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Comparing deliantra/server/common/object.C (file contents):
Revision 1.203 by root, Fri Apr 11 13:59:05 2008 UTC vs.
Revision 1.246 by root, Thu May 22 15:37:44 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h>
33#include <sproto.h> 29#include <sproto.h>
34#include <loader.h> 30#include <loader.h>
35 31
36#include <bitset> 32#include <bitset>
37 33
38UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save;
39static const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
40 37
41objectvec objects; 38objectvec objects;
42activevec actives; 39activevec actives;
43 40
44short freearr_x[SIZEOFFREE] = { 41short freearr_x[SIZEOFFREE] = {
81{ 78{
82 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
83 80
84 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
85 82
83 seq_next_save = 0;
84
86 FILE *fp; 85 FILE *fp;
87 86
88 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
89 { 88 {
90 if (errno == ENOENT) 89 if (errno == ENOENT)
91 { 90 {
92 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0; 92 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true); 93 write_uuid (UUID_GAP, true);
95 return; 94 return;
96 } 95 }
97 96
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 98 _exit (1);
109 _exit (1); 108 _exit (1);
110 } 109 }
111 110
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ()); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113 112
114 write_uuid (UUID_SKIP, true); 113 write_uuid (UUID_GAP, true);
115 fclose (fp); 114 fclose (fp);
116} 115}
117 116
118UUID 117UUID
119UUID::gen () 118UUID::gen ()
120{ 119{
121 UUID uid; 120 UUID uid;
122 121
123 uid.seq = ++cur.seq; 122 uid.seq = ++cur.seq;
124 123
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1)))) 124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
126 write_uuid (UUID_SKIP, false); 127 write_uuid (UUID_GAP, false);
128 }
129
127 130
128 return uid; 131 return uid;
129} 132}
130 133
131void 134void
133{ 136{
134 read_uuid (); 137 read_uuid ();
135} 138}
136 139
137/* 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. */
138static int 141static bool
139compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
140{ 143{
141 key_value *wants_field;
142
143 /* 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
144 * 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
145 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
146 */ 147 */
147 148
148 /* For each field in wants, */ 149 /* For each field in wants, */
149 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)
150 { 151 if (has->kv_get (kv->key) != kv->value)
151 key_value *has_field; 152 return false;
152
153 /* Look for a field in has with the same key. */
154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
157 {
158 /* No field with that name. */
159 return FALSE;
160 }
161
162 /* Found the matching field. */
163 if (has_field->value != wants_field->value)
164 {
165 /* Values don't match, so this half of the comparison is false. */
166 return FALSE;
167 }
168
169 /* If we get here, we found a match. Now for the next field in wants. */
170 }
171 153
172 /* 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. */
173 return TRUE; 155 return true;
174} 156}
175 157
176/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int 159static bool
178compare_ob_value_lists (const object *ob1, const object *ob2) 160compare_ob_value_lists (const object *ob1, const object *ob2)
179{ 161{
180 /* 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,
181 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
182 */ 164 */
183 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);
184} 167}
185 168
186/* 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
187 * they can be merged together. 170 * they can be merged together.
188 * 171 *
203 || ob1->speed != ob2->speed 186 || ob1->speed != ob2->speed
204 || ob1->value != ob2->value 187 || ob1->value != ob2->value
205 || ob1->name != ob2->name) 188 || ob1->name != ob2->name)
206 return 0; 189 return 0;
207 190
208 //TODO: this ain't working well, use nicer and correct overflow check 191 /* Do not merge objects if nrof would overflow. First part checks
209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 192 * for unsigned overflow (2c), second part checks whether the result
210 * value could not be stored in a sint32 (which unfortunately sometimes is 193 * would fit into a 32 bit signed int, which is often used to hold
211 * used to store nrof). 194 * nrof values.
212 */ 195 */
213 if (ob1->nrof + ob2->nrof >= 1UL << 31) 196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
214 return 0; 197 return 0;
215 198
216 /* If the objects have been identified, set the BEEN_APPLIED flag. 199 /* If the objects have been identified, set the BEEN_APPLIED flag.
217 * This is to the comparison of the flags below will be OK. We 200 * This is to the comparison of the flags below will be OK. We
218 * just can't ignore the been applied or identified flags, as they 201 * just can't ignore the been applied or identified flags, as they
219 * are not equal - just if it has been identified, the been_applied 202 * are not equal - just if it has been identified, the been_applied
220 * flags lose any meaning. 203 * flags lose any meaning.
221 */ 204 */
222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224 207
225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 210
228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 211 if (ob1->arch->archname != ob2->arch->archname
229 || ob1->arch != ob2->arch
230 || ob1->name != ob2->name 212 || ob1->name != ob2->name
231 || ob1->title != ob2->title 213 || ob1->title != ob2->title
232 || ob1->msg != ob2->msg 214 || ob1->msg != ob2->msg
233 || ob1->weight != ob2->weight 215 || ob1->weight != ob2->weight
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236 || ob1->attacktype != ob2->attacktype 216 || ob1->attacktype != ob2->attacktype
237 || ob1->magic != ob2->magic 217 || ob1->magic != ob2->magic
238 || ob1->slaying != ob2->slaying 218 || ob1->slaying != ob2->slaying
239 || ob1->skill != ob2->skill 219 || ob1->skill != ob2->skill
240 || ob1->value != ob2->value 220 || ob1->value != ob2->value
241 || 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
242 || ob1->client_type != ob2->client_type 223 || ob1->client_type != ob2->client_type
243 || ob1->materialname != ob2->materialname 224 || ob1->materialname != ob2->materialname
244 || ob1->lore != ob2->lore 225 || ob1->lore != ob2->lore
245 || ob1->subtype != ob2->subtype 226 || ob1->subtype != ob2->subtype
246 || ob1->move_type != ob2->move_type 227 || ob1->move_type != ob2->move_type
247 || ob1->move_block != ob2->move_block 228 || ob1->move_block != ob2->move_block
248 || ob1->move_allow != ob2->move_allow 229 || ob1->move_allow != ob2->move_allow
249 || ob1->move_on != ob2->move_on 230 || ob1->move_on != ob2->move_on
250 || ob1->move_off != ob2->move_off 231 || ob1->move_off != ob2->move_off
251 || ob1->move_slow != ob2->move_slow 232 || ob1->move_slow != ob2->move_slow
252 || ob1->move_slow_penalty != ob2->move_slow_penalty) 233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 236 return 0;
254 237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
255 /* This is really a spellbook check - really, we should 245 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 246 * not merge objects with real inventories, as splitting them
247 * is hard.
