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Comparing deliantra/server/common/object.C (file contents):
Revision 1.208 by root, Mon Apr 21 06:16:01 2008 UTC vs.
Revision 1.222 by root, Wed Apr 30 05:06:36 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
331 330
332 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
333 return 1; 332 return 1;
334} 333}
335 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (client_visible () && !flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 if (!pl->container || this == pl->container)
364 return pl;
365 }
366 }
367
368 return 0;
369}
370
336// adjust weight per container type ("of holding") 371// adjust weight per container type ("of holding")
337static sint32 372static sint32
338weight_adjust (object *op, sint32 weight) 373weight_adjust (object *op, sint32 weight)
339{ 374{
340 return op->type == CONTAINER 375 return op->type == CONTAINER
351{ 386{
352 while (op) 387 while (op)
353 { 388 {
354 weight = weight_adjust (op, weight); 389 weight = weight_adjust (op, weight);
355 390
391 if (!weight)
392 return;
393
356 op->carrying += weight; 394 op->carrying += weight;
395
396 if (object *pl = op->visible_to ())
397 if (pl != op) // player is handled lazily
398 esrv_update_item (UPD_WEIGHT, pl, op);
399
357 op = op->env; 400 op = op->env;
358 } 401 }
359} 402}
360 403
361/* 404/*
374 op->update_weight (); 417 op->update_weight ();
375 418
376 sum += op->total_weight (); 419 sum += op->total_weight ();
377 } 420 }
378 421
379 carrying = weight_adjust (this, sum); 422 sum = weight_adjust (this, sum);
423
424 if (sum != carrying)
425 {
426 carrying = sum;
427
428 if (object *pl = visible_to ())
429 if (pl != this) // player is handled lazily
430 esrv_update_item (UPD_WEIGHT, pl, this);
431 }
380} 432}
381 433
382/* 434/*
383 * Used by: Server DM commands: dumpbelow, dump. Some error messages. 435 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
384 */ 436 */
694 * UP_OBJ_FACE: only the objects face has changed. 746 * UP_OBJ_FACE: only the objects face has changed.
695 */ 747 */
696void 748void
697update_object (object *op, int action) 749update_object (object *op, int action)
698{ 750{
699 if (op == NULL) 751 if (!op)
700 { 752 {
701 /* this should never happen */ 753 /* this should never happen */
702 LOG (llevDebug, "update_object() called for NULL object.\n"); 754 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
703 return; 755 return;
704 } 756 }
705 757
706 if (op->env) 758 if (!op->is_on_map ())
707 { 759 {
708 /* Animation is currently handled by client, so nothing 760 /* Animation is currently handled by client, so nothing
709 * to do in this case. 761 * to do in this case.
710 */ 762 */
711 return; 763 return;
712 } 764 }
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;
719 765
720 /* make sure the object is within map boundaries */ 766 /* 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) 767 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
722 { 768 {
723 LOG (llevError, "update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
866object::destroy_inv (bool drop_to_ground) 912object::destroy_inv (bool drop_to_ground)
867{ 913{
868 // need to check first, because the checks below might segfault 914 // need to check first, because the checks below might segfault
869 // as we might be on an invalid mapspace and crossfire code 915 // as we might be on an invalid mapspace and crossfire code
870 // is too buggy to ensure that the inventory is empty. 916 // is too buggy to ensure that the inventory is empty.
