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Revision: 1.140
Committed: Tue Apr 24 12:32:14 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.139: +2 -10 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.140 * CrossFire, A Multiplayer game
3 pippijn 1.116 *
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 1.140 remove_friendly_object (this);
841 root 1.32
842 root 1.82 if (!flag [FLAG_REMOVED])
843 root 1.63 remove ();
844 root 1.14
845 root 1.112 destroy_inv (true);
846 root 1.14
847 root 1.112 deactivate ();
848     unlink ();
849 root 1.92
850 root 1.82 flag [FLAG_FREED] = 1;
851 root 1.14
852 root 1.57 // hack to ensure that freed objects still have a valid map
853     {
854     static maptile *freed_map; // freed objects are moved here to avoid crashes
855    
856     if (!freed_map)
857     {
858     freed_map = new maptile;
859    
860     freed_map->name = "/internal/freed_objects_map";
861     freed_map->width = 3;
862     freed_map->height = 3;
863    
864 root 1.96 freed_map->alloc ();
865 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
866 root 1.57 }
867    
868     map = freed_map;
869     x = 1;
870     y = 1;
871     }
872    
873 root 1.82 head = 0;
874 root 1.88
875     if (more)
876     {
877     more->destroy ();
878     more = 0;
879     }
880 root 1.82
881 root 1.44 // clear those pointers that likely might have circular references to us
882     owner = 0;
883     enemy = 0;
884     attacked_by = 0;
885 root 1.82 }
886    
887     void
888     object::destroy (bool destroy_inventory)
889     {
890     if (destroyed ())
891     return;
892    
893     if (destroy_inventory)
894 root 1.89 destroy_inv (false);
895 root 1.22
896 root 1.82 attachable::destroy ();
897 elmex 1.1 }
898    
899     /*
900     * sub_weight() recursively (outwards) subtracts a number from the
901     * weight of an object (and what is carried by it's environment(s)).
902     */
903 root 1.24 void
904     sub_weight (object *op, signed long weight)
905     {
906     while (op != NULL)
907     {
908     if (op->type == CONTAINER)
909 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
910    
911 root 1.24 op->carrying -= weight;
912     op = op->env;
913 elmex 1.1 }
914     }
915    
916 root 1.63 /* op->remove ():
917 elmex 1.1 * This function removes the object op from the linked list of objects
918     * which it is currently tied to. When this function is done, the
919     * object will have no environment. If the object previously had an
920     * environment, the x and y coordinates will be updated to
921     * the previous environment.
922     */
923 root 1.24 void
924 root 1.128 object::do_remove ()
925 root 1.24 {
926 root 1.45 object *tmp, *last = 0;
927     object *otmp;
928 root 1.26
929 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
930 root 1.29 return;
931 root 1.24
932 root 1.59 SET_FLAG (this, FLAG_REMOVED);
933 root 1.82 INVOKE_OBJECT (REMOVE, this);
934 root 1.26
935 root 1.59 if (more)
936     more->remove ();
937 root 1.24
938     /*
939     * In this case, the object to be removed is in someones
940     * inventory.
941     */
942 root 1.59 if (env)
943 root 1.24 {
944 root 1.59 if (nrof)
945     sub_weight (env, weight * nrof);
946 root 1.24 else
947 root 1.59 sub_weight (env, weight + carrying);
948 root 1.24
949     /* NO_FIX_PLAYER is set when a great many changes are being
950     * made to players inventory. If set, avoiding the call
951     * to save cpu time.
952     */
953 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
954 root 1.78 otmp->update_stats ();
955 root 1.24
956 root 1.96 if (above)
957 root 1.59 above->below = below;
958 root 1.24 else
959 root 1.59 env->inv = below;
960 root 1.24
961 root 1.96 if (below)
962 root 1.59 below->above = above;
963 root 1.24
964     /* we set up values so that it could be inserted into
965     * the map, but we don't actually do that - it is up
966     * to the caller to decide what we want to do.
967     */
968 root 1.59 x = env->x, y = env->y;
969     map = env->map;
970     above = 0, below = 0;
971     env = 0;
972     }
973     else if (map)
974     {
975 root 1.96 if (type == PLAYER)
976     {
977 root 1.130 // leaving a spot always closes any open container on the ground
978     if (container && !container->env)
979     // this causes spurious floorbox updates, but it ensures
980     // that the CLOSE event is being sent.
981     close_container ();
982    
983 root 1.96 --map->players;
984 root 1.100 map->touch ();
985 root 1.96 }
986    
987 root 1.98 map->dirty = true;
988 root 1.117 mapspace &ms = this->ms ();
989 elmex 1.1
990 root 1.29 /* link the object above us */
991 root 1.59 if (above)
992     above->below = below;
993 root 1.29 else
994 root 1.117 ms.top = below; /* we were top, set new top */
995 root 1.24
996 root 1.29 /* Relink the object below us, if there is one */
997 root 1.59 if (below)
998     below->above = above;
999 root 1.29 else
1000     {
1001     /* Nothing below, which means we need to relink map object for this space
1002     * use translated coordinates in case some oddness with map tiling is
1003     * evident
1004     */
1005 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1006 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 ());
1007 elmex 1.1
1008 root 1.117 ms.bot = above; /* goes on above it. */
1009 root 1.8 }
1010 root 1.26
1011 root 1.59 above = 0;
1012     below = 0;
1013 root 1.26
1014 root 1.59 if (map->in_memory == MAP_SAVING)
1015 root 1.29 return;
1016 elmex 1.1
1017 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1018 elmex 1.1
1019 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1020 root 1.24 {
1021 root 1.29 /* No point updating the players look faces if he is the object
1022     * being removed.
1023 root 1.24 */
1024 root 1.29
1025 root 1.59 if (tmp->type == PLAYER && tmp != this)
1026 root 1.24 {
1027 root 1.29 /* If a container that the player is currently using somehow gets
1028     * removed (most likely destroyed), update the player view
1029     * appropriately.
1030     */
1031 root 1.59 if (tmp->container == this)
1032 root 1.29 {
1033 root 1.82 flag [FLAG_APPLIED] = 0;
1034 root 1.59 tmp->container = 0;
1035 root 1.29 }
1036    
1037 root 1.82 if (tmp->contr->ns)
1038     tmp->contr->ns->floorbox_update ();
1039 root 1.8 }
1040 root 1.26
1041 root 1.96 /* See if object moving off should effect something */
1042 root 1.50 if (check_walk_off
1043 root 1.59 && ((move_type & tmp->move_off)
1044     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 root 1.29 {
1046 elmex 1.72 move_apply (tmp, this, 0);
1047 root 1.24
1048 root 1.59 if (destroyed ())
1049 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1050 root 1.8 }
1051    
1052 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1053 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1054 root 1.29 if (tmp->above == tmp)
1055 root 1.59 tmp->above = 0;
1056 root 1.8
1057 root 1.29 last = tmp;
1058     }
1059 root 1.26
1060 root 1.96 /* last == NULL if there are no objects on this space */
1061     //TODO: this makes little sense, why only update the topmost object?
