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/cvs/deliantra/server/common/object.C
Revision: 1.134
Committed: Thu Mar 1 12:28:16 2007 UTC (17 years, 2 months ago) by pippijn
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.133: +1 -2 lines
Log Message:
nano-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     if (op == NULL)
612     {
613     /* this should never happen */
614     LOG (llevDebug, "update_object() called for NULL object.\n");
615     return;
616 elmex 1.1 }
617 root 1.24
618 root 1.75 if (op->env)
619 root 1.24 {
620     /* Animation is currently handled by client, so nothing
621     * to do in this case.
622     */
623     return;
624 elmex 1.1 }
625    
626 root 1.24 /* If the map is saving, don't do anything as everything is
627     * going to get freed anyways.
628     */
629     if (!op->map || op->map->in_memory == MAP_SAVING)
630     return;
631    
632     /* make sure the object is within map boundaries */
633 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
634 root 1.24 {
635     LOG (llevError, "update_object() called for object out of map!\n");
636 elmex 1.1 #ifdef MANY_CORES
637 root 1.24 abort ();
638 elmex 1.1 #endif
639 root 1.24 return;
640 elmex 1.1 }
641    
642 root 1.76 mapspace &m = op->ms ();
643 elmex 1.1
644 root 1.99 if (!(m.flags_ & P_UPTODATE))
645 root 1.75 /* nop */;
646     else if (action == UP_OBJ_INSERT)
647     {
648     // this is likely overkill, TODO: revisit (schmorp)
649     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
650     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
651     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
652     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
653     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
654     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
655     || (m.move_on | op->move_on ) != m.move_on
656     || (m.move_off | op->move_off ) != m.move_off
657     || (m.move_slow | op->move_slow) != m.move_slow
658     /* This isn't perfect, but I don't expect a lot of objects to
659     * to have move_allow right now.
660     */
661     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
662     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
663 root 1.99 m.flags_ = 0;
664 root 1.75 }
665     /* if the object is being removed, we can't make intelligent
666     * decisions, because remove_ob can't really pass the object
667     * that is being removed.
668     */
669 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
670 root 1.99 m.flags_ = 0;
671 root 1.24 else if (action == UP_OBJ_FACE)
672 root 1.29 /* Nothing to do for that case */ ;
673 root 1.24 else
674 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
675 elmex 1.1
676 root 1.75 if (op->more)
677 root 1.24 update_object (op->more, action);
678 elmex 1.1 }
679    
680 root 1.21 object::object ()
681     {
682 root 1.22 SET_FLAG (this, FLAG_REMOVED);
683    
684     expmul = 1.0;
685     face = blank_face;
686     }
687    
688     object::~object ()
689     {
690 root 1.121 unlink ();
691 root 1.119
692 root 1.22 free_key_values (this);
693     }
694    
695 root 1.112 static int object_count;
696    
697 root 1.24 void object::link ()
698 root 1.22 {
699 root 1.112 assert (!index);//D
700 root 1.41 uuid = gen_uuid ();
701 root 1.112 count = ++object_count;
702 root 1.21
703 root 1.109 refcnt_inc ();
704 root 1.108 objects.insert (this);
705 root 1.21 }
706    
707 root 1.24 void object::unlink ()
708 root 1.21 {
709 root 1.121 if (!index)
710     return;
711    
712 root 1.108 objects.erase (this);
713 root 1.109 refcnt_dec ();
714 root 1.98 }
715    
716 root 1.96 void
717 root 1.98 object::activate ()
718 root 1.96 {
719 root 1.98 /* If already on active list, don't do anything */
720 root 1.108 if (active)
721 root 1.98 return;
722    
723 elmex 1.97 if (has_active_speed ())
724 root 1.108 actives.insert (this);
725 root 1.98 }
726 root 1.96
727 root 1.98 void
728     object::activate_recursive ()
729     {
730     activate ();
731    
732 root 1.104 for (object *op = inv; op; op = op->below)
733 root 1.98 op->activate_recursive ();
734 root 1.96 }
735    
736     /* This function removes object 'op' from the list of active
737     * objects.
738     * This should only be used for style maps or other such
739     * reference maps where you don't want an object that isn't
740     * in play chewing up cpu time getting processed.
741     * The reverse of this is to call update_ob_speed, which
742     * will do the right thing based on the speed of the object.
743     */
744     void
745 root 1.98 object::deactivate ()
746 root 1.96 {
747     /* If not on the active list, nothing needs to be done */
748 root 1.108 if (!active)
749 root 1.96 return;
750    
751 root 1.108 actives.erase (this);
752 root 1.98 }
753 root 1.96
754 root 1.98 void
755     object::deactivate_recursive ()
756     {
757 root 1.104 for (object *op = inv; op; op = op->below)
758 root 1.98 op->deactivate_recursive ();
759    
760     deactivate ();
761 root 1.96 }
762    
763 root 1.106 void
764     object::set_flag_inv (int flag, int value)
765     {
766     for (object *op = inv; op; op = op->below)
767     {
768     op->flag [flag] = value;
769     op->set_flag_inv (flag, value);
770     }
771     }
772    
773 root 1.89 /*
774     * Remove and free all objects in the inventory of the given object.
775     * object.c ?
776     */
777     void
778     object::destroy_inv (bool drop_to_ground)
779     {
780 root 1.94 // need to check first, because the checks below might segfault
781     // as we might be on an invalid mapspace and crossfire code
782     // is too buggy to ensure that the inventory is empty.
783     // corollary: if you create arrows etc. with stuff in tis inventory,
784     // cf will crash below with off-map x and y
785     if (!inv)
786     return;
787    
788 root 1.89 /* Only if the space blocks everything do we not process -
789     * if some form of movement is allowed, let objects
790     * drop on that space.
791     */
792 root 1.92 if (!drop_to_ground
793     || !map
794     || map->in_memory != MAP_IN_MEMORY
795 root 1.122 || map->nodrop
796 root 1.95 || ms ().move_block == MOVE_ALL)
797 root 1.89 {
798     while (inv)
799 root 1.92 {
800     inv->destroy_inv (drop_to_ground);
801     inv->destroy ();
802     }
803 root 1.89 }
804     else
805     { /* Put objects in inventory onto this space */
806     while (inv)
807     {
808     object *op = inv;
809    
810     if (op->flag [FLAG_STARTEQUIP]
811     || op->flag [FLAG_NO_DROP]
812     || op->type == RUNE
813     || op->type == TRAP
814 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
815     || op->flag [FLAG_DESTROY_ON_DEATH])
816 root 1.89 op->destroy ();
817     else
818 root 1.93 map->insert (op, x, y);
819 root 1.89 }
820     }
821     }
822    
823 root 1.21 object *object::create ()
824     {
825 root 1.42 object *op = new object;
826 root 1.22 op->link ();
827     return op;
828 root 1.21 }
829 elmex 1.1
830 root 1.82 void
831     object::do_destroy ()
832 root 1.14 {
833 root 1.112 attachable::do_destroy ();
834    
835 root 1.82 if (flag [FLAG_IS_LINKED])
836     remove_button_link (this);
837 root 1.29
838 root 1.82 if (flag [FLAG_FRIENDLY])
839 root 1.126 {
840     remove_friendly_object (this);
841    
842     if (type == GOLEM
843     && owner
844     && owner->type == PLAYER
845     && owner->contr->ranges[range_golem] == this)
846     owner->contr->ranges[range_golem] = 0;
847     }
848 root 1.32
849 root 1.82 if (!flag [FLAG_REMOVED])
850 root 1.63 remove ();
851 root 1.14
852 root 1.112 destroy_inv (true);
853 root 1.14
854 root 1.112 deactivate ();
855     unlink ();
856 root 1.92
857 root 1.82 flag [FLAG_FREED] = 1;
858 root 1.14
859 root 1.57 // hack to ensure that freed objects still have a valid map
860     {
861     static maptile *freed_map; // freed objects are moved here to avoid crashes
862    
863     if (!freed_map)
864     {
865     freed_map = new maptile;
866    
867     freed_map->name = "/internal/freed_objects_map";
868     freed_map->width = 3;
869     freed_map->height = 3;
870    
871 root 1.96 freed_map->alloc ();
872 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
873 root 1.57 }
874    
875     map = freed_map;
876     x = 1;
877     y = 1;
878     }
879    
880 root 1.82 head = 0;
881 root 1.88
882     if (more)
883     {
884     more->destroy ();
885     more = 0;
886     }
887 root 1.82
888 root 1.44 // clear those pointers that likely might have circular references to us
889     owner = 0;
890     enemy = 0;
891     attacked_by = 0;
892 root 1.82 }
893    
894     void
895     object::destroy (bool destroy_inventory)
896     {
897     if (destroyed ())
898     return;
899    
900     if (destroy_inventory)
901 root 1.89 destroy_inv (false);
902 root 1.22
903 root 1.82 attachable::destroy ();
904 elmex 1.1 }
905    
906     /*
907     * sub_weight() recursively (outwards) subtracts a number from the
908     * weight of an object (and what is carried by it's environment(s)).