257 */ 248 */
258 if (ob1->inv || ob2->inv) 249 if (ob1->inv || ob2->inv)
259 { 250 {
260 if (!(ob1->inv && ob2->inv)) 251 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */ 252 return 0; /* inventories differ in length */
262 253
263 if (ob1->inv->below || ob2->inv->below) 254 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */ 255 return 0; /* more than one object in inv */
265 256
266 if (!object::can_merge (ob1->inv, ob2->inv)) 257 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */ 258 return 0; /* inventory objects differ */
268 259
269 /* inventory ok - still need to check rest of this object to see 260 /* inventory ok - still need to check rest of this object to see
270 * if it is valid. 261 * if it is valid.
271 */ 262 */
272 } 263 }
291 if (ob1->level != ob2->level) 282 if (ob1->level != ob2->level)
292 return 0; 283 return 0;
293 break; 284 break;
294 } 285 }
295 286
296 if (ob1->key_values != NULL || ob2->key_values != NULL) 287 if (ob1->key_values || ob2->key_values)
297 { 288 {
298 /* At least one of these has key_values. */ 289 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 290 if ((!ob1->key_values) != (!ob2->key_values))
300 /* One has fields, but the other one doesn't. */ 291 return 0; /* One has fields, but the other one doesn't. */
301 return 0; 292
302 else if (!compare_ob_value_lists (ob1, ob2)) 293 if (!compare_ob_value_lists (ob1, ob2))
303 return 0; 294 return 0;
304 } 295 }
305 296
306 if (ob1->self || ob2->self) 297 if (ob1->self || ob2->self)
307 { 298 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0; 304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0; 305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315 306
316 if (k1 != k2) 307 if (k1 != k2)
317 return 0; 308 return 0;
309
318 else if (k1 == 0) 310 if (k1 == 0)
319 return 1; 311 return 1;
312
320 else if (!cfperl_can_merge (ob1, ob2)) 313 if (!cfperl_can_merge (ob1, ob2))
321 return 0; 314 return 0;
322 } 315 }
323 } 316 }
324 317
325 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
326 return 1; 319 return 1;
327} 320}
328 321
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 || this == pl->container)
351 return pl;
352 }
353 }
354
355 return 0;
356}
357
358// adjust weight per container type ("of holding")
359static sint32
360weight_adjust_for (object *op, sint32 weight)
361{
362 return op->type == CONTAINER
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
364 : weight;
365}
366
329/* 367/*
368 * adjust_weight(object, weight) adds the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying.
370 */
371static void
372adjust_weight (object *op, sint32 weight)
373{
374 while (op)
375 {
376 // adjust by actual difference to account for rounding errors
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
380
381 if (!weight)
382 return;
383
384 op->carrying += weight;
385
386 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op);
389
390 op = op->env;
391 }
392}
393
394/*
330 * sum_weight() is a recursive function which calculates the weight 395 * this is a recursive function which calculates the weight
331 * an object is carrying. It goes through in figures out how much 396 * an object is carrying. It goes through op and figures out how much
332 * containers are carrying, and sums it up. 397 * containers are carrying, and sums it up.
333 */ 398 */
334long 399void
335sum_weight (object *op) 400object::update_weight ()
336{ 401{
337 long sum; 402 sint32 sum = 0;
338 object *inv;
339 403
340 for (sum = 0, inv = op->inv; inv; inv = inv->below) 404 for (object *op = inv; op; op = op->below)
341 { 405 {
342 if (inv->inv) 406 if (op->inv)
343 sum_weight (inv); 407 op->update_weight ();
344 408
345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 409 sum += op->total_weight ();
410 }
411
412 sum = weight_adjust_for (this, sum);
413
414 if (sum != carrying)
346 } 415 {
347
348 if (op->type == CONTAINER && op->stats.Str)
349 sum = (sum * (100 - op->stats.Str)) / 100;
350
351 if (op->carrying != sum)
352 op->carrying = sum; 416 carrying = sum;
353 417
354 return sum; 418 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this);
421 }
355} 422}
356 423
357/** 424/*
358 * Return the outermost environment object for a given object. 425 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
359 */
360
361object *
362object_get_env_recursive (object *op)
363{
364 while (op->env != NULL)
365 op = op->env;
366 return op;
367}
368
369/*
370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
371 * Some error messages.
372 * The result of the dump is stored in the static global errmsg array.
373 */ 426 */
374char * 427char *
375dump_object (object *op) 428dump_object (object *op)
376{ 429{
377 if (!op) 430 if (!op)
391get_nearest_part (object *op, const object *pl) 444get_nearest_part (object *op, const object *pl)
392{ 445{
393 object *tmp, *closest; 446 object *tmp, *closest;
394 int last_dist, i; 447 int last_dist, i;
395 448
396 if (op->more == NULL) 449 if (!op->more)
397 return op; 450 return op;
451
398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
399 if ((i = distance (tmp, pl)) < last_dist) 455 if ((i = distance (tmp, pl)) < last_dist)
400 closest = tmp, last_dist = i; 456 closest = tmp, last_dist = i;
457
401 return closest; 458 return closest;
402} 459}
403 460
404/* 461/*
405 * Returns the object which has the count-variable equal to the argument. 462 * Returns the object which has the count-variable equal to the argument.
463 * VERRRY slow.
406 */ 464 */
407object * 465object *
408find_object (tag_t i) 466find_object (tag_t i)
409{ 467{
410 for_all_objects (op) 468 for_all_objects (op)
421 */ 479 */
422object * 480object *
423find_object_name (const char *str) 481find_object_name (const char *str)
424{ 482{
425 shstr_cmp str_ (str); 483 shstr_cmp str_ (str);
426 object *op;
427 484
485 if (str_)
428 for_all_objects (op) 486 for_all_objects (op)
429 if (op->name == str_) 487 if (op->name == str_)
430 break; 488 return op;
431 489
432 return op; 490 return 0;
433} 491}
434 492
435/* 493/*
436 * Sets the owner and sets the skill and exp pointers to owner's current 494 * Sets the owner and sets the skill and exp pointers to owner's current
437 * skill and experience objects. 495 * skill and experience objects.
