ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
Revision: 1.143
Committed: Tue May 1 05:48:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.142: +3 -8 lines
Log Message:
big simplification, still doesn't work, but feels cleaner

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 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 root 1.24 {
331     if (inv->inv)
332     sum_weight (inv);
333 root 1.142
334 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335     }
336 root 1.37
337 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
338 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
339 root 1.37
340 root 1.24 if (op->carrying != sum)
341 elmex 1.1 op->carrying = sum;
342 root 1.37
343 elmex 1.1 return sum;
344     }
345    
346     /**
347     * Return the outermost environment object for a given object.
348     */
349    
350 root 1.24 object *
351     object_get_env_recursive (object *op)
352     {
353     while (op->env != NULL)
354     op = op->env;
355     return op;
356 elmex 1.1 }
357    
358     /*
359     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
360 root 1.11 * Some error messages.
361 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
362     */
363 root 1.53 char *
364 root 1.24 dump_object (object *op)
365     {
366 root 1.53 if (!op)
367     return strdup ("[NULLOBJ]");
368 elmex 1.1
369 root 1.53 object_freezer freezer;
370 root 1.133 op->write (freezer);
371 root 1.53 return freezer.as_string ();
372 elmex 1.1 }
373    
374     /*
375     * get_nearest_part(multi-object, object 2) returns the part of the
376     * multi-object 1 which is closest to the second object.
377     * If it's not a multi-object, it is returned.
378     */
379    
380 root 1.24 object *
381     get_nearest_part (object *op, const object *pl)
382     {
383     object *tmp, *closest;
384     int last_dist, i;
385    
386     if (op->more == NULL)
387 elmex 1.1 return op;
388 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
389     if ((i = distance (tmp, pl)) < last_dist)
390     closest = tmp, last_dist = i;
391 elmex 1.1 return closest;
392     }
393    
394     /*
395     * Returns the object which has the count-variable equal to the argument.
396     */
397 root 1.24 object *
398     find_object (tag_t i)
399     {
400 root 1.112 for_all_objects (op)
401     if (op->count == i)
402     return op;
403    
404     return 0;
405 elmex 1.1 }
406    
407     /*
408     * Returns the first object which has a name equal to the argument.
409     * Used only by the patch command, but not all that useful.
410     * Enables features like "patch <name-of-other-player> food 999"
411     */
412 root 1.24 object *
413     find_object_name (const char *str)
414     {
415 root 1.35 shstr_cmp str_ (str);
416 elmex 1.1 object *op;
417 root 1.24
418 root 1.108 for_all_objects (op)
419 root 1.35 if (op->name == str_)
420 elmex 1.1 break;
421 root 1.11
422 elmex 1.1 return op;
423     }
424    
425 root 1.24 void
426     free_all_object_data ()
427 root 1.14 {
428     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
429 elmex 1.1 }
430    
431     /*
432     * Sets the owner and sets the skill and exp pointers to owner's current
433     * skill and experience objects.
434     */
435 root 1.24 void
436 root 1.30 object::set_owner (object *owner)
437 elmex 1.1 {
438 root 1.30 if (!owner)
439 root 1.24 return;
440    
441     /* next line added to allow objects which own objects */
442     /* Add a check for ownercounts in here, as I got into an endless loop
443     * with the fireball owning a poison cloud which then owned the
444     * fireball. I believe that was caused by one of the objects getting
445     * freed and then another object replacing it. Since the ownercounts
446     * didn't match, this check is valid and I believe that cause is valid.
447     */
448 root 1.30 while (owner->owner)
449 root 1.24 owner = owner->owner;
450 elmex 1.1
451 root 1.30 this->owner = owner;
452 elmex 1.1 }
453    
454     /* Zero the key_values on op, decrementing the shared-string
455     * refcounts and freeing the links.