1062 root 1.59 if (!last)
1063 root 1.99 map->at (x, y).flags_ = 0;
1064 root 1.29 else
1065     update_object (last, UP_OBJ_REMOVE);
1066 root 1.26
1067 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1068 root 1.59 update_all_los (map, x, y);
1069 elmex 1.1 }
1070     }
1071    
1072     /*
1073     * merge_ob(op,top):
1074     *
1075     * This function goes through all objects below and including top, and
1076     * merges op to the first matching object.
1077     * If top is NULL, it is calculated.
1078     * Returns pointer to object if it succeded in the merge, otherwise NULL
1079     */
1080 root 1.24 object *
1081     merge_ob (object *op, object *top)
1082     {
1083     if (!op->nrof)
1084 elmex 1.1 return 0;
1085 root 1.29
1086 root 1.82 if (top)
1087     for (top = op; top && top->above; top = top->above)
1088     ;
1089 root 1.29
1090 root 1.82 for (; top; top = top->below)
1091 elmex 1.1 {
1092 root 1.24 if (top == op)
1093     continue;
1094 root 1.66
1095     if (object::can_merge (op, top))
1096 root 1.24 {
1097     top->nrof += op->nrof;
1098    
1099 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1100 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1101 root 1.64 op->destroy ();
1102 root 1.24 return top;
1103     }
1104 elmex 1.1 }
1105 root 1.29
1106 root 1.45 return 0;
1107 elmex 1.1 }
1108    
1109 root 1.138 void
1110     object::expand_tail ()
1111     {
1112     if (more)
1113     return;
1114    
1115     object *prev = this;
1116    
1117     for (archetype *at = arch->more; at; at = at->more)
1118     {
1119     object *op = arch_to_object (at);
1120    
1121     op->name = name;
1122     op->name_pl = name_pl;
1123     op->title = title;
1124    
1125     op->head = this;
1126     prev->more = op;
1127    
1128     prev = op;
1129     }
1130     }
1131    
1132 elmex 1.1 /*
1133 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1134     * job preparing multi-part monsters.
1135 elmex 1.1 */
1136 root 1.24 object *
1137 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138 root 1.24 {
1139 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1140 root 1.24 {
1141     tmp->x = x + tmp->arch->clone.x;
1142     tmp->y = y + tmp->arch->clone.y;
1143 elmex 1.1 }
1144 root 1.29
1145 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1146 elmex 1.1 }
1147    
1148     /*
1149     * insert_ob_in_map (op, map, originator, flag):
1150     * This function inserts the object in the two-way linked list
1151     * which represents what is on a map.
1152     * The second argument specifies the map, and the x and y variables
1153     * in the object about to be inserted specifies the position.
1154     *
1155     * originator: Player, monster or other object that caused 'op' to be inserted
1156     * into 'map'. May be NULL.
1157     *
1158     * flag is a bitmask about special things to do (or not do) when this
1159     * function is called. see the object.h file for the INS_ values.
1160     * Passing 0 for flag gives proper default values, so flag really only needs
1161     * to be set if special handling is needed.
1162     *
1163     * Return value:
1164     * new object if 'op' was merged with other object
1165     * NULL if 'op' was destroyed
1166     * just 'op' otherwise
1167     */
1168 root 1.24 object *
1169 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1170 elmex 1.1 {
1171 root 1.138 assert (!op->flag [FLAG_FREED]);
1172    
1173 root 1.25 object *tmp, *top, *floor = NULL;
1174 elmex 1.1
1175 root 1.117 op->remove ();
1176    
1177 root 1.139 #if 0
1178 root 1.138 if (!m->active != !op->active)
1179     if (m->active)
1180     op->activate_recursive ();
1181     else
1182     op->deactivate_recursive ();
1183 root 1.139 #endif
1184 root 1.25
1185 root 1.24 if (out_of_map (m, op->x, op->y))
1186     {
1187 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1188 elmex 1.1 #ifdef MANY_CORES
1189 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1190     * is likely to cause a crash. Better to find out where it is getting
1191     * improperly inserted.
1192     */
1193     abort ();
1194 elmex 1.1 #endif
1195 root 1.24 return op;
1196 elmex 1.1 }
1197 root 1.25
1198 root 1.117 if (object *more = op->more)
1199 root 1.24 {
1200 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1201 root 1.24 {
1202     if (!op->head)
1203     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1204 root 1.26
1205 root 1.82 return 0;
1206 root 1.8 }
1207 root 1.24 }
1208 root 1.25
1209 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1210 root 1.8
1211 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1212     * of areas of callers (eg, anything that uses find_free_spot would now
1213     * need extra work
1214     */
1215 root 1.117 if (!xy_normalise (m, op->x, op->y))
1216     return 0;
1217    
1218     op->map = m;
1219     mapspace &ms = op->ms ();
1220 root 1.24
1221     /* this has to be done after we translate the coordinates.
1222     */
1223     if (op->nrof && !(flag & INS_NO_MERGE))
1224 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1225 root 1.66 if (object::can_merge (op, tmp))
1226 root 1.25 {
1227     op->nrof += tmp->nrof;
1228 root 1.64 tmp->destroy ();
1229 root 1.25 }
1230 root 1.24
1231     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1232     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1233 root 1.25
1234 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1235     CLEAR_FLAG (op, FLAG_NO_STEAL);
1236    
1237     if (flag & INS_BELOW_ORIGINATOR)
1238     {
1239     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1240     {
1241     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1242     abort ();
1243     }
1244 root 1.25
1245 root 1.24 op->above = originator;
1246     op->below = originator->below;
1247 root 1.25
1248 root 1.24 if (op->below)
1249     op->below->above = op;
1250     else
1251 root 1.117 ms.bot = op;
1252 root 1.25
1253 root 1.24 /* since *below* originator, no need to update top */
1254     originator->below = op;
1255 elmex 1.1 }
1256 root 1.24 else
1257     {
1258 root 1.117 top = ms.bot;
1259    
1260 root 1.24 /* If there are other objects, then */
1261 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1262 root 1.24 {
1263 root 1.96 object *last = 0;
1264 root 1.24
1265     /*
1266     * If there are multiple objects on this space, we do some trickier handling.
1267     * We've already dealt with merging if appropriate.
1268     * Generally, we want to put the new object on top. But if
1269     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1270     * floor, we want to insert above that and no further.
1271     * Also, if there are spell objects on this space, we stop processing
1272     * once we get to them. This reduces the need to traverse over all of
1273     * them when adding another one - this saves quite a bit of cpu time
1274     * when lots of spells are cast in one area. Currently, it is presumed
1275     * that flying non pickable objects are spell objects.
1276     */
1277 root 1.117 for (top = ms.bot; top; top = top->above)
1278 root 1.24 {
1279     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1280     floor = top;
1281 root 1.26
1282 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))
1283     {
1284     /* We insert above top, so we want this object below this */
1285     top = top->below;
1286     break;
1287     }
1288 root 1.26
1289 root 1.24 last = top;
1290     }
1291 root 1.26
1292 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1293     top = last;
1294 root 1.8
1295 root 1.24 /* We let update_position deal with figuring out what the space
1296     * looks like instead of lots of conditions here.
1297     * makes things faster, and effectively the same result.
1298     */
1299    
1300     /* Have object 'fall below' other objects that block view.
1301 root 1.135 * Unless those objects are exits.
