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/cvs/deliantra/server/common/object.C
Revision: 1.138
Committed: Sat Apr 21 16:56:29 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.137: +32 -24 lines
Log Message:
having a) monsters as treasures b) multipart monsters as treasures
and c) multipart monsters as terasures on tiled maps... hit a big
pile of bugs again.

this change:

- implements a per-map active flag. when items are being inserted
  they are activated or deactivated according to that flag.
  this could get rid of most or even all of the explicit
  activate/deactivate calls.
- implement some glue to make instantiating multipart objects easier
  (this is used inside fix_multipart_objects and might make it possible
  to put multipart objects at map borders - those were winged before)
- do finer-grained locking as to not lead to deadlocks when insert
  recurses e.g. when loading tiled maps.

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 1.137 for (key_value *i = op->key_values; i; )
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 root 1.137 object &
471     object::operator =(const object &src)
472 root 1.11 {
473 root 1.137 bool is_freed = flag [FLAG_FREED];
474     bool is_removed = flag [FLAG_REMOVED];
475 root 1.59
476 root 1.137 *(object_copy *)this = src;
477 elmex 1.1
478 root 1.137 flag [FLAG_FREED] = is_freed;
479     flag [FLAG_REMOVED] = is_removed;
480 elmex 1.1
481 root 1.11 /* Copy over key_values, if any. */
482 root 1.137 if (src.key_values)
483 root 1.14 {
484 root 1.23 key_value *tail = 0;
485 root 1.137 key_values = 0;
486 elmex 1.1
487 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
488 root 1.11 {
489     key_value *new_link = new key_value;
490 root 1.8
491 root 1.24 new_link->next = 0;
492     new_link->key = i->key;
493 root 1.11 new_link->value = i->value;
494    
495     /* Try and be clever here, too. */
496 root 1.137 if (!key_values)
497 root 1.11 {
498 root 1.137 key_values = new_link;
499 root 1.11 tail = new_link;
500 root 1.8 }
501 root 1.11 else
502     {
503     tail->next = new_link;
504     tail = new_link;
505     }
506 root 1.14 }
507     }
508 root 1.137 }
509    
510     /*
511     * copy_to first frees everything allocated by the dst object,
512     * and then copies the contents of itself into the second
513     * object, allocating what needs to be allocated. Basically, any
514     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
515     * if the first object is freed, the pointers in the new object
516     * will point at garbage.
517     */
518     void
519     object::copy_to (object *dst)
520     {
521     *dst = *this;
522    
523     if (speed < 0)
524     dst->speed_left = speed_left - rndm ();
525 root 1.2
526 root 1.87 dst->set_speed (dst->speed);
527 elmex 1.1 }
528    
529 root 1.133 void
530     object::instantiate ()
531     {
532     if (!uuid.seq) // HACK
533     uuid = gen_uuid ();
534    
535     speed_left = -0.1f;
536     /* copy the body_info to the body_used - this is only really
537     * need for monsters, but doesn't hurt to do it for everything.
538     * by doing so, when a monster is created, it has good starting
539     * values for the body_used info, so when items are created
540     * for it, they can be properly equipped.
541     */
542     memcpy (body_used, body_info, sizeof (body_used));
543    
544     attachable::instantiate ();
545     }
546    
547 root 1.65 object *
548     object::clone ()
549     {
550     object *neu = create ();
551     copy_to (neu);
552     return neu;
553     }
554    
555 elmex 1.1 /*
556     * If an object with the IS_TURNABLE() flag needs to be turned due
557     * to the closest player being on the other side, this function can
558     * be called to update the face variable, _and_ how it looks on the map.
559     */
560 root 1.24 void
561     update_turn_face (object *op)
562     {
563 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
564 root 1.24 return;
565 root 1.96
566 root 1.24 SET_ANIMATION (op, op->direction);
567     update_object (op, UP_OBJ_FACE);
568 elmex 1.1 }
569    
570     /*
571     * Updates the speed of an object. If the speed changes from 0 to another
572     * value, or vice versa, then add/remove the object from the active list.
573     * This function needs to be called whenever the speed of an object changes.
574     */
575 root 1.24 void
576 root 1.87 object::set_speed (float speed)
577 root 1.24 {
578 root 1.87 if (flag [FLAG_FREED] && speed)
579 root 1.24 {
580 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
581     speed = 0;
582 elmex 1.1 }
583 root 1.31
584 root 1.87 this->speed = speed;
585    
586 elmex 1.97 if (has_active_speed ())
587 root 1.98 activate ();
588 root 1.24 else
589 root 1.98 deactivate ();
590 elmex 1.1 }
591    
592     /*
593 root 1.75 * update_object() updates the the map.
594 elmex 1.1 * It takes into account invisible objects (and represent squares covered
595     * by invisible objects by whatever is below them (unless it's another
596     * invisible object, etc...)
597     * If the object being updated is beneath a player, the look-window
598     * of that player is updated (this might be a suboptimal way of
599     * updating that window, though, since update_object() is called _often_)
600     *
601     * action is a hint of what the caller believes need to be done.
602     * current action are:
603     * UP_OBJ_INSERT: op was inserted
604     * UP_OBJ_REMOVE: op was removed
605     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
606     * as that is easier than trying to look at what may have changed.
607     * UP_OBJ_FACE: only the objects face has changed.
608     */
609 root 1.24 void
610     update_object (object *op, int action)
611     {
612     if (op == NULL)
613     {
614     /* this should never happen */
615     LOG (llevDebug, "update_object() called for NULL object.\n");
616     return;
617 elmex 1.1 }
618 root 1.24
619 root 1.75 if (op->env)
620 root 1.24 {
621     /* Animation is currently handled by client, so nothing
622     * to do in this case.
623     */
624     return;
625 elmex 1.1 }
626    
627 root 1.24 /* If the map is saving, don't do anything as everything is
628     * going to get freed anyways.
629     */
630     if (!op->map || op->map->in_memory == MAP_SAVING)
631     return;
632    
633     /* make sure the object is within map boundaries */
634 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
635 root 1.24 {
636     LOG (llevError, "update_object() called for object out of map!\n");
637 elmex 1.1 #ifdef MANY_CORES
638 root 1.24 abort ();
639 elmex 1.1 #endif
640 root 1.24 return;
641 elmex 1.1 }
642    
643 root 1.76 mapspace &m = op->ms ();
644 elmex 1.1
645 root 1.99 if (!(m.flags_ & P_UPTODATE))
646 root 1.75 /* nop */;
647     else if (action == UP_OBJ_INSERT)
648     {
649     // this is likely overkill, TODO: revisit (schmorp)
650     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
651     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
652     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
653     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
654     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
655     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
656     || (m.move_on | op->move_on ) != m.move_on
657     || (m.move_off | op->move_off ) != m.move_off
658     || (m.move_slow | op->move_slow) != m.move_slow
659     /* This isn't perfect, but I don't expect a lot of objects to
660     * to have move_allow right now.
661     */
662     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
663     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
664 root 1.99 m.flags_ = 0;
665 root 1.75 }
666     /* if the object is being removed, we can't make intelligent
667     * decisions, because remove_ob can't really pass the object
668     * that is being removed.
669     */
670 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
671 root 1.99 m.flags_ = 0;
672 root 1.24 else if (action == UP_OBJ_FACE)
673 root 1.29 /* Nothing to do for that case */ ;
674 root 1.24 else
675 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
676 elmex 1.1
677 root 1.75 if (op->more)
678 root 1.24 update_object (op->more, action);
679 elmex 1.1 }
680    
681 root 1.21 object::object ()
682     {
683 root 1.22 SET_FLAG (this, FLAG_REMOVED);
684    
685     expmul = 1.0;
686     face = blank_face;
687     }
688    
689     object::~object ()
690     {
691 root 1.121 unlink ();
692 root 1.119
693 root 1.22 free_key_values (this);
694     }
695    
696 root 1.112 static int object_count;
697    
698 root 1.24 void object::link ()
699 root 1.22 {
700 root 1.112 assert (!index);//D
701 root 1.41 uuid = gen_uuid ();
702 root 1.112 count = ++object_count;
703 root 1.21
704 root 1.109 refcnt_inc ();
705 root 1.108 objects.insert (this);
706 root 1.21 }
707    
708 root 1.24 void object::unlink ()
709 root 1.21 {
710 root 1.121 if (!index)
711     return;
712    
713 root 1.108 objects.erase (this);
714 root 1.109 refcnt_dec ();
715 root 1.98 }
716    
717 root 1.96 void
718 root 1.98 object::activate ()
719 root 1.96 {
720 root 1.98 /* If already on active list, don't do anything */
721 root 1.108 if (active)
722 root 1.98 return;
723    
724 elmex 1.97 if (has_active_speed ())
725 root 1.108 actives.insert (this);
726 root 1.98 }
727 root 1.96
728 root 1.98 void
729     object::activate_recursive ()
730     {
731     activate ();
732    
733 root 1.104 for (object *op = inv; op; op = op->below)
734 root 1.98 op->activate_recursive ();
735 root 1.96 }
736    
737     /* This function removes object 'op' from the list of active
738     * objects.
