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/cvs/deliantra/server/common/object.C
Revision: 1.133
Committed: Fri Feb 16 19:43:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.132: +19 -40 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.116 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26     sub/add_weight will transcend the environment updating the carrying
27     variable. */
28     #include <global.h>
29 root 1.28 #include <stdio.h>
30     #include <sys/types.h>
31     #include <sys/uio.h>
32 elmex 1.1 #include <object.h>
33     #include <funcpoint.h>
34     #include <loader.h>
35 root 1.28
36 root 1.68 #include <bitset>
37    
38 elmex 1.1 int nrofallocobjects = 0;
39 root 1.39 static UUID uuid;
40     const uint64 UUID_SKIP = 1<<19;
41 elmex 1.1
42 root 1.108 objectvec objects;
43     activevec actives;
44 elmex 1.1
45 root 1.24 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47     };
48     short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
49     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
50     };
51     int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
52     48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53     };
54     int freedir[SIZEOFFREE] = {
55     0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
56     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57     };
58 elmex 1.1
59 root 1.39 static void
60     write_uuid (void)
61     {
62     char filename1[MAX_BUF], filename2[MAX_BUF];
63    
64     sprintf (filename1, "%s/uuid", settings.localdir);
65     sprintf (filename2, "%s/uuid~", settings.localdir);
66    
67     FILE *fp;
68    
69     if (!(fp = fopen (filename2, "w")))
70     {
71     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72     return;
73     }
74    
75     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76     fclose (fp);
77     rename (filename2, filename1);
78     }
79    
80     static void
81     read_uuid (void)
82     {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87     FILE *fp;
88    
89     if (!(fp = fopen (filename, "r")))
90     {
91     if (errno == ENOENT)
92     {
93     LOG (llevInfo, "RESET uid to 1\n");
94     uuid.seq = 0;
95     write_uuid ();
96     return;
97     }
98    
99     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100     _exit (1);
101     }
102    
103     int version;
104     unsigned long long uid;
105     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106     {
107     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108     _exit (1);
109     }
110    
111     uuid.seq = uid;
112     write_uuid ();
113 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118     gen_uuid ()
119     {
120     UUID uid;
121    
122     uid.seq = ++uuid.seq;
123    
124     if (!(uuid.seq & (UUID_SKIP - 1)))
125     write_uuid ();
126    
127     return uid;
128     }
129    
130     void
131     init_uuid ()
132     {
133     read_uuid ();
134     }
135    
136 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137 root 1.24 static int
138     compare_ob_value_lists_one (const object *wants, const object *has)
139     {
140     key_value *wants_field;
141    
142     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
143     * objects with lists are rare, and lists stay short. If not, use a
144     * different structure or at least keep the lists sorted...
145     */
146    
147     /* For each field in wants, */
148 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 root 1.24 {
150     key_value *has_field;
151    
152     /* Look for a field in has with the same key. */
153     has_field = get_ob_key_link (has, wants_field->key);
154    
155     if (has_field == NULL)
156     {
157     /* No field with that name. */
158     return FALSE;
159     }
160    
161     /* Found the matching field. */
162     if (has_field->value != wants_field->value)
163     {
164     /* Values don't match, so this half of the comparison is false. */
165     return FALSE;
166     }
167    
168     /* If we get here, we found a match. Now for the next field in wants. */
169 elmex 1.1 }
170 root 1.24
171     /* If we get here, every field in wants has a matching field in has. */
172     return TRUE;
173 elmex 1.1 }
174    
175     /* Returns TRUE if ob1 has the same key_values as ob2. */
176 root 1.24 static int
177     compare_ob_value_lists (const object *ob1, const object *ob2)
178     {
179     /* However, there may be fields in has which aren't partnered in wants,
180     * so we need to run the comparison *twice*. :(
181     */
182     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
183 elmex 1.1 }
184    
185     /* Function examines the 2 objects given to it, and returns true if
186     * they can be merged together.
187     *
188     * Note that this function appears a lot longer than the macro it
189     * replaces - this is mostly for clarity - a decent compiler should hopefully
190     * reduce this to the same efficiency.
191     *
192 root 1.66 * Check nrof variable *before* calling can_merge()
193 elmex 1.1 *
194     * Improvements made with merge: Better checking on potion, and also
195     * check weight
196     */
197 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
198 root 1.16 {
199     /* A couple quicksanity checks */
200 root 1.66 if (ob1 == ob2
201     || ob1->type != ob2->type
202     || ob1->speed != ob2->speed
203     || ob1->value != ob2->value
204     || ob1->name != ob2->name)
205 root 1.16 return 0;
206    
207 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
208 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
209     * value could not be stored in a sint32 (which unfortunately sometimes is
210     * used to store nrof).
211     */
212     if (ob1->nrof + ob2->nrof >= 1UL << 31)
213     return 0;
214    
215     /* If the objects have been identified, set the BEEN_APPLIED flag.
216     * This is to the comparison of the flags below will be OK. We
217     * just can't ignore the been applied or identified flags, as they
218     * are not equal - just if it has been identified, the been_applied
219     * flags lose any meaning.
220     */
221     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223    
224     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226 elmex 1.1
227 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 root 1.68 || ob1->arch != ob2->arch
229     || ob1->name != ob2->name
230     || ob1->title != ob2->title
231     || ob1->msg != ob2->msg
232     || ob1->weight != ob2->weight
233     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235     || ob1->attacktype != ob2->attacktype
236     || ob1->magic != ob2->magic
237     || ob1->slaying != ob2->slaying
238     || ob1->skill != ob2->skill
239     || ob1->value != ob2->value
240     || ob1->animation_id != ob2->animation_id
241     || ob1->client_type != ob2->client_type
242     || ob1->materialname != ob2->materialname
243     || ob1->lore != ob2->lore
244     || ob1->subtype != ob2->subtype
245     || ob1->move_type != ob2->move_type
246     || ob1->move_block != ob2->move_block
247     || ob1->move_allow != ob2->move_allow
248     || ob1->move_on != ob2->move_on
249     || ob1->move_off != ob2->move_off
250     || ob1->move_slow != ob2->move_slow
251     || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 root 1.16 return 0;
253    
254     /* This is really a spellbook check - really, we should
255     * check all objects in the inventory.
256     */
257     if (ob1->inv || ob2->inv)
258     {
259     /* if one object has inventory but the other doesn't, not equiv */
260     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 root 1.24 return 0;
262 root 1.16
263     /* Now check to see if the two inventory objects could merge */
264 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
265 root 1.24 return 0;
266 root 1.16
267     /* inventory ok - still need to check rest of this object to see
268     * if it is valid.
269     */
270     }
271 elmex 1.1
272 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
273     * it is possible for most any character to have more than one of
274     * some items equipped, and we don't want those to merge.
275     */
276     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277     return 0;
278 elmex 1.1
279 root 1.16 /* Note sure why the following is the case - either the object has to
280     * be animated or have a very low speed. Is this an attempted monster
281     * check?
282     */
283 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 root 1.16 return 0;
285 elmex 1.1
286 root 1.16 switch (ob1->type)
287     {
288 root 1.29 case SCROLL:
289     if (ob1->level != ob2->level)
290     return 0;
291     break;
292 root 1.16 }
293 elmex 1.1
294 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
295     {
296     /* At least one of these has key_values. */
297     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 root 1.24 /* One has fields, but the other one doesn't. */
299     return 0;
300 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
301 root 1.24 return 0;
302 elmex 1.1 }
303 root 1.16
304     //TODO: generate an event or call into perl for additional checks
305     if (ob1->self || ob2->self)
306     {
307     ob1->optimise ();
308     ob2->optimise ();
309    
310     if (ob1->self || ob2->self)
311 root 1.24 return 0;
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 elmex 1.1 /*
319     * sum_weight() is a recursive function which calculates the weight
320     * an object is carrying. It goes through in figures out how much
321     * containers are carrying, and sums it up.
322     */
323 root 1.28 long
324 root 1.24 sum_weight (object *op)
325     {
326 root 1.28 long sum;
327 elmex 1.1 object *inv;
328 root 1.24
329     for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330     {
331     if (inv->inv)
332     sum_weight (inv);
333     sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334     }
335 root 1.37
336 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
337 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
338 root 1.37
339 root 1.24 if (op->carrying != sum)
340 elmex 1.1 op->carrying = sum;
341 root 1.37
342 elmex 1.1 return sum;
343     }
344    
345     /**
346     * Return the outermost environment object for a given object.
347     */
348    
349 root 1.24 object *
350     object_get_env_recursive (object *op)
351     {
352     while (op->env != NULL)
353     op = op->env;
354     return op;
355 elmex 1.1 }
356    
357     /*
358     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 root 1.11 * Some error messages.
360 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
361     */
362 root 1.53 char *
363 root 1.24 dump_object (object *op)
364     {
365 root 1.53 if (!op)
366     return strdup ("[NULLOBJ]");
367 elmex 1.1
368 root 1.53 object_freezer freezer;
369 root 1.133 op->write (freezer);
370 root 1.53 return freezer.as_string ();
371 elmex 1.1 }
372    
373     /*
374     * get_nearest_part(multi-object, object 2) returns the part of the
375     * multi-object 1 which is closest to the second object.
376     * If it's not a multi-object, it is returned.
377     */
378    
379 root 1.24 object *
380     get_nearest_part (object *op, const object *pl)
381     {
382     object *tmp, *closest;
383     int last_dist, i;
384    
385     if (op->more == NULL)
386 elmex 1.1 return op;
387 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
388     if ((i = distance (tmp, pl)) < last_dist)
389     closest = tmp, last_dist = i;
390 elmex 1.1 return closest;
391     }
392    
393     /*
394     * Returns the object which has the count-variable equal to the argument.
395     */
396 root 1.24 object *
397     find_object (tag_t i)
398     {
399 root 1.112 for_all_objects (op)
400     if (op->count == i)
401     return op;
402    
403     return 0;
404 elmex 1.1 }
405    
406     /*
407     * Returns the first object which has a name equal to the argument.
408     * Used only by the patch command, but not all that useful.
