 970 if (flag [FLAG_FRIENDLY])
927 remove_friendly_object (this); 971 remove_friendly_object (this);
928 972
929 if (!flag [FLAG_REMOVED])
930 remove (); 973 remove ();
931 974
932 destroy_inv (true); 975 attachable::do_destroy ();
933 976
934 deactivate (); 977 deactivate ();
935 unlink (); 978 unlink ();
936 979
937 flag [FLAG_FREED] = 1; 980 flag [FLAG_FREED] = 1;
938 981
939 // hack to ensure that freed objects still have a valid map 982 // hack to ensure that freed objects still have a valid map
940 {
941 static maptile *freed_map; // freed objects are moved here to avoid crashes
942
943 if (!freed_map)
944 {
945 freed_map = new maptile;
946
947 freed_map->path = "<freed objects map>";
948 freed_map->name = "/internal/freed_objects_map";
949 freed_map->width = 3;
950 freed_map->height = 3;
951 freed_map->nodrop = 1;
952
953 freed_map->alloc ();
954 freed_map->in_memory = MAP_ACTIVE;
955 }
956
957 map = freed_map; 983 map = &freed_map;
958 x = 1; 984 x = 1;
959 y = 1; 985 y = 1;
960 }
961 986
962 if (more) 987 if (more)
963 { 988 {
964 more->destroy (); 989 more->destroy ();
965 more = 0; 990 more = 0;
978object::destroy (bool destroy_inventory) 1003object::destroy (bool destroy_inventory)
979{ 1004{
980 if (destroyed ()) 1005 if (destroyed ())
981 return; 1006 return;
982 1007
1008 if (!is_head () && !head->destroyed ())
1009 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory);
1012 return;
1013 }
1014
983 if (destroy_inventory) 1015 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1016
986 if (is_head ()) 1017 if (is_head ())
987 if (sound_destroy) 1018 if (sound_destroy)
988 play_sound (sound_destroy); 1019 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1020 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1034object::do_remove ()
1004{ 1035{
1005 object *tmp, *last = 0; 1036 object *tmp, *last = 0;
1006 object *otmp; 1037 object *otmp;
1007 1038
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1039 if (flag [FLAG_REMOVED])
1009 return; 1040 return;
1010 1041
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1042 INVOKE_OBJECT (REMOVE, this);
1043
1044 flag [FLAG_REMOVED] = true;
1013 1045
1014 if (more) 1046 if (more)
1015 more->remove (); 1047 more->remove ();
1016 1048
1017 /* 1049 /*
1018 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1019 * inventory. 1051 * inventory.
1020 */ 1052 */
1021 if (env) 1053 if (env)
1022 { 1054 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059
1023 adjust_weight (env, -total_weight ()); 1060 adjust_weight (env, -total_weight ());
1024
1025 *(above ? &above->below : &env->inv) = below;
1026
1027 if (below)
1028 below->above = above;
1029 1061
1030 /* we set up values so that it could be inserted into 1062 /* we set up values so that it could be inserted into
1031 * the map, but we don't actually do that - it is up 1063 * the map, but we don't actually do that - it is up
1032 * to the caller to decide what we want to do. 1064 * to the caller to decide what we want to do.
1033 */ 1065 */
1034 map = env->map; 1066 map = env->map;
1035 x = env->x; 1067 x = env->x;
1036 y = env->y; 1068 y = env->y;
1069
1070 // make sure cmov optimisation is applicable
1071 *(above ? &above->below : &env->inv) = below;
1072 *(below ? &below->above : &above ) = above; // &above is just a dummy
1073
1037 above = 0; 1074 above = 0;
1038 below = 0; 1075 below = 0;
1039 env = 0; 1076 env = 0;
1040 1077
1041 /* NO_FIX_PLAYER is set when a great many changes are being 1078 /* NO_FIX_PLAYER is set when a great many changes are being
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1083 otmp->update_stats ();
1047 } 1084 }
1048 else if (map) 1085 else if (map)
1049 { 1086 {
1050 if (type == PLAYER)
1051 {
1052 // leaving a spot always closes any open container on the ground
1053 if (container && !container->env)
1054 // this causes spurious floorbox updates, but it ensures
1055 // that the CLOSE event is being sent.