535 } 593 }
536 594
537 op->key_values = 0; 595 op->key_values = 0;
538} 596}
539 597
540object & 598/*
541object::operator =(const object &src) 599 * copy_to first frees everything allocated by the dst object,
600 * and then copies the contents of itself into the second
601 * object, allocating what needs to be allocated. Basically, any
602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
603 * if the first object is freed, the pointers in the new object
604 * will point at garbage.
605 */
606void
607object::copy_to (object *dst)
542{ 608{
543 bool is_freed = flag [FLAG_FREED]; 609 dst->remove ();
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src; 610 *(object_copy *)dst = *this;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed; 611 dst->flag [FLAG_REMOVED] = true;
550 612
551 /* Copy over key_values, if any. */ 613 /* Copy over key_values, if any. */
552 if (src.key_values) 614 if (key_values)
553 { 615 {
554 key_value *tail = 0; 616 key_value *tail = 0;
555 key_values = 0; 617 dst->key_values = 0;
556 618
557 for (key_value *i = src.key_values; i; i = i->next) 619 for (key_value *i = key_values; i; i = i->next)
558 { 620 {
559 key_value *new_link = new key_value; 621 key_value *new_link = new key_value;
560 622
561 new_link->next = 0; 623 new_link->next = 0;
562 new_link->key = i->key; 624 new_link->key = i->key;
563 new_link->value = i->value; 625 new_link->value = i->value;
564 626
565 /* Try and be clever here, too. */ 627 /* Try and be clever here, too. */
566 if (!key_values) 628 if (!dst->key_values)
567 { 629 {
568 key_values = new_link; 630 dst->key_values = new_link;
569 tail = new_link; 631 tail = new_link;
570 } 632 }
571 else 633 else
572 { 634 {
573 tail->next = new_link; 635 tail->next = new_link;
574 tail = new_link; 636 tail = new_link;
575 } 637 }
576 } 638 }
577 } 639 }
578}
579
580/*
581 * copy_to first frees everything allocated by the dst object,
582 * and then copies the contents of itself into the second
583 * object, allocating what needs to be allocated. Basically, any
584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
585 * if the first object is freed, the pointers in the new object
586 * will point at garbage.
587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
592 640
593 if (speed < 0) 641 if (speed < 0)
594 dst->speed_left -= rndm (); 642 dst->speed_left -= rndm ();
595 643
596 dst->set_speed (dst->speed); 644 dst->set_speed (dst->speed);
618object * 666object *
619object::clone () 667object::clone ()
620{ 668{
621 object *neu = create (); 669 object *neu = create ();
622 copy_to (neu); 670 copy_to (neu);
671 neu->map = map; // not copied by copy_to
623 return neu; 672 return neu;
624} 673}
625 674
626/* 675/*
627 * If an object with the IS_TURNABLE() flag needs to be turned due 676 * If an object with the IS_TURNABLE() flag needs to be turned due
678 * UP_OBJ_FACE: only the objects face has changed. 727 * UP_OBJ_FACE: only the objects face has changed.
679 */ 728 */
680void 729void
681update_object (object *op, int action) 730update_object (object *op, int action)
682{ 731{
683 if (op == NULL) 732 if (!op)
684 { 733 {
685 /* this should never happen */ 734 /* this should never happen */
686 LOG (llevDebug, "update_object() called for NULL object.\n"); 735 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
687 return; 736 return;
688 } 737 }
689 738
690 if (op->env) 739 if (!op->is_on_map ())
691 { 740 {
692 /* Animation is currently handled by client, so nothing 741 /* Animation is currently handled by client, so nothing
693 * to do in this case. 742 * to do in this case.
694 */ 743 */
695 return; 744 return;
696 } 745 }
697
698 /* If the map is saving, don't do anything as everything is
699 * going to get freed anyways.
700 */
701 if (!op->map || op->map->in_memory == MAP_SAVING)
702 return;
703 746
704 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height) 748 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
706 { 749 {
707 LOG (llevError, "update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
850object::destroy_inv (bool drop_to_ground) 893object::destroy_inv (bool drop_to_ground)
851{ 894{
852 // need to check first, because the checks below might segfault 895 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code 896 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty. 897 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory, 898 // corollary: if you create arrows etc. with stuff in its inventory,
856 // cf will crash below with off-map x and y 899 // cf will crash below with off-map x and y
857 if (!inv) 900 if (!inv)
858 return; 901 return;
859 902
860 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
861 * if some form of movement is allowed, let objects 904 * if some form of movement is allowed, let objects
862 * drop on that space. 905 * drop on that space.
863 */ 906 */
864 if (!drop_to_ground 907 if (!drop_to_ground
865 || !map 908 || !map
866 || map->in_memory != MAP_IN_MEMORY 909 || map->in_memory != MAP_ACTIVE
867 || map->nodrop 910 || map->no_drop
868 || ms ().move_block == MOVE_ALL) 911 || ms ().move_block == MOVE_ALL)
869 { 912 {
870 while (inv) 913 while (inv)
871 { 914 {
872 inv->destroy_inv (drop_to_ground); 915 inv->destroy_inv (false);
873 inv->destroy (); 916 inv->destroy ();
874 } 917 }
875 } 918 }
876 else 919 else
877 { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
883 || op->flag [FLAG_NO_DROP] 926 || op->flag [FLAG_NO_DROP]
884 || op->type == RUNE 927 || op->type == RUNE
885 || op->type == TRAP 928 || op->type == TRAP
886 || op->flag [FLAG_IS_A_TEMPLATE] 929 || op->flag [FLAG_IS_A_TEMPLATE]
887 || op->flag [FLAG_DESTROY_ON_DEATH]) 930 || op->flag [FLAG_DESTROY_ON_DEATH])
888 op->destroy (); 931 op->destroy (true);
889 else 932 else
890 map->insert (op, x, y); 933 map->insert (op, x, y);
891 } 934 }
892 } 935 }
893} 936}
897 object *op = new object; 940 object *op = new object;
898 op->link (); 941 op->link ();
899 return op; 942 return op;
900} 943}
901 944
945static struct freed_map : maptile
946{
947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
955
956 alloc ();
957 in_memory = MAP_ACTIVE;
958 }
959
960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
902void 966void
903object::do_destroy () 967object::do_destroy ()
904{ 968{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED]) 969 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this); 970 remove_button_link (this);
909 971
910 if (flag [FLAG_FRIENDLY]) 972 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this); 973 remove_friendly_object (this);
912 974
913 if (!flag [FLAG_REMOVED])
914 remove (); 975 remove ();
915 976
916 destroy_inv (true); 977 attachable::do_destroy ();
917 978
918 deactivate (); 979 deactivate ();
919 unlink (); 980 unlink ();
920 981
921 flag [FLAG_FREED] = 1; 982 flag [FLAG_FREED] = 1;
922 983
923 // hack to ensure that freed objects still have a valid map 984 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
939 }
940
941 map = freed_map; 985 map = &freed_map;
942 x = 1; 986 x = 1;
943 y = 1; 987 y = 1;
944 }
945 988
946 if (more) 989 if (more)
947 { 990 {
948 more->destroy (); 991 more->destroy ();
949 more = 0; 992 more = 0;
962object::destroy (bool destroy_inventory) 1005object::destroy (bool destroy_inventory)
963{ 1006{
964 if (destroyed ()) 1007 if (destroyed ())
965 return; 1008 return;
966 1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory);
1014 return;
1015 }
1016
967 if (destroy_inventory) 1017 destroy_inv (!destroy_inventory);
968 destroy_inv (false);
969 1018
970 if (is_head ()) 1019 if (is_head ())
971 if (sound_destroy) 1020 if (sound_destroy)
972 play_sound (sound_destroy); 1021 play_sound (sound_destroy);
973 else if (flag [FLAG_MONSTER]) 1022 else if (flag [FLAG_MONSTER])
974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism 1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
975 1024
976 attachable::destroy (); 1025 attachable::destroy ();
977}
978
979/*
980 * sub_weight() recursively (outwards) subtracts a number from the
981 * weight of an object (and what is carried by it's environment(s)).