739     * This should only be used for style maps or other such
740     * reference maps where you don't want an object that isn't
741     * in play chewing up cpu time getting processed.
742     * The reverse of this is to call update_ob_speed, which
743     * will do the right thing based on the speed of the object.
744     */
745     void
746 root 1.98 object::deactivate ()
747 root 1.96 {
748     /* If not on the active list, nothing needs to be done */
749 root 1.108 if (!active)
750 root 1.96 return;
751    
752 root 1.108 actives.erase (this);
753 root 1.98 }
754 root 1.96
755 root 1.98 void
756     object::deactivate_recursive ()
757     {
758 root 1.104 for (object *op = inv; op; op = op->below)
759 root 1.98 op->deactivate_recursive ();
760    
761     deactivate ();
762 root 1.96 }
763    
764 root 1.106 void
765     object::set_flag_inv (int flag, int value)
766     {
767     for (object *op = inv; op; op = op->below)
768     {
769     op->flag [flag] = value;
770     op->set_flag_inv (flag, value);
771     }
772     }
773    
774 root 1.89 /*
775     * Remove and free all objects in the inventory of the given object.
776     * object.c ?
777     */
778     void
779     object::destroy_inv (bool drop_to_ground)
780     {
781 root 1.94 // need to check first, because the checks below might segfault
782     // as we might be on an invalid mapspace and crossfire code
783     // is too buggy to ensure that the inventory is empty.
784     // corollary: if you create arrows etc. with stuff in tis inventory,
785     // cf will crash below with off-map x and y
786     if (!inv)
787     return;
788    
789 root 1.89 /* Only if the space blocks everything do we not process -
790     * if some form of movement is allowed, let objects
791     * drop on that space.
792     */
793 root 1.92 if (!drop_to_ground
794     || !map
795     || map->in_memory != MAP_IN_MEMORY
796 root 1.122 || map->nodrop
797 root 1.95 || ms ().move_block == MOVE_ALL)
798 root 1.89 {
799     while (inv)
800 root 1.92 {
801     inv->destroy_inv (drop_to_ground);
802     inv->destroy ();
803     }
804 root 1.89 }
805     else
806     { /* Put objects in inventory onto this space */
807     while (inv)
808     {
809     object *op = inv;
810    
811     if (op->flag [FLAG_STARTEQUIP]
812     || op->flag [FLAG_NO_DROP]
813     || op->type == RUNE
814     || op->type == TRAP
815 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
816     || op->flag [FLAG_DESTROY_ON_DEATH])
817 root 1.89 op->destroy ();
818     else
819 root 1.93 map->insert (op, x, y);
820 root 1.89 }
821     }
822     }
823    
824 root 1.21 object *object::create ()
825     {
826 root 1.42 object *op = new object;
827 root 1.22 op->link ();
828     return op;
829 root 1.21 }
830 elmex 1.1
831 root 1.82 void
832     object::do_destroy ()
833 root 1.14 {
834 root 1.112 attachable::do_destroy ();
835    
836 root 1.82 if (flag [FLAG_IS_LINKED])
837     remove_button_link (this);
838 root 1.29
839 root 1.82 if (flag [FLAG_FRIENDLY])
840 root 1.126 {
841     remove_friendly_object (this);
842    
843     if (type == GOLEM
844     && owner
845     && owner->type == PLAYER
846     && owner->contr->ranges[range_golem] == this)
847     owner->contr->ranges[range_golem] = 0;
848     }
849 root 1.32
850 root 1.82 if (!flag [FLAG_REMOVED])
851 root 1.63 remove ();
852 root 1.14
853 root 1.112 destroy_inv (true);
854 root 1.14
855 root 1.112 deactivate ();
856     unlink ();
857 root 1.92
858 root 1.82 flag [FLAG_FREED] = 1;
859 root 1.14
860 root 1.57 // hack to ensure that freed objects still have a valid map
861     {
862     static maptile *freed_map; // freed objects are moved here to avoid crashes
863    
864     if (!freed_map)
865     {
866     freed_map = new maptile;
867    
868     freed_map->name = "/internal/freed_objects_map";
869     freed_map->width = 3;
870     freed_map->height = 3;
871    
872 root 1.96 freed_map->alloc ();
873 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
874 root 1.57 }
875    
876     map = freed_map;
877     x = 1;
878     y = 1;
879     }
880    
881 root 1.82 head = 0;
882 root 1.88
883     if (more)
884     {
885     more->destroy ();
886     more = 0;
887     }
888 root 1.82
889 root 1.44 // clear those pointers that likely might have circular references to us
890     owner = 0;
891     enemy = 0;
892     attacked_by = 0;
893 root 1.82 }
894    
895     void
896     object::destroy (bool destroy_inventory)
897     {
898     if (destroyed ())
899     return;
900    
901     if (destroy_inventory)
902 root 1.89 destroy_inv (false);
903 root 1.22
904 root 1.82 attachable::destroy ();
905 elmex 1.1 }
906    
907     /*
908     * sub_weight() recursively (outwards) subtracts a number from the
909     * weight of an object (and what is carried by it's environment(s)).
910     */
911 root 1.24 void
912     sub_weight (object *op, signed long weight)
913     {
914     while (op != NULL)
915     {
916     if (op->type == CONTAINER)
917 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
918    
919 root 1.24 op->carrying -= weight;
920     op = op->env;
921 elmex 1.1 }
922     }
923    
924 root 1.63 /* op->remove ():
925 elmex 1.1 * This function removes the object op from the linked list of objects
926     * which it is currently tied to. When this function is done, the
927     * object will have no environment. If the object previously had an
928     * environment, the x and y coordinates will be updated to
929     * the previous environment.
930     */
931 root 1.24 void
932 root 1.128 object::do_remove ()
933 root 1.24 {
934 root 1.45 object *tmp, *last = 0;
935     object *otmp;
936 root 1.26
937 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
938 root 1.29 return;
939 root 1.24
940 root 1.59 SET_FLAG (this, FLAG_REMOVED);
941 root 1.82 INVOKE_OBJECT (REMOVE, this);
942 root 1.26
943 root 1.59 if (more)
944     more->remove ();
945 root 1.24
946     /*
947     * In this case, the object to be removed is in someones
948     * inventory.
949     */
950 root 1.59 if (env)
951 root 1.24 {
952 root 1.59 if (nrof)
953     sub_weight (env, weight * nrof);
954 root 1.24 else
955 root 1.59 sub_weight (env, weight + carrying);
956 root 1.24
957     /* NO_FIX_PLAYER is set when a great many changes are being
958     * made to players inventory. If set, avoiding the call
959     * to save cpu time.
960     */
961 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
962 root 1.78 otmp->update_stats ();
963 root 1.24
964 root 1.96 if (above)
965 root 1.59 above->below = below;
966 root 1.24 else
967 root 1.59 env->inv = below;
968 root 1.24
969 root 1.96 if (below)
970 root 1.59 below->above = above;
971 root 1.24
972     /* we set up values so that it could be inserted into
973     * the map, but we don't actually do that - it is up
974     * to the caller to decide what we want to do.
975     */
976 root 1.59 x = env->x, y = env->y;
977     map = env->map;
978     above = 0, below = 0;
979     env = 0;
980     }
981     else if (map)
982     {
983 root 1.96 if (type == PLAYER)
984     {
985 root 1.130 // leaving a spot always closes any open container on the ground
986     if (container && !container->env)
987     // this causes spurious floorbox updates, but it ensures
988     // that the CLOSE event is being sent.
989     close_container ();
990    
991 root 1.96 --map->players;
992 root 1.100 map->touch ();
993 root 1.96 }
994    
995 root 1.98 map->dirty = true;
996 root 1.117 mapspace &ms = this->ms ();
997 elmex 1.1
998 root 1.29 /* link the object above us */
999 root 1.59 if (above)
1000     above->below = below;
1001 root 1.29 else
1002 root 1.117 ms.top = below; /* we were top, set new top */
1003 root 1.24
1004 root 1.29 /* Relink the object below us, if there is one */
1005 root 1.59 if (below)
1006     below->above = above;
1007 root 1.29 else
1008     {
1009     /* Nothing below, which means we need to relink map object for this space
1010     * use translated coordinates in case some oddness with map tiling is
1011     * evident
1012     */
1013 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1014 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 ());
1015 elmex 1.1
1016 root 1.117 ms.bot = above; /* goes on above it. */
1017 root 1.8 }
1018 root 1.26
1019 root 1.59 above = 0;
1020     below = 0;
1021 root 1.26
1022 root 1.59 if (map->in_memory == MAP_SAVING)
1023 root 1.29 return;
1024 elmex 1.1
1025 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1026 elmex 1.1
1027 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1028 root 1.24 {
1029 root 1.29 /* No point updating the players look faces if he is the object
1030     * being removed.