409     * Enables features like "patch <name-of-other-player> food 999"
410     */
411 root 1.24 object *
412     find_object_name (const char *str)
413     {
414 root 1.35 shstr_cmp str_ (str);
415 elmex 1.1 object *op;
416 root 1.24
417 root 1.108 for_all_objects (op)
418 root 1.35 if (op->name == str_)
419 elmex 1.1 break;
420 root 1.11
421 elmex 1.1 return op;
422     }
423    
424 root 1.24 void
425     free_all_object_data ()
426 root 1.14 {
427     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
428 elmex 1.1 }
429    
430     /*
431     * Sets the owner and sets the skill and exp pointers to owner's current
432     * skill and experience objects.
433     */
434 root 1.24 void
435 root 1.30 object::set_owner (object *owner)
436 elmex 1.1 {
437 root 1.30 if (!owner)
438 root 1.24 return;
439    
440     /* next line added to allow objects which own objects */
441     /* Add a check for ownercounts in here, as I got into an endless loop
442     * with the fireball owning a poison cloud which then owned the
443     * fireball. I believe that was caused by one of the objects getting
444     * freed and then another object replacing it. Since the ownercounts
445     * didn't match, this check is valid and I believe that cause is valid.
446     */
447 root 1.30 while (owner->owner)
448 root 1.24 owner = owner->owner;
449 elmex 1.1
450 root 1.30 this->owner = owner;
451 elmex 1.1 }
452    
453     /* Zero the key_values on op, decrementing the shared-string
454     * refcounts and freeing the links.
455     */
456 root 1.24 static void
457     free_key_values (object *op)
458 root 1.11 {
459 root 1.24 for (key_value *i = op->key_values; i != 0;)
460 root 1.11 {
461     key_value *next = i->next;
462     delete i;
463 root 1.24
464 root 1.11 i = next;
465 elmex 1.1 }
466 root 1.24
467 root 1.11 op->key_values = 0;
468 elmex 1.1 }
469    
470     /*
471 root 1.64 * copy_to first frees everything allocated by the dst object,
472     * and then copies the contents of itself into the second
473 elmex 1.1 * object, allocating what needs to be allocated. Basically, any
474     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
475     * if the first object is freed, the pointers in the new object
476     * will point at garbage.
477     */
478 root 1.24 void
479 root 1.64 object::copy_to (object *dst)
480 root 1.11 {
481 root 1.64 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
482     bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
483    
484     *(object_copy *)dst = *this;
485 root 1.11
486 root 1.24 if (is_freed)
487 root 1.64 SET_FLAG (dst, FLAG_FREED);
488 root 1.59
489 root 1.24 if (is_removed)
490 root 1.64 SET_FLAG (dst, FLAG_REMOVED);
491 elmex 1.1
492 root 1.64 if (speed < 0)
493 root 1.118 dst->speed_left = speed_left - rndm ();
494 elmex 1.1
495 root 1.11 /* Copy over key_values, if any. */
496 root 1.64 if (key_values)
497 root 1.14 {
498 root 1.23 key_value *tail = 0;
499 root 1.11 key_value *i;
500 elmex 1.1
501 root 1.64 dst->key_values = 0;
502 elmex 1.1
503 root 1.64 for (i = key_values; i; i = i->next)
504 root 1.11 {
505     key_value *new_link = new key_value;
506 root 1.8
507 root 1.24 new_link->next = 0;
508     new_link->key = i->key;
509 root 1.11 new_link->value = i->value;
510    
511     /* Try and be clever here, too. */
512 root 1.64 if (!dst->key_values)
513 root 1.11 {
514 root 1.64 dst->key_values = new_link;
515 root 1.11 tail = new_link;
516 root 1.8 }
517 root 1.11 else
518     {
519     tail->next = new_link;
520     tail = new_link;
521     }
522 root 1.14 }
523     }
524 root 1.2
525 root 1.87 dst->set_speed (dst->speed);
526 elmex 1.1 }
527    
528 root 1.133 void
529     object::instantiate ()
530     {
531     if (!uuid.seq) // HACK
532     uuid = gen_uuid ();
533    
534     speed_left = -0.1f;
535     /* copy the body_info to the body_used - this is only really
536     * need for monsters, but doesn't hurt to do it for everything.
537     * by doing so, when a monster is created, it has good starting
538     * values for the body_used info, so when items are created
539     * for it, they can be properly equipped.
540     */
541     memcpy (body_used, body_info, sizeof (body_used));
542    
543     attachable::instantiate ();
544     }
545    
546 root 1.65 object *
547     object::clone ()
548     {
549     object *neu = create ();
550     copy_to (neu);
551     return neu;
552     }
553    
554 elmex 1.1 /*
555     * If an object with the IS_TURNABLE() flag needs to be turned due
556     * to the closest player being on the other side, this function can
557     * be called to update the face variable, _and_ how it looks on the map.
558     */
559 root 1.24 void
560     update_turn_face (object *op)
561     {
562 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
563 root 1.24 return;
564 root 1.96
565 root 1.24 SET_ANIMATION (op, op->direction);
566     update_object (op, UP_OBJ_FACE);
567 elmex 1.1 }
568    
569     /*
570     * Updates the speed of an object. If the speed changes from 0 to another
571     * value, or vice versa, then add/remove the object from the active list.
572     * This function needs to be called whenever the speed of an object changes.
573     */
574 root 1.24 void
575 root 1.87 object::set_speed (float speed)
576 root 1.24 {
577 root 1.87 if (flag [FLAG_FREED] && speed)
578 root 1.24 {
579 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
580     speed = 0;
581 elmex 1.1 }
582 root 1.31
583 root 1.87 this->speed = speed;
584    
585 elmex 1.97 if (has_active_speed ())
586 root 1.98 activate ();
587 root 1.24 else
588 root 1.98 deactivate ();
589 elmex 1.1 }
590    
591     /*
592 root 1.75 * update_object() updates the the map.
593 elmex 1.1 * It takes into account invisible objects (and represent squares covered
594     * by invisible objects by whatever is below them (unless it's another
595     * invisible object, etc...)
596     * If the object being updated is beneath a player, the look-window
597     * of that player is updated (this might be a suboptimal way of
598     * updating that window, though, since update_object() is called _often_)
599     *
600     * action is a hint of what the caller believes need to be done.
601     * current action are:
602     * UP_OBJ_INSERT: op was inserted
603     * UP_OBJ_REMOVE: op was removed
604     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
605     * as that is easier than trying to look at what may have changed.
606     * UP_OBJ_FACE: only the objects face has changed.
607     */
608 root 1.24 void
609     update_object (object *op, int action)
610     {
611     MoveType move_on, move_off, move_block, move_slow;
612    
613     if (op == NULL)
614     {
615     /* this should never happen */
616     LOG (llevDebug, "update_object() called for NULL object.\n");
617     return;
618 elmex 1.1 }
619 root 1.24
620 root 1.75 if (op->env)
621 root 1.24 {
622     /* Animation is currently handled by client, so nothing
623     * to do in this case.
624     */
625     return;
626 elmex 1.1 }
627    
628 root 1.24 /* If the map is saving, don't do anything as everything is
629     * going to get freed anyways.
630     */
631     if (!op->map || op->map->in_memory == MAP_SAVING)
632     return;
633    
634     /* make sure the object is within map boundaries */
635 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
636 root 1.24 {
637     LOG (llevError, "update_object() called for object out of map!\n");
638 elmex 1.1 #ifdef MANY_CORES
639 root 1.24 abort ();
640 elmex 1.1 #endif
641 root 1.24 return;
642 elmex 1.1 }
643    
644 root 1.76 mapspace &m = op->ms ();
645 elmex 1.1
646 root 1.99 if (!(m.flags_ & P_UPTODATE))
647 root 1.75 /* nop */;
648     else if (action == UP_OBJ_INSERT)
649     {
650     // this is likely overkill, TODO: revisit (schmorp)
651     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
652     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
653     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
654     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
656     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
657     || (m.move_on | op->move_on ) != m.move_on
658     || (m.move_off | op->move_off ) != m.move_off
659     || (m.move_slow | op->move_slow) != m.move_slow
660     /* This isn't perfect, but I don't expect a lot of objects to
661     * to have move_allow right now.
662     */
663     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
664     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
665 root 1.99 m.flags_ = 0;
666 root 1.75 }
667     /* if the object is being removed, we can't make intelligent
668     * decisions, because remove_ob can't really pass the object
669     * that is being removed.
670     */
671 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
672 root 1.99 m.flags_ = 0;
673 root 1.24 else if (action == UP_OBJ_FACE)
674 root 1.29 /* Nothing to do for that case */ ;
675 root 1.24 else
676 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
677 elmex 1.1
678 root 1.75 if (op->more)
679 root 1.24 update_object (op->more, action);
680 elmex 1.1 }
681    
682 root 1.21 object::object ()
683     {
684 root 1.22 SET_FLAG (this, FLAG_REMOVED);
685    
686     expmul = 1.0;
687     face = blank_face;
688     }
689    
690     object::~object ()
691     {
692 root 1.121 unlink ();
693 root 1.119
694 root 1.22 free_key_values (this);
695     }
696    
697 root 1.112 static int object_count;
698    
699 root 1.24 void object::link ()
700 root 1.22 {
701 root 1.112 assert (!index);//D
702 root 1.41 uuid = gen_uuid ();
703 root 1.112 count = ++object_count;
704 root 1.21
705 root 1.109 refcnt_inc ();
706 root 1.108 objects.insert (this);
707 root 1.21 }
708    
709 root 1.24 void object::unlink ()
710 root 1.21 {
711 root 1.121 if (!index)
712     return;
713    
714 root 1.108 objects.erase (this);
715 root 1.109 refcnt_dec ();
716 root 1.98 }
717    
718 root 1.96 void
719 root 1.98 object::activate ()
720 root 1.96 {
721 root 1.98 /* If already on active list, don't do anything */
722 root 1.108 if (active)
723 root 1.98 return;
724    
725 elmex 1.97 if (has_active_speed ())
726 root 1.108 actives.insert (this);
727 root 1.98 }
728 root 1.96
729 root 1.98 void
730     object::activate_recursive ()
731     {
732     activate ();
733    
734 root 1.104 for (object *op = inv; op; op = op->below)
735 root 1.98 op->activate_recursive ();
736 root 1.96 }
737    
738     /* This function removes object 'op' from the list of active
739     * objects.