1302 root 1.24 * If INS_ON_TOP is used, don't do this processing
1303     * Need to find the object that in fact blocks view, otherwise
1304     * stacking is a bit odd.
1305     */
1306 root 1.117 if (!(flag & INS_ON_TOP)
1307     && ms.flags () & P_BLOCKSVIEW
1308 root 1.135 && (op->face && !faces [op->face].visibility))
1309 root 1.24 {
1310     for (last = top; last != floor; last = last->below)
1311     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1312     break;
1313 root 1.117
1314 root 1.24 /* Check to see if we found the object that blocks view,
1315     * and make sure we have a below pointer for it so that
1316     * we can get inserted below this one, which requires we
1317     * set top to the object below us.
1318     */
1319     if (last && last->below && last != floor)
1320     top = last->below;
1321 root 1.8 }
1322 root 1.24 } /* If objects on this space */
1323 root 1.25
1324 root 1.24 if (flag & INS_MAP_LOAD)
1325 root 1.117 top = ms.top;
1326 root 1.25
1327 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1328     top = floor;
1329    
1330     /* Top is the object that our object (op) is going to get inserted above.
1331     */
1332    
1333     /* First object on this space */
1334     if (!top)
1335     {
1336 root 1.117 op->above = ms.bot;
1337 root 1.25
1338 root 1.24 if (op->above)
1339     op->above->below = op;
1340 root 1.25
1341 root 1.96 op->below = 0;
1342 root 1.117 ms.bot = op;
1343 root 1.24 }
1344     else
1345     { /* get inserted into the stack above top */
1346     op->above = top->above;
1347 root 1.25
1348 root 1.24 if (op->above)
1349     op->above->below = op;
1350 root 1.25
1351 root 1.24 op->below = top;
1352     top->above = op;
1353     }
1354 root 1.25
1355 root 1.96 if (!op->above)
1356 root 1.117 ms.top = op;
1357 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1358 root 1.8
1359 root 1.24 if (op->type == PLAYER)
1360 root 1.96 {
1361     op->contr->do_los = 1;
1362     ++op->map->players;
1363 root 1.100 op->map->touch ();
1364 root 1.96 }
1365 root 1.24
1366 root 1.98 op->map->dirty = true;
1367    
1368 root 1.24 /* If we have a floor, we know the player, if any, will be above
1369     * it, so save a few ticks and start from there.
1370     */
1371     if (!(flag & INS_MAP_LOAD))
1372 root 1.117 if (object *pl = ms.player ())
1373 root 1.82 if (pl->contr->ns)
1374     pl->contr->ns->floorbox_update ();
1375 root 1.24
1376     /* If this object glows, it may affect lighting conditions that are
1377     * visible to others on this map. But update_all_los is really
1378     * an inefficient way to do this, as it means los for all players
1379     * on the map will get recalculated. The players could very well
1380     * be far away from this change and not affected in any way -
1381     * this should get redone to only look for players within range,
1382 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1383 root 1.24 * of effect may be sufficient.
1384     */
1385 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1386 root 1.24 update_all_los (op->map, op->x, op->y);
1387    
1388     /* updates flags (blocked, alive, no magic, etc) for this map space */
1389     update_object (op, UP_OBJ_INSERT);
1390    
1391 root 1.82 INVOKE_OBJECT (INSERT, op);
1392    
1393 root 1.24 /* Don't know if moving this to the end will break anything. However,
1394 root 1.70 * we want to have floorbox_update called before calling this.
1395 root 1.24 *
1396     * check_move_on() must be after this because code called from
1397     * check_move_on() depends on correct map flags (so functions like
1398     * blocked() and wall() work properly), and these flags are updated by
1399     * update_object().
1400     */
1401    
1402     /* if this is not the head or flag has been passed, don't check walk on status */
1403     if (!(flag & INS_NO_WALK_ON) && !op->head)
1404     {
1405     if (check_move_on (op, originator))
1406 root 1.82 return 0;
1407 elmex 1.1
1408 root 1.24 /* If we are a multi part object, lets work our way through the check
1409     * walk on's.
1410     */
1411     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1412     if (check_move_on (tmp, originator))
1413 root 1.82 return 0;
1414 elmex 1.1 }
1415 root 1.25
1416 root 1.24 return op;
1417 elmex 1.1 }
1418    
1419     /* this function inserts an object in the map, but if it
1420 root 1.75 * finds an object of its own type, it'll remove that one first.
1421     * op is the object to insert it under: supplies x and the map.
1422 elmex 1.1 */
1423 root 1.24 void
1424     replace_insert_ob_in_map (const char *arch_string, object *op)
1425     {
1426 root 1.75 object *tmp, *tmp1;
1427 elmex 1.1
1428 root 1.24 /* first search for itself and remove any old instances */
1429 elmex 1.1
1430 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432     tmp->destroy ();
1433 elmex 1.1
1434 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1435 elmex 1.1
1436 root 1.24 tmp1->x = op->x;
1437     tmp1->y = op->y;
1438     insert_ob_in_map (tmp1, op->map, op, 0);
1439     }
1440 elmex 1.1
1441 root 1.93 object *
1442     object::insert_at (object *where, object *originator, int flags)
1443     {
1444 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1445 root 1.93 }
1446    
1447 elmex 1.1 /*
1448     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449     * is returned contains nr objects, and the remaining parts contains
1450     * the rest (or is removed and freed if that number is 0).
1451     * On failure, NULL is returned, and the reason put into the
1452     * global static errmsg array.
1453     */
1454 root 1.24 object *
1455     get_split_ob (object *orig_ob, uint32 nr)
1456     {
1457 root 1.64 object *newob;
1458     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1459 root 1.24
1460     if (orig_ob->nrof < nr)
1461     {
1462     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1463     return NULL;
1464     }
1465 root 1.29
1466 root 1.24 newob = object_create_clone (orig_ob);
1467 root 1.29
1468 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1469 root 1.63 orig_ob->destroy (1);
1470 root 1.24 else if (!is_removed)
1471     {
1472     if (orig_ob->env != NULL)
1473     sub_weight (orig_ob->env, orig_ob->weight * nr);
1474     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1475     {
1476     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1477     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1478     return NULL;
1479 root 1.8 }
1480 elmex 1.1 }
1481 root 1.29
1482 root 1.24 newob->nrof = nr;
1483 elmex 1.1
1484 root 1.24 return newob;
1485 elmex 1.1 }
1486    
1487     /*
1488     * decrease_ob_nr(object, number) decreases a specified number from
1489     * the amount of an object. If the amount reaches 0, the object
1490     * is subsequently removed and freed.
1491     *
1492     * Return value: 'op' if something is left, NULL if the amount reached 0
1493     */
1494 root 1.24 object *
1495     decrease_ob_nr (object *op, uint32 i)
1496 elmex 1.1 {
1497 root 1.29 object *tmp;
1498 elmex 1.1
1499 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1500     return op;
1501    
1502     if (i > op->nrof)
1503     i = op->nrof;
1504    
1505     if (QUERY_FLAG (op, FLAG_REMOVED))
1506 root 1.29 op->nrof -= i;
1507 root 1.73 else if (op->env)
1508 root 1.24 {
1509     /* is this object in the players inventory, or sub container
1510     * therein?