982 */
983void
984sub_weight (object *op, signed long weight)
985{
986 while (op != NULL)
987 {
988 if (op->type == CONTAINER)
989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
990
991 op->carrying -= weight;
992 op = op->env;
993 }
994} 1026}
995 1027
996/* op->remove (): 1028/* op->remove ():
997 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
998 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
1004object::do_remove () 1036object::do_remove ()
1005{ 1037{
1006 object *tmp, *last = 0; 1038 object *tmp, *last = 0;
1007 object *otmp; 1039 object *otmp;
1008 1040
1009 if (QUERY_FLAG (this, FLAG_REMOVED)) 1041 if (flag [FLAG_REMOVED])
1010 return; 1042 return;
1011 1043
1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this); 1044 INVOKE_OBJECT (REMOVE, this);
1045
1046 flag [FLAG_REMOVED] = true;
1014 1047
1015 if (more) 1048 if (more)
1016 more->remove (); 1049 more->remove ();
1017 1050
1018 /* 1051 /*
1019 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1020 * inventory. 1053 * inventory.
1021 */ 1054 */
1022 if (env) 1055 if (env)
1023 { 1056 {
1024 if (nrof) 1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1025 sub_weight (env, weight * nrof); 1058 if (object *pl = visible_to ())
1026 else 1059 esrv_del_item (pl->contr, count);
1027 sub_weight (env, weight + carrying); 1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1067 */
1068 map = env->map;
1069 x = env->x;
1070 y = env->y;
1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1028 1079
1029 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1030 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1031 * to save cpu time. 1082 * to save cpu time.
1032 */ 1083 */
1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1034 otmp->update_stats (); 1085 otmp->update_stats ();
1035
1036 if (above)
1037 above->below = below;
1038 else
1039 env->inv = below;
1040
1041 if (below)
1042 below->above = above;
1043
1044 /* we set up values so that it could be inserted into
1045 * the map, but we don't actually do that - it is up
1046 * to the caller to decide what we want to do.
1047 */
1048 x = env->x, y = env->y;
1049 map = env->map;
1050 above = 0, below = 0;
1051 env = 0;
1052 } 1086 }
1053 else if (map) 1087 else if (map)
1054 { 1088 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true; 1089 map->dirty = true;
1068 mapspace &ms = this->ms (); 1090 mapspace &ms = this->ms ();
1069 1091
1092 if (object *pl = ms.player ())
1093 {
1094 if (type == PLAYER) // this == pl(!)
1095 {
1096 // leaving a spot always closes any open container on the ground
1097 if (container && !container->env)
1098 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent.
1100 close_container ();
1101
1102 --map->players;
1103 map->touch ();
1104 }
1105 else if (pl->container == this)
1106 {
1107 // removing a container should close it
1108 close_container ();
1109 }
1110
1111 esrv_del_item (pl->contr, count);
1112 }
1113
1070 /* link the object above us */ 1114 /* link the object above us */
1071 if (above) 1115 // re-link, make sure compiler can easily use cmove
1072 above->below = below; 1116 *(above ? &above->below : &ms.top) = below;
1073 else 1117 *(below ? &below->above : &ms.bot) = above;
1074 ms.top = below; /* we were top, set new top */
1075
1076 /* Relink the object below us, if there is one */
1077 if (below)
1078 below->above = above;
1079 else
1080 {
1081 /* Nothing below, which means we need to relink map object for this space
1082 * use translated coordinates in case some oddness with map tiling is
1083 * evident
1084 */
1085 if (GET_MAP_OB (map, x, y) != this)
1086 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 ());
1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090 1118
1091 above = 0; 1119 above = 0;
1092 below = 0; 1120 below = 0;
1093 1121
1094 if (map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1103 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1104 * appropriately. 1132 * appropriately.
1105 */ 1133 */
1106 pl->close_container (); 1134 pl->close_container ();
1107 1135
1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1108 pl->contr->ns->floorbox_update (); 1140 pl->contr->ns->floorbox_update ();
1109 } 1141 }
1110 1142
1111 for (tmp = ms.bot; tmp; tmp = tmp->above) 1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1112 { 1144 {
1113 /* No point updating the players look faces if he is the object 1145 /* No point updating the players look faces if he is the object
1157 if (!top) 1189 if (!top)
1158 for (top = op; top && top->above; top = top->above) 1190 for (top = op; top && top->above; top = top->above)
1159 ; 1191 ;
1160 1192
1161 for (; top; top = top->below) 1193 for (; top; top = top->below)
1162 {
1163 if (top == op)
1164 continue;
1165
1166 if (object::can_merge (op, top)) 1194 if (object::can_merge (op, top))
1167 { 1195 {
1168 top->nrof += op->nrof; 1196 top->nrof += op->nrof;
1169 1197
1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1198 if (object *pl = top->visible_to ())
1171 op->weight = 0; /* Don't want any adjustements now */ 1199 esrv_update_item (UPD_NROF, pl, top);
1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1172 op->destroy (); 1204 op->destroy (1);
1205
1173 return top; 1206 return top;
1174 } 1207 }
1175 }
1176 1208
1177 return 0; 1209 return 0;
1178} 1210}
1179 1211
1180void 1212void
1205 * job preparing multi-part monsters. 1237 * job preparing multi-part monsters.