871 // corollary: if you create arrows etc. with stuff in tis inventory, 917 // corollary: if you create arrows etc. with stuff in its inventory,
872 // cf will crash below with off-map x and y 918 // cf will crash below with off-map x and y
873 if (!inv) 919 if (!inv)
874 return; 920 return;
875 921
876 /* Only if the space blocks everything do we not process - 922 /* Only if the space blocks everything do we not process -
883 || map->nodrop 929 || map->nodrop
884 || ms ().move_block == MOVE_ALL) 930 || ms ().move_block == MOVE_ALL)
885 { 931 {
886 while (inv) 932 while (inv)
887 { 933 {
888 inv->destroy_inv (drop_to_ground); 934 inv->destroy_inv (false);
889 inv->destroy (); 935 inv->destroy ();
890 } 936 }
891 } 937 }
892 else 938 else
893 { /* Put objects in inventory onto this space */ 939 { /* Put objects in inventory onto this space */
899 || op->flag [FLAG_NO_DROP] 945 || op->flag [FLAG_NO_DROP]
900 || op->type == RUNE 946 || op->type == RUNE
901 || op->type == TRAP 947 || op->type == TRAP
902 || op->flag [FLAG_IS_A_TEMPLATE] 948 || op->flag [FLAG_IS_A_TEMPLATE]
903 || op->flag [FLAG_DESTROY_ON_DEATH]) 949 || op->flag [FLAG_DESTROY_ON_DEATH])
904 op->destroy (); 950 op->destroy (true);
905 else 951 else
906 map->insert (op, x, y); 952 map->insert (op, x, y);
907 } 953 }
908 } 954 }
909} 955}
916} 962}
917 963
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;
978object::destroy (bool destroy_inventory) 1021object::destroy (bool destroy_inventory)
979{ 1022{
980 if (destroyed ()) 1023 if (destroyed ())
981 return; 1024 return;
982 1025
1026 if (!is_head () && !head->destroyed ())
1027 {
1028 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1029 head->destroy (destroy_inventory);
1030 }
1031
983 if (destroy_inventory) 1032 destroy_inv (!destroy_inventory);
984 destroy_inv (false);
985 1033
986 if (is_head ()) 1034 if (is_head ())
987 if (sound_destroy) 1035 if (sound_destroy)
988 play_sound (sound_destroy); 1036 play_sound (sound_destroy);
989 else if (flag [FLAG_MONSTER]) 1037 else if (flag [FLAG_MONSTER])
1003object::do_remove () 1051object::do_remove ()
1004{ 1052{
1005 object *tmp, *last = 0; 1053 object *tmp, *last = 0;
1006 object *otmp; 1054 object *otmp;
1007 1055
1008 if (QUERY_FLAG (this, FLAG_REMOVED)) 1056 if (flag [FLAG_REMOVED])
1009 return; 1057 return;
1010 1058
1011 SET_FLAG (this, FLAG_REMOVED);
1012 INVOKE_OBJECT (REMOVE, this); 1059 INVOKE_OBJECT (REMOVE, this);
1060
1061 flag [FLAG_REMOVED] = true;
1013 1062
1014 if (more) 1063 if (more)
1015 more->remove (); 1064 more->remove ();
1016 1065
1017 /* 1066 /*
1018 * In this case, the object to be removed is in someones 1067 * In this case, the object to be removed is in someones
1019 * inventory. 1068 * inventory.
1020 */ 1069 */
1021 if (env) 1070 if (env)
1022 { 1071 {
1072 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1073 if (object *pl = visible_to ())
1074 esrv_del_item (pl->contr, count);
1075 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1076
1023 adjust_weight (env, -total_weight ()); 1077 adjust_weight (env, -total_weight ());
1024 1078
1025 *(above ? &above->below : &env->inv) = below; 1079 *(above ? &above->below : &env->inv) = below;
1026 1080
1027 if (below) 1081 if (below)
1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1099 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1046 otmp->update_stats (); 1100 otmp->update_stats ();
1047 } 1101 }
1048 else if (map) 1102 else if (map)
1049 { 1103 {
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; 1104 map->dirty = true;
1063 mapspace &ms = this->ms (); 1105 mapspace &ms = this->ms ();
1106
1107 if (object *pl = ms.player ())
1108 {
1109 if (type == PLAYER) // this == pl(!)
1110 {
1111 // leaving a spot always closes any open container on the ground
1112 if (container && !container->env)
1113 // this causes spurious floorbox updates, but it ensures
1114 // that the CLOSE event is being sent.
1115 close_container ();
1116
1117 --map->players;
1118 map->touch ();
1119 }
1120 else if (pl->container == this)
1121 {
1122 // removing a container should close it
1123 close_container ();
1124 }
1125
1126 esrv_del_item (pl->contr, count);
1127 }
1064 1128
1065 /* link the object above us */ 1129 /* link the object above us */
1066 if (above) 1130 if (above)
1067 above->below = below; 1131 above->below = below;
1068 else 1132 else
1098 * removed (most likely destroyed), update the player view 1162 * removed (most likely destroyed), update the player view
1099 * appropriately. 1163 * appropriately.