909     */
910 root 1.24 void
911     sub_weight (object *op, signed long weight)
912     {
913     while (op != NULL)
914     {
915     if (op->type == CONTAINER)
916 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
917    
918 root 1.24 op->carrying -= weight;
919     op = op->env;
920 elmex 1.1 }
921     }
922    
923 root 1.63 /* op->remove ():
924 elmex 1.1 * This function removes the object op from the linked list of objects
925     * which it is currently tied to. When this function is done, the
926     * object will have no environment. If the object previously had an
927     * environment, the x and y coordinates will be updated to
928     * the previous environment.
929     */
930 root 1.24 void
931 root 1.128 object::do_remove ()
932 root 1.24 {
933 root 1.45 object *tmp, *last = 0;
934     object *otmp;
935 root 1.26
936 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
937 root 1.29 return;
938 root 1.24
939 root 1.59 SET_FLAG (this, FLAG_REMOVED);
940 root 1.82 INVOKE_OBJECT (REMOVE, this);
941 root 1.26
942 root 1.59 if (more)
943     more->remove ();
944 root 1.24
945     /*
946     * In this case, the object to be removed is in someones
947     * inventory.
948     */
949 root 1.59 if (env)
950 root 1.24 {
951 root 1.59 if (nrof)
952     sub_weight (env, weight * nrof);
953 root 1.24 else
954 root 1.59 sub_weight (env, weight + carrying);
955 root 1.24
956     /* NO_FIX_PLAYER is set when a great many changes are being
957     * made to players inventory. If set, avoiding the call
958     * to save cpu time.
959     */
960 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
961 root 1.78 otmp->update_stats ();
962 root 1.24
963 root 1.96 if (above)
964 root 1.59 above->below = below;
965 root 1.24 else
966 root 1.59 env->inv = below;
967 root 1.24
968 root 1.96 if (below)
969 root 1.59 below->above = above;
970 root 1.24
971     /* we set up values so that it could be inserted into
972     * the map, but we don't actually do that - it is up
973     * to the caller to decide what we want to do.
974     */
975 root 1.59 x = env->x, y = env->y;
976     map = env->map;
977     above = 0, below = 0;
978     env = 0;
979     }
980     else if (map)
981     {
982 root 1.96 if (type == PLAYER)
983     {
984 root 1.130 // leaving a spot always closes any open container on the ground
985     if (container && !container->env)
986     // this causes spurious floorbox updates, but it ensures
987     // that the CLOSE event is being sent.
988     close_container ();
989    
990 root 1.96 --map->players;
991 root 1.100 map->touch ();
992 root 1.96 }
993    
994 root 1.98 map->dirty = true;
995 root 1.117 mapspace &ms = this->ms ();
996 elmex 1.1
997 root 1.29 /* link the object above us */
998 root 1.59 if (above)
999     above->below = below;
1000 root 1.29 else
1001 root 1.117 ms.top = below; /* we were top, set new top */
1002 root 1.24
1003 root 1.29 /* Relink the object below us, if there is one */
1004 root 1.59 if (below)
1005     below->above = above;
1006 root 1.29 else
1007     {
1008     /* Nothing below, which means we need to relink map object for this space
1009     * use translated coordinates in case some oddness with map tiling is
1010     * evident
1011     */
1012 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1013 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 ());
1014 elmex 1.1
1015 root 1.117 ms.bot = above; /* goes on above it. */
1016 root 1.8 }
1017 root 1.26
1018 root 1.59 above = 0;
1019     below = 0;
1020 root 1.26
1021 root 1.59 if (map->in_memory == MAP_SAVING)
1022 root 1.29 return;
1023 elmex 1.1
1024 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1025 elmex 1.1
1026 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1027 root 1.24 {
1028 root 1.29 /* No point updating the players look faces if he is the object
1029     * being removed.
1030 root 1.24 */
1031 root 1.29
1032 root 1.59 if (tmp->type == PLAYER && tmp != this)
1033 root 1.24 {
1034 root 1.29 /* If a container that the player is currently using somehow gets
1035     * removed (most likely destroyed), update the player view
1036     * appropriately.
1037     */
1038 root 1.59 if (tmp->container == this)
1039 root 1.29 {
1040 root 1.82 flag [FLAG_APPLIED] = 0;
1041 root 1.59 tmp->container = 0;
1042 root 1.29 }
1043    
1044 root 1.82 if (tmp->contr->ns)
1045     tmp->contr->ns->floorbox_update ();
1046 root 1.8 }
1047 root 1.26
1048 root 1.96 /* See if object moving off should effect something */
1049 root 1.50 if (check_walk_off
1050 root 1.59 && ((move_type & tmp->move_off)
1051     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1052 root 1.29 {
1053 elmex 1.72 move_apply (tmp, this, 0);
1054 root 1.24
1055 root 1.59 if (destroyed ())
1056 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1057 root 1.8 }
1058    
1059 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1060 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1061 root 1.29 if (tmp->above == tmp)
1062 root 1.59 tmp->above = 0;
1063 root 1.8
1064 root 1.29 last = tmp;
1065     }
1066 root 1.26
1067 root 1.96 /* last == NULL if there are no objects on this space */
1068     //TODO: this makes little sense, why only update the topmost object?
1069 root 1.59 if (!last)
1070 root 1.99 map->at (x, y).flags_ = 0;
1071 root 1.29 else
1072     update_object (last, UP_OBJ_REMOVE);
1073 root 1.26
1074 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1075 root 1.59 update_all_los (map, x, y);
1076 elmex 1.1 }
1077     }
1078    
1079     /*
1080     * merge_ob(op,top):
1081     *
1082     * This function goes through all objects below and including top, and
1083     * merges op to the first matching object.
1084     * If top is NULL, it is calculated.
1085     * Returns pointer to object if it succeded in the merge, otherwise NULL
1086     */
1087 root 1.24 object *
1088     merge_ob (object *op, object *top)
1089     {
1090     if (!op->nrof)
1091 elmex 1.1 return 0;
1092 root 1.29
1093 root 1.82 if (top)
1094     for (top = op; top && top->above; top = top->above)
1095     ;
1096 root 1.29
1097 root 1.82 for (; top; top = top->below)
1098 elmex 1.1 {
1099 root 1.24 if (top == op)
1100     continue;
1101 root 1.66
1102     if (object::can_merge (op, top))
1103 root 1.24 {
1104     top->nrof += op->nrof;
1105    
1106 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1107 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1108 root 1.64 op->destroy ();
1109 root 1.24 return top;
1110     }
1111 elmex 1.1 }
1112 root 1.29
1113 root 1.45 return 0;
1114 elmex 1.1 }
1115    
1116     /*
1117 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1118     * job preparing multi-part monsters.
1119 elmex 1.1 */
1120 root 1.24 object *
1121 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1122 root 1.24 {
1123 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1124 root 1.24 {
1125     tmp->x = x + tmp->arch->clone.x;
1126     tmp->y = y + tmp->arch->clone.y;
1127 elmex 1.1 }
1128 root 1.29
1129 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1130 elmex 1.1 }
1131    
1132     /*
1133     * insert_ob_in_map (op, map, originator, flag):
1134     * This function inserts the object in the two-way linked list
1135     * which represents what is on a map.