1056 close_container ();
1057
1058 --map->players;
1059 map->touch ();
1060 }
1061
1062 map->dirty = true; 1087 map->dirty = true;
1063 mapspace &ms = this->ms (); 1088 mapspace &ms = this->ms ();
1064 1089
1090 if (object *pl = ms.player ())
1091 {
1092 if (type == PLAYER) // this == pl(!)
1093 {
1094 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent.
1098 close_container ();
1099
1100 --map->players;
1101 map->touch ();
1102 }
1103 else if (pl->container == this)
1104 {
1105 // removing a container should close it
1106 close_container ();
1107 }
1108
1109 esrv_del_item (pl->contr, count);
1110 }
1111
1065 /* link the object above us */ 1112 /* link the object above us */
1066 if (above) 1113 // re-link, make sure compiler can easily use cmove
1067 above->below = below; 1114 *(above ? &above->below : &ms.top) = below;
1068 else 1115 *(below ? &below->above : &ms.bot) = above;
1069 ms.top = below; /* we were top, set new top */
1070
1071 /* Relink the object below us, if there is one */
1072 if (below)
1073 below->above = above;
1074 else
1075 {
1076 /* Nothing below, which means we need to relink map object for this space
1077 * use translated coordinates in case some oddness with map tiling is
1078 * evident
1079 */
1080 if (GET_MAP_OB (map, x, y) != this)
1081 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1082
1083 ms.bot = above; /* goes on above it. */
1084 }
1085 1116
1086 above = 0; 1117 above = 0;
1087 below = 0; 1118 below = 0;
1088 1119
1089 if (map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1098 * removed (most likely destroyed), update the player view 1129 * removed (most likely destroyed), update the player view
1099 * appropriately. 1130 * appropriately.
1100 */ 1131 */
1101 pl->close_container (); 1132 pl->close_container ();
1102 1133
1134 //TODO: the floorbox prev/next might need updating
1135 //esrv_del_item (pl->contr, count);
1136 //TODO: update floorbox to preserve ordering
1137 if (pl->contr->ns)
1103 pl->contr->ns->floorbox_update (); 1138 pl->contr->ns->floorbox_update ();
1104 } 1139 }
1105 1140
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1141 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1142 {
1108 /* No point updating the players look faces if he is the object 1143 /* No point updating the players look faces if he is the object
1152 if (!top) 1187 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1188 for (top = op; top && top->above; top = top->above)
1154 ; 1189 ;
1155 1190
1156 for (; top; top = top->below) 1191 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1192 if (object::can_merge (op, top))
1162 { 1193 {
1163 top->nrof += op->nrof; 1194 top->nrof += op->nrof;
1164 1195
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1196 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1197 esrv_update_item (UPD_NROF, pl, top);
1198
1199 op->weight = 0; // cancel the addition above
1200 op->carrying = 0; // must be 0 already
1201
1167 op->destroy (); 1202 op->destroy (1);
1203
1168 return top; 1204 return top;
1169 } 1205 }
1170 }
1171 1206
1172 return 0; 1207 return 0;
1173} 1208}
1174 1209
1175void 1210void
1232 * just 'op' otherwise 1267 * just 'op' otherwise
1233 */ 1268 */
1234object * 1269object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1271{
1237 assert (!op->flag [FLAG_FREED]);
1238
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1272 op->remove ();
1242 1273
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1274 /* Ideally, the caller figures this out. However, it complicates a lot
1244 * of areas of callers (eg, anything that uses find_free_spot would now 1275 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1276 * need extra work
1246 */ 1277 */
1247 if (!xy_normalise (m, op->x, op->y)) 1278 if (!xy_normalise (m, op->x, op->y))
1248 { 1279 {
1249 op->destroy (); 1280 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1250 return 0; 1281 return 0;
1251 } 1282 }
1252 1283
1253 if (object *more = op->more) 1284 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1285 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1294 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1295 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1297 if (object::can_merge (op, tmp))
1267 { 1298 {
1299 // TODO: we actually want to update tmp, not op,
1300 // but some caller surely breaks when we return tmp
1301 // from here :/
1268 op->nrof += tmp->nrof; 1302 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1303 tmp->destroy (1);
1270 } 1304 }
1271 1305
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1306 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1275 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1309 if (!QUERY_FLAG (op, FLAG_ALIVE))
1276 CLEAR_FLAG (op, FLAG_NO_STEAL); 1310 CLEAR_FLAG (op, FLAG_NO_STEAL);
1277 1311
1278 if (flag & INS_BELOW_ORIGINATOR) 1312 if (flag & INS_BELOW_ORIGINATOR)
1279 { 1313 {
1280 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1314 if (originator->map != op->map || originator->x != op->x || originator->y != op->y || !originator->is_on_map ())
1281 { 1315 {
1282 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1316 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1283 abort (); 1317 abort ();
1284 } 1318 }
1285 1319
1286 op->above = originator; 1320 op->above = originator;
1287 op->below = originator->below; 1321 op->below = originator->below;
1288
1289 if (op->below)
1290 op->below->above = op;
1291 else
1292 ms.bot = op;
1293
1294 /* since *below* originator, no need to update top */
1295 originator->below = op; 1322 originator->below = op;
1323
1324 *(op->below ? &op->below->above : &ms.bot) = op;
1296 } 1325 }
1297 else 1326 else
1298 { 1327 {
1299 top = ms.bot; 1328 object *floor = 0;
1329 object *top = ms.top;
1300 1330
1301 /* If there are other objects, then */ 1331 /* If there are other objects, then */
1302 if (top) 1332 if (top)
1303 { 1333 {
1304 object *last = 0;
1305
1306 /* 1334 /*
1307 * If there are multiple objects on this space, we do some trickier handling. 1335 * If there are multiple objects on this space, we do some trickier handling.