1511     */
1512 root 1.74 tmp = op->in_player ();
1513 root 1.24 /* nope. Is this a container the player has opened?
1514     * If so, set tmp to that player.
1515     * IMO, searching through all the players will mostly
1516     * likely be quicker than following op->env to the map,
1517     * and then searching the map for a player.
1518     */
1519     if (!tmp)
1520 root 1.81 for_all_players (pl)
1521     if (pl->ob->container == op->env)
1522     {
1523     tmp = pl->ob;
1524     break;
1525     }
1526 elmex 1.1
1527 root 1.24 if (i < op->nrof)
1528     {
1529     sub_weight (op->env, op->weight * i);
1530     op->nrof -= i;
1531     if (tmp)
1532 root 1.73 esrv_send_item (tmp, op);
1533 root 1.24 }
1534     else
1535     {
1536 root 1.63 op->remove ();
1537 root 1.24 op->nrof = 0;
1538     if (tmp)
1539 root 1.73 esrv_del_item (tmp->contr, op->count);
1540 elmex 1.1 }
1541     }
1542 root 1.24 else
1543 elmex 1.1 {
1544 root 1.29 object *above = op->above;
1545 elmex 1.1
1546 root 1.24 if (i < op->nrof)
1547 root 1.29 op->nrof -= i;
1548 root 1.24 else
1549     {
1550 root 1.63 op->remove ();
1551 root 1.24 op->nrof = 0;
1552     }
1553 root 1.29
1554 root 1.24 /* Since we just removed op, op->above is null */
1555 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1556 root 1.24 if (tmp->type == PLAYER)
1557     {
1558     if (op->nrof)
1559     esrv_send_item (tmp, op);
1560     else
1561     esrv_del_item (tmp->contr, op->count);
1562     }
1563 elmex 1.1 }
1564    
1565 root 1.24 if (op->nrof)
1566 root 1.29 return op;
1567 root 1.24 else
1568     {
1569 root 1.64 op->destroy ();
1570 root 1.73 return 0;
1571 elmex 1.1 }
1572     }
1573    
1574     /*
1575     * add_weight(object, weight) adds the specified weight to an object,
1576     * and also updates how much the environment(s) is/are carrying.
1577     */
1578 root 1.24 void
1579     add_weight (object *op, signed long weight)
1580     {
1581     while (op != NULL)
1582     {
1583     if (op->type == CONTAINER)
1584 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1585    
1586 root 1.24 op->carrying += weight;
1587     op = op->env;
1588     }
1589 elmex 1.1 }
1590    
1591 root 1.24 object *
1592     insert_ob_in_ob (object *op, object *where)
1593     {
1594 root 1.59 if (!where)
1595 root 1.24 {
1596 root 1.53 char *dump = dump_object (op);
1597     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598     free (dump);
1599 root 1.24 return op;
1600     }
1601 root 1.29
1602 root 1.24 if (where->head)
1603     {
1604 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 root 1.24 where = where->head;
1606     }
1607 root 1.29
1608 root 1.59 return where->insert (op);
1609     }
1610    
1611     /*
1612     * env->insert (op)
1613     * This function inserts the object op in the linked list
1614     * inside the object environment.
1615     *
1616     * The function returns now pointer to inserted item, and return value can
1617     * be != op, if items are merged. -Tero
1618     */
1619     object *
1620     object::insert (object *op)
1621     {
1622     object *tmp, *otmp;
1623    
1624     if (!QUERY_FLAG (op, FLAG_REMOVED))
1625     op->remove ();
1626    
1627 root 1.24 if (op->more)
1628     {
1629     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1630     return op;
1631     }
1632 root 1.29
1633 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1634     CLEAR_FLAG (op, FLAG_REMOVED);
1635     if (op->nrof)
1636     {
1637 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1638 root 1.66 if (object::can_merge (tmp, op))
1639 root 1.24 {
1640     /* return the original object and remove inserted object
1641     (client needs the original object) */
1642     tmp->nrof += op->nrof;
1643     /* Weight handling gets pretty funky. Since we are adding to
1644     * tmp->nrof, we need to increase the weight.
1645     */
1646 root 1.59 add_weight (this, op->weight * op->nrof);
1647 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1648 root 1.59 op->destroy (); /* free the inserted object */
1649 root 1.24 op = tmp;
1650 root 1.59 op->remove (); /* and fix old object's links */
1651 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1652     break;
1653     }
1654    
1655     /* I assume combined objects have no inventory
1656     * We add the weight - this object could have just been removed
1657     * (if it was possible to merge). calling remove_ob will subtract
1658     * the weight, so we need to add it in again, since we actually do
1659     * the linking below
1660     */
1661 root 1.59 add_weight (this, op->weight * op->nrof);
1662 root 1.24 }
1663     else
1664 root 1.59 add_weight (this, (op->weight + op->carrying));
1665 elmex 1.1
1666 root 1.74 otmp = this->in_player ();
1667 root 1.59 if (otmp && otmp->contr)
1668     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1669 root 1.78 otmp->update_stats ();
1670 elmex 1.1
1671 root 1.74 op->map = 0;
1672 root 1.59 op->env = this;
1673 root 1.74 op->above = 0;
1674     op->below = 0;
1675 root 1.24 op->x = 0, op->y = 0;
1676 elmex 1.1
1677     /* reset the light list and los of the players on the map */
1678 root 1.59 if ((op->glow_radius != 0) && map)
1679 root 1.24 {
1680 elmex 1.1 #ifdef DEBUG_LIGHTS
1681 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1682     #endif /* DEBUG_LIGHTS */
1683 root 1.84 if (map->darkness)
1684 root 1.59 update_all_los (map, x, y);
1685 root 1.24 }
1686 elmex 1.1
1687     /* Client has no idea of ordering so lets not bother ordering it here.
1688     * It sure simplifies this function...
1689     */
1690 root 1.59 if (!inv)
1691     inv = op;
1692 root 1.24 else
1693     {
1694 root 1.59 op->below = inv;
1695 elmex 1.1 op->below->above = op;
1696 root 1.59 inv = op;
1697 root 1.24 }
1698 root 1.59
1699 root 1.82 INVOKE_OBJECT (INSERT, this);
1700    
1701 elmex 1.1 return op;
1702     }
1703    
1704     /*
1705     * Checks if any objects has a move_type that matches objects
1706     * that effect this object on this space. Call apply() to process
1707     * these events.
1708     *
1709     * Any speed-modification due to SLOW_MOVE() of other present objects
1710     * will affect the speed_left of the object.
1711     *
1712     * originator: Player, monster or other object that caused 'op' to be inserted
1713     * into 'map'. May be NULL.
1714     *
1715     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1716     *
1717     * 4-21-95 added code to check if appropriate skill was readied - this will
1718     * permit faster movement by the player through this terrain. -b.t.
1719     *
1720     * MSW 2001-07-08: Check all objects on space, not just those below
1721     * object being inserted. insert_ob_in_map may not put new objects
1722     * on top.
1723     */
1724 root 1.24 int
1725     check_move_on (object *op, object *originator)
1726 elmex 1.1 {
1727 root 1.48 object *tmp;
1728 root 1.49 maptile *m = op->map;
1729 root 1.48 int x = op->x, y = op->y;
1730 root 1.26
1731 root 1.48 MoveType move_on, move_slow, move_block;
1732 root 1.24
1733     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1734     return 0;
1735    
1736     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1737     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1738     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1739    
1740     /* if nothing on this space will slow op down or be applied,
1741     * no need to do checking below. have to make sure move_type
1742     * is set, as lots of objects don't have it set - we treat that
1743     * as walking.