1031 root 1.24 */
1032 root 1.29
1033 root 1.59 if (tmp->type == PLAYER && tmp != this)
1034 root 1.24 {
1035 root 1.29 /* If a container that the player is currently using somehow gets
1036     * removed (most likely destroyed), update the player view
1037     * appropriately.
1038     */
1039 root 1.59 if (tmp->container == this)
1040 root 1.29 {
1041 root 1.82 flag [FLAG_APPLIED] = 0;
1042 root 1.59 tmp->container = 0;
1043 root 1.29 }
1044    
1045 root 1.82 if (tmp->contr->ns)
1046     tmp->contr->ns->floorbox_update ();
1047 root 1.8 }
1048 root 1.26
1049 root 1.96 /* See if object moving off should effect something */
1050 root 1.50 if (check_walk_off
1051 root 1.59 && ((move_type & tmp->move_off)
1052     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1053 root 1.29 {
1054 elmex 1.72 move_apply (tmp, this, 0);
1055 root 1.24
1056 root 1.59 if (destroyed ())
1057 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1058 root 1.8 }
1059    
1060 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1061 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1062 root 1.29 if (tmp->above == tmp)
1063 root 1.59 tmp->above = 0;
1064 root 1.8
1065 root 1.29 last = tmp;
1066     }
1067 root 1.26
1068 root 1.96 /* last == NULL if there are no objects on this space */
1069     //TODO: this makes little sense, why only update the topmost object?
1070 root 1.59 if (!last)
1071 root 1.99 map->at (x, y).flags_ = 0;
1072 root 1.29 else
1073     update_object (last, UP_OBJ_REMOVE);
1074 root 1.26
1075 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1076 root 1.59 update_all_los (map, x, y);
1077 elmex 1.1 }
1078     }
1079    
1080     /*
1081     * merge_ob(op,top):
1082     *
1083     * This function goes through all objects below and including top, and
1084     * merges op to the first matching object.
1085     * If top is NULL, it is calculated.
1086     * Returns pointer to object if it succeded in the merge, otherwise NULL
1087     */
1088 root 1.24 object *
1089     merge_ob (object *op, object *top)
1090     {
1091     if (!op->nrof)
1092 elmex 1.1 return 0;
1093 root 1.29
1094 root 1.82 if (top)
1095     for (top = op; top && top->above; top = top->above)
1096     ;
1097 root 1.29
1098 root 1.82 for (; top; top = top->below)
1099 elmex 1.1 {
1100 root 1.24 if (top == op)
1101     continue;
1102 root 1.66
1103     if (object::can_merge (op, top))
1104 root 1.24 {
1105     top->nrof += op->nrof;
1106    
1107 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1108 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1109 root 1.64 op->destroy ();
1110 root 1.24 return top;
1111     }
1112 elmex 1.1 }
1113 root 1.29
1114 root 1.45 return 0;
1115 elmex 1.1 }
1116    
1117 root 1.138 void
1118     object::expand_tail ()
1119     {
1120     if (more)
1121     return;
1122    
1123     object *prev = this;
1124    
1125     for (archetype *at = arch->more; at; at = at->more)
1126     {
1127     object *op = arch_to_object (at);
1128    
1129     op->name = name;
1130     op->name_pl = name_pl;
1131     op->title = title;
1132    
1133     op->head = this;
1134     prev->more = op;
1135    
1136     prev = op;
1137     }
1138     }
1139    
1140 elmex 1.1 /*
1141 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1142     * job preparing multi-part monsters.
1143 elmex 1.1 */
1144 root 1.24 object *
1145 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1146 root 1.24 {
1147 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1148 root 1.24 {
1149     tmp->x = x + tmp->arch->clone.x;
1150     tmp->y = y + tmp->arch->clone.y;
1151 elmex 1.1 }
1152 root 1.29
1153 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1154 elmex 1.1 }
1155    
1156     /*
1157     * insert_ob_in_map (op, map, originator, flag):
1158     * This function inserts the object in the two-way linked list
1159     * which represents what is on a map.
1160     * The second argument specifies the map, and the x and y variables
1161     * in the object about to be inserted specifies the position.
1162     *
1163     * originator: Player, monster or other object that caused 'op' to be inserted
1164     * into 'map'. May be NULL.
1165     *
1166     * flag is a bitmask about special things to do (or not do) when this
1167     * function is called. see the object.h file for the INS_ values.
1168     * Passing 0 for flag gives proper default values, so flag really only needs
1169     * to be set if special handling is needed.
1170     *
1171     * Return value:
1172     * new object if 'op' was merged with other object
1173     * NULL if 'op' was destroyed
1174     * just 'op' otherwise
1175     */
1176 root 1.24 object *
1177 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1178 elmex 1.1 {
1179 root 1.138 assert (!op->flag [FLAG_FREED]);
1180    
1181 root 1.25 object *tmp, *top, *floor = NULL;
1182 elmex 1.1
1183 root 1.117 op->remove ();
1184    
1185 root 1.138 if (!m->active != !op->active)
1186     if (m->active)
1187     op->activate_recursive ();
1188     else
1189     op->deactivate_recursive ();
1190 root 1.25
1191 root 1.24 if (out_of_map (m, op->x, op->y))
1192     {
1193 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1194 elmex 1.1 #ifdef MANY_CORES
1195 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1196     * is likely to cause a crash. Better to find out where it is getting
1197     * improperly inserted.
1198     */
1199     abort ();
1200 elmex 1.1 #endif
1201 root 1.24 return op;
1202 elmex 1.1 }
1203 root 1.25
1204 root 1.117 if (object *more = op->more)
1205 root 1.24 {
1206 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1207 root 1.24 {
1208     if (!op->head)
1209     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1210 root 1.26
1211 root 1.82 return 0;
1212 root 1.8 }
1213 root 1.24 }
1214 root 1.25
1215 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1216 root 1.8
1217 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1218     * of areas of callers (eg, anything that uses find_free_spot would now
1219     * need extra work
1220     */
1221 root 1.117 if (!xy_normalise (m, op->x, op->y))
1222     return 0;
1223    
1224     op->map = m;
1225     mapspace &ms = op->ms ();
1226 root 1.24
1227     /* this has to be done after we translate the coordinates.
1228     */
1229     if (op->nrof && !(flag & INS_NO_MERGE))
1230 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1231 root 1.66 if (object::can_merge (op, tmp))
1232 root 1.25 {
1233     op->nrof += tmp->nrof;
1234 root 1.64 tmp->destroy ();
1235 root 1.25 }
1236 root 1.24
1237     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1238     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1239 root 1.25
1240 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1241     CLEAR_FLAG (op, FLAG_NO_STEAL);
1242    
1243     if (flag & INS_BELOW_ORIGINATOR)
1244     {
1245     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1246     {
1247     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1248     abort ();
1249     }
1250 root 1.25
1251 root 1.24 op->above = originator;
1252     op->below = originator->below;
1253 root 1.25
1254 root 1.24 if (op->below)
1255     op->below->above = op;
1256     else
1257 root 1.117 ms.bot = op;
1258 root 1.25
1259 root 1.24 /* since *below* originator, no need to update top */
1260     originator->below = op;
1261 elmex 1.1 }
1262 root 1.24 else
1263     {
1264 root 1.117 top = ms.bot;
1265    
1266 root 1.24 /* If there are other objects, then */
1267 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1268 root 1.24 {
1269 root 1.96 object *last = 0;
1270 root 1.24
1271     /*
1272     * If there are multiple objects on this space, we do some trickier handling.
1273     * We've already dealt with merging if appropriate.
1274     * Generally, we want to put the new object on top. But if
1275     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1276     * floor, we want to insert above that and no further.
1277     * Also, if there are spell objects on this space, we stop processing
1278     * once we get to them. This reduces the need to traverse over all of
1279     * them when adding another one - this saves quite a bit of cpu time
1280     * when lots of spells are cast in one area. Currently, it is presumed
1281     * that flying non pickable objects are spell objects.
1282     */
1283 root 1.117 for (top = ms.bot; top; top = top->above)
1284 root 1.24 {
1285     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1286     floor = top;
1287 root 1.26
1288 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))
1289     {
1290     /* We insert above top, so we want this object below this */
1291     top = top->below;
1292     break;
1293     }
1294 root 1.26
1295 root 1.24 last = top;
1296     }
1297 root 1.26
1298 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1299     top = last;
1300 root 1.8
1301 root 1.24 /* We let update_position deal with figuring out what the space
1302     * looks like instead of lots of conditions here.