1308 * We've already dealt with merging if appropriate. 1336 * We've already dealt with merging if appropriate.
1309 * Generally, we want to put the new object on top. But if 1337 * Generally, we want to put the new object on top. But if
1310 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1338 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1313 * once we get to them. This reduces the need to traverse over all of 1341 * once we get to them. This reduces the need to traverse over all of
1314 * them when adding another one - this saves quite a bit of cpu time 1342 * them when adding another one - this saves quite a bit of cpu time
1315 * when lots of spells are cast in one area. Currently, it is presumed 1343 * when lots of spells are cast in one area. Currently, it is presumed
1316 * that flying non pickable objects are spell objects. 1344 * that flying non pickable objects are spell objects.
1317 */ 1345 */
1318 for (top = ms.bot; top; top = top->above) 1346 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1319 { 1347 {
1320 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1348 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1321 floor = top; 1349 floor = tmp;
1322 1350
1323 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1351 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1324 { 1352 {
1325 /* We insert above top, so we want this object below this */ 1353 /* We insert above top, so we want this object below this */
1326 top = top->below; 1354 top = tmp->below;
1327 break; 1355 break;
1328 } 1356 }
1329 1357
1330 last = top; 1358 top = tmp;
1331 } 1359 }
1332
1333 /* Don't want top to be NULL, so set it to the last valid object */
1334 top = last;
1335 1360
1336 /* We let update_position deal with figuring out what the space 1361 /* We let update_position deal with figuring out what the space
1337 * looks like instead of lots of conditions here. 1362 * looks like instead of lots of conditions here.
1338 * makes things faster, and effectively the same result. 1363 * makes things faster, and effectively the same result.
1339 */ 1364 */
1346 */ 1371 */
1347 if (!(flag & INS_ON_TOP) 1372 if (!(flag & INS_ON_TOP)
1348 && ms.flags () & P_BLOCKSVIEW 1373 && ms.flags () & P_BLOCKSVIEW
1349 && (op->face && !faces [op->face].visibility)) 1374 && (op->face && !faces [op->face].visibility))
1350 { 1375 {
1376 object *last;
1377
1351 for (last = top; last != floor; last = last->below) 1378 for (last = top; last != floor; last = last->below)
1352 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1379 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1353 break; 1380 break;
1354 1381
1355 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1366 top = floor; 1393 top = floor;
1367 1394
1368 /* Top is the object that our object (op) is going to get inserted above. 1395 /* Top is the object that our object (op) is going to get inserted above.