1744     */
1745     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1746     return 0;
1747 elmex 1.1
1748 root 1.24 /* This is basically inverse logic of that below - basically,
1749     * if the object can avoid the move on or slow move, they do so,
1750     * but can't do it if the alternate movement they are using is
1751     * blocked. Logic on this seems confusing, but does seem correct.
1752     */
1753     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1754     return 0;
1755    
1756     /* The objects have to be checked from top to bottom.
1757     * Hence, we first go to the top:
1758     */
1759    
1760 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1761 root 1.24 {
1762     /* Trim the search when we find the first other spell effect
1763     * this helps performance so that if a space has 50 spell objects,
1764     * we don't need to check all of them.
1765     */
1766     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1767     break;
1768     }
1769 root 1.26
1770     for (; tmp; tmp = tmp->below)
1771 root 1.24 {
1772     if (tmp == op)
1773     continue; /* Can't apply yourself */
1774 elmex 1.1
1775 root 1.24 /* Check to see if one of the movement types should be slowed down.
1776     * Second check makes sure that the movement types not being slowed
1777     * (~slow_move) is not blocked on this space - just because the
1778     * space doesn't slow down swimming (for example), if you can't actually
1779     * swim on that space, can't use it to avoid the penalty.
1780     */
1781     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1782     {
1783     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1784     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1785     {
1786 elmex 1.1
1787 root 1.29 float
1788 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1789 elmex 1.1
1790 root 1.24 if (op->type == PLAYER)
1791 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1792     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1793     diff /= 4.0;
1794    
1795 root 1.24 op->speed_left -= diff;
1796 root 1.8 }
1797     }
1798 elmex 1.1
1799 root 1.24 /* Basically same logic as above, except now for actual apply. */
1800     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1801     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1802     {
1803 elmex 1.72 move_apply (tmp, op, originator);
1804 root 1.24
1805 root 1.48 if (op->destroyed ())
1806 root 1.24 return 1;
1807    
1808     /* what the person/creature stepped onto has moved the object
1809     * someplace new. Don't process any further - if we did,
1810     * have a feeling strange problems would result.
1811     */
1812     if (op->map != m || op->x != x || op->y != y)
1813     return 0;
1814 root 1.8 }
1815 elmex 1.1 }
1816 root 1.26
1817 root 1.24 return 0;
1818 elmex 1.1 }
1819    
1820     /*
1821     * present_arch(arch, map, x, y) searches for any objects with
1822     * a matching archetype at the given map and coordinates.
1823     * The first matching object is returned, or NULL if none.
1824     */
1825 root 1.24 object *
1826 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1827 root 1.24 {
1828 root 1.104 if (!m || out_of_map (m, x, y))
1829 root 1.24 {
1830     LOG (llevError, "Present_arch called outside map.\n");
1831     return NULL;
1832     }
1833 root 1.84
1834 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1835 root 1.24 if (tmp->arch == at)
1836 elmex 1.1 return tmp;
1837 root 1.84
1838 elmex 1.1 return NULL;
1839     }
1840    
1841     /*
1842     * present(type, map, x, y) searches for any objects with
1843     * a matching type variable at the given map and coordinates.
1844     * The first matching object is returned, or NULL if none.
1845     */
1846 root 1.24 object *
1847 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1848 root 1.24 {
1849     if (out_of_map (m, x, y))
1850     {
1851     LOG (llevError, "Present called outside map.\n");
1852     return NULL;
1853     }
1854 root 1.84
1855 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 root 1.24 if (tmp->type == type)
1857 elmex 1.1 return tmp;
1858 root 1.84
1859 elmex 1.1 return NULL;
1860     }
1861    
1862     /*
1863     * present_in_ob(type, object) searches for any objects with
1864     * a matching type variable in the inventory of the given object.
1865     * The first matching object is returned, or NULL if none.
1866     */
1867 root 1.24 object *
1868     present_in_ob (unsigned char type, const object *op)
1869     {
1870 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1871 root 1.24 if (tmp->type == type)
1872 elmex 1.1 return tmp;
1873 root 1.84
1874 elmex 1.1 return NULL;
1875     }
1876    
1877     /*
1878     * present_in_ob (type, str, object) searches for any objects with
1879     * a matching type & name variable in the inventory of the given object.
1880     * The first matching object is returned, or NULL if none.
1881     * This is mostly used by spell effect code, so that we only
1882     * have one spell effect at a time.
1883     * type can be used to narrow the search - if type is set,
1884     * the type must also match. -1 can be passed for the type,
1885     * in which case the type does not need to pass.
1886     * str is the string to match against. Note that we match against
1887     * the object name, not the archetype name. this is so that the
1888     * spell code can use one object type (force), but change it's name
1889     * to be unique.
1890     */
1891 root 1.24 object *
1892     present_in_ob_by_name (int type, const char *str, const object *op)
1893     {
1894 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1895 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1896     return tmp;
1897 elmex 1.1
1898 root 1.82 return 0;
1899 elmex 1.1 }
1900    
1901     /*
1902     * present_arch_in_ob(archetype, object) searches for any objects with
1903     * a matching archetype in the inventory of the given object.
1904     * The first matching object is returned, or NULL if none.
1905     */
1906 root 1.24 object *
1907     present_arch_in_ob (const archetype *at, const object *op)
1908     {
1909 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 root 1.24 if (tmp->arch == at)
1911 elmex 1.1 return tmp;
1912 root 1.82
1913 elmex 1.1 return NULL;
1914     }
1915    
1916     /*
1917     * activate recursively a flag on an object inventory
1918     */
1919 root 1.24 void
1920     flag_inv (object *op, int flag)
1921     {
1922     if (op->inv)
1923 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 root 1.24 {
1925     SET_FLAG (tmp, flag);
1926     flag_inv (tmp, flag);
1927 elmex 1.1 }
1928 root 1.82 }
1929    
1930     /*
1931     * deactivate recursively a flag on an object inventory
1932     */
1933 root 1.24 void
1934     unflag_inv (object *op, int flag)
1935     {
1936     if (op->inv)
1937 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 root 1.24 {
1939     CLEAR_FLAG (tmp, flag);
1940     unflag_inv (tmp, flag);
1941 elmex 1.1 }
1942     }
1943    
1944     /*
1945     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1946     * all it's inventory (recursively).
1947     * If checksums are used, a player will get set_cheat called for
1948     * him/her-self and all object carried by a call to this function.
1949     */
1950 root 1.24 void
1951     set_cheat (object *op)
1952     {
1953     SET_FLAG (op, FLAG_WAS_WIZ);
1954     flag_inv (op, FLAG_WAS_WIZ);
1955 elmex 1.1 }
1956    
1957     /*
1958     * find_free_spot(object, map, x, y, start, stop) will search for
1959     * a spot at the given map and coordinates which will be able to contain
1960     * the given object. start and stop specifies how many squares
1961     * to search (see the freearr_x/y[] definition).