1303     * makes things faster, and effectively the same result.
1304     */
1305    
1306     /* Have object 'fall below' other objects that block view.
1307 root 1.135 * Unless those objects are exits.
1308 root 1.24 * If INS_ON_TOP is used, don't do this processing
1309     * Need to find the object that in fact blocks view, otherwise
1310     * stacking is a bit odd.
1311     */
1312 root 1.117 if (!(flag & INS_ON_TOP)
1313     && ms.flags () & P_BLOCKSVIEW
1314 root 1.135 && (op->face && !faces [op->face].visibility))
1315 root 1.24 {
1316     for (last = top; last != floor; last = last->below)
1317     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1318     break;
1319 root 1.117
1320 root 1.24 /* Check to see if we found the object that blocks view,
1321     * and make sure we have a below pointer for it so that
1322     * we can get inserted below this one, which requires we
1323     * set top to the object below us.
1324     */
1325     if (last && last->below && last != floor)
1326     top = last->below;
1327 root 1.8 }
1328 root 1.24 } /* If objects on this space */
1329 root 1.25
1330 root 1.24 if (flag & INS_MAP_LOAD)
1331 root 1.117 top = ms.top;
1332 root 1.25
1333 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1334     top = floor;
1335    
1336     /* Top is the object that our object (op) is going to get inserted above.
1337     */
1338    
1339     /* First object on this space */
1340     if (!top)
1341     {
1342 root 1.117 op->above = ms.bot;
1343 root 1.25
1344 root 1.24 if (op->above)
1345     op->above->below = op;
1346 root 1.25
1347 root 1.96 op->below = 0;
1348 root 1.117 ms.bot = op;
1349 root 1.24 }
1350     else
1351     { /* get inserted into the stack above top */
1352     op->above = top->above;
1353 root 1.25
1354 root 1.24 if (op->above)
1355     op->above->below = op;
1356 root 1.25
1357 root 1.24 op->below = top;
1358     top->above = op;
1359     }
1360 root 1.25
1361 root 1.96 if (!op->above)
1362 root 1.117 ms.top = op;
1363 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1364 root 1.8
1365 root 1.24 if (op->type == PLAYER)
1366 root 1.96 {
1367     op->contr->do_los = 1;
1368     ++op->map->players;
1369 root 1.100 op->map->touch ();
1370 root 1.96 }
1371 root 1.24
1372 root 1.98 op->map->dirty = true;
1373    
1374 root 1.24 /* If we have a floor, we know the player, if any, will be above
1375     * it, so save a few ticks and start from there.
1376     */
1377     if (!(flag & INS_MAP_LOAD))
1378 root 1.117 if (object *pl = ms.player ())
1379 root 1.82 if (pl->contr->ns)
1380     pl->contr->ns->floorbox_update ();
1381 root 1.24
1382     /* If this object glows, it may affect lighting conditions that are
1383     * visible to others on this map. But update_all_los is really
1384     * an inefficient way to do this, as it means los for all players
1385     * on the map will get recalculated. The players could very well
1386     * be far away from this change and not affected in any way -
1387     * this should get redone to only look for players within range,
1388 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1389 root 1.24 * of effect may be sufficient.
1390     */
1391 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1392 root 1.24 update_all_los (op->map, op->x, op->y);
1393    
1394     /* updates flags (blocked, alive, no magic, etc) for this map space */
1395     update_object (op, UP_OBJ_INSERT);
1396    
1397 root 1.82 INVOKE_OBJECT (INSERT, op);
1398    
1399 root 1.24 /* Don't know if moving this to the end will break anything. However,
1400 root 1.70 * we want to have floorbox_update called before calling this.
1401 root 1.24 *
1402     * check_move_on() must be after this because code called from
1403     * check_move_on() depends on correct map flags (so functions like
1404     * blocked() and wall() work properly), and these flags are updated by
1405     * update_object().
1406     */
1407    
1408     /* if this is not the head or flag has been passed, don't check walk on status */
1409     if (!(flag & INS_NO_WALK_ON) && !op->head)
1410     {
1411     if (check_move_on (op, originator))
1412 root 1.82 return 0;
1413 elmex 1.1
1414 root 1.24 /* If we are a multi part object, lets work our way through the check
1415     * walk on's.
1416     */
1417     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1418     if (check_move_on (tmp, originator))
1419 root 1.82 return 0;
1420 elmex 1.1 }
1421 root 1.25
1422 root 1.24 return op;
1423 elmex 1.1 }
1424    
1425     /* this function inserts an object in the map, but if it
1426 root 1.75 * finds an object of its own type, it'll remove that one first.
1427     * op is the object to insert it under: supplies x and the map.
1428 elmex 1.1 */
1429 root 1.24 void
1430     replace_insert_ob_in_map (const char *arch_string, object *op)
1431     {
1432 root 1.75 object *tmp, *tmp1;
1433 elmex 1.1
1434 root 1.24 /* first search for itself and remove any old instances */
1435 elmex 1.1
1436 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1437 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1438     tmp->destroy ();
1439 elmex 1.1
1440 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1441 elmex 1.1
1442 root 1.24 tmp1->x = op->x;
1443     tmp1->y = op->y;
1444     insert_ob_in_map (tmp1, op->map, op, 0);
1445     }
1446 elmex 1.1
1447 root 1.93 object *
1448     object::insert_at (object *where, object *originator, int flags)
1449     {
1450 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1451 root 1.93 }
1452    
1453 elmex 1.1 /*
1454     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1455     * is returned contains nr objects, and the remaining parts contains
1456     * the rest (or is removed and freed if that number is 0).
1457     * On failure, NULL is returned, and the reason put into the
1458     * global static errmsg array.
1459     */
1460 root 1.24 object *
1461     get_split_ob (object *orig_ob, uint32 nr)
1462     {
1463 root 1.64 object *newob;
1464     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1465 root 1.24
1466     if (orig_ob->nrof < nr)
1467     {
1468     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1469     return NULL;
1470     }
1471 root 1.29
1472 root 1.24 newob = object_create_clone (orig_ob);
1473 root 1.29
1474 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1475 root 1.63 orig_ob->destroy (1);
1476 root 1.24 else if (!is_removed)
1477     {
1478     if (orig_ob->env != NULL)
1479     sub_weight (orig_ob->env, orig_ob->weight * nr);
1480     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1481     {
1482     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1483     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1484     return NULL;
1485 root 1.8 }
1486 elmex 1.1 }
1487 root 1.29
1488 root 1.24 newob->nrof = nr;
1489 elmex 1.1
1490 root 1.24 return newob;
1491 elmex 1.1 }
1492    
1493     /*
1494     * decrease_ob_nr(object, number) decreases a specified number from
1495     * the amount of an object. If the amount reaches 0, the object
1496     * is subsequently removed and freed.
1497     *
1498     * Return value: 'op' if something is left, NULL if the amount reached 0
1499     */
1500 root 1.24 object *
1501     decrease_ob_nr (object *op, uint32 i)
1502 elmex 1.1 {
1503 root 1.29 object *tmp;
1504 elmex 1.1
1505 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1506     return op;
1507    
1508     if (i > op->nrof)
1509     i = op->nrof;
1510    
1511     if (QUERY_FLAG (op, FLAG_REMOVED))
1512 root 1.29 op->nrof -= i;
1513 root 1.73 else if (op->env)
1514 root 1.24 {
1515     /* is this object in the players inventory, or sub container
1516     * therein?
1517     */
1518 root 1.74 tmp = op->in_player ();
1519 root 1.24 /* nope. Is this a container the player has opened?
1520     * If so, set tmp to that player.
1521     * IMO, searching through all the players will mostly
1522     * likely be quicker than following op->env to the map,
1523     * and then searching the map for a player.