1136     * The second argument specifies the map, and the x and y variables
1137     * in the object about to be inserted specifies the position.
1138     *
1139     * originator: Player, monster or other object that caused 'op' to be inserted
1140     * into 'map'. May be NULL.
1141     *
1142     * flag is a bitmask about special things to do (or not do) when this
1143     * function is called. see the object.h file for the INS_ values.
1144     * Passing 0 for flag gives proper default values, so flag really only needs
1145     * to be set if special handling is needed.
1146     *
1147     * Return value:
1148     * new object if 'op' was merged with other object
1149     * NULL if 'op' was destroyed
1150     * just 'op' otherwise
1151     */
1152 root 1.24 object *
1153 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1154 elmex 1.1 {
1155 root 1.25 object *tmp, *top, *floor = NULL;
1156 elmex 1.1
1157 root 1.24 if (QUERY_FLAG (op, FLAG_FREED))
1158     {
1159     LOG (llevError, "Trying to insert freed object!\n");
1160     return NULL;
1161     }
1162 root 1.25
1163 root 1.117 if (!QUERY_FLAG (op, FLAG_REMOVED))
1164     LOG (llevError, "Trying to insert already inserted object %s\n", op->debug_desc ());
1165    
1166     op->remove ();
1167    
1168 root 1.96 if (!m)
1169 root 1.24 {
1170 root 1.53 char *dump = dump_object (op);
1171     LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1172     free (dump);
1173 root 1.24 return op;
1174 elmex 1.1 }
1175 root 1.25
1176 root 1.24 if (out_of_map (m, op->x, op->y))
1177     {
1178 root 1.53 char *dump = dump_object (op);
1179     LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1180 elmex 1.1 #ifdef MANY_CORES
1181 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1182     * is likely to cause a crash. Better to find out where it is getting
1183     * improperly inserted.
1184     */
1185     abort ();
1186 elmex 1.1 #endif
1187 root 1.53 free (dump);
1188 root 1.24 return op;
1189 elmex 1.1 }
1190 root 1.25
1191 root 1.117 if (object *more = op->more)
1192 root 1.24 {
1193 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1194 root 1.24 {
1195     if (!op->head)
1196     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1197 root 1.26
1198 root 1.82 return 0;
1199 root 1.8 }
1200 root 1.24 }
1201 root 1.25
1202 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1203 root 1.8
1204 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1205     * of areas of callers (eg, anything that uses find_free_spot would now
1206     * need extra work
1207     */
1208 root 1.117 if (!xy_normalise (m, op->x, op->y))
1209     return 0;
1210    
1211     op->map = m;
1212     mapspace &ms = op->ms ();
1213 root 1.24
1214     /* this has to be done after we translate the coordinates.
1215     */
1216     if (op->nrof && !(flag & INS_NO_MERGE))
1217 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1218 root 1.66 if (object::can_merge (op, tmp))
1219 root 1.25 {
1220     op->nrof += tmp->nrof;
1221 root 1.64 tmp->destroy ();
1222 root 1.25 }
1223 root 1.24
1224     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1225     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1226 root 1.25
1227 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1228     CLEAR_FLAG (op, FLAG_NO_STEAL);
1229    
1230     if (flag & INS_BELOW_ORIGINATOR)
1231     {
1232     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1233     {
1234     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1235     abort ();
1236     }
1237 root 1.25
1238 root 1.24 op->above = originator;
1239     op->below = originator->below;
1240 root 1.25
1241 root 1.24 if (op->below)
1242     op->below->above = op;
1243     else
1244 root 1.117 ms.bot = op;
1245 root 1.25
1246 root 1.24 /* since *below* originator, no need to update top */
1247     originator->below = op;
1248 elmex 1.1 }
1249 root 1.24 else
1250     {
1251 root 1.117 top = ms.bot;
1252    
1253 root 1.24 /* If there are other objects, then */
1254 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1255 root 1.24 {
1256 root 1.96 object *last = 0;
1257 root 1.24
1258     /*
1259     * If there are multiple objects on this space, we do some trickier handling.
1260     * We've already dealt with merging if appropriate.
1261     * Generally, we want to put the new object on top. But if
1262     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1263     * floor, we want to insert above that and no further.
1264     * Also, if there are spell objects on this space, we stop processing
1265     * once we get to them. This reduces the need to traverse over all of
1266     * them when adding another one - this saves quite a bit of cpu time
1267     * when lots of spells are cast in one area. Currently, it is presumed
1268     * that flying non pickable objects are spell objects.
1269     */
1270 root 1.117 for (top = ms.bot; top; top = top->above)
1271 root 1.24 {
1272     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1273     floor = top;
1274 root 1.26
1275 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))
1276     {
1277     /* We insert above top, so we want this object below this */
1278     top = top->below;
1279     break;
1280     }
1281 root 1.26
1282 root 1.24 last = top;
1283     }
1284 root 1.26
1285 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1286     top = last;
1287 root 1.8
1288 root 1.24 /* We let update_position deal with figuring out what the space
1289     * looks like instead of lots of conditions here.
1290     * makes things faster, and effectively the same result.
1291     */
1292    
1293     /* Have object 'fall below' other objects that block view.
1294     * Unless those objects are exits, type 66
1295     * If INS_ON_TOP is used, don't do this processing
1296     * Need to find the object that in fact blocks view, otherwise
1297     * stacking is a bit odd.
1298     */
1299 root 1.117 if (!(flag & INS_ON_TOP)
1300     && ms.flags () & P_BLOCKSVIEW
1301     && (op->face && !op->face->visibility))
1302 root 1.24 {
1303     for (last = top; last != floor; last = last->below)
1304     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1305     break;
1306 root 1.117
1307 root 1.24 /* Check to see if we found the object that blocks view,
1308     * and make sure we have a below pointer for it so that
1309     * we can get inserted below this one, which requires we
1310     * set top to the object below us.
1311     */
1312     if (last && last->below && last != floor)
1313     top = last->below;
1314 root 1.8 }
1315 root 1.24 } /* If objects on this space */
1316 root 1.25
1317 root 1.24 if (flag & INS_MAP_LOAD)
1318 root 1.117 top = ms.top;
1319 root 1.25
1320 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1321     top = floor;
1322    
1323     /* Top is the object that our object (op) is going to get inserted above.
1324     */
1325    
1326     /* First object on this space */
1327     if (!top)
1328     {
1329 root 1.117 op->above = ms.bot;
1330 root 1.25
1331 root 1.24 if (op->above)
1332     op->above->below = op;
1333 root 1.25
1334 root 1.96 op->below = 0;
1335 root 1.117 ms.bot = op;
1336 root 1.24 }
1337     else
1338     { /* get inserted into the stack above top */
1339     op->above = top->above;
1340 root 1.25
1341 root 1.24 if (op->above)
1342     op->above->below = op;
1343 root 1.25
1344 root 1.24 op->below = top;
1345     top->above = op;
1346     }
1347 root 1.25
1348 root 1.96 if (!op->above)
1349 root 1.117 ms.top = op;
1350 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1351 root 1.8
1352 root 1.24 if (op->type == PLAYER)
1353 root 1.96 {
1354     op->contr->do_los = 1;
1355     ++op->map->players;
1356 root 1.100 op->map->touch ();
1357 root 1.96 }
1358 root 1.24
1359 root 1.98 op->map->dirty = true;
1360    
1361 root 1.24 /* If we have a floor, we know the player, if any, will be above
1362     * it, so save a few ticks and start from there.
1363     */
1364     if (!(flag & INS_MAP_LOAD))
1365 root 1.117 if (object *pl = ms.player ())
1366 root 1.82 if (pl->contr->ns)
1367     pl->contr->ns->floorbox_update ();
1368 root 1.24
1369     /* If this object glows, it may affect lighting conditions that are
1370     * visible to others on this map. But update_all_los is really
1371     * an inefficient way to do this, as it means los for all players
1372     * on the map will get recalculated. The players could very well
1373     * be far away from this change and not affected in any way -
1374     * this should get redone to only look for players within range,
1375 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1376 root 1.24 * of effect may be sufficient.