1206 */ 1238 */
1207object * 1239object *
1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{ 1241{
1242 op->remove ();
1243
1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1211 { 1245 {
1212 tmp->x = x + tmp->arch->x; 1246 tmp->x = x + tmp->arch->x;
1213 tmp->y = y + tmp->arch->y; 1247 tmp->y = y + tmp->arch->y;
1214 } 1248 }
1237 * just 'op' otherwise 1271 * just 'op' otherwise
1238 */ 1272 */
1239object * 1273object *
1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1241{ 1275{
1242 assert (!op->flag [FLAG_FREED]); 1276 if (op->is_on_map ())
1277 {
1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1279 abort ();
1280 }
1243 1281
1244 object *top, *floor = NULL; 1282 if (op->env)
1245 1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1246 op->remove (); 1285 op->remove ();
1286 }
1287
1288 if (op->face && !face_info (op->face))//D TODO: remove soon
1289 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D
1247 1293
1248 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* Ideally, the caller figures this out. However, it complicates a lot
1249 * of areas of callers (eg, anything that uses find_free_spot would now 1295 * of areas of callers (eg, anything that uses find_free_spot would now
1250 * need extra work 1296 * need extra work
1251 */ 1297 */
1252 if (!xy_normalise (m, op->x, op->y)) 1298 if (!xy_normalise (m, op->x, op->y))
1253 { 1299 {
1254 op->destroy (); 1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1255 return 0; 1301 return 0;
1256 } 1302 }
1257 1303
1258 if (object *more = op->more) 1304 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag)) 1305 if (!insert_ob_in_map (more, m, originator, flag))
1268 */ 1314 */
1269 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1271 if (object::can_merge (op, tmp)) 1317 if (object::can_merge (op, tmp))
1272 { 1318 {
1319 // TODO: we actually want to update tmp, not op,
1320 // but some caller surely breaks when we return tmp
1321 // from here :/
1273 op->nrof += tmp->nrof; 1322 op->nrof += tmp->nrof;
1274 tmp->destroy (); 1323 tmp->destroy (1);
1275 } 1324 }
1276 1325
1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1278 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1279 1328
1286 { 1335 {
1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1288 abort (); 1337 abort ();
1289 } 1338 }
1290 1339
1340 if (!originator->is_on_map ())
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343
1291 op->above = originator; 1344 op->above = originator;
1292 op->below = originator->below; 1345 op->below = originator->below;
1293
1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1299 /* since *below* originator, no need to update top */
1300 originator->below = op; 1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1301 } 1349 }
1302 else 1350 else
1303 { 1351 {
1304 top = ms.bot; 1352 object *floor = 0;
1353 object *top = ms.top;
1305 1354
1306 /* If there are other objects, then */ 1355 /* If there are other objects, then */
1307 if (top) 1356 if (top)
1308 { 1357 {
1309 object *last = 0;
1310
1311 /* 1358 /*
1312 * If there are multiple objects on this space, we do some trickier handling. 1359 * If there are multiple objects on this space, we do some trickier handling.
1313 * We've already dealt with merging if appropriate. 1360 * We've already dealt with merging if appropriate.
1314 * Generally, we want to put the new object on top. But if 1361 * Generally, we want to put the new object on top. But if
1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1318 * once we get to them. This reduces the need to traverse over all of 1365 * once we get to them. This reduces the need to traverse over all of
1319 * them when adding another one - this saves quite a bit of cpu time 1366 * them when adding another one - this saves quite a bit of cpu time
1320 * when lots of spells are cast in one area. Currently, it is presumed 1367 * when lots of spells are cast in one area. Currently, it is presumed
1321 * that flying non pickable objects are spell objects. 1368 * that flying non pickable objects are spell objects.
1322 */ 1369 */
1323 for (top = ms.bot; top; top = top->above) 1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1324 { 1371 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1326 floor = top; 1373 floor = tmp;
1327 1374
1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1329 { 1376 {
1330 /* We insert above top, so we want this object below this */ 1377 /* We insert above top, so we want this object below this */
1331 top = top->below; 1378 top = tmp->below;
1332 break; 1379 break;
1333 } 1380 }
1334 1381
1335 last = top; 1382 top = tmp;
1336 } 1383 }
1337
1338 /* Don't want top to be NULL, so set it to the last valid object */
1339 top = last;
1340 1384
1341 /* We let update_position deal with figuring out what the space 1385 /* We let update_position deal with figuring out what the space
1342 * looks like instead of lots of conditions here. 1386 * looks like instead of lots of conditions here.
1343 * makes things faster, and effectively the same result. 1387 * makes things faster, and effectively the same result.