1369 */ 1396 */
1370 1397
1371 /* First object on this space */ 1398 /* no top found, insert on top */
1372 if (!top) 1399 if (!top)
1373 { 1400 {
1374 op->above = ms.bot;
1375
1376 if (op->above)
1377 op->above->below = op;
1378
1379 op->below = 0; 1401 op->above = 0;
1402 op->below = ms.top;
1380 ms.bot = op; 1403 ms.top = op;
1404
1405 *(op->below ? &op->below->above : &ms.bot) = op;
1381 } 1406 }
1382 else 1407 else
1383 { /* get inserted into the stack above top */ 1408 { /* get inserted into the stack above top */
1384 op->above = top->above; 1409 op->above = top->above;
1385
1386 if (op->above)
1387 op->above->below = op; 1410 top->above = op;
1388 1411
1389 op->below = top; 1412 op->below = top;
1390 top->above = op; 1413 *(op->above ? &op->above->below : &ms.top) = op;
1391 } 1414 }
1392
1393 if (!op->above)
1394 ms.top = op;
1395 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1396 1416
1397 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1398 { 1418 {
1399 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1402 } 1422 }
1403 1423
1404 op->map->dirty = true; 1424 op->map->dirty = true;
1405 1425
1406 if (object *pl = ms.player ()) 1426 if (object *pl = ms.player ())
1427 //TODO: the floorbox prev/next might need updating
1428 //esrv_send_item (pl, op);
1429 //TODO: update floorbox to preserve ordering
1430 if (pl->contr->ns)
1407 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1408 1432
1409 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1411 * an inefficient way to do this, as it means los for all players 1435 * an inefficient way to do this, as it means los for all players
1412 * on the map will get recalculated. The players could very well 1436 * on the map will get recalculated. The players could very well
1477 return where->env->insert (this); 1501 return where->env->insert (this);
1478 else 1502 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1503 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1504}
1481 1505
1482// find player who can see this object
1483static object *
1484visible_to (object *op)
1485{
1486 if (!op->flag [FLAG_REMOVED])
1487 {
1488 // see if we are in a container of sorts
1489 if (object *env = op->env)
1490 {
1491 // the player inventory itself is always visible
1492 if (env->type == PLAYER)
1493 return env;
1494
1495 // else a player could have our env open
1496 env = env->outer_env ();
1497
1498 // the player itself is always on a map, so we will find him here
1499 // even if our inv is in a player.
1500 if (env->is_on_map ())
1501 if (object *pl = env->ms ().player ())
1502 if (pl->container == op->env)
1503 return pl;
1504 }
1505 else
1506 {
1507 // maybe there is a player standing on the same mapspace
1508 if (object *pl = env->ms ().player ())
1509 return pl;
1510 }
1511 }
1512
1513 return 0;
1514}
1515
1516/* 1506/*
1517 * decrease(object, number) decreases a specified number from 1507 * decrease(object, number) decreases a specified number from
1518 * the amount of an object. If the amount reaches 0, the object 1508 * the amount of an object. If the amount reaches 0, the object
1519 * is subsequently removed and freed. 1509 * is subsequently removed and freed.
1520 * 1510 *
1521 * Return value: 'op' if something is left, NULL if the amount reached 0 1511 * Return value: 'op' if something is left, NULL if the amount reached 0
1522 */ 1512 */
1523bool 1513bool
1524object::decrease (sint32 nr) 1514object::decrease (sint32 nr)
1525{ 1515{
1516 if (!nr)
1517 return true;
1518
1526 nr = min (nr, nrof); 1519 nr = min (nr, nrof);
1527 1520
1528 if (!nr)
1529 return 1;
1530
1531 nrof -= nr; 1521 nrof -= nr;
1532 1522
1533 object *visible = visible_to (this);
1534
1535 if (nrof) 1523 if (nrof)
1536 { 1524 {
1537 adjust_weight (env, -weight * nr); // carrying == 0 1525 adjust_weight (env, -weight * nr); // carrying == 0
1538 1526
1539 if (visible) 1527 if (object *pl = visible_to ())
1540 esrv_send_item (visible, this); 1528 esrv_update_item (UPD_NROF, pl, this);
1541 1529
1542 return 1; 1530 return true;
1543 } 1531 }
1544 else 1532 else
1545 { 1533 {
1546 if (visible)
1547 esrv_del_item (visible->contr, count);
1548
1549 this->destroy (1); 1534 destroy (1);
1550 return 0; 1535 return false;
1551 } 1536 }
1552} 1537}
1553 1538
1554/* 1539/*
1555 * split(ob,nr) splits up ob into two parts. The part which 1540 * split(ob,nr) splits up ob into two parts. The part which
1558 * On failure, NULL is returned. 1543 * On failure, NULL is returned.