1377     */
1378 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1379 root 1.24 update_all_los (op->map, op->x, op->y);
1380    
1381     /* updates flags (blocked, alive, no magic, etc) for this map space */
1382     update_object (op, UP_OBJ_INSERT);
1383    
1384 root 1.82 INVOKE_OBJECT (INSERT, op);
1385    
1386 root 1.24 /* Don't know if moving this to the end will break anything. However,
1387 root 1.70 * we want to have floorbox_update called before calling this.
1388 root 1.24 *
1389     * check_move_on() must be after this because code called from
1390     * check_move_on() depends on correct map flags (so functions like
1391     * blocked() and wall() work properly), and these flags are updated by
1392     * update_object().
1393     */
1394    
1395     /* if this is not the head or flag has been passed, don't check walk on status */
1396     if (!(flag & INS_NO_WALK_ON) && !op->head)
1397     {
1398     if (check_move_on (op, originator))
1399 root 1.82 return 0;
1400 elmex 1.1
1401 root 1.24 /* If we are a multi part object, lets work our way through the check
1402     * walk on's.
1403     */
1404     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1405     if (check_move_on (tmp, originator))
1406 root 1.82 return 0;
1407 elmex 1.1 }
1408 root 1.25
1409 root 1.24 return op;
1410 elmex 1.1 }
1411    
1412     /* this function inserts an object in the map, but if it
1413 root 1.75 * finds an object of its own type, it'll remove that one first.
1414     * op is the object to insert it under: supplies x and the map.
1415 elmex 1.1 */
1416 root 1.24 void
1417     replace_insert_ob_in_map (const char *arch_string, object *op)
1418     {
1419 root 1.75 object *tmp, *tmp1;
1420 elmex 1.1
1421 root 1.24 /* first search for itself and remove any old instances */
1422 elmex 1.1
1423 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1424 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1425     tmp->destroy ();
1426 elmex 1.1
1427 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1428 elmex 1.1
1429 root 1.24 tmp1->x = op->x;
1430     tmp1->y = op->y;
1431     insert_ob_in_map (tmp1, op->map, op, 0);
1432     }
1433 elmex 1.1
1434 pippijn 1.134 // XXX: function not returning object*
1435 root 1.93 object *
1436     object::insert_at (object *where, object *originator, int flags)
1437     {
1438     where->map->insert (this, where->x, where->y, originator, flags);
1439     }
1440    
1441 elmex 1.1 /*
1442     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1443     * is returned contains nr objects, and the remaining parts contains
1444     * the rest (or is removed and freed if that number is 0).
1445     * On failure, NULL is returned, and the reason put into the
1446     * global static errmsg array.
1447     */
1448 root 1.24 object *
1449     get_split_ob (object *orig_ob, uint32 nr)
1450     {
1451 root 1.64 object *newob;
1452     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1453 root 1.24
1454     if (orig_ob->nrof < nr)
1455     {
1456     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1457     return NULL;
1458     }
1459 root 1.29
1460 root 1.24 newob = object_create_clone (orig_ob);
1461 root 1.29
1462 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1463 root 1.63 orig_ob->destroy (1);
1464 root 1.24 else if (!is_removed)
1465     {
1466     if (orig_ob->env != NULL)
1467     sub_weight (orig_ob->env, orig_ob->weight * nr);
1468     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1469     {
1470     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1471     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1472     return NULL;
1473 root 1.8 }
1474 elmex 1.1 }
1475 root 1.29
1476 root 1.24 newob->nrof = nr;
1477 elmex 1.1
1478 root 1.24 return newob;
1479 elmex 1.1 }
1480    
1481     /*
1482     * decrease_ob_nr(object, number) decreases a specified number from
1483     * the amount of an object. If the amount reaches 0, the object
1484     * is subsequently removed and freed.
1485     *
1486     * Return value: 'op' if something is left, NULL if the amount reached 0
1487     */
1488    
1489 root 1.24 object *
1490     decrease_ob_nr (object *op, uint32 i)
1491 elmex 1.1 {
1492 root 1.29 object *tmp;
1493 elmex 1.1
1494 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1495     return op;
1496    
1497     if (i > op->nrof)
1498     i = op->nrof;
1499    
1500     if (QUERY_FLAG (op, FLAG_REMOVED))
1501 root 1.29 op->nrof -= i;
1502 root 1.73 else if (op->env)
1503 root 1.24 {
1504     /* is this object in the players inventory, or sub container
1505     * therein?
1506     */
1507 root 1.74 tmp = op->in_player ();
1508 root 1.24 /* nope. Is this a container the player has opened?
1509     * If so, set tmp to that player.
1510     * IMO, searching through all the players will mostly
1511     * likely be quicker than following op->env to the map,
1512     * and then searching the map for a player.
1513     */
1514     if (!tmp)
1515 root 1.81 for_all_players (pl)
1516     if (pl->ob->container == op->env)
1517     {
1518     tmp = pl->ob;
1519     break;
1520     }
1521 elmex 1.1
1522 root 1.24 if (i < op->nrof)
1523     {
1524     sub_weight (op->env, op->weight * i);
1525     op->nrof -= i;
1526     if (tmp)
1527 root 1.73 esrv_send_item (tmp, op);
1528 root 1.24 }
1529     else
1530     {
1531 root 1.63 op->remove ();
1532 root 1.24 op->nrof = 0;
1533     if (tmp)
1534 root 1.73 esrv_del_item (tmp->contr, op->count);
1535 elmex 1.1 }
1536     }
1537 root 1.24 else
1538 elmex 1.1 {
1539 root 1.29 object *above = op->above;
1540 elmex 1.1
1541 root 1.24 if (i < op->nrof)
1542 root 1.29 op->nrof -= i;
1543 root 1.24 else
1544     {
1545 root 1.63 op->remove ();
1546 root 1.24 op->nrof = 0;
1547     }
1548 root 1.29
1549 root 1.24 /* Since we just removed op, op->above is null */
1550 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1551 root 1.24 if (tmp->type == PLAYER)
1552     {
1553     if (op->nrof)
1554     esrv_send_item (tmp, op);
1555     else
1556     esrv_del_item (tmp->contr, op->count);
1557     }
1558 elmex 1.1 }
1559    
1560 root 1.24 if (op->nrof)
1561 root 1.29 return op;
1562 root 1.24 else
1563     {
1564 root 1.64 op->destroy ();
1565 root 1.73 return 0;
1566 elmex 1.1 }
1567     }
1568    
1569     /*
1570     * add_weight(object, weight) adds the specified weight to an object,
1571     * and also updates how much the environment(s) is/are carrying.
1572     */
1573    
1574 root 1.24 void
1575     add_weight (object *op, signed long weight)
1576     {
1577     while (op != NULL)
1578     {
1579     if (op->type == CONTAINER)
1580 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1581    
1582 root 1.24 op->carrying += weight;
1583     op = op->env;
1584     }
1585 elmex 1.1 }
1586    
1587 root 1.24 object *
1588     insert_ob_in_ob (object *op, object *where)
1589     {
1590 root 1.59 if (!where)
1591 root 1.24 {
1592 root 1.53 char *dump = dump_object (op);
1593     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1594     free (dump);
1595 root 1.24 return op;
1596     }
1597 root 1.29
1598 root 1.24 if (where->head)
1599     {
1600 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1601 root 1.24 where = where->head;
1602     }
1603 root 1.29
1604 root 1.59 return where->insert (op);
1605     }
1606    
1607     /*
1608     * env->insert (op)
1609     * This function inserts the object op in the linked list
1610     * inside the object environment.
1611     *
1612     * The function returns now pointer to inserted item, and return value can
1613     * be != op, if items are merged. -Tero
1614     */
1615    
1616     object *
1617     object::insert (object *op)
1618     {
1619     object *tmp, *otmp;
1620    
1621     if (!QUERY_FLAG (op, FLAG_REMOVED))
1622     op->remove ();
1623    
1624 root 1.24 if (op->more)
1625     {
1626     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1627     return op;
1628     }
1629 root 1.29
1630 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1631     CLEAR_FLAG (op, FLAG_REMOVED);
1632     if (op->nrof)
1633     {
1634 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1635 root 1.66 if (object::can_merge (tmp, op))
1636 root 1.24 {
1637     /* return the original object and remove inserted object
1638     (client needs the original object) */
1639     tmp->nrof += op->nrof;
1640     /* Weight handling gets pretty funky. Since we are adding to
1641     * tmp->nrof, we need to increase the weight.