456     */
457 root 1.24 static void
458     free_key_values (object *op)
459 root 1.11 {
460 root 1.137 for (key_value *i = op->key_values; i; )
461 root 1.11 {
462     key_value *next = i->next;
463     delete i;
464 root 1.24
465 root 1.11 i = next;
466 elmex 1.1 }
467 root 1.24
468 root 1.11 op->key_values = 0;
469 elmex 1.1 }
470    
471 root 1.137 object &
472     object::operator =(const object &src)
473 root 1.11 {
474 root 1.137 bool is_freed = flag [FLAG_FREED];
475     bool is_removed = flag [FLAG_REMOVED];
476 root 1.59
477 root 1.137 *(object_copy *)this = src;
478 elmex 1.1
479 root 1.137 flag [FLAG_FREED] = is_freed;
480     flag [FLAG_REMOVED] = is_removed;
481 elmex 1.1
482 root 1.11 /* Copy over key_values, if any. */
483 root 1.137 if (src.key_values)
484 root 1.14 {
485 root 1.23 key_value *tail = 0;
486 root 1.137 key_values = 0;
487 elmex 1.1
488 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
489 root 1.11 {
490     key_value *new_link = new key_value;
491 root 1.8
492 root 1.24 new_link->next = 0;
493     new_link->key = i->key;
494 root 1.11 new_link->value = i->value;
495    
496     /* Try and be clever here, too. */
497 root 1.137 if (!key_values)
498 root 1.11 {
499 root 1.137 key_values = new_link;
500 root 1.11 tail = new_link;
501 root 1.8 }
502 root 1.11 else
503     {
504     tail->next = new_link;
505     tail = new_link;
506     }
507 root 1.14 }
508     }
509 root 1.137 }
510    
511     /*
512     * copy_to first frees everything allocated by the dst object,
513     * and then copies the contents of itself into the second
514     * object, allocating what needs to be allocated. Basically, any
515     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
516     * if the first object is freed, the pointers in the new object
517     * will point at garbage.
518     */
519     void
520     object::copy_to (object *dst)
521     {
522     *dst = *this;
523    
524     if (speed < 0)
525     dst->speed_left = speed_left - rndm ();
526 root 1.2
527 root 1.87 dst->set_speed (dst->speed);
528 elmex 1.1 }
529    
530 root 1.133 void
531     object::instantiate ()
532     {
533     if (!uuid.seq) // HACK
534     uuid = gen_uuid ();
535    
536     speed_left = -0.1f;
537     /* copy the body_info to the body_used - this is only really
538     * need for monsters, but doesn't hurt to do it for everything.
539     * by doing so, when a monster is created, it has good starting
540     * values for the body_used info, so when items are created
541     * for it, they can be properly equipped.
542     */
543     memcpy (body_used, body_info, sizeof (body_used));
544    
545     attachable::instantiate ();
546     }
547    
548 root 1.65 object *
549     object::clone ()
550     {
551     object *neu = create ();
552     copy_to (neu);
553     return neu;
554     }
555    
556 elmex 1.1 /*
557     * If an object with the IS_TURNABLE() flag needs to be turned due
558     * to the closest player being on the other side, this function can
559     * be called to update the face variable, _and_ how it looks on the map.
560     */
561 root 1.24 void
562     update_turn_face (object *op)
563     {
564 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
565 root 1.24 return;
566 root 1.96
567 root 1.24 SET_ANIMATION (op, op->direction);
568     update_object (op, UP_OBJ_FACE);
569 elmex 1.1 }
570    
571     /*
572     * Updates the speed of an object. If the speed changes from 0 to another
573     * value, or vice versa, then add/remove the object from the active list.
574     * This function needs to be called whenever the speed of an object changes.
575     */
576 root 1.24 void
577 root 1.87 object::set_speed (float speed)
578 root 1.24 {
579 root 1.87 if (flag [FLAG_FREED] && speed)
580 root 1.24 {
581 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
582     speed = 0;
583 elmex 1.1 }
584 root 1.31
585 root 1.87 this->speed = speed;
586    
587 elmex 1.97 if (has_active_speed ())
588 root 1.98 activate ();
589 root 1.24 else
590 root 1.98 deactivate ();
591 elmex 1.1 }
592    
593     /*
594 root 1.75 * update_object() updates the the map.
595 elmex 1.1 * It takes into account invisible objects (and represent squares covered
596     * by invisible objects by whatever is below them (unless it's another
597     * invisible object, etc...)