1100 */ 1164 */
1101 pl->close_container (); 1165 pl->close_container ();
1102 1166
1103 pl->contr->ns->floorbox_update (); 1167 //TODO: the floorbox prev/next might need updating
1168 esrv_del_item (pl->contr, count);
1104 } 1169 }
1105 1170
1106 for (tmp = ms.bot; tmp; tmp = tmp->above) 1171 for (tmp = ms.bot; tmp; tmp = tmp->above)
1107 { 1172 {
1108 /* No point updating the players look faces if he is the object 1173 /* No point updating the players look faces if he is the object
1152 if (!top) 1217 if (!top)
1153 for (top = op; top && top->above; top = top->above) 1218 for (top = op; top && top->above; top = top->above)
1154 ; 1219 ;
1155 1220
1156 for (; top; top = top->below) 1221 for (; top; top = top->below)
1157 {
1158 if (top == op)
1159 continue;
1160
1161 if (object::can_merge (op, top)) 1222 if (object::can_merge (op, top))
1162 { 1223 {
1163 top->nrof += op->nrof; 1224 top->nrof += op->nrof;
1164 1225
1165/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1226 if (object *pl = top->visible_to ())
1166 op->weight = 0; /* Don't want any adjustements now */ 1227 esrv_update_item (UPD_NROF, pl, top);
1228
1229 op->weight = 0; // cancel the addition above
1230 op->carrying = 0; // must be 0 already
1231
1167 op->destroy (); 1232 op->destroy (1);
1233
1168 return top; 1234 return top;
1169 } 1235 }
1170 }
1171 1236
1172 return 0; 1237 return 0;
1173} 1238}
1174 1239
1175void 1240void
1234object * 1299object *
1235insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1300insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1236{ 1301{
1237 assert (!op->flag [FLAG_FREED]); 1302 assert (!op->flag [FLAG_FREED]);
1238 1303
1239 object *top, *floor = NULL;
1240
1241 op->remove (); 1304 op->remove ();
1242 1305
1243 /* Ideally, the caller figures this out. However, it complicates a lot 1306 /* 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 1307 * of areas of callers (eg, anything that uses find_free_spot would now
1245 * need extra work 1308 * need extra work
1246 */ 1309 */
1247 if (!xy_normalise (m, op->x, op->y)) 1310 if (!xy_normalise (m, op->x, op->y))
1248 { 1311 {
1249 op->destroy (); 1312 op->destroy (1);
1250 return 0; 1313 return 0;
1251 } 1314 }
1252 1315
1253 if (object *more = op->more) 1316 if (object *more = op->more)
1254 if (!insert_ob_in_map (more, m, originator, flag)) 1317 if (!insert_ob_in_map (more, m, originator, flag))
1263 */ 1326 */
1264 if (op->nrof && !(flag & INS_NO_MERGE)) 1327 if (op->nrof && !(flag & INS_NO_MERGE))
1265 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1328 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1266 if (object::can_merge (op, tmp)) 1329 if (object::can_merge (op, tmp))
1267 { 1330 {
1331 // TODO: we atcually want to update tmp, not op,
1332 // but some caller surely breaks when we return tmp
1333 // from here :/
1268 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1269 tmp->destroy (1); 1335 tmp->destroy (1);
1270 } 1336 }
1271 1337
1272 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1294 /* since *below* originator, no need to update top */ 1360 /* since *below* originator, no need to update top */
1295 originator->below = op; 1361 originator->below = op;
1296 } 1362 }
1297 else 1363 else
1298 { 1364 {
1365 object *top, *floor = NULL;
1366
1299 top = ms.bot; 1367 top = ms.bot;
1300 1368
1301 /* If there are other objects, then */ 1369 /* If there are other objects, then */
1302 if (top) 1370 if (top)
1303 { 1371 {
1402 } 1470 }
1403 1471
1404 op->map->dirty = true; 1472 op->map->dirty = true;
1405 1473
1406 if (object *pl = ms.player ()) 1474 if (object *pl = ms.player ())
1407 pl->contr->ns->floorbox_update (); 1475 //TODO: the floorbox prev/next might need updating
1476 esrv_send_item (pl, op);
1408 1477
1409 /* If this object glows, it may affect lighting conditions that are 1478 /* If this object glows, it may affect lighting conditions that are
1410 * visible to others on this map. But update_all_los is really 1479 * 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 1480 * 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 1481 * on the map will get recalculated. The players could very well
1478 else 1547 else
1479 return where->map->insert (this, where->x, where->y, originator, flags); 1548 return where->map->insert (this, where->x, where->y, originator, flags);
1480} 1549}
1481 1550
1482/* 1551/*
1483 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1484 * is returned contains nr objects, and the remaining parts contains
1485 * the rest (or is removed and freed if that number is 0).
1486 * On failure, NULL is returned, and the reason put into the
1487 * global static errmsg array.