1524     */
1525     if (!tmp)
1526 root 1.81 for_all_players (pl)
1527     if (pl->ob->container == op->env)
1528     {
1529     tmp = pl->ob;
1530     break;
1531     }
1532 elmex 1.1
1533 root 1.24 if (i < op->nrof)
1534     {
1535     sub_weight (op->env, op->weight * i);
1536     op->nrof -= i;
1537     if (tmp)
1538 root 1.73 esrv_send_item (tmp, op);
1539 root 1.24 }
1540     else
1541     {
1542 root 1.63 op->remove ();
1543 root 1.24 op->nrof = 0;
1544     if (tmp)
1545 root 1.73 esrv_del_item (tmp->contr, op->count);
1546 elmex 1.1 }
1547     }
1548 root 1.24 else
1549 elmex 1.1 {
1550 root 1.29 object *above = op->above;
1551 elmex 1.1
1552 root 1.24 if (i < op->nrof)
1553 root 1.29 op->nrof -= i;
1554 root 1.24 else
1555     {
1556 root 1.63 op->remove ();
1557 root 1.24 op->nrof = 0;
1558     }
1559 root 1.29
1560 root 1.24 /* Since we just removed op, op->above is null */
1561 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1562 root 1.24 if (tmp->type == PLAYER)
1563     {
1564     if (op->nrof)
1565     esrv_send_item (tmp, op);
1566     else
1567     esrv_del_item (tmp->contr, op->count);
1568     }
1569 elmex 1.1 }
1570    
1571 root 1.24 if (op->nrof)
1572 root 1.29 return op;
1573 root 1.24 else
1574     {
1575 root 1.64 op->destroy ();
1576 root 1.73 return 0;
1577 elmex 1.1 }
1578     }
1579    
1580     /*
1581     * add_weight(object, weight) adds the specified weight to an object,
1582     * and also updates how much the environment(s) is/are carrying.
1583     */
1584 root 1.24 void
1585     add_weight (object *op, signed long weight)
1586     {
1587     while (op != NULL)
1588     {
1589     if (op->type == CONTAINER)
1590 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1591    
1592 root 1.24 op->carrying += weight;
1593     op = op->env;
1594     }
1595 elmex 1.1 }
1596    
1597 root 1.24 object *
1598     insert_ob_in_ob (object *op, object *where)
1599     {
1600 root 1.59 if (!where)
1601 root 1.24 {
1602 root 1.53 char *dump = dump_object (op);
1603     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604     free (dump);
1605 root 1.24 return op;
1606     }
1607 root 1.29
1608 root 1.24 if (where->head)
1609     {
1610 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 root 1.24 where = where->head;
1612     }
1613 root 1.29
1614 root 1.59 return where->insert (op);
1615     }
1616    
1617     /*
1618     * env->insert (op)
1619     * This function inserts the object op in the linked list
1620     * inside the object environment.
1621     *
1622     * The function returns now pointer to inserted item, and return value can
1623     * be != op, if items are merged. -Tero
1624     */
1625     object *
1626     object::insert (object *op)
1627     {
1628     object *tmp, *otmp;
1629    
1630     if (!QUERY_FLAG (op, FLAG_REMOVED))
1631     op->remove ();
1632    
1633 root 1.24 if (op->more)
1634     {
1635     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1636     return op;
1637     }
1638 root 1.29
1639 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1640     CLEAR_FLAG (op, FLAG_REMOVED);
1641     if (op->nrof)
1642     {
1643 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1644 root 1.66 if (object::can_merge (tmp, op))
1645 root 1.24 {
1646     /* return the original object and remove inserted object
1647     (client needs the original object) */
1648     tmp->nrof += op->nrof;
1649     /* Weight handling gets pretty funky. Since we are adding to
1650     * tmp->nrof, we need to increase the weight.
1651     */
1652 root 1.59 add_weight (this, op->weight * op->nrof);
1653 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1654 root 1.59 op->destroy (); /* free the inserted object */
1655 root 1.24 op = tmp;
1656 root 1.59 op->remove (); /* and fix old object's links */
1657 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1658     break;
1659     }
1660    
1661     /* I assume combined objects have no inventory
1662     * We add the weight - this object could have just been removed
1663     * (if it was possible to merge). calling remove_ob will subtract
1664     * the weight, so we need to add it in again, since we actually do
1665     * the linking below
1666     */
1667 root 1.59 add_weight (this, op->weight * op->nrof);
1668 root 1.24 }
1669     else
1670 root 1.59 add_weight (this, (op->weight + op->carrying));
1671 elmex 1.1
1672 root 1.74 otmp = this->in_player ();
1673 root 1.59 if (otmp && otmp->contr)
1674     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1675 root 1.78 otmp->update_stats ();
1676 elmex 1.1
1677 root 1.74 op->map = 0;
1678 root 1.59 op->env = this;
1679 root 1.74 op->above = 0;
1680     op->below = 0;
1681 root 1.24 op->x = 0, op->y = 0;
1682 elmex 1.1
1683     /* reset the light list and los of the players on the map */
1684 root 1.59 if ((op->glow_radius != 0) && map)
1685 root 1.24 {
1686 elmex 1.1 #ifdef DEBUG_LIGHTS
1687 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1688     #endif /* DEBUG_LIGHTS */
1689 root 1.84 if (map->darkness)
1690 root 1.59 update_all_los (map, x, y);
1691 root 1.24 }
1692 elmex 1.1
1693     /* Client has no idea of ordering so lets not bother ordering it here.
1694     * It sure simplifies this function...
1695     */
1696 root 1.59 if (!inv)
1697     inv = op;
1698 root 1.24 else
1699     {
1700 root 1.59 op->below = inv;
1701 elmex 1.1 op->below->above = op;
1702 root 1.59 inv = op;
1703 root 1.24 }
1704 root 1.59
1705 root 1.82 INVOKE_OBJECT (INSERT, this);
1706    
1707 elmex 1.1 return op;
1708     }
1709    
1710     /*
1711     * Checks if any objects has a move_type that matches objects
1712     * that effect this object on this space. Call apply() to process
1713     * these events.
1714     *
1715     * Any speed-modification due to SLOW_MOVE() of other present objects
1716     * will affect the speed_left of the object.
1717     *
1718     * originator: Player, monster or other object that caused 'op' to be inserted
1719     * into 'map'. May be NULL.
1720     *
1721     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1722     *
1723     * 4-21-95 added code to check if appropriate skill was readied - this will
1724     * permit faster movement by the player through this terrain. -b.t.
1725     *
1726     * MSW 2001-07-08: Check all objects on space, not just those below
1727     * object being inserted. insert_ob_in_map may not put new objects
1728     * on top.
1729     */
1730 root 1.24 int
1731     check_move_on (object *op, object *originator)
1732 elmex 1.1 {
1733 root 1.48 object *tmp;
1734 root 1.49 maptile *m = op->map;
1735 root 1.48 int x = op->x, y = op->y;
1736 root 1.26
1737 root 1.48 MoveType move_on, move_slow, move_block;
1738 root 1.24
1739     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1740     return 0;
1741    
1742     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1743     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1744     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1745    
1746     /* if nothing on this space will slow op down or be applied,
1747     * no need to do checking below. have to make sure move_type
1748     * is set, as lots of objects don't have it set - we treat that
1749     * as walking.
1750     */
1751     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1752     return 0;
1753 elmex 1.1
1754 root 1.24 /* This is basically inverse logic of that below - basically,
1755     * if the object can avoid the move on or slow move, they do so,
1756     * but can't do it if the alternate movement they are using is
1757     * blocked. Logic on this seems confusing, but does seem correct.
1758     */
1759     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1760     return 0;
1761    
1762     /* The objects have to be checked from top to bottom.
1763     * Hence, we first go to the top:
1764     */
1765    
1766 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1767 root 1.24 {
1768     /* Trim the search when we find the first other spell effect
1769     * this helps performance so that if a space has 50 spell objects,
1770     * we don't need to check all of them.
1771     */
1772     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1773     break;
1774     }
1775 root 1.26
1776     for (; tmp; tmp = tmp->below)
1777 root 1.24 {
1778     if (tmp == op)
1779     continue; /* Can't apply yourself */
1780 elmex 1.1
1781 root 1.24 /* Check to see if one of the movement types should be slowed down.
1782     * Second check makes sure that the movement types not being slowed
1783     * (~slow_move) is not blocked on this space - just because the
1784     * space doesn't slow down swimming (for example), if you can't actually
1785     * swim on that space, can't use it to avoid the penalty.
1786     */
1787     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1788     {
1789     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1790     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1791     {
1792 elmex 1.1
1793 root 1.29 float
1794 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1795 elmex 1.1
1796 root 1.24 if (op->type == PLAYER)
1797 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1798     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1799     diff /= 4.0;
1800    
1801 root 1.24 op->speed_left -= diff;
1802 root 1.8 }
1803     }
1804 elmex 1.1
1805 root 1.24 /* Basically same logic as above, except now for actual apply. */
1806     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1807     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1808     {
1809 elmex 1.72 move_apply (tmp, op, originator);
1810 root 1.24
1811 root 1.48 if (op->destroyed ())
1812 root 1.24 return 1;
1813    
1814     /* what the person/creature stepped onto has moved the object
1815     * someplace new. Don't process any further - if we did,
1816     * have a feeling strange problems would result.
1817     */
1818     if (op->map != m || op->x != x || op->y != y)
1819     return 0;
1820 root 1.8 }
1821 elmex 1.1 }
1822 root 1.26
1823 root 1.24 return 0;
1824 elmex 1.1 }
1825    
1826     /*
1827     * present_arch(arch, map, x, y) searches for any objects with
1828     * a matching archetype at the given map and coordinates.