598     * If the object being updated is beneath a player, the look-window
599     * of that player is updated (this might be a suboptimal way of
600     * updating that window, though, since update_object() is called _often_)
601     *
602     * action is a hint of what the caller believes need to be done.
603     * current action are:
604     * UP_OBJ_INSERT: op was inserted
605     * UP_OBJ_REMOVE: op was removed
606     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
607     * as that is easier than trying to look at what may have changed.
608     * UP_OBJ_FACE: only the objects face has changed.
609     */
610 root 1.24 void
611     update_object (object *op, int action)
612     {
613     if (op == NULL)
614     {
615     /* this should never happen */
616     LOG (llevDebug, "update_object() called for NULL object.\n");
617     return;
618 elmex 1.1 }
619 root 1.24
620 root 1.75 if (op->env)
621 root 1.24 {
622     /* Animation is currently handled by client, so nothing
623     * to do in this case.
624     */
625     return;
626 elmex 1.1 }
627    
628 root 1.24 /* If the map is saving, don't do anything as everything is
629     * going to get freed anyways.
630     */
631     if (!op->map || op->map->in_memory == MAP_SAVING)
632     return;
633    
634     /* make sure the object is within map boundaries */
635 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
636 root 1.24 {
637     LOG (llevError, "update_object() called for object out of map!\n");
638 elmex 1.1 #ifdef MANY_CORES
639 root 1.24 abort ();
640 elmex 1.1 #endif
641 root 1.24 return;
642 elmex 1.1 }
643    
644 root 1.76 mapspace &m = op->ms ();
645 elmex 1.1
646 root 1.99 if (!(m.flags_ & P_UPTODATE))
647 root 1.75 /* nop */;
648     else if (action == UP_OBJ_INSERT)
649     {
650     // this is likely overkill, TODO: revisit (schmorp)
651     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
652     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
653     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
654     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
655     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
656     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
657     || (m.move_on | op->move_on ) != m.move_on
658     || (m.move_off | op->move_off ) != m.move_off
659     || (m.move_slow | op->move_slow) != m.move_slow
660     /* This isn't perfect, but I don't expect a lot of objects to
661     * to have move_allow right now.
662     */
663     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
664     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
665 root 1.99 m.flags_ = 0;
666 root 1.75 }
667     /* if the object is being removed, we can't make intelligent
668     * decisions, because remove_ob can't really pass the object
669     * that is being removed.
670     */
671 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
672 root 1.99 m.flags_ = 0;
673 root 1.24 else if (action == UP_OBJ_FACE)
674 root 1.29 /* Nothing to do for that case */ ;
675 root 1.24 else
676 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
677 elmex 1.1
678 root 1.75 if (op->more)
679 root 1.24 update_object (op->more, action);
680 elmex 1.1 }
681    
682 root 1.21 object::object ()
683     {
684 root 1.22 SET_FLAG (this, FLAG_REMOVED);
685    
686     expmul = 1.0;
687     face = blank_face;
688     }
689    
690     object::~object ()
691     {
692 root 1.121 unlink ();
693 root 1.119
694 root 1.22 free_key_values (this);
695     }
696    
697 root 1.112 static int object_count;
698    
699 root 1.24 void object::link ()
700 root 1.22 {
701 root 1.112 assert (!index);//D
702 root 1.41 uuid = gen_uuid ();
703 root 1.112 count = ++object_count;
704 root 1.21
705 root 1.109 refcnt_inc ();
706 root 1.108 objects.insert (this);
707 root 1.21 }
708    
709 root 1.24 void object::unlink ()
710 root 1.21 {
711 root 1.121 if (!index)
712     return;
713    
714 root 1.108 objects.erase (this);
715 root 1.109 refcnt_dec ();
716 root 1.98 }
717    
718 root 1.96 void
719 root 1.98 object::activate ()
720 root 1.96 {
721 root 1.98 /* If already on active list, don't do anything */
722 root 1.108 if (active)
723 root 1.98 return;
724    
725 elmex 1.97 if (has_active_speed ())
726 root 1.108 actives.insert (this);
727 root 1.98 }
728 root 1.96
729 root 1.98 void
730     object::activate_recursive ()
731     {
732     activate ();
733    
734 root 1.104 for (object *op = inv; op; op = op->below)
735 root 1.98 op->activate_recursive ();
736 root 1.96 }
737    
738     /* This function removes object 'op' from the list of active
739     * objects.