1488 */
1489object *
1490object::split_nr (sint32 nr)
1491{
1492 if (nrof < nr)
1493 return 0;
1494 else if (nrof == nr)
1495 {
1496 remove ();
1497 return this;
1498 }
1499 else
1500 {
1501 decrease_nr (nr);
1502
1503 object *op = object_create_clone (this);
1504 op->nrof = nr;
1505 return op;
1506 }
1507}
1508
1509//TODO: remove, but semantics differs from split_nr
1510object *
1511get_split_ob (object *orig_ob, uint32 nr)
1512{
1513 if (orig_ob->nrof < nr)
1514 {
1515 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1516 return 0;
1517 }
1518
1519 return orig_ob->split_nr (nr);
1520}
1521
1522// find player who can see this object
1523static object *
1524visible_to (object *op)
1525{
1526 if (!op->flag [FLAG_REMOVED])
1527 {
1528 // see if we are in a container of sorts
1529 if (object *env = op->env)
1530 {
1531 // the player inventory itself is always visible
1532 if (env->type == PLAYER)
1533 return env;
1534
1535 // else a player could have our env open
1536 env = env->outer_env ();
1537
1538 // the player itself is always on a map, so we will find him here
1539 // even if our inv is in a player.
1540 if (env->is_on_map ())
1541 if (object *pl = env->ms ().player ())
1542 if (pl->container == op->env)
1543 return pl;
1544 }
1545 else
1546 {
1547 // maybe there is a player standing on the same mapspace
1548 if (object *pl = env->ms ().player ())
1549 return pl;
1550 }
1551 }
1552
1553 return 0;
1554}
1555
1556/*
1557 * decrease_ob_nr(object, number) decreases a specified number from 1552 * decrease(object, number) decreases a specified number from
1558 * the amount of an object. If the amount reaches 0, the object 1553 * the amount of an object. If the amount reaches 0, the object
1559 * is subsequently removed and freed. 1554 * is subsequently removed and freed.
1560 * 1555 *
1561 * Return value: 'op' if something is left, NULL if the amount reached 0 1556 * Return value: 'op' if something is left, NULL if the amount reached 0
1562 */ 1557 */
1563bool 1558bool
1564object::decrease_nr (sint32 nr) 1559object::decrease (sint32 nr)
1565{ 1560{
1561 if (!nr)
1562 return true;
1563
1566 nr = min (nr, nrof); 1564 nr = min (nr, nrof);
1567 1565
1568 if (!nr)
1569 return 1;
1570
1571 nrof -= nr; 1566 nrof -= nr;
1572 1567
1573 object *visible = visible_to (this);
1574
1575 if (nrof) 1568 if (nrof)
1576 { 1569 {
1577 adjust_weight (env, -weight * nr); // carrying == 0 1570 adjust_weight (env, -weight * nr); // carrying == 0
1578 1571
1579 if (visible) 1572 if (object *pl = visible_to ())
1580 esrv_send_item (visible, this); 1573 esrv_update_item (UPD_NROF, pl, this);
1581 1574
1582 return 1; 1575 return true;
1583 } 1576 }
1584 else 1577 else
1585 { 1578 {
1586 if (visible)
1587 esrv_del_item (visible->contr, count);
1588
1589 this->destroy (1); 1579 destroy (1);
1590 return 0; 1580 return false;
1591 } 1581 }
1592} 1582}
1593 1583
1594//TODO: remove 1584/*
1585 * split(ob,nr) splits up ob into two parts. The part which
1586 * is returned contains nr objects, and the remaining parts contains
1587 * the rest (or is removed and returned if that number is 0).
1588 * On failure, NULL is returned.