1962     * It returns a random choice among the alternatives found.
1963     * start and stop are where to start relative to the free_arr array (1,9
1964     * does all 4 immediate directions). This returns the index into the
1965     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1966     * Note - this only checks to see if there is space for the head of the
1967     * object - if it is a multispace object, this should be called for all
1968     * pieces.
1969     * Note2: This function does correctly handle tiled maps, but does not
1970     * inform the caller. However, insert_ob_in_map will update as
1971     * necessary, so the caller shouldn't need to do any special work.
1972     * Note - updated to take an object instead of archetype - this is necessary
1973     * because arch_blocked (now ob_blocked) needs to know the movement type
1974     * to know if the space in question will block the object. We can't use
1975     * the archetype because that isn't correct if the monster has been
1976     * customized, changed states, etc.
1977     */
1978 root 1.24 int
1979 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1980 root 1.24 {
1981 root 1.82 int index = 0, flag;
1982     int altern[SIZEOFFREE];
1983 root 1.24
1984 root 1.82 for (int i = start; i < stop; i++)
1985 root 1.24 {
1986     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1987     if (!flag)
1988 root 1.82 altern [index++] = i;
1989 root 1.24
1990     /* Basically, if we find a wall on a space, we cut down the search size.
1991     * In this way, we won't return spaces that are on another side of a wall.
1992     * This mostly work, but it cuts down the search size in all directions -
1993     * if the space being examined only has a wall to the north and empty
1994     * spaces in all the other directions, this will reduce the search space
1995     * to only the spaces immediately surrounding the target area, and
1996     * won't look 2 spaces south of the target space.
1997     */
1998 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
1999 root 1.24 stop = maxfree[i];
2000 elmex 1.1 }
2001 root 1.74
2002 root 1.24 if (!index)
2003     return -1;
2004 root 1.74
2005 root 1.124 return altern [rndm (index)];
2006 elmex 1.1 }
2007    
2008     /*
2009 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2010 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2011     * But it will return the first available spot, not a random choice.
2012     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2013     */
2014 root 1.24 int
2015 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2016 root 1.24 {
2017 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2018     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2019     return i;
2020 root 1.24
2021     return -1;
2022 elmex 1.1 }
2023    
2024     /*
2025     * The function permute(arr, begin, end) randomly reorders the array
2026     * arr[begin..end-1].
2027 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2028 elmex 1.1 */
2029 root 1.24 static void
2030     permute (int *arr, int begin, int end)
2031 elmex 1.1 {
2032 root 1.82 arr += begin;
2033     end -= begin;
2034    
2035     while (--end)
2036 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2037 elmex 1.1 }
2038    
2039     /* new function to make monster searching more efficient, and effective!
2040     * This basically returns a randomized array (in the passed pointer) of
2041     * the spaces to find monsters. In this way, it won't always look for
2042     * monsters to the north first. However, the size of the array passed
2043     * covers all the spaces, so within that size, all the spaces within
2044     * the 3x3 area will be searched, just not in a predictable order.
2045     */
2046 root 1.24 void
2047     get_search_arr (int *search_arr)
2048 elmex 1.1 {
2049 root 1.82 int i;
2050 elmex 1.1
2051 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2052 root 1.82 search_arr[i] = i;
2053 elmex 1.1
2054 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2055     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2056     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2057 elmex 1.1 }
2058    
2059     /*
2060     * find_dir(map, x, y, exclude) will search some close squares in the
2061     * given map at the given coordinates for live objects.
2062     * It will not considered the object given as exclude among possible
2063     * live objects.
2064     * It returns the direction toward the first/closest live object if finds
2065     * any, otherwise 0.
2066     * Perhaps incorrectly, but I'm making the assumption that exclude
2067     * is actually want is going to try and move there. We need this info
2068     * because we have to know what movement the thing looking to move
2069     * there is capable of.
2070     */
2071 root 1.24 int
2072 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2073 root 1.24 {
2074 root 1.82 int i, max = SIZEOFFREE, mflags;
2075 root 1.29
2076     sint16 nx, ny;
2077 root 1.82 object *tmp;
2078     maptile *mp;
2079 root 1.29
2080     MoveType blocked, move_type;
2081 root 1.24
2082     if (exclude && exclude->head)
2083     {
2084     exclude = exclude->head;
2085     move_type = exclude->move_type;
2086     }
2087     else
2088     {
2089     /* If we don't have anything, presume it can use all movement types. */
2090     move_type = MOVE_ALL;
2091     }
2092    
2093     for (i = 1; i < max; i++)
2094     {
2095     mp = m;
2096     nx = x + freearr_x[i];
2097     ny = y + freearr_y[i];
2098    
2099     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2100 root 1.75
2101 root 1.24 if (mflags & P_OUT_OF_MAP)
2102 root 1.75 max = maxfree[i];
2103 root 1.24 else
2104     {
2105 root 1.82 mapspace &ms = mp->at (nx, ny);
2106    
2107     blocked = ms.move_block;
2108 root 1.24
2109     if ((move_type & blocked) == move_type)
2110 root 1.75 max = maxfree[i];
2111 root 1.24 else if (mflags & P_IS_ALIVE)
2112     {
2113 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2114 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2115     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2116 root 1.75 break;
2117    
2118 root 1.24 if (tmp)
2119 root 1.75 return freedir[i];
2120 root 1.8 }
2121     }
2122 elmex 1.1 }
2123 root 1.75
2124 root 1.24 return 0;
2125 elmex 1.1 }
2126    
2127     /*
2128     * distance(object 1, object 2) will return the square of the
2129     * distance between the two given objects.
2130     */
2131 root 1.24 int
2132     distance (const object *ob1, const object *ob2)
2133     {
2134 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2135 elmex 1.1 }
2136    
2137     /*
2138     * find_dir_2(delta-x,delta-y) will return a direction in which
2139     * an object which has subtracted the x and y coordinates of another
2140     * object, needs to travel toward it.
2141     */
2142 root 1.24 int
2143     find_dir_2 (int x, int y)
2144     {
2145 root 1.75 int q;
2146 elmex 1.1
2147 root 1.24 if (y)
2148     q = x * 100 / y;
2149 elmex 1.1 else if (x)
2150 root 1.24 q = -300 * x;
2151 elmex 1.1 else
2152     return 0;
2153    
2154 root 1.24 if (y > 0)
2155     {
2156     if (q < -242)
2157     return 3;
2158     if (q < -41)
2159     return 2;
2160     if (q < 41)
2161     return 1;
2162     if (q < 242)
2163     return 8;
2164     return 7;
2165     }
2166 elmex 1.1
2167     if (q < -242)
2168 root 1.24 return 7;
2169 elmex 1.1 if (q < -41)
2170 root 1.24 return 6;
2171 elmex 1.1 if (q < 41)
2172 root 1.24 return 5;
2173 elmex 1.1 if (q < 242)
2174 root 1.24 return 4;
2175 elmex 1.1
2176 root 1.24 return 3;
2177 elmex 1.1 }
2178    
2179     /*
2180     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2181     * between two directions (which are expected to be absolute (see absdir())
2182     */
2183 root 1.24 int
2184     dirdiff (int dir1, int dir2)
2185     {
2186 root 1.82 int d;
2187 root 1.24
2188     d = abs (dir1 - dir2);
2189     if (d > 4)
2190 elmex 1.1 d = 8 - d;
2191 root 1.82
2192 elmex 1.1 return d;
2193     }
2194    
2195     /* peterm:
2196     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2197     * Basically, this is a table of directions, and what directions
2198     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2199     * This basically means that if direction is 15, then it could either go
2200     * direction 4, 14, or 16 to get back to where we are.