1559 */ 1544 */
1560object * 1545object *
1561object::split (sint32 nr) 1546object::split (sint32 nr)
1562{ 1547{
1548 int have = number_of ();
1549
1563 if (nrof < nr) 1550 if (have < nr)
1564 return 0; 1551 return 0;
1565 else if (nrof == nr) 1552 else if (have == nr)
1566 { 1553 {
1567 remove (); 1554 remove ();
1568 return this; 1555 return this;
1569 } 1556 }
1570 else 1557 else
1571 { 1558 {
1572 decrease (nr); 1559 decrease (nr);
1573 1560
1574 object *op = object_create_clone (this); 1561 object *op = deep_clone ();
1575 op->nrof = nr; 1562 op->nrof = nr;
1576 return op; 1563 return op;
1577 } 1564 }
1578} 1565}
1579 1566
1623 if (object::can_merge (tmp, op)) 1610 if (object::can_merge (tmp, op))
1624 { 1611 {
1625 /* return the original object and remove inserted object 1612 /* return the original object and remove inserted object
1626 (client needs the original object) */ 1613 (client needs the original object) */
1627 tmp->nrof += op->nrof; 1614 tmp->nrof += op->nrof;
1615
1616 if (object *pl = tmp->visible_to ())
1617 esrv_update_item (UPD_NROF, pl, tmp);
1618
1628 adjust_weight (this, op->total_weight ()); 1619 adjust_weight (this, op->total_weight ());
1629 1620
1630 op->destroy (1); 1621 op->destroy (1);
1631 op = tmp; 1622 op = tmp;
1632 goto inserted; 1623 goto inserted;
1646 1637
1647 inv = op; 1638 inv = op;
1648 1639
1649 op->flag [FLAG_REMOVED] = 0; 1640 op->flag [FLAG_REMOVED] = 0;
1650 1641
1642 if (object *pl = op->visible_to ())
1643 esrv_send_item (pl, op);
1644
1651 adjust_weight (this, op->total_weight ()); 1645 adjust_weight (this, op->total_weight ());
1652 1646
1653inserted: 1647inserted:
1654 /* reset the light list and los of the players on the map */ 1648 /* reset the light list and los of the players on the map */
1655 if (op->glow_radius && map && map->darkness) 1649 if (op->glow_radius && map && map->darkness)
1656 update_all_los (map, x, y); 1650 update_all_los (map, x, y);
1657 1651
1658 if (object *otmp = in_player ()) 1652 // if this is a player's inventory, update stats
1659 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1653 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1660 otmp->update_stats (); 1654 update_stats ();
1661 1655
1662 INVOKE_OBJECT (INSERT, this); 1656 INVOKE_OBJECT (INSERT, this);
1663 1657
1664 return op; 1658 return op;
1665} 1659}
1793 LOG (llevError, "Present_arch called outside map.\n"); 1787 LOG (llevError, "Present_arch called outside map.\n");
1794 return NULL; 1788 return NULL;
1795 } 1789 }
1796 1790
1797 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1791 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1798 if (tmp->arch == at) 1792 if (tmp->arch->archname == at->archname)
1799 return tmp; 1793 return tmp;
1800 1794
1801 return NULL; 1795 return NULL;
1802} 1796}
1803 1797
1867 * The first matching object is returned, or NULL if none. 1861 * The first matching object is returned, or NULL if none.
1868 */ 1862 */
1869object * 1863object *
1870present_arch_in_ob (const archetype *at, const object *op) 1864present_arch_in_ob (const archetype *at, const object *op)
1871{ 1865{
1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1873 if (tmp->arch == at) 1867 if (tmp->arch->archname == at->archname)
1874 return tmp; 1868 return tmp;
1875 1869
1876 return NULL; 1870 return NULL;
1877} 1871}
1878 1872
2287 2281
2288/* 2282/*
2289 * create clone from object to another 2283 * create clone from object to another
2290 */ 2284 */
2291object * 2285object *
2292object_create_clone (object *asrc) 2286object::deep_clone ()
2293{ 2287{
2294 object *dst = 0, *tmp, *src, *prev, *item; 2288 assert (("deep_clone called on non-head object", is_head ()));
2295 2289
2296 if (!asrc) 2290 object *dst = clone ();
2297 return 0;
2298 2291
2299 src = asrc->head_ (); 2292 object *prev = dst;
2300
2301 prev = 0;
2302 for (object *part = src; part; part = part->more) 2293 for (object *part = this->more; part; part = part->more)
2303 { 2294 {
2304 tmp = part->clone (); 2295 object *tmp = part->clone ();
2305 tmp->x -= src->x;
2306 tmp->y -= src->y;
2307
2308 if (!part->head)
2309 {
2310 dst = tmp;
2311 tmp->head = 0;
2312 }
2313 else
2314 tmp->head = dst; 2296 tmp->head = dst;
2315
2316 tmp->more = 0;
2317
2318 if (prev)
2319 prev->more = tmp; 2297 prev->more = tmp;
2320
2321 prev = tmp; 2298 prev = tmp;
2322 } 2299 }
2323 2300
2324 for (item = src->inv; item; item = item->below) 2301 for (object *item = inv; item; item = item->below)
2325 insert_ob_in_ob (object_create_clone (item), dst); 2302 insert_ob_in_ob (item->deep_clone (), dst);
2326 2303
2327 return dst; 2304 return dst;
2328} 2305}
2329 2306
2330/* This returns the first object in who's inventory that 2307/* This returns the first object in who's inventory that
2339 return tmp; 2316 return tmp;
2340 2317
2341 return 0; 2318 return 0;
2342} 2319}
2343 2320
2344/* If ob has a field named key, return the link from the list, 2321const shstr &
2345 * otherwise return NULL. 2322object::kv_get (const shstr &key) const
2346 *
2347 * key must be a passed in shared string - otherwise, this won't
2348 * do the desired thing.