1642     */
1643 root 1.59 add_weight (this, op->weight * op->nrof);
1644 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1645 root 1.59 op->destroy (); /* free the inserted object */
1646 root 1.24 op = tmp;
1647 root 1.59 op->remove (); /* and fix old object's links */
1648 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1649     break;
1650     }
1651    
1652     /* I assume combined objects have no inventory
1653     * We add the weight - this object could have just been removed
1654     * (if it was possible to merge). calling remove_ob will subtract
1655     * the weight, so we need to add it in again, since we actually do
1656     * the linking below
1657     */
1658 root 1.59 add_weight (this, op->weight * op->nrof);
1659 root 1.24 }
1660     else
1661 root 1.59 add_weight (this, (op->weight + op->carrying));
1662 elmex 1.1
1663 root 1.74 otmp = this->in_player ();
1664 root 1.59 if (otmp && otmp->contr)
1665     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1666 root 1.78 otmp->update_stats ();
1667 elmex 1.1
1668 root 1.74 op->map = 0;
1669 root 1.59 op->env = this;
1670 root 1.74 op->above = 0;
1671     op->below = 0;
1672 root 1.24 op->x = 0, op->y = 0;
1673 elmex 1.1
1674     /* reset the light list and los of the players on the map */
1675 root 1.59 if ((op->glow_radius != 0) && map)
1676 root 1.24 {
1677 elmex 1.1 #ifdef DEBUG_LIGHTS
1678 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1679     #endif /* DEBUG_LIGHTS */
1680 root 1.84 if (map->darkness)
1681 root 1.59 update_all_los (map, x, y);
1682 root 1.24 }
1683 elmex 1.1
1684     /* Client has no idea of ordering so lets not bother ordering it here.
1685     * It sure simplifies this function...
1686     */
1687 root 1.59 if (!inv)
1688     inv = op;
1689 root 1.24 else
1690     {
1691 root 1.59 op->below = inv;
1692 elmex 1.1 op->below->above = op;
1693 root 1.59 inv = op;
1694 root 1.24 }
1695 root 1.59
1696 root 1.82 INVOKE_OBJECT (INSERT, this);
1697    
1698 elmex 1.1 return op;
1699     }
1700    
1701     /*
1702     * Checks if any objects has a move_type that matches objects
1703     * that effect this object on this space. Call apply() to process
1704     * these events.
1705     *
1706     * Any speed-modification due to SLOW_MOVE() of other present objects
1707     * will affect the speed_left of the object.
1708     *
1709     * originator: Player, monster or other object that caused 'op' to be inserted
1710     * into 'map'. May be NULL.
1711     *
1712     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1713     *
1714     * 4-21-95 added code to check if appropriate skill was readied - this will
1715     * permit faster movement by the player through this terrain. -b.t.
1716     *
1717     * MSW 2001-07-08: Check all objects on space, not just those below
1718     * object being inserted. insert_ob_in_map may not put new objects
1719     * on top.
1720     */
1721 root 1.24 int
1722     check_move_on (object *op, object *originator)
1723 elmex 1.1 {
1724 root 1.48 object *tmp;
1725 root 1.49 maptile *m = op->map;
1726 root 1.48 int x = op->x, y = op->y;
1727 root 1.26
1728 root 1.48 MoveType move_on, move_slow, move_block;
1729 root 1.24
1730     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1731     return 0;
1732    
1733     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1734     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1735     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1736    
1737     /* if nothing on this space will slow op down or be applied,
1738     * no need to do checking below. have to make sure move_type
1739     * is set, as lots of objects don't have it set - we treat that
1740     * as walking.
1741     */
1742     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1743     return 0;
1744 elmex 1.1
1745 root 1.24 /* This is basically inverse logic of that below - basically,
1746     * if the object can avoid the move on or slow move, they do so,
1747     * but can't do it if the alternate movement they are using is
1748     * blocked. Logic on this seems confusing, but does seem correct.
1749     */
1750     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1751     return 0;
1752    
1753     /* The objects have to be checked from top to bottom.
1754     * Hence, we first go to the top:
1755     */
1756    
1757 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1758 root 1.24 {
1759     /* Trim the search when we find the first other spell effect
1760     * this helps performance so that if a space has 50 spell objects,
1761     * we don't need to check all of them.
1762     */
1763     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1764     break;
1765     }
1766 root 1.26
1767     for (; tmp; tmp = tmp->below)
1768 root 1.24 {
1769     if (tmp == op)
1770     continue; /* Can't apply yourself */
1771 elmex 1.1
1772 root 1.24 /* Check to see if one of the movement types should be slowed down.
1773     * Second check makes sure that the movement types not being slowed
1774     * (~slow_move) is not blocked on this space - just because the
1775     * space doesn't slow down swimming (for example), if you can't actually
1776     * swim on that space, can't use it to avoid the penalty.
1777     */
1778     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1779     {
1780     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1781     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1782     {
1783 elmex 1.1
1784 root 1.29 float
1785 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1786 elmex 1.1
1787 root 1.24 if (op->type == PLAYER)
1788 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1789     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1790     diff /= 4.0;
1791    
1792 root 1.24 op->speed_left -= diff;
1793 root 1.8 }
1794     }
1795 elmex 1.1
1796 root 1.24 /* Basically same logic as above, except now for actual apply. */
1797     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1798     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1799     {
1800 elmex 1.72 move_apply (tmp, op, originator);
1801 root 1.24
1802 root 1.48 if (op->destroyed ())
1803 root 1.24 return 1;
1804    
1805     /* what the person/creature stepped onto has moved the object
1806     * someplace new. Don't process any further - if we did,
1807     * have a feeling strange problems would result.
1808     */
1809     if (op->map != m || op->x != x || op->y != y)
1810     return 0;
1811 root 1.8 }
1812 elmex 1.1 }
1813 root 1.26
1814 root 1.24 return 0;
1815 elmex 1.1 }
1816    
1817     /*
1818     * present_arch(arch, map, x, y) searches for any objects with
1819     * a matching archetype at the given map and coordinates.
1820     * The first matching object is returned, or NULL if none.
1821     */
1822 root 1.24 object *
1823 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1824 root 1.24 {
1825 root 1.104 if (!m || out_of_map (m, x, y))
1826 root 1.24 {
1827     LOG (llevError, "Present_arch called outside map.\n");
1828     return NULL;
1829     }
1830 root 1.84
1831 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1832 root 1.24 if (tmp->arch == at)
1833 elmex 1.1 return tmp;
1834 root 1.84
1835 elmex 1.1 return NULL;
1836     }
1837    
1838     /*
1839     * present(type, map, x, y) searches for any objects with
1840     * a matching type variable at the given map and coordinates.
1841     * The first matching object is returned, or NULL if none.
1842     */
1843 root 1.24 object *
1844 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1845 root 1.24 {
1846     if (out_of_map (m, x, y))
1847     {
1848     LOG (llevError, "Present called outside map.\n");
1849     return NULL;
1850     }
1851 root 1.84
1852 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1853 root 1.24 if (tmp->type == type)
1854 elmex 1.1 return tmp;
1855 root 1.84
1856 elmex 1.1 return NULL;
1857     }
1858    
1859     /*
1860     * present_in_ob(type, object) searches for any objects with
1861     * a matching type variable in the inventory of the given object.
1862     * The first matching object is returned, or NULL if none.
1863     */
1864 root 1.24 object *
1865     present_in_ob (unsigned char type, const object *op)
1866     {
1867 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1868 root 1.24 if (tmp->type == type)
1869 elmex 1.1 return tmp;
1870 root 1.84
1871 elmex 1.1 return NULL;
1872     }
1873    
1874     /*
1875     * present_in_ob (type, str, object) searches for any objects with
1876     * a matching type & name variable in the inventory of the given object.