2201     * Moved from spell_util.c to object.c with the other related direction
2202     * functions.
2203     */
2204 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2205 root 1.24 {0, 0, 0}, /* 0 */
2206     {0, 0, 0}, /* 1 */
2207     {0, 0, 0}, /* 2 */
2208     {0, 0, 0}, /* 3 */
2209     {0, 0, 0}, /* 4 */
2210     {0, 0, 0}, /* 5 */
2211     {0, 0, 0}, /* 6 */
2212     {0, 0, 0}, /* 7 */
2213     {0, 0, 0}, /* 8 */
2214     {8, 1, 2}, /* 9 */
2215     {1, 2, -1}, /* 10 */
2216     {2, 10, 12}, /* 11 */
2217     {2, 3, -1}, /* 12 */
2218     {2, 3, 4}, /* 13 */
2219     {3, 4, -1}, /* 14 */
2220     {4, 14, 16}, /* 15 */
2221     {5, 4, -1}, /* 16 */
2222     {4, 5, 6}, /* 17 */
2223     {6, 5, -1}, /* 18 */
2224     {6, 20, 18}, /* 19 */
2225     {7, 6, -1}, /* 20 */
2226     {6, 7, 8}, /* 21 */
2227     {7, 8, -1}, /* 22 */
2228     {8, 22, 24}, /* 23 */
2229     {8, 1, -1}, /* 24 */
2230     {24, 9, 10}, /* 25 */
2231     {9, 10, -1}, /* 26 */
2232     {10, 11, -1}, /* 27 */
2233     {27, 11, 29}, /* 28 */
2234     {11, 12, -1}, /* 29 */
2235     {12, 13, -1}, /* 30 */
2236     {12, 13, 14}, /* 31 */
2237     {13, 14, -1}, /* 32 */
2238     {14, 15, -1}, /* 33 */
2239     {33, 15, 35}, /* 34 */
2240     {16, 15, -1}, /* 35 */
2241     {17, 16, -1}, /* 36 */
2242     {18, 17, 16}, /* 37 */
2243     {18, 17, -1}, /* 38 */
2244     {18, 19, -1}, /* 39 */
2245     {41, 19, 39}, /* 40 */
2246     {19, 20, -1}, /* 41 */
2247     {20, 21, -1}, /* 42 */
2248     {20, 21, 22}, /* 43 */
2249     {21, 22, -1}, /* 44 */
2250     {23, 22, -1}, /* 45 */
2251     {45, 47, 23}, /* 46 */
2252     {23, 24, -1}, /* 47 */
2253     {24, 9, -1}
2254     }; /* 48 */
2255 elmex 1.1
2256     /* Recursive routine to step back and see if we can
2257     * find a path to that monster that we found. If not,
2258     * we don't bother going toward it. Returns 1 if we
2259     * can see a direct way to get it
2260     * Modified to be map tile aware -.MSW
2261     */
2262 root 1.24 int
2263 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2264 root 1.24 {
2265 root 1.29 sint16 dx, dy;
2266 root 1.75 int mflags;
2267 root 1.24
2268     if (dir < 0)
2269     return 0; /* exit condition: invalid direction */
2270    
2271     dx = x + freearr_x[dir];
2272     dy = y + freearr_y[dir];
2273    
2274     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2275    
2276     /* This functional arguably was incorrect before - it was
2277     * checking for P_WALL - that was basically seeing if
2278     * we could move to the monster - this is being more
2279     * literal on if we can see it. To know if we can actually
2280     * move to the monster, we'd need the monster passed in or
2281     * at least its move type.
2282     */
2283     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2284     return 0;
2285    
2286     /* yes, can see. */
2287     if (dir < 9)
2288     return 1;
2289 root 1.75
2290     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2291     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2292     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2293 root 1.24 }
2294    
2295 elmex 1.1 /*
2296     * can_pick(picker, item): finds out if an object is possible to be
2297     * picked up by the picker. Returnes 1 if it can be
2298     * picked up, otherwise 0.
2299     *
2300     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2301     * core dumps if they do.
2302     *
2303     * Add a check so we can't pick up invisible objects (0.93.8)
2304     */
2305    
2306 root 1.24 int
2307     can_pick (const object *who, const object *item)
2308     {
2309     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2312 elmex 1.1 }
2313    
2314     /*
2315     * create clone from object to another
2316     */
2317 root 1.24 object *
2318     object_create_clone (object *asrc)
2319     {
2320 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2321 elmex 1.1
2322 root 1.24 if (!asrc)
2323 root 1.62 return 0;
2324    
2325 root 1.24 src = asrc;
2326     if (src->head)
2327     src = src->head;
2328    
2329 root 1.62 prev = 0;
2330 root 1.24 for (part = src; part; part = part->more)
2331     {
2332 root 1.65 tmp = part->clone ();
2333 root 1.24 tmp->x -= src->x;
2334     tmp->y -= src->y;
2335 root 1.62
2336 root 1.24 if (!part->head)
2337     {
2338     dst = tmp;
2339 root 1.62 tmp->head = 0;
2340 root 1.24 }
2341     else
2342 root 1.75 tmp->head = dst;
2343 root 1.62
2344     tmp->more = 0;
2345    
2346 root 1.24 if (prev)
2347     prev->more = tmp;
2348 root 1.62
2349 root 1.24 prev = tmp;
2350 elmex 1.1 }
2351 root 1.24
2352     for (item = src->inv; item; item = item->below)
2353 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2354 elmex 1.1
2355 root 1.24 return dst;
2356 elmex 1.1 }
2357    
2358     /* This returns the first object in who's inventory that
2359     * has the same type and subtype match.
2360     * returns NULL if no match.
2361     */
2362 root 1.24 object *
2363     find_obj_by_type_subtype (const object *who, int type, int subtype)
2364 elmex 1.1 {
2365 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2366 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2367     return tmp;
2368 elmex 1.1
2369 root 1.82 return 0;
2370 elmex 1.1 }
2371    
2372     /* If ob has a field named key, return the link from the list,
2373     * otherwise return NULL.
2374     *
2375     * key must be a passed in shared string - otherwise, this won't
2376     * do the desired thing.
2377     */
2378 root 1.24 key_value *
2379     get_ob_key_link (const object *ob, const char *key)
2380     {
2381 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2382 root 1.48 if (link->key == key)
2383     return link;
2384 root 1.24
2385 root 1.82 return 0;
2386 root 1.24 }
2387 elmex 1.1
2388     /*
2389     * Returns the value of op has an extra_field for key, or NULL.
2390     *
2391     * The argument doesn't need to be a shared string.
2392     *
2393     * The returned string is shared.
2394     */
2395 root 1.24 const char *
2396     get_ob_key_value (const object *op, const char *const key)
2397     {
2398 root 1.35 key_value *link;
2399     shstr_cmp canonical_key (key);
2400 root 1.24
2401 root 1.35 if (!canonical_key)
2402 root 1.24 {
2403     /* 1. There being a field named key on any object
2404     * implies there'd be a shared string to find.