740     * This should only be used for style maps or other such
741     * reference maps where you don't want an object that isn't
742     * in play chewing up cpu time getting processed.
743     * The reverse of this is to call update_ob_speed, which
744     * will do the right thing based on the speed of the object.
745     */
746     void
747 root 1.98 object::deactivate ()
748 root 1.96 {
749     /* If not on the active list, nothing needs to be done */
750 root 1.108 if (!active)
751 root 1.96 return;
752    
753 root 1.108 actives.erase (this);
754 root 1.98 }
755 root 1.96
756 root 1.98 void
757     object::deactivate_recursive ()
758     {
759 root 1.104 for (object *op = inv; op; op = op->below)
760 root 1.98 op->deactivate_recursive ();
761    
762     deactivate ();
763 root 1.96 }
764    
765 root 1.106 void
766     object::set_flag_inv (int flag, int value)
767     {
768     for (object *op = inv; op; op = op->below)
769     {
770     op->flag [flag] = value;
771     op->set_flag_inv (flag, value);
772     }
773     }
774    
775 root 1.89 /*
776     * Remove and free all objects in the inventory of the given object.
777     * object.c ?
778     */
779     void
780     object::destroy_inv (bool drop_to_ground)
781     {
782 root 1.94 // need to check first, because the checks below might segfault
783     // as we might be on an invalid mapspace and crossfire code
784     // is too buggy to ensure that the inventory is empty.
785     // corollary: if you create arrows etc. with stuff in tis inventory,
786     // cf will crash below with off-map x and y
787     if (!inv)
788     return;
789    
790 root 1.89 /* Only if the space blocks everything do we not process -
791     * if some form of movement is allowed, let objects
792     * drop on that space.
793     */
794 root 1.92 if (!drop_to_ground
795     || !map
796     || map->in_memory != MAP_IN_MEMORY
797 root 1.122 || map->nodrop
798 root 1.95 || ms ().move_block == MOVE_ALL)
799 root 1.89 {
800     while (inv)
801 root 1.92 {
802     inv->destroy_inv (drop_to_ground);
803     inv->destroy ();
804     }
805 root 1.89 }
806     else
807     { /* Put objects in inventory onto this space */
808     while (inv)
809     {
810     object *op = inv;
811    
812     if (op->flag [FLAG_STARTEQUIP]
813     || op->flag [FLAG_NO_DROP]
814     || op->type == RUNE
815     || op->type == TRAP
816 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
817     || op->flag [FLAG_DESTROY_ON_DEATH])
818 root 1.89 op->destroy ();
819     else
820 root 1.93 map->insert (op, x, y);
821 root 1.89 }
822     }
823     }
824    
825 root 1.21 object *object::create ()
826     {
827 root 1.42 object *op = new object;
828 root 1.22 op->link ();
829     return op;
830 root 1.21 }
831 elmex 1.1
832 root 1.82 void
833     object::do_destroy ()
834 root 1.14 {
835 root 1.112 attachable::do_destroy ();
836    
837 root 1.82 if (flag [FLAG_IS_LINKED])
838     remove_button_link (this);
839 root 1.29
840 root 1.82 if (flag [FLAG_FRIENDLY])
841 root 1.140 remove_friendly_object (this);
842 root 1.32
843 root 1.82 if (!flag [FLAG_REMOVED])
844 root 1.63 remove ();
845 root 1.14
846 root 1.112 destroy_inv (true);
847 root 1.14
848 root 1.112 deactivate ();
849     unlink ();
850 root 1.92
851 root 1.82 flag [FLAG_FREED] = 1;
852 root 1.14
853 root 1.57 // hack to ensure that freed objects still have a valid map
854     {
855     static maptile *freed_map; // freed objects are moved here to avoid crashes
856    
857     if (!freed_map)
858     {
859     freed_map = new maptile;
860    
861     freed_map->name = "/internal/freed_objects_map";
862     freed_map->width = 3;
863     freed_map->height = 3;
864    
865 root 1.96 freed_map->alloc ();
866 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
867 root 1.57 }
868    
869     map = freed_map;
870     x = 1;
871     y = 1;
872     }
873    
874 root 1.82 head = 0;
875 root 1.88
876     if (more)
877     {
878     more->destroy ();
879     more = 0;
880     }
881 root 1.82
882 root 1.44 // clear those pointers that likely might have circular references to us
883     owner = 0;
884     enemy = 0;
885     attacked_by = 0;
886 root 1.82 }
887    
888     void
889     object::destroy (bool destroy_inventory)
890     {
891     if (destroyed ())
892     return;
893    
894     if (destroy_inventory)
895 root 1.89 destroy_inv (false);
896 root 1.22
897 root 1.82 attachable::destroy ();
898 elmex 1.1 }
899    
900     /*
901     * sub_weight() recursively (outwards) subtracts a number from the
902     * weight of an object (and what is carried by it's environment(s)).