1589 */
1595object * 1590object *
1596decrease_ob_nr (object *op, uint32 i) 1591object::split (sint32 nr)
1597{ 1592{
1598 return op->decrease_nr (i) ? op : 0; 1593 int have = number_of ();
1594
1595 if (have < nr)
1596 return 0;
1597 else if (have == nr)
1598 {
1599 remove ();
1600 return this;
1601 }
1602 else
1603 {
1604 decrease (nr);
1605
1606 object *op = object_create_clone (this);
1607 op->nrof = nr;
1608 return op;
1609 }
1599} 1610}
1600 1611
1601object * 1612object *
1602insert_ob_in_ob (object *op, object *where) 1613insert_ob_in_ob (object *op, object *where)
1603{ 1614{
1644 if (object::can_merge (tmp, op)) 1655 if (object::can_merge (tmp, op))
1645 { 1656 {
1646 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1658 (client needs the original object) */
1648 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1660
1661 if (object *pl = tmp->visible_to ())
1662 esrv_update_item (UPD_NROF, pl, tmp);
1663
1664 adjust_weight (this, op->total_weight ());
1665
1649 op->destroy (1); 1666 op->destroy (1);
1650 op = tmp; 1667 op = tmp;
1651 goto inserted; 1668 goto inserted;
1652 } 1669 }
1653 1670
1665 1682
1666 inv = op; 1683 inv = op;
1667 1684
1668 op->flag [FLAG_REMOVED] = 0; 1685 op->flag [FLAG_REMOVED] = 0;
1669 1686
1687 if (object *pl = op->visible_to ())
1688 esrv_send_item (pl, op);
1689
1670 adjust_weight (this, op->total_weight ()); 1690 adjust_weight (this, op->total_weight ());
1671 1691
1672inserted: 1692inserted:
1673 /* reset the light list and los of the players on the map */ 1693 /* reset the light list and los of the players on the map */
1674 if (op->glow_radius && map && map->darkness) 1694 if (op->glow_radius && map && map->darkness)
1675 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1676 1696
1677 if (object *otmp = in_player ()) 1697 // if this is a player's inventory, update stats
1678 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1698 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1679 otmp->update_stats (); 1699 update_stats ();
1680 1700
1681 INVOKE_OBJECT (INSERT, this); 1701 INVOKE_OBJECT (INSERT, this);
1682 1702
1683 return op; 1703 return op;
1684} 1704}
2562 &name, 2582 &name,
2563 title ? "\",title:\"" : "", 2583 title ? "\",title:\"" : "",
2564 title ? (const char *)title : "", 2584 title ? (const char *)title : "",
2565 flag_desc (flagdesc, 512), type); 2585 flag_desc (flagdesc, 512), type);
2566 2586
2567 if (!this->flag[FLAG_REMOVED] && env) 2587 if (!flag[FLAG_REMOVED] && env)
2568 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2569 2589
2570 if (map) 2590 if (map)
2571 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2572 2592
2602object::open_container (object *new_container) 2622object::open_container (object *new_container)
2603{ 2623{
2604 if (container == new_container) 2624 if (container == new_container)
2605 return; 2625 return;
2606 2626
2607 if (object *old_container = container) 2627 object *old_container = container;
2628
2629 if (old_container)
2608 { 2630 {
2609 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2631 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2610 return; 2632 return;
2611 2633
2612#if 0 2634#if 0
2614 if (object *closer = old_container->inv) 2636 if (object *closer = old_container->inv)
2615 if (closer->type == CLOSE_CON) 2637 if (closer->type == CLOSE_CON)
2616 closer->destroy (); 2638 closer->destroy ();
2617#endif 2639#endif
2618 2640
2641 // make sure the container is available
2642 esrv_send_item (this, old_container);
2643
2619 old_container->flag [FLAG_APPLIED] = 0; 2644 old_container->flag [FLAG_APPLIED] = false;
2620 container = 0; 2645 container = 0;
2621 2646
2647 // client needs item update to make it work, client bug requires this to be separate
2622 esrv_update_item (UPD_FLAGS, this, old_container); 2648 esrv_update_item (UPD_FLAGS, this, old_container);
2649
2623 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2650 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2624 play_sound (sound_find ("chest_close")); 2651 play_sound (sound_find ("chest_close"));
2625 } 2652 }
2626 2653
2627 if (new_container) 2654 if (new_container)
2640 } 2667 }
2641#endif 2668#endif
2642 2669
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2644 2671
2672 // make sure the container is available, client bug requires this to be separate
2673 esrv_send_item (this, new_container);
2674
2645 new_container->flag [FLAG_APPLIED] = 1; 2675 new_container->flag [FLAG_APPLIED] = true;
2646 container = new_container; 2676 container = new_container;
2647 2677
2678 // client needs flag change
2648 esrv_update_item (UPD_FLAGS, this, new_container); 2679 esrv_update_item (UPD_FLAGS, this, new_container);
2649 esrv_send_inventory (this, new_container); 2680 esrv_send_inventory (this, new_container);
2650 play_sound (sound_find ("chest_open")); 2681 play_sound (sound_find ("chest_open"));
2651 } 2682 }
2683// else if (!old_container->env && contr && contr->ns)
2684// contr->ns->floorbox_reset ();
2652} 2685}
2653 2686
2654object * 2687object *
2655object::force_find (const shstr name) 2688object::force_find (const shstr name)
2656{ 2689{

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