2405     * 2. Since there isn't, no object has this field.
2406     * 3. Therefore, *this* object doesn't have this field.
2407     */
2408 root 1.35 return 0;
2409 elmex 1.1 }
2410    
2411 root 1.24 /* This is copied from get_ob_key_link() above -
2412     * only 4 lines, and saves the function call overhead.
2413     */
2414 root 1.35 for (link = op->key_values; link; link = link->next)
2415     if (link->key == canonical_key)
2416     return link->value;
2417    
2418     return 0;
2419 elmex 1.1 }
2420    
2421     /*
2422     * Updates the canonical_key in op to value.
2423     *
2424     * canonical_key is a shared string (value doesn't have to be).
2425     *
2426     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2427     * keys.
2428     *
2429     * Returns TRUE on success.
2430     */
2431 root 1.24 int
2432     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2433     {
2434 root 1.82 key_value *field = NULL, *last = NULL;
2435 root 1.24
2436     for (field = op->key_values; field != NULL; field = field->next)
2437     {
2438     if (field->key != canonical_key)
2439     {
2440     last = field;
2441     continue;
2442     }
2443    
2444     if (value)
2445     field->value = value;
2446     else
2447     {
2448     /* Basically, if the archetype has this key set,
2449     * we need to store the null value so when we save
2450     * it, we save the empty value so that when we load,
2451     * we get this value back again.
2452     */
2453     if (get_ob_key_link (&op->arch->clone, canonical_key))
2454     field->value = 0;
2455     else
2456     {
2457     if (last)
2458     last->next = field->next;
2459     else
2460     op->key_values = field->next;
2461    
2462 root 1.29 delete field;
2463 root 1.24 }
2464     }
2465     return TRUE;
2466     }
2467     /* IF we get here, key doesn't exist */
2468    
2469     /* No field, we'll have to add it. */
2470    
2471     if (!add_key)
2472 root 1.82 return FALSE;
2473    
2474 root 1.24 /* There isn't any good reason to store a null
2475     * value in the key/value list. If the archetype has
2476     * this key, then we should also have it, so shouldn't
2477     * be here. If user wants to store empty strings,
2478     * should pass in ""
2479     */
2480     if (value == NULL)
2481 elmex 1.1 return TRUE;
2482 root 1.24
2483     field = new key_value;
2484    
2485     field->key = canonical_key;
2486     field->value = value;
2487     /* Usual prepend-addition. */
2488     field->next = op->key_values;
2489     op->key_values = field;
2490    
2491     return TRUE;
2492 elmex 1.1 }
2493    
2494     /*
2495     * Updates the key in op to value.
2496     *
2497     * If add_key is FALSE, this will only update existing keys,
2498     * and not add new ones.
2499     * In general, should be little reason FALSE is ever passed in for add_key
2500     *
2501     * Returns TRUE on success.
2502     */
2503 root 1.24 int
2504     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2505 root 1.11 {
2506 root 1.29 shstr key_ (key);
2507 root 1.24
2508 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2509 elmex 1.1 }
2510 root 1.31
2511 root 1.34 object::depth_iterator::depth_iterator (object *container)
2512     : iterator_base (container)
2513     {
2514     while (item->inv)
2515     item = item->inv;
2516     }
2517    
2518 root 1.31 void
2519 root 1.34 object::depth_iterator::next ()
2520 root 1.31 {
2521 root 1.34 if (item->below)
2522     {
2523     item = item->below;
2524    
2525     while (item->inv)
2526     item = item->inv;
2527     }
2528 root 1.31 else
2529 root 1.34 item = item->env;
2530 root 1.31 }
2531 root 1.34
2532 elmex 1.97
2533     const char *
2534     object::flag_desc (char *desc, int len) const
2535     {
2536     char *p = desc;
2537     bool first = true;
2538    
2539 root 1.101 *p = 0;
2540    
2541 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2542     {
2543     if (len <= 10) // magic constant!
2544     {
2545     snprintf (p, len, ",...");
2546     break;
2547     }
2548    
2549 root 1.101 if (flag [i])
2550 elmex 1.97 {
2551     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2552     len -= cnt;
2553     p += cnt;
2554     first = false;
2555     }
2556     }
2557    
2558     return desc;
2559     }
2560    
2561 root 1.101 // return a suitable string describing an object in enough detail to find it
2562 root 1.36 const char *
2563     object::debug_desc (char *info) const
2564     {
2565 elmex 1.97 char flagdesc[512];
2566     char info2[256 * 4];
2567 root 1.36 char *p = info;
2568    
2569 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2570 elmex 1.97 count, uuid.seq,
2571 root 1.36 &name,
2572 root 1.117 title ? "\",title:\"" : "",
2573 elmex 1.97 title ? (const char *)title : "",
2574     flag_desc (flagdesc, 512), type);
2575 root 1.36
2576     if (env)
2577     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2578    
2579     if (map)
2580 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2581 root 1.36
2582     return info;
2583     }
2584    
2585     const char *
2586     object::debug_desc () const
2587     {
2588 root 1.102 static char info[256 * 4];
2589 root 1.36 return debug_desc (info);
2590     }
2591    
2592 root 1.114 const char *
2593     object::debug_desc2 () const
2594     {
2595     static char info[256 * 4];
2596     return debug_desc (info);
2597     }
2598    
2599 root 1.125 struct region *
2600     object::region () const
2601     {
2602     return map ? map->region (x, y)
2603     : region::default_region ();
2604     }
2605    
2606 root 1.129 const materialtype_t *
2607     object::dominant_material () const
2608     {
2609     if (materialtype_t *mat = name_to_material (materialname))
2610     return mat;
2611    
2612     // omfg this is slow, this has to be temporary :)
2613     shstr unknown ("unknown");
2614    
2615     return name_to_material (unknown);
2616     }
2617    
2618 root 1.130 void
2619     object::open_container (object *new_container)
2620     {
2621     if (container == new_container)
2622     return;
2623    
2624     if (object *old_container = container)
2625     {
2626     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2627     return;
2628    
2629     #if 0
2630     // remove the "Close old_container" object.
2631     if (object *closer = old_container->inv)
2632     if (closer->type == CLOSE_CON)
2633     closer->destroy ();
2634     #endif
2635    
2636     old_container->flag [FLAG_APPLIED] = 0;
2637     container = 0;
2638    
2639     esrv_update_item (UPD_FLAGS, this, old_container);
2640     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2641     }
2642    
2643     if (new_container)
2644     {
2645     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646     return;
2647    
2648     // TODO: this does not seem to serve any purpose anymore?
2649     #if 0
2650     // insert the "Close Container" object.
2651     if (archetype *closer = new_container->other_arch)
2652     {
2653     object *closer = arch_to_object (new_container->other_arch);
2654     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655     new_container->insert (closer);
2656     }
2657     #endif
2658    
2659 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2660    
2661 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2662     container = new_container;
2663    
2664     esrv_update_item (UPD_FLAGS, this, new_container);
2665 root 1.131 esrv_send_inventory (this, new_container);
2666 root 1.130 }
2667     }
2668    
2669