1877     * The first matching object is returned, or NULL if none.
1878     * This is mostly used by spell effect code, so that we only
1879     * have one spell effect at a time.
1880     * type can be used to narrow the search - if type is set,
1881     * the type must also match. -1 can be passed for the type,
1882     * in which case the type does not need to pass.
1883     * str is the string to match against. Note that we match against
1884     * the object name, not the archetype name. this is so that the
1885     * spell code can use one object type (force), but change it's name
1886     * to be unique.
1887     */
1888 root 1.24 object *
1889     present_in_ob_by_name (int type, const char *str, const object *op)
1890     {
1891 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1892 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1893     return tmp;
1894 elmex 1.1
1895 root 1.82 return 0;
1896 elmex 1.1 }
1897    
1898     /*
1899     * present_arch_in_ob(archetype, object) searches for any objects with
1900     * a matching archetype in the inventory of the given object.
1901     * The first matching object is returned, or NULL if none.
1902     */
1903 root 1.24 object *
1904     present_arch_in_ob (const archetype *at, const object *op)
1905     {
1906 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 root 1.24 if (tmp->arch == at)
1908 elmex 1.1 return tmp;
1909 root 1.82
1910 elmex 1.1 return NULL;
1911     }
1912    
1913     /*
1914     * activate recursively a flag on an object inventory
1915     */
1916 root 1.24 void
1917     flag_inv (object *op, int flag)
1918     {
1919     if (op->inv)
1920 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 root 1.24 {
1922     SET_FLAG (tmp, flag);
1923     flag_inv (tmp, flag);
1924 elmex 1.1 }
1925 root 1.82 }
1926    
1927     /*
1928     * deactivate recursively a flag on an object inventory
1929     */
1930 root 1.24 void
1931     unflag_inv (object *op, int flag)
1932     {
1933     if (op->inv)
1934 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 root 1.24 {
1936     CLEAR_FLAG (tmp, flag);
1937     unflag_inv (tmp, flag);
1938 elmex 1.1 }
1939     }
1940    
1941     /*
1942     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1943     * all it's inventory (recursively).
1944     * If checksums are used, a player will get set_cheat called for
1945     * him/her-self and all object carried by a call to this function.
1946     */
1947 root 1.24 void
1948     set_cheat (object *op)
1949     {
1950     SET_FLAG (op, FLAG_WAS_WIZ);
1951     flag_inv (op, FLAG_WAS_WIZ);
1952 elmex 1.1 }
1953    
1954     /*
1955     * find_free_spot(object, map, x, y, start, stop) will search for
1956     * a spot at the given map and coordinates which will be able to contain
1957     * the given object. start and stop specifies how many squares
1958     * to search (see the freearr_x/y[] definition).
1959     * It returns a random choice among the alternatives found.
1960     * start and stop are where to start relative to the free_arr array (1,9
1961     * does all 4 immediate directions). This returns the index into the
1962     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1963     * Note - this only checks to see if there is space for the head of the
1964     * object - if it is a multispace object, this should be called for all
1965     * pieces.
1966     * Note2: This function does correctly handle tiled maps, but does not
1967     * inform the caller. However, insert_ob_in_map will update as
1968     * necessary, so the caller shouldn't need to do any special work.
1969     * Note - updated to take an object instead of archetype - this is necessary
1970     * because arch_blocked (now ob_blocked) needs to know the movement type
1971     * to know if the space in question will block the object. We can't use
1972     * the archetype because that isn't correct if the monster has been
1973     * customized, changed states, etc.
1974     */
1975 root 1.24 int
1976 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1977 root 1.24 {
1978 root 1.82 int index = 0, flag;
1979     int altern[SIZEOFFREE];
1980 root 1.24
1981 root 1.82 for (int i = start; i < stop; i++)
1982 root 1.24 {
1983     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1984     if (!flag)
1985 root 1.82 altern [index++] = i;
1986 root 1.24
1987     /* Basically, if we find a wall on a space, we cut down the search size.
1988     * In this way, we won't return spaces that are on another side of a wall.
1989     * This mostly work, but it cuts down the search size in all directions -
1990     * if the space being examined only has a wall to the north and empty
1991     * spaces in all the other directions, this will reduce the search space
1992     * to only the spaces immediately surrounding the target area, and
1993     * won't look 2 spaces south of the target space.
1994     */
1995 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1996 root 1.24 stop = maxfree[i];
1997 elmex 1.1 }
1998 root 1.74
1999 root 1.24 if (!index)
2000     return -1;
2001 root 1.74
2002 root 1.124 return altern [rndm (index)];
2003 elmex 1.1 }
2004    
2005     /*
2006 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2007 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2008     * But it will return the first available spot, not a random choice.
2009     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2010     */
2011 root 1.24 int
2012 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2013 root 1.24 {
2014 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2015     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2016     return i;
2017 root 1.24
2018     return -1;
2019 elmex 1.1 }
2020    
2021     /*
2022     * The function permute(arr, begin, end) randomly reorders the array
2023     * arr[begin..end-1].
2024 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2025 elmex 1.1 */
2026 root 1.24 static void
2027     permute (int *arr, int begin, int end)
2028 elmex 1.1 {
2029 root 1.82 arr += begin;
2030     end -= begin;
2031    
2032     while (--end)
2033 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2034 elmex 1.1 }
2035    
2036     /* new function to make monster searching more efficient, and effective!
2037     * This basically returns a randomized array (in the passed pointer) of
2038     * the spaces to find monsters. In this way, it won't always look for
2039     * monsters to the north first. However, the size of the array passed
2040     * covers all the spaces, so within that size, all the spaces within
2041     * the 3x3 area will be searched, just not in a predictable order.
2042     */
2043 root 1.24 void
2044     get_search_arr (int *search_arr)
2045 elmex 1.1 {
2046 root 1.82 int i;
2047 elmex 1.1
2048 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2049 root 1.82 search_arr[i] = i;
2050 elmex 1.1
2051 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2052     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2053     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2054 elmex 1.1 }
2055    
2056     /*
2057     * find_dir(map, x, y, exclude) will search some close squares in the
2058     * given map at the given coordinates for live objects.
2059     * It will not considered the object given as exclude among possible
2060     * live objects.
2061     * It returns the direction toward the first/closest live object if finds
2062     * any, otherwise 0.
2063     * Perhaps incorrectly, but I'm making the assumption that exclude
2064     * is actually want is going to try and move there. We need this info
2065     * because we have to know what movement the thing looking to move
2066     * there is capable of.
2067     */
2068 root 1.24 int
2069 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2070 root 1.24 {
2071 root 1.82 int i, max = SIZEOFFREE, mflags;
2072 root 1.29
2073     sint16 nx, ny;
2074 root 1.82 object *tmp;
2075     maptile *mp;
2076 root 1.29
2077     MoveType blocked, move_type;
2078 root 1.24
2079     if (exclude && exclude->head)
2080     {
2081     exclude = exclude->head;
2082     move_type = exclude->move_type;
2083     }
2084     else
2085     {
2086     /* If we don't have anything, presume it can use all movement types. */
2087     move_type = MOVE_ALL;
2088     }
2089    
2090     for (i = 1; i < max; i++)
2091     {
2092     mp = m;
2093     nx = x + freearr_x[i];
2094     ny = y + freearr_y[i];
2095    
2096     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2097 root 1.75
2098 root 1.24 if (mflags & P_OUT_OF_MAP)
2099 root 1.75 max = maxfree[i];
2100 root 1.24 else
2101     {
2102 root 1.82 mapspace &ms = mp->at (nx, ny);
2103    
2104     blocked = ms.move_block;
2105 root 1.24
2106     if ((move_type & blocked) == move_type)
2107 root 1.75 max = maxfree[i];
2108 root 1.24 else if (mflags & P_IS_ALIVE)
2109     {
2110 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2111 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2112     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2113 root 1.75 break;
2114    
2115 root 1.24 if (tmp)
2116 root 1.75 return freedir[i];
2117 root 1.8 }
2118     }
2119 elmex 1.1 }
2120 root 1.75
2121 root 1.24 return 0;
2122 elmex 1.1 }
2123    
2124     /*
2125     * distance(object 1, object 2) will return the square of the
2126     * distance between the two given objects.