1344 */ 1388 */
1351 */ 1395 */
1352 if (!(flag & INS_ON_TOP) 1396 if (!(flag & INS_ON_TOP)
1353 && ms.flags () & P_BLOCKSVIEW 1397 && ms.flags () & P_BLOCKSVIEW
1354 && (op->face && !faces [op->face].visibility)) 1398 && (op->face && !faces [op->face].visibility))
1355 { 1399 {
1400 object *last;
1401
1356 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break; 1404 break;
1359 1405
1360 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1368 } /* If objects on this space */ 1414 } /* If objects on this space */
1369 1415
1370 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor; 1417 top = floor;
1372 1418
1373 /* Top is the object that our object (op) is going to get inserted above. 1419 // insert object above top, or bottom-most if top = 0
1374 */
1375
1376 /* First object on this space */
1377 if (!top) 1420 if (!top)
1378 { 1421 {
1422 op->below = 0;
1379 op->above = ms.bot; 1423 op->above = ms.bot;
1380
1381 if (op->above)
1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op; 1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1386 } 1427 }
1387 else 1428 else
1388 { /* get inserted into the stack above top */ 1429 {
1389 op->above = top->above; 1430 op->above = top->above;
1390
1391 if (op->above)
1392 op->above->below = op; 1431 top->above = op;
1393 1432
1394 op->below = top; 1433 op->below = top;
1395 top->above = op; 1434 *(op->above ? &op->above->below : &ms.top) = op;
1396 } 1435 }
1397 1436 }
1398 if (!op->above)
1399 ms.top = op;
1400 } /* else not INS_BELOW_ORIGINATOR */
1401 1437
1402 if (op->type == PLAYER) 1438 if (op->type == PLAYER)
1403 { 1439 {
1404 op->contr->do_los = 1; 1440 op->contr->do_los = 1;
1405 ++op->map->players; 1441 ++op->map->players;
1407 } 1443 }
1408 1444
1409 op->map->dirty = true; 1445 op->map->dirty = true;
1410 1446
1411 if (object *pl = ms.player ()) 1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1412 pl->contr->ns->floorbox_update (); 1452 pl->contr->ns->floorbox_update ();
1413 1453
1414 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1415 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1416 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1417 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1459 * op is the object to insert it under: supplies x and the map. 1499 * op is the object to insert it under: supplies x and the map.
1460 */ 1500 */
1461void 1501void
1462replace_insert_ob_in_map (const char *arch_string, object *op) 1502replace_insert_ob_in_map (const char *arch_string, object *op)
1463{ 1503{
1464 object *tmp, *tmp1;
1465
1466 /* first search for itself and remove any old instances */ 1504 /* first search for itself and remove any old instances */
1467 1505
1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1470 tmp->destroy (); 1508 tmp->destroy (1);
1471 1509
1472 tmp1 = arch_to_object (archetype::find (arch_string)); 1510 object *tmp = arch_to_object (archetype::find (arch_string));
1473 1511
1474 tmp1->x = op->x; 1512 tmp->x = op->x;
1475 tmp1->y = op->y; 1513 tmp->y = op->y;
1514
1476 insert_ob_in_map (tmp1, op->map, op, 0); 1515 insert_ob_in_map (tmp, op->map, op, 0);
1477} 1516}
1478 1517
1479object * 1518object *
1480object::insert_at (object *where, object *originator, int flags) 1519object::insert_at (object *where, object *originator, int flags)
1481{ 1520{
1521 if (where->env)
1522 return where->env->insert (this);
1523 else
1482 return where->map->insert (this, where->x, where->y, originator, flags); 1524 return where->map->insert (this, where->x, where->y, originator, flags);
1483} 1525}
1484 1526
1485/* 1527/*
1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1487 * is returned contains nr objects, and the remaining parts contains
1488 * the rest (or is removed and freed if that number is 0).
1489 * On failure, NULL is returned, and the reason put into the
1490 * global static errmsg array.
1491 */
1492object *
1493get_split_ob (object *orig_ob, uint32 nr)
1494{
1495 object *newob;
1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1497
1498 if (orig_ob->nrof < nr)
1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1504 newob = object_create_clone (orig_ob);
1505
1506 if ((orig_ob->nrof -= nr) < 1)
1507 orig_ob->destroy (1);
1508 else if (!is_removed)
1509 {
1510 if (orig_ob->env != NULL)
1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1516 return NULL;
1517 }
1518 }
1519
1520 newob->nrof = nr;
1521
1522 return newob;
1523}
1524
1525/*
1526 * decrease_ob_nr(object, number) decreases a specified number from 1528 * decrease(object, number) decreases a specified number from
1527 * the amount of an object. If the amount reaches 0, the object 1529 * the amount of an object. If the amount reaches 0, the object
1528 * is subsequently removed and freed. 1530 * is subsequently removed and freed.
1529 * 1531 *
1530 * Return value: 'op' if something is left, NULL if the amount reached 0 1532 * Return value: 'op' if something is left, NULL if the amount reached 0
1531 */ 1533 */
1534bool
1535object::decrease (sint32 nr)
1536{
1537 if (!nr)
1538 return true;
1539
1540 nr = min (nr, nrof);
1541
1542 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy (1);
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1532object * 1566object *
1533decrease_ob_nr (object *op, uint32 i) 1567object::split (sint32 nr)
1534{ 1568{
1535 object *tmp; 1569 int have = number_of ();
1536 1570
1537 if (i == 0) /* objects with op->nrof require this check */ 1571 if (have < nr)
1538 return op; 1572 return 0;
1539 1573 else if (have == nr)
1540 if (i > op->nrof)
1541 i = op->nrof;
1542
1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 { 1574 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove (); 1575 remove ();
1575 op->nrof = 0; 1576 return this;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1579 } 1577 }
1580 else 1578 else
1581 { 1579 {
1582 object *above = op->above; 1580 decrease (nr);
1583 1581
1584 if (i < op->nrof) 1582 object *op = deep_clone ();
1585 op->nrof -= i; 1583 op->nrof = nr;
1586 else
1587 {
1588 op->remove ();
1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1596 if (op->nrof)
1597 esrv_send_item (tmp, op);
1598 else
1599 esrv_del_item (tmp->contr, op->count);
1600 }
1601 }
1602
1603 if (op->nrof)
1604 return op; 1584 return op;
1605 else
1606 {
1607 op->destroy ();
1608 return 0;
1609 }
1610}
1611
1612/*
1613 * add_weight(object, weight) adds the specified weight to an object,
1614 * and also updates how much the environment(s) is/are carrying.