1829     * The first matching object is returned, or NULL if none.
1830     */
1831 root 1.24 object *
1832 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1833 root 1.24 {
1834 root 1.104 if (!m || out_of_map (m, x, y))
1835 root 1.24 {
1836     LOG (llevError, "Present_arch called outside map.\n");
1837     return NULL;
1838     }
1839 root 1.84
1840 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1841 root 1.24 if (tmp->arch == at)
1842 elmex 1.1 return tmp;
1843 root 1.84
1844 elmex 1.1 return NULL;
1845     }
1846    
1847     /*
1848     * present(type, map, x, y) searches for any objects with
1849     * a matching type variable at the given map and coordinates.
1850     * The first matching object is returned, or NULL if none.
1851     */
1852 root 1.24 object *
1853 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1854 root 1.24 {
1855     if (out_of_map (m, x, y))
1856     {
1857     LOG (llevError, "Present called outside map.\n");
1858     return NULL;
1859     }
1860 root 1.84
1861 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1862 root 1.24 if (tmp->type == type)
1863 elmex 1.1 return tmp;
1864 root 1.84
1865 elmex 1.1 return NULL;
1866     }
1867    
1868     /*
1869     * present_in_ob(type, object) searches for any objects with
1870     * a matching type variable in the inventory of the given object.
1871     * The first matching object is returned, or NULL if none.
1872     */
1873 root 1.24 object *
1874     present_in_ob (unsigned char type, const object *op)
1875     {
1876 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1877 root 1.24 if (tmp->type == type)
1878 elmex 1.1 return tmp;
1879 root 1.84
1880 elmex 1.1 return NULL;
1881     }
1882    
1883     /*
1884     * present_in_ob (type, str, object) searches for any objects with
1885     * a matching type & name variable in the inventory of the given object.
1886     * The first matching object is returned, or NULL if none.
1887     * This is mostly used by spell effect code, so that we only
1888     * have one spell effect at a time.
1889     * type can be used to narrow the search - if type is set,
1890     * the type must also match. -1 can be passed for the type,
1891     * in which case the type does not need to pass.
1892     * str is the string to match against. Note that we match against
1893     * the object name, not the archetype name. this is so that the
1894     * spell code can use one object type (force), but change it's name
1895     * to be unique.
1896     */
1897 root 1.24 object *
1898     present_in_ob_by_name (int type, const char *str, const object *op)
1899     {
1900 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1902     return tmp;
1903 elmex 1.1
1904 root 1.82 return 0;
1905 elmex 1.1 }
1906    
1907     /*
1908     * present_arch_in_ob(archetype, object) searches for any objects with
1909     * a matching archetype in the inventory of the given object.
1910     * The first matching object is returned, or NULL if none.
1911     */
1912 root 1.24 object *
1913     present_arch_in_ob (const archetype *at, const object *op)
1914     {
1915 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1916 root 1.24 if (tmp->arch == at)
1917 elmex 1.1 return tmp;
1918 root 1.82
1919 elmex 1.1 return NULL;
1920     }
1921    
1922     /*
1923     * activate recursively a flag on an object inventory
1924     */
1925 root 1.24 void
1926     flag_inv (object *op, int flag)
1927     {
1928     if (op->inv)
1929 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1930 root 1.24 {
1931     SET_FLAG (tmp, flag);
1932     flag_inv (tmp, flag);
1933 elmex 1.1 }
1934 root 1.82 }
1935    
1936     /*
1937     * deactivate recursively a flag on an object inventory
1938     */
1939 root 1.24 void
1940     unflag_inv (object *op, int flag)
1941     {
1942     if (op->inv)
1943 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1944 root 1.24 {
1945     CLEAR_FLAG (tmp, flag);
1946     unflag_inv (tmp, flag);
1947 elmex 1.1 }
1948     }
1949    
1950     /*
1951     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1952     * all it's inventory (recursively).
1953     * If checksums are used, a player will get set_cheat called for
1954     * him/her-self and all object carried by a call to this function.
1955     */
1956 root 1.24 void
1957     set_cheat (object *op)
1958     {
1959     SET_FLAG (op, FLAG_WAS_WIZ);
1960     flag_inv (op, FLAG_WAS_WIZ);
1961 elmex 1.1 }
1962    
1963     /*
1964     * find_free_spot(object, map, x, y, start, stop) will search for
1965     * a spot at the given map and coordinates which will be able to contain
1966     * the given object. start and stop specifies how many squares
1967     * to search (see the freearr_x/y[] definition).
1968     * It returns a random choice among the alternatives found.
1969     * start and stop are where to start relative to the free_arr array (1,9
1970     * does all 4 immediate directions). This returns the index into the
1971     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1972     * Note - this only checks to see if there is space for the head of the
1973     * object - if it is a multispace object, this should be called for all
1974     * pieces.
1975     * Note2: This function does correctly handle tiled maps, but does not
1976     * inform the caller. However, insert_ob_in_map will update as
1977     * necessary, so the caller shouldn't need to do any special work.
1978     * Note - updated to take an object instead of archetype - this is necessary
1979     * because arch_blocked (now ob_blocked) needs to know the movement type
1980     * to know if the space in question will block the object. We can't use
1981     * the archetype because that isn't correct if the monster has been
1982     * customized, changed states, etc.
1983     */
1984 root 1.24 int
1985 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1986 root 1.24 {
1987 root 1.82 int index = 0, flag;
1988     int altern[SIZEOFFREE];
1989 root 1.24
1990 root 1.82 for (int i = start; i < stop; i++)
1991 root 1.24 {
1992     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1993     if (!flag)
1994 root 1.82 altern [index++] = i;
1995 root 1.24
1996     /* Basically, if we find a wall on a space, we cut down the search size.
1997     * In this way, we won't return spaces that are on another side of a wall.
1998     * This mostly work, but it cuts down the search size in all directions -
1999     * if the space being examined only has a wall to the north and empty
2000     * spaces in all the other directions, this will reduce the search space
2001     * to only the spaces immediately surrounding the target area, and
2002     * won't look 2 spaces south of the target space.
2003     */
2004 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2005 root 1.24 stop = maxfree[i];
2006 elmex 1.1 }
2007 root 1.74
2008 root 1.24 if (!index)
2009     return -1;
2010 root 1.74
2011 root 1.124 return altern [rndm (index)];
2012 elmex 1.1 }
2013    
2014     /*
2015 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2016 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2017     * But it will return the first available spot, not a random choice.
2018     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2019     */
2020 root 1.24 int
2021 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2022 root 1.24 {
2023 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2024     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2025     return i;
2026 root 1.24
2027     return -1;
2028 elmex 1.1 }
2029    
2030     /*
2031     * The function permute(arr, begin, end) randomly reorders the array
2032     * arr[begin..end-1].
2033 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2034 elmex 1.1 */
2035 root 1.24 static void
2036     permute (int *arr, int begin, int end)
2037 elmex 1.1 {
2038 root 1.82 arr += begin;
2039     end -= begin;
2040    
2041     while (--end)
2042 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2043 elmex 1.1 }
2044    
2045     /* new function to make monster searching more efficient, and effective!
2046     * This basically returns a randomized array (in the passed pointer) of
2047     * the spaces to find monsters. In this way, it won't always look for
2048     * monsters to the north first. However, the size of the array passed
2049     * covers all the spaces, so within that size, all the spaces within
2050     * the 3x3 area will be searched, just not in a predictable order.
2051     */
2052 root 1.24 void
2053     get_search_arr (int *search_arr)
2054 elmex 1.1 {
2055 root 1.82 int i;
2056 elmex 1.1
2057 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2058 root 1.82 search_arr[i] = i;
2059 elmex 1.1
2060 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2061     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2062     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2063 elmex 1.1 }
2064    
2065     /*
2066     * find_dir(map, x, y, exclude) will search some close squares in the
2067     * given map at the given coordinates for live objects.
2068     * It will not considered the object given as exclude among possible
2069     * live objects.
2070     * It returns the direction toward the first/closest live object if finds
2071     * any, otherwise 0.
2072     * Perhaps incorrectly, but I'm making the assumption that exclude
2073     * is actually want is going to try and move there. We need this info
2074     * because we have to know what movement the thing looking to move
2075     * there is capable of.