2127     */
2128 root 1.24 int
2129     distance (const object *ob1, const object *ob2)
2130     {
2131 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2132 elmex 1.1 }
2133    
2134     /*
2135     * find_dir_2(delta-x,delta-y) will return a direction in which
2136     * an object which has subtracted the x and y coordinates of another
2137     * object, needs to travel toward it.
2138     */
2139 root 1.24 int
2140     find_dir_2 (int x, int y)
2141     {
2142 root 1.75 int q;
2143 elmex 1.1
2144 root 1.24 if (y)
2145     q = x * 100 / y;
2146 elmex 1.1 else if (x)
2147 root 1.24 q = -300 * x;
2148 elmex 1.1 else
2149     return 0;
2150    
2151 root 1.24 if (y > 0)
2152     {
2153     if (q < -242)
2154     return 3;
2155     if (q < -41)
2156     return 2;
2157     if (q < 41)
2158     return 1;
2159     if (q < 242)
2160     return 8;
2161     return 7;
2162     }
2163 elmex 1.1
2164     if (q < -242)
2165 root 1.24 return 7;
2166 elmex 1.1 if (q < -41)
2167 root 1.24 return 6;
2168 elmex 1.1 if (q < 41)
2169 root 1.24 return 5;
2170 elmex 1.1 if (q < 242)
2171 root 1.24 return 4;
2172 elmex 1.1
2173 root 1.24 return 3;
2174 elmex 1.1 }
2175    
2176     /*
2177     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2178     * between two directions (which are expected to be absolute (see absdir())
2179     */
2180 root 1.24 int
2181     dirdiff (int dir1, int dir2)
2182     {
2183 root 1.82 int d;
2184 root 1.24
2185     d = abs (dir1 - dir2);
2186     if (d > 4)
2187 elmex 1.1 d = 8 - d;
2188 root 1.82
2189 elmex 1.1 return d;
2190     }
2191    
2192     /* peterm:
2193     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2194     * Basically, this is a table of directions, and what directions
2195     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2196     * This basically means that if direction is 15, then it could either go
2197     * direction 4, 14, or 16 to get back to where we are.
2198     * Moved from spell_util.c to object.c with the other related direction
2199     * functions.
2200     */
2201 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2202 root 1.24 {0, 0, 0}, /* 0 */
2203     {0, 0, 0}, /* 1 */
2204     {0, 0, 0}, /* 2 */
2205     {0, 0, 0}, /* 3 */
2206     {0, 0, 0}, /* 4 */
2207     {0, 0, 0}, /* 5 */
2208     {0, 0, 0}, /* 6 */
2209     {0, 0, 0}, /* 7 */
2210     {0, 0, 0}, /* 8 */
2211     {8, 1, 2}, /* 9 */
2212     {1, 2, -1}, /* 10 */
2213     {2, 10, 12}, /* 11 */
2214     {2, 3, -1}, /* 12 */
2215     {2, 3, 4}, /* 13 */
2216     {3, 4, -1}, /* 14 */
2217     {4, 14, 16}, /* 15 */
2218     {5, 4, -1}, /* 16 */
2219     {4, 5, 6}, /* 17 */
2220     {6, 5, -1}, /* 18 */
2221     {6, 20, 18}, /* 19 */
2222     {7, 6, -1}, /* 20 */
2223     {6, 7, 8}, /* 21 */
2224     {7, 8, -1}, /* 22 */
2225     {8, 22, 24}, /* 23 */
2226     {8, 1, -1}, /* 24 */
2227     {24, 9, 10}, /* 25 */
2228     {9, 10, -1}, /* 26 */
2229     {10, 11, -1}, /* 27 */
2230     {27, 11, 29}, /* 28 */
2231     {11, 12, -1}, /* 29 */
2232     {12, 13, -1}, /* 30 */
2233     {12, 13, 14}, /* 31 */
2234     {13, 14, -1}, /* 32 */
2235     {14, 15, -1}, /* 33 */
2236     {33, 15, 35}, /* 34 */
2237     {16, 15, -1}, /* 35 */
2238     {17, 16, -1}, /* 36 */
2239     {18, 17, 16}, /* 37 */
2240     {18, 17, -1}, /* 38 */
2241     {18, 19, -1}, /* 39 */
2242     {41, 19, 39}, /* 40 */
2243     {19, 20, -1}, /* 41 */
2244     {20, 21, -1}, /* 42 */
2245     {20, 21, 22}, /* 43 */
2246     {21, 22, -1}, /* 44 */
2247     {23, 22, -1}, /* 45 */
2248     {45, 47, 23}, /* 46 */
2249     {23, 24, -1}, /* 47 */
2250     {24, 9, -1}
2251     }; /* 48 */
2252 elmex 1.1
2253     /* Recursive routine to step back and see if we can
2254     * find a path to that monster that we found. If not,
2255     * we don't bother going toward it. Returns 1 if we
2256     * can see a direct way to get it
2257     * Modified to be map tile aware -.MSW
2258     */
2259 root 1.24 int
2260 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2261 root 1.24 {
2262 root 1.29 sint16 dx, dy;
2263 root 1.75 int mflags;
2264 root 1.24
2265     if (dir < 0)
2266     return 0; /* exit condition: invalid direction */
2267    
2268     dx = x + freearr_x[dir];
2269     dy = y + freearr_y[dir];
2270    
2271     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2272    
2273     /* This functional arguably was incorrect before - it was
2274     * checking for P_WALL - that was basically seeing if
2275     * we could move to the monster - this is being more
2276     * literal on if we can see it. To know if we can actually
2277     * move to the monster, we'd need the monster passed in or
2278     * at least its move type.
2279     */
2280     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2281     return 0;
2282    
2283     /* yes, can see. */
2284     if (dir < 9)
2285     return 1;
2286 root 1.75
2287     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2288     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2289     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2290 root 1.24 }
2291    
2292 elmex 1.1 /*
2293     * can_pick(picker, item): finds out if an object is possible to be
2294     * picked up by the picker. Returnes 1 if it can be
2295     * picked up, otherwise 0.
2296     *
2297     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2298     * core dumps if they do.
2299     *
2300     * Add a check so we can't pick up invisible objects (0.93.8)
2301     */
2302    
2303 root 1.24 int
2304     can_pick (const object *who, const object *item)
2305     {
2306     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2307     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2308     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2309 elmex 1.1 }
2310    
2311     /*
2312     * create clone from object to another
2313     */
2314 root 1.24 object *
2315     object_create_clone (object *asrc)
2316     {
2317 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2318 elmex 1.1
2319 root 1.24 if (!asrc)
2320 root 1.62 return 0;
2321    
2322 root 1.24 src = asrc;
2323     if (src->head)
2324     src = src->head;
2325    
2326 root 1.62 prev = 0;
2327 root 1.24 for (part = src; part; part = part->more)
2328     {
2329 root 1.65 tmp = part->clone ();
2330 root 1.24 tmp->x -= src->x;
2331     tmp->y -= src->y;
2332 root 1.62
2333 root 1.24 if (!part->head)
2334     {
2335     dst = tmp;
2336 root 1.62 tmp->head = 0;
2337 root 1.24 }
2338     else
2339 root 1.75 tmp->head = dst;
2340 root 1.62
2341     tmp->more = 0;
2342    
2343 root 1.24 if (prev)
2344     prev->more = tmp;
2345 root 1.62
2346 root 1.24 prev = tmp;
2347 elmex 1.1 }
2348 root 1.24
2349     for (item = src->inv; item; item = item->below)
2350 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2351 elmex 1.1
2352 root 1.24 return dst;
2353 elmex 1.1 }
2354    
2355     /* This returns the first object in who's inventory that
2356     * has the same type and subtype match.
2357     * returns NULL if no match.
2358     */
2359 root 1.24 object *
2360     find_obj_by_type_subtype (const object *who, int type, int subtype)
2361 elmex 1.1 {
2362 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2363 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2364     return tmp;
2365 elmex 1.1
2366 root 1.82 return 0;
2367 elmex 1.1 }
2368    
2369     /* If ob has a field named key, return the link from the list,
2370     * otherwise return NULL.