1615 */
1616void
1617add_weight (object *op, signed long weight)
1618{
1619 while (op != NULL)
1620 {
1621 if (op->type == CONTAINER)
1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1623
1624 op->carrying += weight;
1625 op = op->env;
1626 } 1585 }
1627} 1586}
1628 1587
1629object * 1588object *
1630insert_ob_in_ob (object *op, object *where) 1589insert_ob_in_ob (object *op, object *where)
1655 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1656 */ 1615 */
1657object * 1616object *
1658object::insert (object *op) 1617object::insert (object *op)
1659{ 1618{
1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1661 op->remove ();
1662
1663 if (op->more) 1619 if (op->more)
1664 { 1620 {
1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1666 return op; 1622 return op;
1667 } 1623 }
1668 1624
1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1625 op->remove ();
1670 CLEAR_FLAG (op, FLAG_REMOVED); 1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1671 1628
1672 if (op->nrof) 1629 if (op->nrof)
1673 {
1674 for (object *tmp = inv; tmp; tmp = tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op)) 1631 if (object::can_merge (tmp, op))
1676 { 1632 {
1677 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1678 (client needs the original object) */ 1634 (client needs the original object) */
1679 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1680 /* Weight handling gets pretty funky. Since we are adding to 1636
1681 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1682 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1639
1683 add_weight (this, op->weight * op->nrof); 1640 adjust_weight (this, op->total_weight ());
1684 SET_FLAG (op, FLAG_REMOVED); 1641
1685 op->destroy (); /* free the inserted object */ 1642 op->destroy (1);
1686 op = tmp; 1643 op = tmp;
1687 op->remove (); /* and fix old object's links */ 1644 goto inserted;
1688 CLEAR_FLAG (op, FLAG_REMOVED);
1689 break;
1690 } 1645 }
1691 1646
1692 /* I assume combined objects have no inventory
1693 * We add the weight - this object could have just been removed
1694 * (if it was possible to merge). calling remove_ob will subtract
1695 * the weight, so we need to add it in again, since we actually do
1696 * the linking below
1697 */
1698 add_weight (this, op->weight * op->nrof);
1699 }
1700 else
1701 add_weight (this, (op->weight + op->carrying));
1702
1703 if (object *otmp = this->in_player ())
1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1705 otmp->update_stats ();
1706
1707 op->owner = 0; // its his/hers now. period. 1647 op->owner = 0; // it's his/hers now. period.
1708 op->map = 0; 1648 op->map = 0;
1649 op->x = 0;
1650 op->y = 0;
1651
1652 op->above = 0;
1653 op->below = inv;
1709 op->env = this; 1654 op->env = this;
1710 op->above = 0;
1711 op->below = 0;
1712 op->x = op->y = 0;
1713 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1714 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1715 if (op->glow_radius && map) 1670 if (op->glow_radius && map && map->darkness)
1716 {
1717#ifdef DEBUG_LIGHTS
1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1719#endif /* DEBUG_LIGHTS */
1720 if (map->darkness)
1721 update_all_los (map, x, y); 1671 update_all_los (map, x, y);
1722 }
1723 1672
1724 /* Client has no idea of ordering so lets not bother ordering it here. 1673 // if this is a player's inventory, update stats
1725 * It sure simplifies this function... 1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1726 */ 1675 update_stats ();
1727 if (!inv)
1728 inv = op;
1729 else
1730 {
1731 op->below = inv;
1732 op->below->above = op;
1733 inv = op;
1734 }
1735 1676
1736 INVOKE_OBJECT (INSERT, this); 1677 INVOKE_OBJECT (INSERT, this);
1737 1678
1738 return op; 1679 return op;
1739} 1680}
1867 LOG (llevError, "Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
1868 return NULL; 1809 return NULL;
1869 } 1810 }
1870 1811
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1872 if (tmp->arch == at) 1813 if (tmp->arch->archname == at->archname)
1873 return tmp; 1814 return tmp;
1874 1815
1875 return NULL; 1816 return NULL;
1876} 1817}
1877 1818
1941 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
1942 */ 1883 */
1943object * 1884object *
1944present_arch_in_ob (const archetype *at, const object *op) 1885present_arch_in_ob (const archetype *at, const object *op)
1945{ 1886{
1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1887 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1947 if (tmp->arch == at) 1888 if (tmp->arch->archname == at->archname)
1948 return tmp; 1889 return tmp;
1949 1890
1950 return NULL; 1891 return NULL;
1951} 1892}
1952 1893
2361 2302
2362/* 2303/*
2363 * create clone from object to another 2304 * create clone from object to another
2364 */ 2305 */
2365object * 2306object *
2366object_create_clone (object *asrc) 2307object::deep_clone ()
2367{ 2308{
2368 object *dst = 0, *tmp, *src, *prev, *item; 2309 assert (("deep_clone called on non-head object", is_head ()));
2369 2310
2370 if (!asrc) 2311 object *dst = clone ();
2371 return 0;
2372 2312
2373 src = asrc->head_ (); 2313 object *prev = dst;
2374
2375 prev = 0;
2376 for (object *part = src; part; part = part->more) 2314 for (object *part = this->more; part; part = part->more)
2377 { 2315 {
2378 tmp = part->clone (); 2316 object *tmp = part->clone ();
2379 tmp->x -= src->x;
2380 tmp->y -= src->y;
2381
2382 if (!part->head)
2383 {
2384 dst = tmp;
2385 tmp->head = 0;
2386 }
2387 else
2388 tmp->head = dst; 2317 tmp->head = dst;
2389
2390 tmp->more = 0;
2391
2392 if (prev)
2393 prev->more = tmp; 2318 prev->more = tmp;
2394
2395 prev = tmp; 2319 prev = tmp;
2396 } 2320 }
2397 2321
2398 for (item = src->inv; item; item = item->below) 2322 for (object *item = inv; item; item = item->below)
2399 insert_ob_in_ob (object_create_clone (item), dst); 2323 insert_ob_in_ob (item->deep_clone (), dst);
2400 2324
2401 return dst; 2325 return dst;
2402} 2326}
2403 2327
2404/* This returns the first object in who's inventory that 2328/* This returns the first object in who's inventory that
2413 return tmp; 2337 return tmp;
2414 2338
2415 return 0; 2339 return 0;
2416} 2340}
2417 2341
2418/* If ob has a field named key, return the link from the list, 2342const shstr &
2419 * otherwise return NULL. 2343object::kv_get (const shstr &key) const
2420 *
2421 * key must be a passed in shared string - otherwise, this won't
2422 * do the desired thing.
2423 */
2424key_value *
2425get_ob_key_link (const object *ob, const char *key)
2426{ 2344{
2427 for (key_value *link = ob->key_values; link; link = link->next) 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2428 if (link->key == key) 2346 if (kv->key == key)
2429 return link;
2430
2431 return 0;
2432}
2433
2434/*
2435 * Returns the value of op has an extra_field for key, or NULL.
2436 *
2437 * The argument doesn't need to be a shared string.
2438 *
2439 * The returned string is shared.
2440 */
2441const char *
2442get_ob_key_value (const object *op, const char *const key)
2443{
2444 key_value *link;
2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2448 {
2449 /* 1. There being a field named key on any object
2450 * implies there'd be a shared string to find.
2451 * 2. Since there isn't, no object has this field.