903     */
904 root 1.24 void
905     sub_weight (object *op, signed long weight)
906     {
907     while (op != NULL)
908     {
909     if (op->type == CONTAINER)
910 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
911    
912 root 1.24 op->carrying -= weight;
913     op = op->env;
914 elmex 1.1 }
915     }
916    
917 root 1.63 /* op->remove ():
918 elmex 1.1 * This function removes the object op from the linked list of objects
919     * which it is currently tied to. When this function is done, the
920     * object will have no environment. If the object previously had an
921     * environment, the x and y coordinates will be updated to
922     * the previous environment.
923     */
924 root 1.24 void
925 root 1.128 object::do_remove ()
926 root 1.24 {
927 root 1.45 object *tmp, *last = 0;
928     object *otmp;
929 root 1.26
930 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
931 root 1.29 return;
932 root 1.24
933 root 1.59 SET_FLAG (this, FLAG_REMOVED);
934 root 1.82 INVOKE_OBJECT (REMOVE, this);
935 root 1.26
936 root 1.59 if (more)
937     more->remove ();
938 root 1.24
939     /*
940     * In this case, the object to be removed is in someones
941     * inventory.
942     */
943 root 1.59 if (env)
944 root 1.24 {
945 root 1.59 if (nrof)
946     sub_weight (env, weight * nrof);
947 root 1.24 else
948 root 1.59 sub_weight (env, weight + carrying);
949 root 1.24
950     /* NO_FIX_PLAYER is set when a great many changes are being
951     * made to players inventory. If set, avoiding the call
952     * to save cpu time.
953     */
954 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
955 root 1.78 otmp->update_stats ();
956 root 1.24
957 root 1.96 if (above)
958 root 1.59 above->below = below;
959 root 1.24 else
960 root 1.59 env->inv = below;
961 root 1.24
962 root 1.96 if (below)
963 root 1.59 below->above = above;
964 root 1.24
965     /* we set up values so that it could be inserted into
966     * the map, but we don't actually do that - it is up
967     * to the caller to decide what we want to do.
968     */
969 root 1.59 x = env->x, y = env->y;
970     map = env->map;
971     above = 0, below = 0;
972     env = 0;
973     }
974     else if (map)
975     {
976 root 1.96 if (type == PLAYER)
977     {
978 root 1.130 // leaving a spot always closes any open container on the ground
979     if (container && !container->env)
980     // this causes spurious floorbox updates, but it ensures
981     // that the CLOSE event is being sent.