740     * This should only be used for style maps or other such
741     * reference maps where you don't want an object that isn't
742     * in play chewing up cpu time getting processed.
743     * The reverse of this is to call update_ob_speed, which
744     * will do the right thing based on the speed of the object.
745     */
746     void
747 root 1.98 object::deactivate ()
748 root 1.96 {
749     /* If not on the active list, nothing needs to be done */
750 root 1.108 if (!active)
751 root 1.96 return;
752    
753 root 1.108 actives.erase (this);
754 root 1.98 }
755 root 1.96
756 root 1.98 void
757     object::deactivate_recursive ()
758     {
759 root 1.104 for (object *op = inv; op; op = op->below)
760 root 1.98 op->deactivate_recursive ();
761    
762     deactivate ();
763 root 1.96 }
764    
765 root 1.106 void
766     object::set_flag_inv (int flag, int value)
767     {
768     for (object *op = inv; op; op = op->below)
769     {
770     op->flag [flag] = value;
771     op->set_flag_inv (flag, value);
772     }
773     }
774    
775 root 1.89 /*
776     * Remove and free all objects in the inventory of the given object.
777     * object.c ?
778     */
779     void
780     object::destroy_inv (bool drop_to_ground)
781     {
782 root 1.94 // need to check first, because the checks below might segfault
783     // as we might be on an invalid mapspace and crossfire code
784     // is too buggy to ensure that the inventory is empty.
785     // corollary: if you create arrows etc. with stuff in tis inventory,
786     // cf will crash below with off-map x and y
787     if (!inv)
788     return;
789    
790 root 1.89 /* Only if the space blocks everything do we not process -
791     * if some form of movement is allowed, let objects
792     * drop on that space.
793     */
794 root 1.92 if (!drop_to_ground
795     || !map
796     || map->in_memory != MAP_IN_MEMORY
797 root 1.122 || map->nodrop
798 root 1.95 || ms ().move_block == MOVE_ALL)
799 root 1.89 {
800     while (inv)
801 root 1.92 {
802     inv->destroy_inv (drop_to_ground);
803     inv->destroy ();
804     }
805 root 1.89 }
806     else
807     { /* Put objects in inventory onto this space */
808     while (inv)
809     {
810     object *op = inv;
811    
812     if (op->flag [FLAG_STARTEQUIP]
813     || op->flag [FLAG_NO_DROP]
814     || op->type == RUNE
815     || op->type == TRAP
816 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
817     || op->flag [FLAG_DESTROY_ON_DEATH])
818 root 1.89 op->destroy ();
819     else
820 root 1.93 map->insert (op, x, y);
821 root 1.89 }
822     }
823     }
824    
825 root 1.21 object *object::create ()
826     {
827 root 1.42 object *op = new object;
828 root 1.22 op->link ();
829     return op;
830 root 1.21 }
831 elmex 1.1
832 root 1.82 void
833     object::do_destroy ()
834 root 1.14 {
835 root 1.112 attachable::do_destroy ();
836    
837 root 1.82 if (flag [FLAG_IS_LINKED])
838     remove_button_link (this);
839 root 1.29
840 root 1.82 if (flag [FLAG_FRIENDLY])
841 root 1.126 {
842     remove_friendly_object (this);
843    
844     if (type == GOLEM
845     && owner
846     && owner->type == PLAYER
847     && owner->contr->ranges[range_golem] == this)
848     owner->contr->ranges[range_golem] = 0;
849     }
850 root 1.32
851 root 1.82 if (!flag [FLAG_REMOVED])
852 root 1.63 remove ();
853 root 1.14
854 root 1.112 destroy_inv (true);
855 root 1.14
856 root 1.112 deactivate ();
857     unlink ();
858 root 1.92
859 root 1.82 flag [FLAG_FREED] = 1;
860 root 1.14
861 root 1.57 // hack to ensure that freed objects still have a valid map
862     {
863     static maptile *freed_map; // freed objects are moved here to avoid crashes
864    
865     if (!freed_map)
866     {
867     freed_map = new maptile;
868    
869     freed_map->name = "/internal/freed_objects_map";
870     freed_map->width = 3;
871     freed_map->height = 3;
872    
873 root 1.96 freed_map->alloc ();
874 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
875 root 1.57 }
876    
877     map = freed_map;
878     x = 1;
879     y = 1;
880     }
881    
882 root 1.82 head = 0;
883 root 1.88
884     if (more)
885     {
886     more->destroy ();
887     more = 0;
888     }
889 root 1.82
890 root 1.44 // clear those pointers that likely might have circular references to us
891     owner = 0;
892     enemy = 0;
893     attacked_by = 0;
894 root 1.82 }
895    
896     void
897     object::destroy (bool destroy_inventory)
898     {
899     if (destroyed ())
900     return;
901    
902     if (destroy_inventory)
903 root 1.89 destroy_inv (false);
904 root 1.22
905 root 1.82 attachable::destroy ();
906 elmex 1.1 }
907    
908     /*
909     * sub_weight() recursively (outwards) subtracts a number from the
910     * weight of an object (and what is carried by it's environment(s)).
911     */
912 root 1.24 void
913     sub_weight (object *op, signed long weight)
914     {
915     while (op != NULL)
916     {
917     if (op->type == CONTAINER)
918 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
919    
920 root 1.24 op->carrying -= weight;
921     op = op->env;
922 elmex 1.1 }
923     }
924    
925 root 1.63 /* op->remove ():
926 elmex 1.1 * This function removes the object op from the linked list of objects
927     * which it is currently tied to. When this function is done, the
928     * object will have no environment. If the object previously had an
929     * environment, the x and y coordinates will be updated to
930     * the previous environment.
931     */
932 root 1.24 void
933 root 1.128 object::do_remove ()
934 root 1.24 {
935 root 1.45 object *tmp, *last = 0;
936     object *otmp;
937 root 1.26
938 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
939 root 1.29 return;
940 root 1.24
941 root 1.59 SET_FLAG (this, FLAG_REMOVED);
942 root 1.82 INVOKE_OBJECT (REMOVE, this);
943 root 1.26
944 root 1.59 if (more)
945     more->remove ();
946 root 1.24
947     /*
948     * In this case, the object to be removed is in someones
949     * inventory.
950     */
951 root 1.59 if (env)
952 root 1.24 {
953 root 1.59 if (nrof)
954     sub_weight (env, weight * nrof);
955 root 1.24 else
956 root 1.59 sub_weight (env, weight + carrying);
957 root 1.24
958     /* NO_FIX_PLAYER is set when a great many changes are being
959     * made to players inventory. If set, avoiding the call
960     * to save cpu time.
961     */
962 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
963 root 1.78 otmp->update_stats ();
964 root 1.24
965 root 1.96 if (above)
966 root 1.59 above->below = below;
967 root 1.24 else
968 root 1.59 env->inv = below;
969 root 1.24
970 root 1.96 if (below)
971 root 1.59 below->above = above;
972 root 1.24
973     /* we set up values so that it could be inserted into
974     * the map, but we don't actually do that - it is up
975     * to the caller to decide what we want to do.
976     */
977 root 1.59 x = env->x, y = env->y;
978     map = env->map;
979     above = 0, below = 0;
980     env = 0;
981     }
982     else if (map)
983     {
984 root 1.96 if (type == PLAYER)
985     {
986 root 1.130 // leaving a spot always closes any open container on the ground
987     if (container && !container->env)
988     // this causes spurious floorbox updates, but it ensures
989     // that the CLOSE event is being sent.
990     close_container ();
991    
992 root 1.96 --map->players;
993 root 1.100 map->touch ();
994 root 1.96 }
995    
996 root 1.98 map->dirty = true;
997 root 1.117 mapspace &ms = this->ms ();
998 elmex 1.1
999 root 1.29 /* link the object above us */
1000 root 1.59 if (above)
1001     above->below = below;
1002 root 1.29 else
1003 root 1.117 ms.top = below; /* we were top, set new top */
1004 root 1.24
1005 root 1.29 /* Relink the object below us, if there is one */
1006 root 1.59 if (below)
1007     below->above = above;
1008 root 1.29 else
1009     {
1010     /* Nothing below, which means we need to relink map object for this space
1011     * use translated coordinates in case some oddness with map tiling is
1012     * evident
1013     */
1014 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1015 root 1.117 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 ());
1016 elmex 1.1
1017 root 1.117 ms.bot = above; /* goes on above it. */
1018 root 1.8 }
1019 root 1.26
1020 root 1.59 above = 0;
1021     below = 0;
1022 root 1.26
1023 root 1.59 if (map->in_memory == MAP_SAVING)
1024 root 1.29 return;
1025 elmex 1.1
1026 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1027 elmex 1.1
1028 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1029 root 1.24 {
1030 root 1.29 /* No point updating the players look faces if he is the object
1031     * being removed.
1032 root 1.24 */
1033 root 1.29
1034 root 1.59 if (tmp->type == PLAYER && tmp != this)
1035 root 1.24 {
1036 root 1.29 /* If a container that the player is currently using somehow gets
1037     * removed (most likely destroyed), update the player view
1038     * appropriately.
1039     */
1040 root 1.59 if (tmp->container == this)
1041 root 1.29 {
1042 root 1.82 flag [FLAG_APPLIED] = 0;
1043 root 1.59 tmp->container = 0;
1044 root 1.29 }
1045    
1046 root 1.82 if (tmp->contr->ns)
1047     tmp->contr->ns->floorbox_update ();
1048 root 1.8 }
1049 root 1.26
1050 root 1.96 /* See if object moving off should effect something */
1051 root 1.50 if (check_walk_off
1052 root 1.59 && ((move_type & tmp->move_off)
1053     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1054 root 1.29 {
1055 elmex 1.72 move_apply (tmp, this, 0);
1056 root 1.24
1057 root 1.59 if (destroyed ())
1058 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1059 root 1.8 }
1060    
1061 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1062 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1063 root 1.29 if (tmp->above == tmp)
1064 root 1.59 tmp->above = 0;
1065 root 1.8
1066 root 1.29 last = tmp;
1067     }
1068 root 1.26
1069 root 1.96 /* last == NULL if there are no objects on this space */
1070     //TODO: this makes little sense, why only update the topmost object?