2452 * 3. Therefore, *this* object doesn't have this field.
2453 */
2454 return 0;
2455 }
2456
2457 /* This is copied from get_ob_key_link() above -
2458 * only 4 lines, and saves the function call overhead.
2459 */
2460 for (link = op->key_values; link; link = link->next)
2461 if (link->key == canonical_key)
2462 return link->value; 2347 return kv->value;
2463 2348
2464 return 0; 2349 return shstr_null;
2465} 2350}
2466 2351
2467/* 2352void
2468 * Updates the canonical_key in op to value. 2353object::kv_set (const shstr &key, const shstr &value)
2469 *
2470 * canonical_key is a shared string (value doesn't have to be).
2471 *
2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2473 * keys.
2474 *
2475 * Returns TRUE on success.
2476 */
2477int
2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{ 2354{
2480 key_value *field = NULL, *last = NULL; 2355 for (key_value *kv = key_values; kv; kv = kv->next)
2481 2356 if (kv->key == key)
2482 for (field = op->key_values; field != NULL; field = field->next)
2483 {
2484 if (field->key != canonical_key)
2485 { 2357 {
2486 last = field; 2358 kv->value = value;
2487 continue; 2359 return;
2488 } 2360 }
2489 2361
2490 if (value) 2362 key_value *kv = new key_value;
2491 field->value = value; 2363
2492 else 2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369}
2370
2371void
2372object::kv_del (const shstr &key)
2373{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key)
2493 { 2376 {
2494 /* Basically, if the archetype has this key set, 2377 key_value *kv = *kvp;
2495 * we need to store the null value so when we save 2378 *kvp = (*kvp)->next;
2496 * it, we save the empty value so that when we load, 2379 delete kv;
2497 * we get this value back again. 2380 return;
2498 */
2499 if (get_ob_key_link (op->arch, canonical_key))
2500 field->value = 0;
2501 else
2502 {
2503 if (last)
2504 last->next = field->next;
2505 else
2506 op->key_values = field->next;
2507
2508 delete field;
2509 }
2510 } 2381 }
2511 return TRUE;
2512 }
2513 /* IF we get here, key doesn't exist */
2514
2515 /* No field, we'll have to add it. */
2516
2517 if (!add_key)
2518 return FALSE;
2519
2520 /* There isn't any good reason to store a null
2521 * value in the key/value list. If the archetype has
2522 * this key, then we should also have it, so shouldn't
2523 * be here. If user wants to store empty strings,
2524 * should pass in ""
2525 */
2526 if (value == NULL)
2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2538}
2539
2540/*
2541 * Updates the key in op to value.
2542 *
2543 * If add_key is FALSE, this will only update existing keys,
2544 * and not add new ones.
2545 * In general, should be little reason FALSE is ever passed in for add_key
2546 *
2547 * Returns TRUE on success.
2548 */
2549int
2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2551{
2552 shstr key_ (key);
2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555} 2382}
2556 2383
2557object::depth_iterator::depth_iterator (object *container) 2384object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container) 2385: iterator_base (container)
2559{ 2386{
2609{ 2436{
2610 char flagdesc[512]; 2437 char flagdesc[512];
2611 char info2[256 * 4]; 2438 char info2[256 * 4];
2612 char *p = info; 2439 char *p = info;
2613 2440
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2441 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2615 count, 2442 count,
2616 uuid.c_str (), 2443 uuid.c_str (),
2617 &name, 2444 &name,
2618 title ? "\",title:\"" : "", 2445 title ? ",title:\"" : "",
2619 title ? (const char *)title : "", 2446 title ? (const char *)title : "",
2447 title ? "\"" : "",
2620 flag_desc (flagdesc, 512), type); 2448 flag_desc (flagdesc, 512), type);
2621 2449
2622 if (!this->flag[FLAG_REMOVED] && env) 2450 if (!flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2451 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624 2452
2625 if (map) 2453 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y); 2454 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627 2455
2657object::open_container (object *new_container) 2485object::open_container (object *new_container)
2658{ 2486{
2659 if (container == new_container) 2487 if (container == new_container)
2660 return; 2488 return;
2661 2489
2662 if (object *old_container = container) 2490 object *old_container = container;
2491
2492 if (old_container)
2663 { 2493 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this))) 2494 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return; 2495 return;
2666 2496
2667#if 0 2497#if 0
2669 if (object *closer = old_container->inv) 2499 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON) 2500 if (closer->type == CLOSE_CON)
2671 closer->destroy (); 2501 closer->destroy ();
2672#endif 2502#endif
2673 2503
2504 // make sure the container is available
2505 esrv_send_item (this, old_container);
2506
2674 old_container->flag [FLAG_APPLIED] = 0; 2507 old_container->flag [FLAG_APPLIED] = false;
2675 container = 0; 2508 container = 0;
2676 2509
2510 // client needs item update to make it work, client bug requires this to be separate
2677 esrv_update_item (UPD_FLAGS, this, old_container); 2511 esrv_update_item (UPD_FLAGS, this, old_container);
2512
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close")); 2514 play_sound (sound_find ("chest_close"));
2680 } 2515 }
2681 2516
2682 if (new_container) 2517 if (new_container)
2695 } 2530 }
2696#endif 2531#endif
2697 2532
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699 2534
2535 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container);
2537
2700 new_container->flag [FLAG_APPLIED] = 1; 2538 new_container->flag [FLAG_APPLIED] = true;
2701 container = new_container; 2539 container = new_container;
2702 2540
2541 // client needs flag change
2703 esrv_update_item (UPD_FLAGS, this, new_container); 2542 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container); 2543 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open")); 2544 play_sound (sound_find ("chest_open"));
2706 } 2545 }
2546// else if (!old_container->env && contr && contr->ns)
2547// contr->ns->floorbox_reset ();
2707} 2548}
2708 2549
2709object * 2550object *
2710object::force_find (const shstr name) 2551object::force_find (const shstr name)
2711{ 2552{
2737 2578
2738 insert (force); 2579 insert (force);
2739} 2580}
2740 2581
2741void 2582void
2742object::play_sound (faceidx sound) const 2583object::play_sound (faceidx sound)
2743{ 2584{
2744 if (!sound) 2585 if (!sound)
2745 return; 2586 return;
2746 2587
2747 if (flag [FLAG_REMOVED]) 2588 if (flag [FLAG_REMOVED])

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