2076     */
2077 root 1.24 int
2078 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2079 root 1.24 {
2080 root 1.82 int i, max = SIZEOFFREE, mflags;
2081 root 1.29
2082     sint16 nx, ny;
2083 root 1.82 object *tmp;
2084     maptile *mp;
2085 root 1.29
2086     MoveType blocked, move_type;
2087 root 1.24
2088     if (exclude && exclude->head)
2089     {
2090     exclude = exclude->head;
2091     move_type = exclude->move_type;
2092     }
2093     else
2094     {
2095     /* If we don't have anything, presume it can use all movement types. */
2096     move_type = MOVE_ALL;
2097     }
2098    
2099     for (i = 1; i < max; i++)
2100     {
2101     mp = m;
2102     nx = x + freearr_x[i];
2103     ny = y + freearr_y[i];
2104    
2105     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2106 root 1.75
2107 root 1.24 if (mflags & P_OUT_OF_MAP)
2108 root 1.75 max = maxfree[i];
2109 root 1.24 else
2110     {
2111 root 1.82 mapspace &ms = mp->at (nx, ny);
2112    
2113     blocked = ms.move_block;
2114 root 1.24
2115     if ((move_type & blocked) == move_type)
2116 root 1.75 max = maxfree[i];
2117 root 1.24 else if (mflags & P_IS_ALIVE)
2118     {
2119 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2120 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2121     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2122 root 1.75 break;
2123    
2124 root 1.24 if (tmp)
2125 root 1.75 return freedir[i];
2126 root 1.8 }
2127     }
2128 elmex 1.1 }
2129 root 1.75
2130 root 1.24 return 0;
2131 elmex 1.1 }
2132    
2133     /*
2134     * distance(object 1, object 2) will return the square of the
2135     * distance between the two given objects.
2136     */
2137 root 1.24 int
2138     distance (const object *ob1, const object *ob2)
2139     {
2140 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2141 elmex 1.1 }
2142    
2143     /*
2144     * find_dir_2(delta-x,delta-y) will return a direction in which
2145     * an object which has subtracted the x and y coordinates of another
2146     * object, needs to travel toward it.
2147     */
2148 root 1.24 int
2149     find_dir_2 (int x, int y)
2150     {
2151 root 1.75 int q;
2152 elmex 1.1
2153 root 1.24 if (y)
2154     q = x * 100 / y;
2155 elmex 1.1 else if (x)
2156 root 1.24 q = -300 * x;
2157 elmex 1.1 else
2158     return 0;
2159    
2160 root 1.24 if (y > 0)
2161     {
2162     if (q < -242)
2163     return 3;
2164     if (q < -41)
2165     return 2;
2166     if (q < 41)
2167     return 1;
2168     if (q < 242)
2169     return 8;
2170     return 7;
2171     }
2172 elmex 1.1
2173     if (q < -242)
2174 root 1.24 return 7;
2175 elmex 1.1 if (q < -41)
2176 root 1.24 return 6;
2177 elmex 1.1 if (q < 41)
2178 root 1.24 return 5;
2179 elmex 1.1 if (q < 242)
2180 root 1.24 return 4;
2181 elmex 1.1
2182 root 1.24 return 3;
2183 elmex 1.1 }
2184    
2185     /*
2186     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2187     * between two directions (which are expected to be absolute (see absdir())
2188     */
2189 root 1.24 int
2190     dirdiff (int dir1, int dir2)
2191     {
2192 root 1.82 int d;
2193 root 1.24
2194     d = abs (dir1 - dir2);
2195     if (d > 4)
2196 elmex 1.1 d = 8 - d;
2197 root 1.82
2198 elmex 1.1 return d;
2199     }
2200    
2201     /* peterm:
2202     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2203     * Basically, this is a table of directions, and what directions
2204     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2205     * This basically means that if direction is 15, then it could either go
2206     * direction 4, 14, or 16 to get back to where we are.
2207     * Moved from spell_util.c to object.c with the other related direction
2208     * functions.
2209     */
2210 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2211 root 1.24 {0, 0, 0}, /* 0 */
2212     {0, 0, 0}, /* 1 */
2213     {0, 0, 0}, /* 2 */
2214     {0, 0, 0}, /* 3 */
2215     {0, 0, 0}, /* 4 */
2216     {0, 0, 0}, /* 5 */
2217     {0, 0, 0}, /* 6 */
2218     {0, 0, 0}, /* 7 */
2219     {0, 0, 0}, /* 8 */
2220     {8, 1, 2}, /* 9 */
2221     {1, 2, -1}, /* 10 */
2222     {2, 10, 12}, /* 11 */
2223     {2, 3, -1}, /* 12 */
2224     {2, 3, 4}, /* 13 */
2225     {3, 4, -1}, /* 14 */
2226     {4, 14, 16}, /* 15 */
2227     {5, 4, -1}, /* 16 */
2228     {4, 5, 6}, /* 17 */
2229     {6, 5, -1}, /* 18 */
2230     {6, 20, 18}, /* 19 */
2231     {7, 6, -1}, /* 20 */
2232     {6, 7, 8}, /* 21 */
2233     {7, 8, -1}, /* 22 */
2234     {8, 22, 24}, /* 23 */
2235     {8, 1, -1}, /* 24 */
2236     {24, 9, 10}, /* 25 */
2237     {9, 10, -1}, /* 26 */
2238     {10, 11, -1}, /* 27 */
2239     {27, 11, 29}, /* 28 */
2240     {11, 12, -1}, /* 29 */
2241     {12, 13, -1}, /* 30 */
2242     {12, 13, 14}, /* 31 */
2243     {13, 14, -1}, /* 32 */
2244     {14, 15, -1}, /* 33 */
2245     {33, 15, 35}, /* 34 */
2246     {16, 15, -1}, /* 35 */
2247     {17, 16, -1}, /* 36 */
2248     {18, 17, 16}, /* 37 */
2249     {18, 17, -1}, /* 38 */
2250     {18, 19, -1}, /* 39 */
2251     {41, 19, 39}, /* 40 */
2252     {19, 20, -1}, /* 41 */
2253     {20, 21, -1}, /* 42 */
2254     {20, 21, 22}, /* 43 */
2255     {21, 22, -1}, /* 44 */
2256     {23, 22, -1}, /* 45 */
2257     {45, 47, 23}, /* 46 */
2258     {23, 24, -1}, /* 47 */
2259     {24, 9, -1}
2260     }; /* 48 */
2261 elmex 1.1
2262     /* Recursive routine to step back and see if we can
2263     * find a path to that monster that we found. If not,
2264     * we don't bother going toward it. Returns 1 if we
2265     * can see a direct way to get it
2266     * Modified to be map tile aware -.MSW
2267     */
2268 root 1.24 int
2269 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2270 root 1.24 {
2271 root 1.29 sint16 dx, dy;
2272 root 1.75 int mflags;
2273 root 1.24
2274     if (dir < 0)
2275     return 0; /* exit condition: invalid direction */
2276    
2277     dx = x + freearr_x[dir];
2278     dy = y + freearr_y[dir];
2279    
2280     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2281    
2282     /* This functional arguably was incorrect before - it was
2283     * checking for P_WALL - that was basically seeing if
2284     * we could move to the monster - this is being more
2285     * literal on if we can see it. To know if we can actually
2286     * move to the monster, we'd need the monster passed in or
2287     * at least its move type.
2288     */
2289     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2290     return 0;
2291    
2292     /* yes, can see. */
2293     if (dir < 9)
2294     return 1;
2295 root 1.75
2296     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2297     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2298     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2299 root 1.24 }
2300    
2301 elmex 1.1 /*
2302     * can_pick(picker, item): finds out if an object is possible to be
2303     * picked up by the picker. Returnes 1 if it can be
2304     * picked up, otherwise 0.
2305     *
2306     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2307     * core dumps if they do.
2308     *
2309     * Add a check so we can't pick up invisible objects (0.93.8)
2310     */
2311    
2312 root 1.24 int
2313     can_pick (const object *who, const object *item)
2314     {
2315     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2316     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2317     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2318 elmex 1.1 }
2319    
2320     /*
2321     * create clone from object to another
2322     */
2323 root 1.24 object *
2324     object_create_clone (object *asrc)
2325     {
2326 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2327 elmex 1.1
2328 root 1.24 if (!asrc)
2329 root 1.62 return 0;
2330    
2331 root 1.24 src = asrc;
2332     if (src->head)
2333     src = src->head;
2334    
2335 root 1.62 prev = 0;
2336 root 1.24 for (part = src; part; part = part->more)
2337     {
2338 root 1.65 tmp = part->clone ();
2339 root 1.24 tmp->x -= src->x;
2340     tmp->y -= src->y;
2341 root 1.62
2342 root 1.24 if (!part->head)
2343     {
2344     dst = tmp;
2345 root 1.62 tmp->head = 0;
2346 root 1.24 }
2347     else
2348 root 1.75 tmp->head = dst;
2349 root 1.62
2350     tmp->more = 0;
2351    
2352 root 1.24 if (prev)
2353     prev->more = tmp;
2354 root 1.62
2355 root 1.24 prev = tmp;
2356 elmex 1.1 }
2357 root 1.24
2358     for (item = src->inv; item; item = item->below)
2359 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2360 elmex 1.1
2361 root 1.24 return dst;
2362 elmex 1.1 }
2363    
2364     /* This returns the first object in who's inventory that
2365     * has the same type and subtype match.