1071 root 1.59 if (!last)
1072 root 1.99 map->at (x, y).flags_ = 0;
1073 root 1.29 else
1074     update_object (last, UP_OBJ_REMOVE);
1075 root 1.26
1076 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 root 1.59 update_all_los (map, x, y);
1078 elmex 1.1 }
1079     }
1080    
1081     /*
1082     * merge_ob(op,top):
1083     *
1084     * This function goes through all objects below and including top, and
1085     * merges op to the first matching object.
1086     * If top is NULL, it is calculated.
1087     * Returns pointer to object if it succeded in the merge, otherwise NULL
1088     */
1089 root 1.24 object *
1090     merge_ob (object *op, object *top)
1091     {
1092     if (!op->nrof)
1093 elmex 1.1 return 0;
1094 root 1.29
1095 root 1.82 if (top)
1096     for (top = op; top && top->above; top = top->above)
1097     ;
1098 root 1.29
1099 root 1.82 for (; top; top = top->below)
1100 elmex 1.1 {
1101 root 1.24 if (top == op)
1102     continue;
1103 root 1.66
1104     if (object::can_merge (op, top))
1105 root 1.24 {
1106     top->nrof += op->nrof;
1107    
1108 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1109 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1110 root 1.64 op->destroy ();
1111 root 1.24 return top;
1112     }
1113 elmex 1.1 }
1114 root 1.29
1115 root 1.45 return 0;
1116 elmex 1.1 }
1117    
1118     /*
1119 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1120     * job preparing multi-part monsters.
1121 elmex 1.1 */
1122 root 1.24 object *
1123 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124 root 1.24 {
1125 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1126 root 1.24 {
1127     tmp->x = x + tmp->arch->clone.x;
1128     tmp->y = y + tmp->arch->clone.y;
1129 elmex 1.1 }
1130 root 1.29
1131 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1132 elmex 1.1 }
1133    
1134     /*
1135     * insert_ob_in_map (op, map, originator, flag):
1136     * This function inserts the object in the two-way linked list
1137     * which represents what is on a map.
1138     * The second argument specifies the map, and the x and y variables
1139     * in the object about to be inserted specifies the position.
1140     *
1141     * originator: Player, monster or other object that caused 'op' to be inserted
1142     * into 'map'. May be NULL.
1143     *
1144     * flag is a bitmask about special things to do (or not do) when this
1145     * function is called. see the object.h file for the INS_ values.
1146     * Passing 0 for flag gives proper default values, so flag really only needs
1147     * to be set if special handling is needed.
1148     *
1149     * Return value:
1150     * new object if 'op' was merged with other object
1151     * NULL if 'op' was destroyed
1152     * just 'op' otherwise
1153     */
1154 root 1.24 object *
1155 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1156 elmex 1.1 {
1157 root 1.25 object *tmp, *top, *floor = NULL;
1158 elmex 1.1
1159 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1160     {
1161     LOG (llevError, "Trying to insert freed object!\n");
1162     return NULL;
1163     }
1164 root 1.25
1165 root 1.117 if (!QUERY_FLAG (op, FLAG_REMOVED))
1166     LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1167    
1168     op->remove ();
1169    
1170 root 1.96 if (!m)
1171 root 1.24 {
1172 root 1.53 char *dump = dump_object (op);
1173     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1174     free (dump);
1175 root 1.24 return op;
1176 elmex 1.1 }
1177 root 1.25
1178 root 1.24 if (out_of_map (m, op->x, op->y))
1179     {
1180 root 1.53 char *dump = dump_object (op);
1181     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1182 elmex 1.1 #ifdef MANY_CORES
1183 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1184     * is likely to cause a crash. Better to find out where it is getting
1185     * improperly inserted.
1186     */
1187     abort ();
1188 elmex 1.1 #endif
1189 root 1.53 free (dump);
1190 root 1.24 return op;
1191 elmex 1.1 }
1192 root 1.25
1193 root 1.117 if (object *more = op->more)
1194 root 1.24 {
1195 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1196 root 1.24 {
1197     if (!op->head)
1198     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1199 root 1.26
1200 root 1.82 return 0;
1201 root 1.8 }
1202 root 1.24 }
1203 root 1.25
1204 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1205 root 1.8
1206 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1207     * of areas of callers (eg, anything that uses find_free_spot would now
1208     * need extra work
1209     */
1210 root 1.117 if (!xy_normalise (m, op->x, op->y))
1211     return 0;
1212    
1213     op->map = m;
1214     mapspace &ms = op->ms ();
1215 root 1.24
1216     /* this has to be done after we translate the coordinates.
1217     */
1218     if (op->nrof && !(flag & INS_NO_MERGE))
1219 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1220 root 1.66 if (object::can_merge (op, tmp))
1221 root 1.25 {
1222     op->nrof += tmp->nrof;
1223 root 1.64 tmp->destroy ();
1224 root 1.25 }
1225 root 1.24
1226     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1227     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1228 root 1.25
1229 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1230     CLEAR_FLAG (op, FLAG_NO_STEAL);
1231    
1232     if (flag & INS_BELOW_ORIGINATOR)
1233     {
1234     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1235     {
1236     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1237     abort ();
1238     }
1239 root 1.25
1240 root 1.24 op->above = originator;
1241     op->below = originator->below;
1242 root 1.25
1243 root 1.24 if (op->below)
1244     op->below->above = op;
1245     else
1246 root 1.117 ms.bot = op;
1247 root 1.25
1248 root 1.24 /* since *below* originator, no need to update top */
1249     originator->below = op;
1250 elmex 1.1 }
1251 root 1.24 else
1252     {
1253 root 1.117 top = ms.bot;
1254    
1255 root 1.24 /* If there are other objects, then */
1256 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1257 root 1.24 {
1258 root 1.96 object *last = 0;
1259 root 1.24
1260     /*
1261     * If there are multiple objects on this space, we do some trickier handling.
1262     * We've already dealt with merging if appropriate.
1263     * Generally, we want to put the new object on top. But if
1264     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1265     * floor, we want to insert above that and no further.
1266     * Also, if there are spell objects on this space, we stop processing
1267     * once we get to them. This reduces the need to traverse over all of
1268     * them when adding another one - this saves quite a bit of cpu time
1269     * when lots of spells are cast in one area. Currently, it is presumed
1270     * that flying non pickable objects are spell objects.
1271     */
1272 root 1.117 for (top = ms.bot; top; top = top->above)
1273 root 1.24 {
1274     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1275     floor = top;
1276 root 1.26
1277 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1278     {
1279     /* We insert above top, so we want this object below this */
1280     top = top->below;
1281     break;
1282     }
1283 root 1.26
1284 root 1.24 last = top;
1285     }
1286 root 1.26
1287 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1288     top = last;
1289 root 1.8
1290 root 1.24 /* We let update_position deal with figuring out what the space
1291     * looks like instead of lots of conditions here.
1292     * makes things faster, and effectively the same result.
1293     */
1294    
1295     /* Have object 'fall below' other objects that block view.
1296     * Unless those objects are exits, type 66
1297     * If INS_ON_TOP is used, don't do this processing
1298     * Need to find the object that in fact blocks view, otherwise
1299     * stacking is a bit odd.
1300     */
1301 root 1.117 if (!(flag & INS_ON_TOP)
1302     && ms.flags () & P_BLOCKSVIEW
1303     && (op->face && !op->face->visibility))
1304 root 1.24 {
1305     for (last = top; last != floor; last = last->below)
1306     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1307     break;
1308 root 1.117
1309 root 1.24 /* Check to see if we found the object that blocks view,
1310     * and make sure we have a below pointer for it so that
1311     * we can get inserted below this one, which requires we
1312     * set top to the object below us.
1313     */
1314     if (last && last->below && last != floor)
1315     top = last->below;
1316 root 1.8 }
1317 root 1.24 } /* If objects on this space */
1318 root 1.25
1319 root 1.24 if (flag & INS_MAP_LOAD)
1320 root 1.117 top = ms.top;
1321 root 1.25
1322 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1323     top = floor;
1324    
1325     /* Top is the object that our object (op) is going to get inserted above.
1326     */
1327    
1328     /* First object on this space */
1329     if (!top)
1330     {
1331 root 1.117 op->above = ms.bot;
1332 root 1.25
1333 root 1.24 if (op->above)
1334     op->above->below = op;
1335 root 1.25
1336 root 1.96 op->below = 0;
1337 root 1.117 ms.bot = op;
1338 root 1.24 }
1339     else
1340     { /* get inserted into the stack above top */
1341     op->above = top->above;
1342 root 1.25
1343 root 1.24 if (op->above)
1344     op->above->below = op;
1345 root 1.25
1346 root 1.24 op->below = top;
1347     top->above = op;
1348     }
1349 root 1.25
1350 root 1.96 if (!op->above)
1351 root 1.117 ms.top = op;
1352 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1353 root 1.8
1354 root 1.24 if (op->type == PLAYER)
1355 root 1.96 {
1356     op->contr->do_los = 1;
1357     ++op->map->players;
1358 root 1.100 op->map->touch ();
1359 root 1.96 }
1360 root 1.24
1361 root 1.98 op->map->dirty = true;
1362    
1363 root 1.24 /* If we have a floor, we know the player, if any, will be above
1364     * it, so save a few ticks and start from there.
1365     */
1366     if (!(flag & INS_MAP_LOAD))
1367 root 1.117 if (object *pl = ms.player ())
1368 root 1.82 if (pl->contr->ns)
1369     pl->contr->ns->floorbox_update ();
1370 root 1.24
1371     /* If this object glows, it may affect lighting conditions that are
1372     * visible to others on this map. But update_all_los is really
1373     * an inefficient way to do this, as it means los for all players
1374     * on the map will get recalculated. The players could very well
1375     * be far away from this change and not affected in any way -
1376     * this should get redone to only look for players within range,
1377 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1378 root 1.24 * of effect may be sufficient.