2371     *
2372     * key must be a passed in shared string - otherwise, this won't
2373     * do the desired thing.
2374     */
2375 root 1.24 key_value *
2376     get_ob_key_link (const object *ob, const char *key)
2377     {
2378 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2379 root 1.48 if (link->key == key)
2380     return link;
2381 root 1.24
2382 root 1.82 return 0;
2383 root 1.24 }
2384 elmex 1.1
2385     /*
2386     * Returns the value of op has an extra_field for key, or NULL.
2387     *
2388     * The argument doesn't need to be a shared string.
2389     *
2390     * The returned string is shared.
2391     */
2392 root 1.24 const char *
2393     get_ob_key_value (const object *op, const char *const key)
2394     {
2395 root 1.35 key_value *link;
2396     shstr_cmp canonical_key (key);
2397 root 1.24
2398 root 1.35 if (!canonical_key)
2399 root 1.24 {
2400     /* 1. There being a field named key on any object
2401     * implies there'd be a shared string to find.
2402     * 2. Since there isn't, no object has this field.
2403     * 3. Therefore, *this* object doesn't have this field.
2404     */
2405 root 1.35 return 0;
2406 elmex 1.1 }
2407    
2408 root 1.24 /* This is copied from get_ob_key_link() above -
2409     * only 4 lines, and saves the function call overhead.
2410     */
2411 root 1.35 for (link = op->key_values; link; link = link->next)
2412     if (link->key == canonical_key)
2413     return link->value;
2414    
2415     return 0;
2416 elmex 1.1 }
2417    
2418    
2419     /*
2420     * Updates the canonical_key in op to value.
2421     *
2422     * canonical_key is a shared string (value doesn't have to be).
2423     *
2424     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425     * keys.
2426     *
2427     * Returns TRUE on success.
2428     */
2429 root 1.24 int
2430     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431     {
2432 root 1.82 key_value *field = NULL, *last = NULL;
2433 root 1.24
2434     for (field = op->key_values; field != NULL; field = field->next)
2435     {
2436     if (field->key != canonical_key)
2437     {
2438     last = field;
2439     continue;
2440     }
2441    
2442     if (value)
2443     field->value = value;
2444     else
2445     {
2446     /* Basically, if the archetype has this key set,
2447     * we need to store the null value so when we save
2448     * it, we save the empty value so that when we load,
2449     * we get this value back again.
2450     */
2451     if (get_ob_key_link (&op->arch->clone, canonical_key))
2452     field->value = 0;
2453     else
2454     {
2455     if (last)
2456     last->next = field->next;
2457     else
2458     op->key_values = field->next;
2459    
2460 root 1.29 delete field;
2461 root 1.24 }
2462     }
2463     return TRUE;
2464     }
2465     /* IF we get here, key doesn't exist */
2466    
2467     /* No field, we'll have to add it. */
2468    
2469     if (!add_key)
2470 root 1.82 return FALSE;
2471    
2472 root 1.24 /* There isn't any good reason to store a null
2473     * value in the key/value list. If the archetype has
2474     * this key, then we should also have it, so shouldn't
2475     * be here. If user wants to store empty strings,
2476     * should pass in ""
2477     */
2478     if (value == NULL)
2479 elmex 1.1 return TRUE;
2480 root 1.24
2481     field = new key_value;
2482    
2483     field->key = canonical_key;
2484     field->value = value;
2485     /* Usual prepend-addition. */
2486     field->next = op->key_values;
2487     op->key_values = field;
2488    
2489     return TRUE;
2490 elmex 1.1 }
2491    
2492     /*
2493     * Updates the key in op to value.
2494     *
2495     * If add_key is FALSE, this will only update existing keys,
2496     * and not add new ones.
2497     * In general, should be little reason FALSE is ever passed in for add_key
2498     *
2499     * Returns TRUE on success.
2500     */
2501 root 1.24 int
2502     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503 root 1.11 {
2504 root 1.29 shstr key_ (key);
2505 root 1.24
2506 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2507 elmex 1.1 }
2508 root 1.31
2509 root 1.34 object::depth_iterator::depth_iterator (object *container)
2510     : iterator_base (container)
2511     {
2512     while (item->inv)
2513     item = item->inv;
2514     }
2515    
2516 root 1.31 void
2517 root 1.34 object::depth_iterator::next ()
2518 root 1.31 {
2519 root 1.34 if (item->below)
2520     {
2521     item = item->below;
2522    
2523     while (item->inv)
2524     item = item->inv;
2525     }
2526 root 1.31 else
2527 root 1.34 item = item->env;
2528 root 1.31 }
2529 root 1.34
2530 elmex 1.97
2531     const char *
2532     object::flag_desc (char *desc, int len) const
2533     {
2534     char *p = desc;
2535     bool first = true;
2536    
2537 root 1.101 *p = 0;
2538    
2539 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2540     {
2541     if (len <= 10) // magic constant!
2542     {
2543     snprintf (p, len, ",...");
2544     break;
2545     }
2546    
2547 root 1.101 if (flag [i])
2548 elmex 1.97 {
2549     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2550     len -= cnt;
2551     p += cnt;
2552     first = false;
2553     }
2554     }
2555    
2556     return desc;
2557     }
2558    
2559 root 1.101 // return a suitable string describing an object in enough detail to find it
2560 root 1.36 const char *
2561     object::debug_desc (char *info) const
2562     {
2563 elmex 1.97 char flagdesc[512];
2564     char info2[256 * 4];
2565 root 1.36 char *p = info;
2566    
2567 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2568 elmex 1.97 count, uuid.seq,
2569 root 1.36 &name,
2570 root 1.117 title ? "\",title:\"" : "",
2571 elmex 1.97 title ? (const char *)title : "",
2572     flag_desc (flagdesc, 512), type);
2573 root 1.36
2574     if (env)
2575     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576    
2577     if (map)
2578 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 root 1.36
2580     return info;
2581     }
2582    
2583     const char *
2584     object::debug_desc () const
2585     {
2586 root 1.102 static char info[256 * 4];
2587 root 1.36 return debug_desc (info);
2588     }
2589    
2590 root 1.114 const char *
2591     object::debug_desc2 () const
2592     {
2593     static char info[256 * 4];
2594     return debug_desc (info);
2595     }
2596    
2597 root 1.125 struct region *
2598     object::region () const
2599     {
2600     return map ? map->region (x, y)
2601     : region::default_region ();
2602     }
2603    
2604 root 1.129 const materialtype_t *
2605     object::dominant_material () const
2606     {
2607     if (materialtype_t *mat = name_to_material (materialname))
2608     return mat;
2609    
2610     // omfg this is slow, this has to be temporary :)
2611     shstr unknown ("unknown");
2612    
2613     return name_to_material (unknown);
2614     }
2615    
2616 root 1.130 void
2617     object::open_container (object *new_container)
2618     {
2619     if (container == new_container)
2620     return;
2621    
2622     if (object *old_container = container)
2623     {
2624     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2625     return;
2626    
2627     #if 0
2628     // remove the "Close old_container" object.
2629     if (object *closer = old_container->inv)
2630     if (closer->type == CLOSE_CON)
2631     closer->destroy ();
2632     #endif
2633    
2634     old_container->flag [FLAG_APPLIED] = 0;
2635     container = 0;
2636    
2637     esrv_update_item (UPD_FLAGS, this, old_container);
2638     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2639     }
2640    
2641     if (new_container)
2642     {
2643     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2644     return;
2645    
2646     // TODO: this does not seem to serve any purpose anymore?
2647     #if 0
2648     // insert the "Close Container" object.
2649     if (archetype *closer = new_container->other_arch)
2650     {
2651     object *closer = arch_to_object (new_container->other_arch);
2652     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2653     new_container->insert (closer);
2654     }
2655     #endif
2656    
2657 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2658    
2659 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2660     container = new_container;
2661    
2662     esrv_update_item (UPD_FLAGS, this, new_container);
2663 root 1.131 esrv_send_inventory (this, new_container);
2664 root 1.130 }
2665     }
2666    
2667