2349 */
2350key_value *
2351get_ob_key_link (const object *ob, const char *key)
2352{ 2323{
2353 for (key_value *link = ob->key_values; link; link = link->next) 2324 for (key_value *kv = key_values; kv; kv = kv->next)
2354 if (link->key == key) 2325 if (kv->key == key)
2355 return link;
2356
2357 return 0;
2358}
2359
2360/*
2361 * Returns the value of op has an extra_field for key, or NULL.
2362 *
2363 * The argument doesn't need to be a shared string.
2364 *
2365 * The returned string is shared.
2366 */
2367const char *
2368get_ob_key_value (const object *op, const char *const key)
2369{
2370 key_value *link;
2371 shstr_cmp canonical_key (key);
2372
2373 if (!canonical_key)
2374 {
2375 /* 1. There being a field named key on any object
2376 * implies there'd be a shared string to find.
2377 * 2. Since there isn't, no object has this field.
2378 * 3. Therefore, *this* object doesn't have this field.
2379 */
2380 return 0;
2381 }
2382
2383 /* This is copied from get_ob_key_link() above -
2384 * only 4 lines, and saves the function call overhead.
2385 */
2386 for (link = op->key_values; link; link = link->next)
2387 if (link->key == canonical_key)
2388 return link->value; 2326 return kv->value;
2389 2327
2390 return 0; 2328 return shstr_null;
2391} 2329}
2392 2330
2393/* 2331void
2394 * Updates the canonical_key in op to value. 2332object::kv_set (const shstr &key, const shstr &value)
2395 *
2396 * canonical_key is a shared string (value doesn't have to be).
2397 *
2398 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2399 * keys.
2400 *
2401 * Returns TRUE on success.
2402 */
2403int
2404set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2405{ 2333{
2406 key_value *field = NULL, *last = NULL; 2334 for (key_value *kv = key_values; kv; kv = kv->next)
2407 2335 if (kv->key == key)
2408 for (field = op->key_values; field != NULL; field = field->next)
2409 {
2410 if (field->key != canonical_key)
2411 { 2336 {
2412 last = field; 2337 kv->value = value;
2413 continue; 2338 return;
2414 } 2339 }
2415 2340
2416 if (value) 2341 key_value *kv = new key_value;
2417 field->value = value; 2342
2418 else 2343 kv->next = key_values;
2344 kv->key = key;
2345 kv->value = value;
2346
2347 key_values = kv;
2348}
2349
2350void
2351object::kv_del (const shstr &key)
2352{
2353 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2354 if ((*kvp)->key == key)
2419 { 2355 {
2420 /* Basically, if the archetype has this key set, 2356 key_value *kv = *kvp;
2421 * we need to store the null value so when we save 2357 *kvp = (*kvp)->next;
2422 * it, we save the empty value so that when we load, 2358 delete kv;
2423 * we get this value back again. 2359 return;
2424 */
2425 if (get_ob_key_link (op->arch, canonical_key))
2426 field->value = 0;
2427 else
2428 {
2429 if (last)
2430 last->next = field->next;
2431 else
2432 op->key_values = field->next;
2433
2434 delete field;
2435 }
2436 } 2360 }
2437 return TRUE;
2438 }
2439 /* IF we get here, key doesn't exist */
2440
2441 /* No field, we'll have to add it. */
2442
2443 if (!add_key)
2444 return FALSE;
2445
2446 /* There isn't any good reason to store a null
2447 * value in the key/value list. If the archetype has
2448 * this key, then we should also have it, so shouldn't
2449 * be here. If user wants to store empty strings,
2450 * should pass in ""
2451 */
2452 if (value == NULL)
2453 return TRUE;
2454
2455 field = new key_value;
2456
2457 field->key = canonical_key;
2458 field->value = value;
2459 /* Usual prepend-addition. */
2460 field->next = op->key_values;
2461 op->key_values = field;
2462
2463 return TRUE;
2464}
2465
2466/*
2467 * Updates the key in op to value.