1379     */
1380 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1381 root 1.24 update_all_los (op->map, op->x, op->y);
1382    
1383     /* updates flags (blocked, alive, no magic, etc) for this map space */
1384     update_object (op, UP_OBJ_INSERT);
1385    
1386 root 1.82 INVOKE_OBJECT (INSERT, op);
1387    
1388 root 1.24 /* Don't know if moving this to the end will break anything. However,
1389 root 1.70 * we want to have floorbox_update called before calling this.
1390 root 1.24 *
1391     * check_move_on() must be after this because code called from
1392     * check_move_on() depends on correct map flags (so functions like
1393     * blocked() and wall() work properly), and these flags are updated by
1394     * update_object().
1395     */
1396    
1397     /* if this is not the head or flag has been passed, don't check walk on status */
1398     if (!(flag & INS_NO_WALK_ON) && !op->head)
1399     {
1400     if (check_move_on (op, originator))
1401 root 1.82 return 0;
1402 elmex 1.1
1403 root 1.24 /* If we are a multi part object, lets work our way through the check
1404     * walk on's.
1405     */
1406     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1407     if (check_move_on (tmp, originator))
1408 root 1.82 return 0;
1409 elmex 1.1 }
1410 root 1.25
1411 root 1.24 return op;
1412 elmex 1.1 }
1413    
1414     /* this function inserts an object in the map, but if it
1415 root 1.75 * finds an object of its own type, it'll remove that one first.
1416     * op is the object to insert it under: supplies x and the map.
1417 elmex 1.1 */
1418 root 1.24 void
1419     replace_insert_ob_in_map (const char *arch_string, object *op)
1420     {
1421 root 1.75 object *tmp, *tmp1;
1422 elmex 1.1
1423 root 1.24 /* first search for itself and remove any old instances */
1424 elmex 1.1
1425 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1426 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1427     tmp->destroy ();
1428 elmex 1.1
1429 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1430 elmex 1.1
1431 root 1.24 tmp1->x = op->x;
1432     tmp1->y = op->y;
1433     insert_ob_in_map (tmp1, op->map, op, 0);
1434     }
1435 elmex 1.1
1436 root 1.93 object *
1437     object::insert_at (object *where, object *originator, int flags)
1438     {
1439     where->map->insert (this, where->x, where->y, originator, flags);
1440     }
1441    
1442 elmex 1.1 /*
1443     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1444     * is returned contains nr objects, and the remaining parts contains
1445     * the rest (or is removed and freed if that number is 0).
1446     * On failure, NULL is returned, and the reason put into the
1447     * global static errmsg array.
1448     */
1449 root 1.24 object *
1450     get_split_ob (object *orig_ob, uint32 nr)
1451     {
1452 root 1.64 object *newob;
1453     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1454 root 1.24
1455     if (orig_ob->nrof < nr)
1456     {
1457     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1458     return NULL;
1459     }
1460 root 1.29
1461 root 1.24 newob = object_create_clone (orig_ob);
1462 root 1.29
1463 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1464 root 1.63 orig_ob->destroy (1);
1465 root 1.24 else if (!is_removed)
1466     {
1467     if (orig_ob->env != NULL)
1468     sub_weight (orig_ob->env, orig_ob->weight * nr);
1469     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1470     {
1471     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1472     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1473     return NULL;
1474 root 1.8 }
1475 elmex 1.1 }
1476 root 1.29
1477 root 1.24 newob->nrof = nr;
1478 elmex 1.1
1479 root 1.24 return newob;
1480 elmex 1.1 }
1481    
1482     /*
1483     * decrease_ob_nr(object, number) decreases a specified number from
1484     * the amount of an object. If the amount reaches 0, the object
1485     * is subsequently removed and freed.
1486     *
1487     * Return value: 'op' if something is left, NULL if the amount reached 0
1488     */
1489    
1490 root 1.24 object *
1491     decrease_ob_nr (object *op, uint32 i)
1492 elmex 1.1 {
1493 root 1.29 object *tmp;
1494 elmex 1.1
1495 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1496     return op;
1497    
1498     if (i > op->nrof)
1499     i = op->nrof;
1500    
1501     if (QUERY_FLAG (op, FLAG_REMOVED))
1502 root 1.29 op->nrof -= i;
1503 root 1.73 else if (op->env)
1504 root 1.24 {
1505     /* is this object in the players inventory, or sub container
1506     * therein?
1507     */
1508 root 1.74 tmp = op->in_player ();
1509 root 1.24 /* nope. Is this a container the player has opened?
1510     * If so, set tmp to that player.
1511     * IMO, searching through all the players will mostly
1512     * likely be quicker than following op->env to the map,
1513     * and then searching the map for a player.
1514     */
1515     if (!tmp)
1516 root 1.81 for_all_players (pl)
1517     if (pl->ob->container == op->env)
1518     {
1519     tmp = pl->ob;
1520     break;
1521     }
1522 elmex 1.1
1523 root 1.24 if (i < op->nrof)
1524     {
1525     sub_weight (op->env, op->weight * i);
1526     op->nrof -= i;
1527     if (tmp)
1528 root 1.73 esrv_send_item (tmp, op);
1529 root 1.24 }
1530     else
1531     {
1532 root 1.63 op->remove ();
1533 root 1.24 op->nrof = 0;
1534     if (tmp)
1535 root 1.73 esrv_del_item (tmp->contr, op->count);
1536 elmex 1.1 }
1537     }
1538 root 1.24 else
1539 elmex 1.1 {
1540 root 1.29 object *above = op->above;
1541 elmex 1.1
1542 root 1.24 if (i < op->nrof)
1543 root 1.29 op->nrof -= i;
1544 root 1.24 else
1545     {
1546 root 1.63 op->remove ();
1547 root 1.24 op->nrof = 0;
1548     }
1549 root 1.29
1550 root 1.24 /* Since we just removed op, op->above is null */
1551 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1552 root 1.24 if (tmp->type == PLAYER)
1553     {
1554     if (op->nrof)
1555     esrv_send_item (tmp, op);
1556     else
1557     esrv_del_item (tmp->contr, op->count);
1558     }
1559 elmex 1.1 }
1560    
1561 root 1.24 if (op->nrof)
1562 root 1.29 return op;
1563 root 1.24 else
1564     {
1565 root 1.64 op->destroy ();
1566 root 1.73 return 0;
1567 elmex 1.1 }
1568     }
1569    
1570     /*
1571     * add_weight(object, weight) adds the specified weight to an object,
1572     * and also updates how much the environment(s) is/are carrying.
1573     */
1574    
1575 root 1.24 void
1576     add_weight (object *op, signed long weight)
1577     {
1578     while (op != NULL)
1579     {
1580     if (op->type == CONTAINER)
1581 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1582    
1583 root 1.24 op->carrying += weight;
1584     op = op->env;
1585     }
1586 elmex 1.1 }
1587    
1588 root 1.24 object *
1589     insert_ob_in_ob (object *op, object *where)
1590     {
1591 root 1.59 if (!where)
1592 root 1.24 {
1593 root 1.53 char *dump = dump_object (op);
1594     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1595     free (dump);
1596 root 1.24 return op;
1597     }
1598 root 1.29
1599 root 1.24 if (where->head)
1600     {
1601 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1602 root 1.24 where = where->head;
1603     }
1604 root 1.29
1605 root 1.59 return where->insert (op);
1606     }
1607    
1608     /*
1609     * env->insert (op)
1610     * This function inserts the object op in the linked list
1611     * inside the object environment.
1612     *
1613     * The function returns now pointer to inserted item, and return value can
1614     * be != op, if items are merged. -Tero
1615     */
1616    
1617     object *
1618     object::insert (object *op)
1619     {
1620     object *tmp, *otmp;
1621    
1622     if (!QUERY_FLAG (op, FLAG_REMOVED))
1623     op->remove ();
1624    
1625 root 1.24 if (op->more)
1626     {
1627     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1628     return op;
1629     }
1630 root 1.29
1631 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1632     CLEAR_FLAG (op, FLAG_REMOVED);
1633     if (op->nrof)
1634     {
1635 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1636 root 1.66 if (object::can_merge (tmp, op))
1637 root 1.24 {
1638     /* return the original object and remove inserted object
1639     (client needs the original object) */
1640     tmp->nrof += op->nrof;
1641     /* Weight handling gets pretty funky. Since we are adding to
1642     * tmp->nrof, we need to increase the weight.
1643     */
1644 root 1.59 add_weight (this, op->weight * op->nrof);
1645 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1646 root 1.59 op->destroy (); /* free the inserted object */
1647 root 1.24 op = tmp;
1648 root 1.59 op->remove (); /* and fix old object's links */
1649 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1650     break;
1651     }
1652    
1653     /* I assume combined objects have no inventory
1654     * We add the weight - this object could have just been removed
1655     * (if it was possible to merge). calling remove_ob will subtract
1656     * the weight, so we need to add it in again, since we actually do
1657     * the linking below
1658     */
1659 root 1.59 add_weight (this, op->weight * op->nrof);
1660 root 1.24 }
1661     else
1662 root 1.59 add_weight (this, (op->weight + op->carrying));
1663 elmex 1.1
1664 root 1.74 otmp = this->in_player ();
1665 root 1.59 if (otmp && otmp->contr)
1666     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1667 root 1.78 otmp->update_stats ();
1668 elmex 1.1
1669 root 1.74 op->map = 0;
1670 root 1.59 op->env = this;
1671 root 1.74 op->above = 0;
1672     op->below = 0;
1673 root 1.24 op->x = 0, op->y = 0;
1674 elmex 1.1
1675     /* reset the light list and los of the players on the map */
1676 root 1.59 if ((op->glow_radius != 0) && map)
1677 root 1.24 {
1678 elmex 1.1 #ifdef DEBUG_LIGHTS
1679 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1680     #endif /* DEBUG_LIGHTS */
1681 root 1.84 if (map->darkness)
1682 root 1.59 update_all_los (map, x, y);
1683 root 1.24 }
1684 elmex 1.1
1685     /* Client has no idea of ordering so lets not bother ordering it here.