2366     * returns NULL if no match.
2367     */
2368 root 1.24 object *
2369     find_obj_by_type_subtype (const object *who, int type, int subtype)
2370 elmex 1.1 {
2371 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2372 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2373     return tmp;
2374 elmex 1.1
2375 root 1.82 return 0;
2376 elmex 1.1 }
2377    
2378     /* If ob has a field named key, return the link from the list,
2379     * otherwise return NULL.
2380     *
2381     * key must be a passed in shared string - otherwise, this won't
2382     * do the desired thing.
2383     */
2384 root 1.24 key_value *
2385     get_ob_key_link (const object *ob, const char *key)
2386     {
2387 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2388 root 1.48 if (link->key == key)
2389     return link;
2390 root 1.24
2391 root 1.82 return 0;
2392 root 1.24 }
2393 elmex 1.1
2394     /*
2395     * Returns the value of op has an extra_field for key, or NULL.
2396     *
2397     * The argument doesn't need to be a shared string.
2398     *
2399     * The returned string is shared.
2400     */
2401 root 1.24 const char *
2402     get_ob_key_value (const object *op, const char *const key)
2403     {
2404 root 1.35 key_value *link;
2405     shstr_cmp canonical_key (key);
2406 root 1.24
2407 root 1.35 if (!canonical_key)
2408 root 1.24 {
2409     /* 1. There being a field named key on any object
2410     * implies there'd be a shared string to find.
2411     * 2. Since there isn't, no object has this field.
2412     * 3. Therefore, *this* object doesn't have this field.
2413     */
2414 root 1.35 return 0;
2415 elmex 1.1 }
2416    
2417 root 1.24 /* This is copied from get_ob_key_link() above -
2418     * only 4 lines, and saves the function call overhead.
2419     */
2420 root 1.35 for (link = op->key_values; link; link = link->next)
2421     if (link->key == canonical_key)
2422     return link->value;
2423    
2424     return 0;
2425 elmex 1.1 }
2426    
2427     /*
2428     * Updates the canonical_key in op to value.
2429     *
2430     * canonical_key is a shared string (value doesn't have to be).
2431     *
2432     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2433     * keys.
2434     *
2435     * Returns TRUE on success.
2436     */
2437 root 1.24 int
2438     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2439     {
2440 root 1.82 key_value *field = NULL, *last = NULL;
2441 root 1.24
2442     for (field = op->key_values; field != NULL; field = field->next)
2443     {
2444     if (field->key != canonical_key)
2445     {
2446     last = field;
2447     continue;
2448     }
2449    
2450     if (value)
2451     field->value = value;
2452     else
2453     {
2454     /* Basically, if the archetype has this key set,
2455     * we need to store the null value so when we save
2456     * it, we save the empty value so that when we load,
2457     * we get this value back again.
2458     */
2459     if (get_ob_key_link (&op->arch->clone, canonical_key))
2460     field->value = 0;
2461     else
2462     {
2463     if (last)
2464     last->next = field->next;
2465     else
2466     op->key_values = field->next;
2467    
2468 root 1.29 delete field;
2469 root 1.24 }
2470     }
2471     return TRUE;
2472     }
2473     /* IF we get here, key doesn't exist */
2474    
2475     /* No field, we'll have to add it. */
2476    
2477     if (!add_key)
2478 root 1.82 return FALSE;
2479    
2480 root 1.24 /* There isn't any good reason to store a null
2481     * value in the key/value list. If the archetype has
2482     * this key, then we should also have it, so shouldn't
2483     * be here. If user wants to store empty strings,
2484     * should pass in ""
2485     */
2486     if (value == NULL)
2487 elmex 1.1 return TRUE;
2488 root 1.24
2489     field = new key_value;
2490    
2491     field->key = canonical_key;
2492     field->value = value;
2493     /* Usual prepend-addition. */
2494     field->next = op->key_values;
2495     op->key_values = field;
2496    
2497     return TRUE;
2498 elmex 1.1 }
2499    
2500     /*
2501     * Updates the key in op to value.
2502     *
2503     * If add_key is FALSE, this will only update existing keys,
2504     * and not add new ones.
2505     * In general, should be little reason FALSE is ever passed in for add_key
2506     *
2507     * Returns TRUE on success.
2508     */
2509 root 1.24 int
2510     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2511 root 1.11 {
2512 root 1.29 shstr key_ (key);
2513 root 1.24
2514 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2515 elmex 1.1 }
2516 root 1.31
2517 root 1.34 object::depth_iterator::depth_iterator (object *container)
2518     : iterator_base (container)
2519     {
2520     while (item->inv)
2521     item = item->inv;
2522     }
2523    
2524 root 1.31 void
2525 root 1.34 object::depth_iterator::next ()
2526 root 1.31 {
2527 root 1.34 if (item->below)
2528     {
2529     item = item->below;
2530    
2531     while (item->inv)
2532     item = item->inv;
2533     }
2534 root 1.31 else
2535 root 1.34 item = item->env;
2536 root 1.31 }
2537 root 1.34
2538 elmex 1.97
2539     const char *
2540     object::flag_desc (char *desc, int len) const
2541     {
2542     char *p = desc;
2543     bool first = true;
2544    
2545 root 1.101 *p = 0;
2546    
2547 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2548     {
2549     if (len <= 10) // magic constant!
2550     {
2551     snprintf (p, len, ",...");
2552     break;
2553     }
2554    
2555 root 1.101 if (flag [i])
2556 elmex 1.97 {
2557     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2558     len -= cnt;
2559     p += cnt;
2560     first = false;
2561     }
2562     }
2563    
2564     return desc;
2565     }
2566    
2567 root 1.101 // return a suitable string describing an object in enough detail to find it
2568 root 1.36 const char *
2569     object::debug_desc (char *info) const
2570     {
2571 elmex 1.97 char flagdesc[512];
2572     char info2[256 * 4];
2573 root 1.36 char *p = info;
2574    
2575 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2576 elmex 1.97 count, uuid.seq,
2577 root 1.36 &name,
2578 root 1.117 title ? "\",title:\"" : "",
2579 elmex 1.97 title ? (const char *)title : "",
2580     flag_desc (flagdesc, 512), type);
2581 root 1.36
2582     if (env)
2583     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2584    
2585     if (map)
2586 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2587 root 1.36
2588     return info;
2589     }
2590    
2591     const char *
2592     object::debug_desc () const
2593     {
2594 root 1.102 static char info[256 * 4];
2595 root 1.36 return debug_desc (info);
2596     }
2597    
2598 root 1.114 const char *
2599     object::debug_desc2 () const
2600     {
2601     static char info[256 * 4];
2602     return debug_desc (info);
2603     }
2604    
2605 root 1.125 struct region *
2606     object::region () const
2607     {
2608     return map ? map->region (x, y)
2609     : region::default_region ();
2610     }
2611    
2612 root 1.129 const materialtype_t *
2613     object::dominant_material () const
2614     {
2615     if (materialtype_t *mat = name_to_material (materialname))
2616     return mat;
2617    
2618     // omfg this is slow, this has to be temporary :)
2619     shstr unknown ("unknown");
2620    
2621     return name_to_material (unknown);
2622     }
2623    
2624 root 1.130 void
2625     object::open_container (object *new_container)
2626     {
2627     if (container == new_container)
2628     return;
2629    
2630     if (object *old_container = container)
2631     {
2632     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2633     return;
2634    
2635     #if 0
2636     // remove the "Close old_container" object.
2637     if (object *closer = old_container->inv)
2638     if (closer->type == CLOSE_CON)
2639     closer->destroy ();
2640     #endif
2641    
2642     old_container->flag [FLAG_APPLIED] = 0;
2643     container = 0;
2644    
2645     esrv_update_item (UPD_FLAGS, this, old_container);
2646     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2647     }
2648    
2649     if (new_container)
2650     {
2651     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2652     return;
2653    
2654     // TODO: this does not seem to serve any purpose anymore?
2655     #if 0
2656     // insert the "Close Container" object.
2657     if (archetype *closer = new_container->other_arch)
2658     {
2659     object *closer = arch_to_object (new_container->other_arch);
2660     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2661     new_container->insert (closer);
2662     }
2663     #endif
2664    
2665 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2666    
2667 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2668     container = new_container;
2669    
2670     esrv_update_item (UPD_FLAGS, this, new_container);
2671 root 1.131 esrv_send_inventory (this, new_container);
2672 root 1.130 }
2673     }
2674    
2675