2468 *
2469 * If add_key is FALSE, this will only update existing keys,
2470 * and not add new ones.
2471 * In general, should be little reason FALSE is ever passed in for add_key
2472 *
2473 * Returns TRUE on success.
2474 */
2475int
2476set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2477{
2478 shstr key_ (key);
2479
2480 return set_ob_key_value_s (op, key_, value, add_key);
2481} 2361}
2482 2362
2483object::depth_iterator::depth_iterator (object *container) 2363object::depth_iterator::depth_iterator (object *container)
2484: iterator_base (container) 2364: iterator_base (container)
2485{ 2365{
2543 &name, 2423 &name,
2544 title ? "\",title:\"" : "", 2424 title ? "\",title:\"" : "",
2545 title ? (const char *)title : "", 2425 title ? (const char *)title : "",
2546 flag_desc (flagdesc, 512), type); 2426 flag_desc (flagdesc, 512), type);
2547 2427
2548 if (!this->flag[FLAG_REMOVED] && env) 2428 if (!flag[FLAG_REMOVED] && env)
2549 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2429 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2550 2430
2551 if (map) 2431 if (map)
2552 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2432 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2553 2433
2583object::open_container (object *new_container) 2463object::open_container (object *new_container)
2584{ 2464{
2585 if (container == new_container) 2465 if (container == new_container)
2586 return; 2466 return;
2587 2467
2588 if (object *old_container = container) 2468 object *old_container = container;
2469
2470 if (old_container)
2589 { 2471 {
2590 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2472 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2591 return; 2473 return;
2592 2474
2593#if 0 2475#if 0
2595 if (object *closer = old_container->inv) 2477 if (object *closer = old_container->inv)
2596 if (closer->type == CLOSE_CON) 2478 if (closer->type == CLOSE_CON)
2597 closer->destroy (); 2479 closer->destroy ();
2598#endif 2480#endif
2599 2481
2482 // make sure the container is available
2483 esrv_send_item (this, old_container);
2484
2600 old_container->flag [FLAG_APPLIED] = 0; 2485 old_container->flag [FLAG_APPLIED] = false;
2601 container = 0; 2486 container = 0;
2602 2487
2488 // client needs item update to make it work, client bug requires this to be separate
2603 esrv_update_item (UPD_FLAGS, this, old_container); 2489 esrv_update_item (UPD_FLAGS, this, old_container);
2490
2604 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2491 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2605 play_sound (sound_find ("chest_close")); 2492 play_sound (sound_find ("chest_close"));
2606 } 2493 }
2607 2494
2608 if (new_container) 2495 if (new_container)
2621 } 2508 }
2622#endif 2509#endif
2623 2510
2624 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2511 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2625 2512
2513 // make sure the container is available, client bug requires this to be separate
2514 esrv_send_item (this, new_container);
2515
2626 new_container->flag [FLAG_APPLIED] = 1; 2516 new_container->flag [FLAG_APPLIED] = true;
2627 container = new_container; 2517 container = new_container;
2628 2518
2519 // client needs flag change
2629 esrv_update_item (UPD_FLAGS, this, new_container); 2520 esrv_update_item (UPD_FLAGS, this, new_container);
2630 esrv_send_inventory (this, new_container); 2521 esrv_send_inventory (this, new_container);
2631 play_sound (sound_find ("chest_open")); 2522 play_sound (sound_find ("chest_open"));
2632 } 2523 }
2524// else if (!old_container->env && contr && contr->ns)
2525// contr->ns->floorbox_reset ();
2633} 2526}
2634 2527
2635object * 2528object *
2636object::force_find (const shstr name) 2529object::force_find (const shstr name)
2637{ 2530{

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