1686     * It sure simplifies this function...
1687     */
1688 root 1.59 if (!inv)
1689     inv = op;
1690 root 1.24 else
1691     {
1692 root 1.59 op->below = inv;
1693 elmex 1.1 op->below->above = op;
1694 root 1.59 inv = op;
1695 root 1.24 }
1696 root 1.59
1697 root 1.82 INVOKE_OBJECT (INSERT, this);
1698    
1699 elmex 1.1 return op;
1700     }
1701    
1702     /*
1703     * Checks if any objects has a move_type that matches objects
1704     * that effect this object on this space. Call apply() to process
1705     * these events.
1706     *
1707     * Any speed-modification due to SLOW_MOVE() of other present objects
1708     * will affect the speed_left of the object.
1709     *
1710     * originator: Player, monster or other object that caused 'op' to be inserted
1711     * into 'map'. May be NULL.
1712     *
1713     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1714     *
1715     * 4-21-95 added code to check if appropriate skill was readied - this will
1716     * permit faster movement by the player through this terrain. -b.t.
1717     *
1718     * MSW 2001-07-08: Check all objects on space, not just those below
1719     * object being inserted. insert_ob_in_map may not put new objects
1720     * on top.
1721     */
1722 root 1.24 int
1723     check_move_on (object *op, object *originator)
1724 elmex 1.1 {
1725 root 1.48 object *tmp;
1726 root 1.49 maptile *m = op->map;
1727 root 1.48 int x = op->x, y = op->y;
1728 root 1.26
1729 root 1.48 MoveType move_on, move_slow, move_block;
1730 root 1.24
1731     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1732     return 0;
1733    
1734     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1735     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1736     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1737    
1738     /* if nothing on this space will slow op down or be applied,
1739     * no need to do checking below. have to make sure move_type
1740     * is set, as lots of objects don't have it set - we treat that
1741     * as walking.
1742     */
1743     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1744     return 0;
1745 elmex 1.1
1746 root 1.24 /* This is basically inverse logic of that below - basically,
1747     * if the object can avoid the move on or slow move, they do so,
1748     * but can't do it if the alternate movement they are using is
1749     * blocked. Logic on this seems confusing, but does seem correct.
1750     */
1751     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1752     return 0;
1753    
1754     /* The objects have to be checked from top to bottom.
1755     * Hence, we first go to the top:
1756     */
1757    
1758 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1759 root 1.24 {
1760     /* Trim the search when we find the first other spell effect
1761     * this helps performance so that if a space has 50 spell objects,
1762     * we don't need to check all of them.
1763     */
1764     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1765     break;
1766     }
1767 root 1.26
1768     for (; tmp; tmp = tmp->below)
1769 root 1.24 {
1770     if (tmp == op)
1771     continue; /* Can't apply yourself */
1772 elmex 1.1
1773 root 1.24 /* Check to see if one of the movement types should be slowed down.
1774     * Second check makes sure that the movement types not being slowed
1775     * (~slow_move) is not blocked on this space - just because the
1776     * space doesn't slow down swimming (for example), if you can't actually
1777     * swim on that space, can't use it to avoid the penalty.
1778     */
1779     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1780     {
1781     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1782     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1783     {
1784 elmex 1.1
1785 root 1.29 float
1786 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1787 elmex 1.1
1788 root 1.24 if (op->type == PLAYER)
1789 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1790     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1791     diff /= 4.0;
1792    
1793 root 1.24 op->speed_left -= diff;
1794 root 1.8 }
1795     }
1796 elmex 1.1
1797 root 1.24 /* Basically same logic as above, except now for actual apply. */
1798     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1799     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1800     {
1801 elmex 1.72 move_apply (tmp, op, originator);
1802 root 1.24
1803 root 1.48 if (op->destroyed ())
1804 root 1.24 return 1;
1805    
1806     /* what the person/creature stepped onto has moved the object
1807     * someplace new. Don't process any further - if we did,
1808     * have a feeling strange problems would result.
1809     */
1810     if (op->map != m || op->x != x || op->y != y)
1811     return 0;
1812 root 1.8 }
1813 elmex 1.1 }
1814 root 1.26
1815 root 1.24 return 0;
1816 elmex 1.1 }
1817    
1818     /*
1819     * present_arch(arch, map, x, y) searches for any objects with
1820     * a matching archetype at the given map and coordinates.
1821     * The first matching object is returned, or NULL if none.
1822     */
1823 root 1.24 object *
1824 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1825 root 1.24 {
1826 root 1.104 if (!m || out_of_map (m, x, y))
1827 root 1.24 {
1828     LOG (llevError, "Present_arch called outside map.\n");
1829     return NULL;
1830     }
1831 root 1.84
1832 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1833 root 1.24 if (tmp->arch == at)
1834 elmex 1.1 return tmp;
1835 root 1.84
1836 elmex 1.1 return NULL;
1837     }
1838    
1839     /*
1840     * present(type, map, x, y) searches for any objects with
1841     * a matching type variable at the given map and coordinates.
1842     * The first matching object is returned, or NULL if none.
1843     */
1844 root 1.24 object *
1845 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1846 root 1.24 {
1847     if (out_of_map (m, x, y))
1848     {
1849     LOG (llevError, "Present called outside map.\n");
1850     return NULL;
1851     }
1852 root 1.84
1853 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1854 root 1.24 if (tmp->type == type)
1855 elmex 1.1 return tmp;
1856 root 1.84
1857 elmex 1.1 return NULL;
1858     }
1859    
1860     /*
1861     * present_in_ob(type, object) searches for any objects with
1862     * a matching type variable in the inventory of the given object.
1863     * The first matching object is returned, or NULL if none.
1864     */
1865 root 1.24 object *
1866     present_in_ob (unsigned char type, const object *op)
1867     {
1868 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1869 root 1.24 if (tmp->type == type)
1870 elmex 1.1 return tmp;
1871 root 1.84
1872 elmex 1.1 return NULL;
1873     }
1874    
1875     /*
1876     * present_in_ob (type, str, object) searches for any objects with
1877     * a matching type & name variable in the inventory of the given object.
1878     * The first matching object is returned, or NULL if none.
1879     * This is mostly used by spell effect code, so that we only
1880     * have one spell effect at a time.
1881     * type can be used to narrow the search - if type is set,
1882     * the type must also match. -1 can be passed for the type,
1883     * in which case the type does not need to pass.
1884     * str is the string to match against. Note that we match against
1885     * the object name, not the archetype name. this is so that the
1886     * spell code can use one object type (force), but change it's name
1887     * to be unique.
1888     */
1889 root 1.24 object *
1890     present_in_ob_by_name (int type, const char *str, const object *op)
1891     {
1892 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1893 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1894     return tmp;
1895 elmex 1.1
1896 root 1.82 return 0;
1897 elmex 1.1 }
1898    
1899     /*
1900     * present_arch_in_ob(archetype, object) searches for any objects with
1901     * a matching archetype in the inventory of the given object.
1902     * The first matching object is returned, or NULL if none.
1903     */
1904 root 1.24 object *
1905     present_arch_in_ob (const archetype *at, const object *op)
1906     {
1907 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1908 root 1.24 if (tmp->arch == at)
1909 elmex 1.1 return tmp;
1910 root 1.82
1911 elmex 1.1 return NULL;
1912     }
1913    
1914     /*
1915     * activate recursively a flag on an object inventory
1916     */
1917 root 1.24 void
1918     flag_inv (object *op, int flag)
1919     {
1920     if (op->inv)
1921 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 root 1.24 {
1923     SET_FLAG (tmp, flag);
1924     flag_inv (tmp, flag);
1925 elmex 1.1 }
1926 root 1.82 }
1927    
1928     /*
1929     * deactivate recursively a flag on an object inventory
1930     */
1931 root 1.24 void
1932     unflag_inv (object *op, int flag)
1933     {
1934     if (op->inv)
1935 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 root 1.24 {
1937     CLEAR_FLAG (tmp, flag);
1938     unflag_inv (tmp, flag);
1939 elmex 1.1 }
1940     }
1941    
1942     /*
1943     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1944     * all it's inventory (recursively).
1945     * If checksums are used, a player will get set_cheat called for
1946     * him/her-self and all object carried by a call to this function.
1947     */
1948 root 1.24 void
1949     set_cheat (object *op)
1950     {
1951     SET_FLAG (op, FLAG_WAS_WIZ);
1952     flag_inv (op, FLAG_WAS_WIZ);
1953 elmex 1.1 }
1954    
1955     /*
1956     * find_free_spot(object, map, x, y, start, stop) will search for
1957     * a spot at the given map and coordinates which will be able to contain
1958     * the given object. start and stop specifies how many squares
1959     * to search (see the freearr_x/y[] definition).
1960     * It returns a random choice among the alternatives found.
1961     * start and stop are where to start relative to the free_arr array (1,9
1962     * does all 4 immediate directions). This returns the index into the
1963     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1964     * Note - this only checks to see if there is space for the head of the
1965     * object - if it is a multispace object, this should be called for all
1966     * pieces.
1967     * Note2: This function does correctly handle tiled maps, but does not
1968     * inform the caller. However, insert_ob_in_map will update as
1969     * necessary, so the caller shouldn't need to do any special work.
1970     * Note - updated to take an object instead of archetype - this is necessary
1971     * because arch_blocked (now ob_blocked) needs to know the movement type
1972     * to know if the space in question will block the object. We can't use
1973     * the archetype because that isn't correct if the monster has been
1974     * customized, changed states, etc.
1975     */
1976 root 1.24 int
1977 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1978 root 1.24 {
1979 root 1.82 int index = 0, flag;
1980     int altern[SIZEOFFREE];
1981 root 1.24
1982 root 1.82 for (int i = start; i < stop; i++)
1983 root 1.24 {
1984     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1985     if (!flag)
1986 root 1.82 altern [index++] = i;
1987 root 1.24
1988     /* Basically, if we find a wall on a space, we cut down the search size.
1989     * In this way, we won't return spaces that are on another side of a wall.
1990     * This mostly work, but it cuts down the search size in all directions -
1991     * if the space being examined only has a wall to the north and empty
1992     * spaces in all the other directions, this will reduce the search space
1993     * to only the spaces immediately surrounding the target area, and
1994     * won't look 2 spaces south of the target space.
1995     */
1996 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1997 root 1.24 stop = maxfree[i];
1998 elmex 1.1 }
1999 root 1.74
2000 root 1.24 if (!index)
2001     return -1;
2002 root 1.74
2003 root 1.124 return altern [rndm (index)];
2004 elmex 1.1 }
2005    
2006     /*
2007 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2008 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2009     * But it will return the first available spot, not a random choice.
2010     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2011     */
2012 root 1.24 int
2013 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2014 root 1.24 {
2015 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2016     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2017     return i;
2018 root 1.24
2019     return -1;
2020 elmex 1.1 }
2021    
2022     /*
2023     * The function permute(arr, begin, end) randomly reorders the array
2024     * arr[begin..end-1].
2025 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2026 elmex 1.1 */
2027 root 1.24 static void
2028     permute (int *arr, int begin, int end)
2029 elmex 1.1 {
2030 root 1.82 arr += begin;
2031     end -= begin;
2032    
2033     while (--end)
2034 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2035 elmex 1.1 }
2036    
2037     /* new function to make monster searching more efficient, and effective!
2038     * This basically returns a randomized array (in the passed pointer) of
2039     * the spaces to find monsters. In this way, it won't always look for
2040     * monsters to the north first. However, the size of the array passed
2041     * covers all the spaces, so within that size, all the spaces within
2042     * the 3x3 area will be searched, just not in a predictable order.
2043     */
2044 root 1.24 void
2045     get_search_arr (int *search_arr)
2046 elmex 1.1 {
2047 root 1.82 int i;
2048 elmex 1.1
2049 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2050 root 1.82 search_arr[i] = i;
2051 elmex 1.1
2052 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2053     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2054     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2055 elmex 1.1 }
2056    
2057     /*
2058     * find_dir(map, x, y, exclude) will search some close squares in the
2059     * given map at the given coordinates for live objects.
2060     * It will not considered the object given as exclude among possible
2061     * live objects.
2062     * It returns the direction toward the first/closest live object if finds
2063     * any, otherwise 0.
2064     * Perhaps incorrectly, but I'm making the assumption that exclude
2065     * is actually want is going to try and move there. We need this info
2066     * because we have to know what movement the thing looking to move
2067     * there is capable of.
2068     */
2069 root 1.24 int
2070 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2071 root 1.24 {
2072 root 1.82 int i, max = SIZEOFFREE, mflags;
2073 root 1.29
2074     sint16 nx, ny;
2075 root 1.82 object *tmp;
2076     maptile *mp;
2077 root 1.29
2078     MoveType blocked, move_type;
2079 root 1.24
2080     if (exclude && exclude->head)
2081     {
2082     exclude = exclude->head;
2083     move_type = exclude->move_type;
2084     }
2085     else
2086     {
2087     /* If we don't have anything, presume it can use all movement types. */
2088     move_type = MOVE_ALL;
2089     }
2090    
2091     for (i = 1; i < max; i++)
2092     {
2093     mp = m;
2094     nx = x + freearr_x[i];
2095     ny = y + freearr_y[i];
2096    
2097     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2098 root 1.75
2099 root 1.24 if (mflags & P_OUT_OF_MAP)
2100 root 1.75 max = maxfree[i];
2101 root 1.24 else
2102     {
2103 root 1.82 mapspace &ms = mp->at (nx, ny);
2104    
2105     blocked = ms.move_block;
2106 root 1.24
2107     if ((move_type & blocked) == move_type)
2108 root 1.75 max = maxfree[i];
2109 root 1.24 else if (mflags & P_IS_ALIVE)
2110     {
2111 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2112 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2113     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2114 root 1.75 break;
2115    
2116 root 1.24 if (tmp)
2117 root 1.75 return freedir[i];
2118 root 1.8 }
2119     }
2120 elmex 1.1 }
2121 root 1.75
2122 root 1.24 return 0;
2123 elmex 1.1 }
2124    
2125     /*
2126     * distance(object 1, object 2) will return the square of the
2127     * distance between the two given objects.
2128     */
2129 root 1.24 int
2130     distance (const object *ob1, const object *ob2)
2131     {
2132 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2133 elmex 1.1 }
2134    
2135     /*
2136     * find_dir_2(delta-x,delta-y) will return a direction in which
2137     * an object which has subtracted the x and y coordinates of another
2138     * object, needs to travel toward it.
2139     */
2140 root 1.24 int
2141     find_dir_2 (int x, int y)
2142     {
2143 root 1.75 int q;
2144 elmex 1.1
2145 root 1.24 if (y)
2146     q = x * 100 / y;
2147 elmex 1.1 else if (x)
2148 root 1.24 q = -300 * x;
2149 elmex 1.1 else
2150     return 0;
2151    
2152 root 1.24 if (y > 0)
2153     {
2154     if (q < -242)
2155     return 3;
2156     if (q < -41)
2157     return 2;
2158     if (q < 41)
2159     return 1;
2160     if (q < 242)
2161     return 8;
2162     return 7;
2163     }
2164 elmex 1.1
2165     if (q < -242)
2166 root 1.24 return 7;
2167 elmex 1.1 if (q < -41)
2168 root 1.24 return 6;
2169 elmex 1.1 if (q < 41)
2170 root 1.24 return 5;
2171 elmex 1.1 if (q < 242)
2172 root 1.24 return 4;
2173 elmex 1.1
2174 root 1.24 return 3;
2175 elmex 1.1 }
2176    
2177     /*
2178     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2179     * between two directions (which are expected to be absolute (see absdir())
2180     */
2181 root 1.24 int
2182     dirdiff (int dir1, int dir2)
2183     {
2184 root 1.82 int d;
2185 root 1.24
2186     d = abs (dir1 - dir2);
2187     if (d > 4)
2188 elmex 1.1 d = 8 - d;
2189 root 1.82
2190 elmex 1.1 return d;
2191     }
2192    
2193     /* peterm:
2194     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2195     * Basically, this is a table of directions, and what directions
2196     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2197     * This basically means that if direction is 15, then it could either go
2198     * direction 4, 14, or 16 to get back to where we are.
2199     * Moved from spell_util.c to object.c with the other related direction
2200     * functions.
2201     */
2202 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2203 root 1.24 {0, 0, 0}, /* 0 */
2204     {0, 0, 0}, /* 1 */
2205     {0, 0, 0}, /* 2 */
2206     {0, 0, 0}, /* 3 */
2207     {0, 0, 0}, /* 4 */
2208     {0, 0, 0}, /* 5 */
2209     {0, 0, 0}, /* 6 */
2210     {0, 0, 0}, /* 7 */
2211     {0, 0, 0}, /* 8 */
2212     {8, 1, 2}, /* 9 */
2213     {1, 2, -1}, /* 10 */
2214     {2, 10, 12}, /* 11 */
2215     {2, 3, -1}, /* 12 */
2216     {2, 3, 4}, /* 13 */
2217     {3, 4, -1}, /* 14 */
2218     {4, 14, 16}, /* 15 */
2219     {5, 4, -1}, /* 16 */
2220     {4, 5, 6}, /* 17 */
2221     {6, 5, -1}, /* 18 */
2222     {6, 20, 18}, /* 19 */
2223     {7, 6, -1}, /* 20 */
2224     {6, 7, 8}, /* 21 */
2225     {7, 8, -1}, /* 22 */
2226     {8, 22, 24}, /* 23 */
2227     {8, 1, -1}, /* 24 */
2228     {24, 9, 10}, /* 25 */
2229     {9, 10, -1}, /* 26 */
2230     {10, 11, -1}, /* 27 */
2231     {27, 11, 29}, /* 28 */
2232     {11, 12, -1}, /* 29 */
2233     {12, 13, -1}, /* 30 */
2234     {12, 13, 14}, /* 31 */
2235     {13, 14, -1}, /* 32 */
2236     {14, 15, -1}, /* 33 */
2237     {33, 15, 35}, /* 34 */
2238     {16, 15, -1}, /* 35 */
2239     {17, 16, -1}, /* 36 */
2240     {18, 17, 16}, /* 37 */
2241     {18, 17, -1}, /* 38 */
2242     {18, 19, -1}, /* 39 */
2243     {41, 19, 39}, /* 40 */
2244     {19, 20, -1}, /* 41 */
2245     {20, 21, -1}, /* 42 */
2246     {20, 21, 22}, /* 43 */
2247     {21, 22, -1}, /* 44 */
2248     {23, 22, -1}, /* 45 */
2249     {45, 47, 23}, /* 46 */
2250     {23, 24, -1}, /* 47 */
2251     {24, 9, -1}
2252     }; /* 48 */
2253 elmex 1.1
2254     /* Recursive routine to step back and see if we can
2255     * find a path to that monster that we found. If not,
2256     * we don't bother going toward it. Returns 1 if we
2257     * can see a direct way to get it
2258     * Modified to be map tile aware -.MSW
2259     */
2260 root 1.24 int
2261 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2262 root 1.24 {
2263 root 1.29 sint16 dx, dy;
2264 root 1.75 int mflags;
2265 root 1.24
2266     if (dir < 0)
2267     return 0; /* exit condition: invalid direction */
2268    
2269     dx = x + freearr_x[dir];
2270     dy = y + freearr_y[dir];
2271    
2272     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2273    
2274     /* This functional arguably was incorrect before - it was
2275     * checking for P_WALL - that was basically seeing if
2276     * we could move to the monster - this is being more
2277     * literal on if we can see it. To know if we can actually
2278     * move to the monster, we'd need the monster passed in or
2279     * at least its move type.
2280     */
2281     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2282     return 0;
2283    
2284     /* yes, can see. */
2285     if (dir < 9)
2286     return 1;
2287 root 1.75
2288     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2289     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2290     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2291 root 1.24 }
2292    
2293 elmex 1.1 /*
2294     * can_pick(picker, item): finds out if an object is possible to be
2295     * picked up by the picker. Returnes 1 if it can be
2296     * picked up, otherwise 0.
2297     *
2298     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2299     * core dumps if they do.
2300     *
2301     * Add a check so we can't pick up invisible objects (0.93.8)
2302     */
2303    
2304 root 1.24 int
2305     can_pick (const object *who, const object *item)
2306     {
2307     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2309     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2310 elmex 1.1 }
2311    
2312     /*
2313     * create clone from object to another
2314     */
2315 root 1.24 object *
2316     object_create_clone (object *asrc)
2317     {
2318 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2319 elmex 1.1
2320 root 1.24 if (!asrc)
2321 root 1.62 return 0;
2322    
2323 root 1.24 src = asrc;
2324     if (src->head)
2325     src = src->head;
2326    
2327 root 1.62 prev = 0;
2328 root 1.24 for (part = src; part; part = part->more)
2329     {
2330 root 1.65 tmp = part->clone ();
2331 root 1.24 tmp->x -= src->x;
2332     tmp->y -= src->y;
2333 root 1.62
2334 root 1.24 if (!part->head)
2335     {
2336     dst = tmp;
2337 root 1.62 tmp->head = 0;
2338 root 1.24 }
2339     else
2340 root 1.75 tmp->head = dst;
2341 root 1.62
2342     tmp->more = 0;
2343    
2344 root 1.24 if (prev)
2345     prev->more = tmp;
2346 root 1.62
2347 root 1.24 prev = tmp;
2348 elmex 1.1 }
2349 root 1.24
2350     for (item = src->inv; item; item = item->below)
2351 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2352 elmex 1.1
2353 root 1.24 return dst;
2354 elmex 1.1 }
2355    
2356     /* This returns the first object in who's inventory that
2357     * has the same type and subtype match.
2358     * returns NULL if no match.
2359     */
2360 root 1.24 object *
2361     find_obj_by_type_subtype (const object *who, int type, int subtype)
2362 elmex 1.1 {
2363 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2364 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2365     return tmp;
2366 elmex 1.1
2367 root 1.82 return 0;
2368 elmex 1.1 }
2369    
2370     /* If ob has a field named key, return the link from the list,
2371     * otherwise return NULL.
2372     *
2373     * key must be a passed in shared string - otherwise, this won't
2374     * do the desired thing.
2375     */
2376 root 1.24 key_value *
2377     get_ob_key_link (const object *ob, const char *key)
2378     {
2379 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2380 root 1.48 if (link->key == key)
2381     return link;
2382 root 1.24
2383 root 1.82 return 0;
2384 root 1.24 }
2385 elmex 1.1
2386     /*
2387     * Returns the value of op has an extra_field for key, or NULL.
2388     *
2389     * The argument doesn't need to be a shared string.
2390     *
2391     * The returned string is shared.
2392     */
2393 root 1.24 const char *
2394     get_ob_key_value (const object *op, const char *const key)
2395     {
2396 root 1.35 key_value *link;
2397     shstr_cmp canonical_key (key);
2398 root 1.24
2399 root 1.35 if (!canonical_key)
2400 root 1.24 {
2401     /* 1. There being a field named key on any object
2402     * implies there'd be a shared string to find.
2403     * 2. Since there isn't, no object has this field.
2404     * 3. Therefore, *this* object doesn't have this field.
2405     */
2406 root 1.35 return 0;
2407 elmex 1.1 }
2408    
2409 root 1.24 /* This is copied from get_ob_key_link() above -
2410     * only 4 lines, and saves the function call overhead.
2411     */
2412 root 1.35 for (link = op->key_values; link; link = link->next)
2413     if (link->key == canonical_key)
2414     return link->value;
2415    
2416     return 0;
2417 elmex 1.1 }
2418    
2419    
2420     /*
2421     * Updates the canonical_key in op to value.
2422     *
2423     * canonical_key is a shared string (value doesn't have to be).
2424     *
2425     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2426     * keys.
2427     *
2428     * Returns TRUE on success.
2429     */
2430 root 1.24 int
2431     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2432     {
2433 root 1.82 key_value *field = NULL, *last = NULL;
2434 root 1.24
2435     for (field = op->key_values; field != NULL; field = field->next)
2436     {
2437     if (field->key != canonical_key)
2438     {
2439     last = field;
2440     continue;
2441     }
2442    
2443     if (value)
2444     field->value = value;
2445     else
2446     {
2447     /* Basically, if the archetype has this key set,
2448     * we need to store the null value so when we save
2449     * it, we save the empty value so that when we load,
2450     * we get this value back again.
2451     */
2452     if (get_ob_key_link (&op->arch->clone, canonical_key))
2453     field->value = 0;
2454     else
2455     {
2456     if (last)
2457     last->next = field->next;
2458     else
2459     op->key_values = field->next;
2460    
2461 root 1.29 delete field;
2462 root 1.24 }
2463     }
2464     return TRUE;
2465     }
2466     /* IF we get here, key doesn't exist */
2467    
2468     /* No field, we'll have to add it. */
2469    
2470     if (!add_key)
2471 root 1.82 return FALSE;
2472    
2473 root 1.24 /* There isn't any good reason to store a null
2474     * value in the key/value list. If the archetype has
2475     * this key, then we should also have it, so shouldn't
2476     * be here. If user wants to store empty strings,
2477     * should pass in ""
2478     */
2479     if (value == NULL)
2480 elmex 1.1 return TRUE;
2481 root 1.24
2482     field = new key_value;
2483    
2484     field->key = canonical_key;
2485     field->value = value;
2486     /* Usual prepend-addition. */
2487     field->next = op->key_values;
2488     op->key_values = field;
2489    
2490     return TRUE;
2491 elmex 1.1 }
2492    
2493     /*
2494     * Updates the key in op to value.
2495     *
2496     * If add_key is FALSE, this will only update existing keys,
2497     * and not add new ones.
2498     * In general, should be little reason FALSE is ever passed in for add_key
2499     *
2500     * Returns TRUE on success.
2501     */
2502 root 1.24 int
2503     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2504 root 1.11 {
2505 root 1.29 shstr key_ (key);
2506 root 1.24
2507 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2508 elmex 1.1 }
2509 root 1.31
2510 root 1.34 object::depth_iterator::depth_iterator (object *container)
2511     : iterator_base (container)
2512     {
2513     while (item->inv)
2514     item = item->inv;
2515     }
2516    
2517 root 1.31 void
2518 root 1.34 object::depth_iterator::next ()
2519 root 1.31 {
2520 root 1.34 if (item->below)
2521     {
2522     item = item->below;
2523    
2524     while (item->inv)
2525     item = item->inv;
2526     }
2527 root 1.31 else
2528 root 1.34 item = item->env;
2529 root 1.31 }
2530 root 1.34
2531 elmex 1.97
2532     const char *
2533     object::flag_desc (char *desc, int len) const
2534     {
2535     char *p = desc;
2536     bool first = true;
2537    
2538 root 1.101 *p = 0;
2539    
2540 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2541     {
2542     if (len <= 10) // magic constant!
2543     {
2544     snprintf (p, len, ",...");
2545     break;
2546     }
2547    
2548 root 1.101 if (flag [i])
2549 elmex 1.97 {
2550     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2551     len -= cnt;
2552     p += cnt;
2553     first = false;
2554     }
2555     }
2556    
2557     return desc;
2558     }
2559    
2560 root 1.101 // return a suitable string describing an object in enough detail to find it
2561 root 1.36 const char *
2562     object::debug_desc (char *info) const
2563     {
2564 elmex 1.97 char flagdesc[512];
2565     char info2[256 * 4];
2566 root 1.36 char *p = info;
2567    
2568 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2569 elmex 1.97 count, uuid.seq,
2570 root 1.36 &name,
2571 root 1.117 title ? "\",title:\"" : "",
2572 elmex 1.97 title ? (const char *)title : "",
2573     flag_desc (flagdesc, 512), type);
2574 root 1.36
2575     if (env)
2576     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2577    
2578     if (map)
2579 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2580 root 1.36
2581     return info;
2582     }
2583    
2584     const char *
2585     object::debug_desc () const
2586     {
2587 root 1.102 static char info[256 * 4];
2588 root 1.36 return debug_desc (info);
2589     }
2590    
2591 root 1.114 const char *
2592     object::debug_desc2 () const
2593     {
2594     static char info[256 * 4];
2595     return debug_desc (info);
2596     }
2597    
2598 root 1.125 struct region *
2599     object::region () const
2600     {
2601     return map ? map->region (x, y)
2602     : region::default_region ();
2603     }
2604    
2605 root 1.129 const materialtype_t *
2606     object::dominant_material () const
2607     {
2608     if (materialtype_t *mat = name_to_material (materialname))
2609     return mat;
2610    
2611     // omfg this is slow, this has to be temporary :)
2612     shstr unknown ("unknown");
2613    
2614     return name_to_material (unknown);
2615     }
2616    
2617 root 1.130 void
2618     object::open_container (object *new_container)
2619     {
2620     if (container == new_container)
2621     return;
2622    
2623     if (object *old_container = container)
2624     {
2625     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2626     return;
2627    
2628     #if 0
2629     // remove the "Close old_container" object.
2630     if (object *closer = old_container->inv)
2631     if (closer->type == CLOSE_CON)
2632     closer->destroy ();
2633     #endif
2634    
2635     old_container->flag [FLAG_APPLIED] = 0;
2636     container = 0;
2637    
2638     esrv_update_item (UPD_FLAGS, this, old_container);
2639     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2640     }
2641    
2642     if (new_container)
2643     {
2644     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2645     return;
2646    
2647     // TODO: this does not seem to serve any purpose anymore?
2648     #if 0
2649     // insert the "Close Container" object.
2650     if (archetype *closer = new_container->other_arch)
2651     {
2652     object *closer = arch_to_object (new_container->other_arch);
2653     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2654     new_container->insert (closer);
2655     }
2656     #endif
2657    
2658 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2659    
2660 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2661     container = new_container;
2662    
2663     esrv_update_item (UPD_FLAGS, this, new_container);
2664 root 1.131 esrv_send_inventory (this, new_container);
2665 root 1.130 }
2666     }
2667    
2668