982     close_container ();
983    
984 root 1.96 --map->players;
985 root 1.100 map->touch ();
986 root 1.96 }
987    
988 root 1.98 map->dirty = true;
989 root 1.117 mapspace &ms = this->ms ();
990 elmex 1.1
991 root 1.29 /* link the object above us */
992 root 1.59 if (above)
993     above->below = below;
994 root 1.29 else
995 root 1.117 ms.top = below; /* we were top, set new top */
996 root 1.24
997 root 1.29 /* Relink the object below us, if there is one */
998 root 1.59 if (below)
999     below->above = above;
1000 root 1.29 else
1001     {
1002     /* Nothing below, which means we need to relink map object for this space
1003     * use translated coordinates in case some oddness with map tiling is
1004     * evident
1005     */
1006 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1007 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 ());
1008 elmex 1.1
1009 root 1.117 ms.bot = above; /* goes on above it. */
1010 root 1.8 }
1011 root 1.26
1012 root 1.59 above = 0;
1013     below = 0;
1014 root 1.26
1015 root 1.59 if (map->in_memory == MAP_SAVING)
1016 root 1.29 return;
1017 elmex 1.1
1018 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1019 elmex 1.1
1020 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1021 root 1.24 {
1022 root 1.29 /* No point updating the players look faces if he is the object
1023     * being removed.
1024 root 1.24 */
1025 root 1.29
1026 root 1.59 if (tmp->type == PLAYER && tmp != this)
1027 root 1.24 {
1028 root 1.29 /* If a container that the player is currently using somehow gets
1029     * removed (most likely destroyed), update the player view
1030     * appropriately.
1031     */
1032 root 1.59 if (tmp->container == this)
1033 root 1.29 {
1034 root 1.82 flag [FLAG_APPLIED] = 0;
1035 root 1.59 tmp->container = 0;
1036 root 1.29 }
1037    
1038 root 1.82 if (tmp->contr->ns)
1039     tmp->contr->ns->floorbox_update ();
1040 root 1.8 }
1041 root 1.26
1042 root 1.96 /* See if object moving off should effect something */
1043 root 1.50 if (check_walk_off
1044 root 1.59 && ((move_type & tmp->move_off)
1045     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1046 root 1.29 {
1047 elmex 1.72 move_apply (tmp, this, 0);
1048 root 1.24
1049 root 1.59 if (destroyed ())
1050 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1051 root 1.8 }
1052    
1053 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1054 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1055 root 1.29 if (tmp->above == tmp)
1056 root 1.59 tmp->above = 0;
1057 root 1.8
1058 root 1.29 last = tmp;
1059     }
1060 root 1.26
1061 root 1.96 /* last == NULL if there are no objects on this space */
1062     //TODO: this makes little sense, why only update the topmost object?
1063 root 1.59 if (!last)
1064 root 1.99 map->at (x, y).flags_ = 0;
1065 root 1.29 else
1066     update_object (last, UP_OBJ_REMOVE);
1067 root 1.26
1068 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 root 1.59 update_all_los (map, x, y);
1070 elmex 1.1 }
1071     }
1072    
1073     /*
1074     * merge_ob(op,top):
1075     *
1076     * This function goes through all objects below and including top, and
1077     * merges op to the first matching object.
1078     * If top is NULL, it is calculated.
1079     * Returns pointer to object if it succeded in the merge, otherwise NULL
1080     */
1081 root 1.24 object *
1082     merge_ob (object *op, object *top)
1083     {
1084     if (!op->nrof)
1085 elmex 1.1 return 0;
1086 root 1.29
1087 root 1.82 if (top)
1088     for (top = op; top && top->above; top = top->above)
1089     ;
1090 root 1.29
1091 root 1.82 for (; top; top = top->below)
1092 elmex 1.1 {
1093 root 1.24 if (top == op)
1094     continue;
1095 root 1.66
1096     if (object::can_merge (op, top))
1097 root 1.24 {
1098     top->nrof += op->nrof;
1099    
1100 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1101 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1102 root 1.64 op->destroy ();
1103 root 1.24 return top;
1104     }
1105 elmex 1.1 }
1106 root 1.29
1107 root 1.45 return 0;
1108 elmex 1.1 }
1109    
1110 root 1.138 void
1111     object::expand_tail ()
1112     {
1113     if (more)
1114     return;
1115    
1116     object *prev = this;
1117    
1118     for (archetype *at = arch->more; at; at = at->more)
1119     {
1120     object *op = arch_to_object (at);
1121    
1122     op->name = name;
1123     op->name_pl = name_pl;
1124     op->title = title;
1125    
1126     op->head = this;
1127     prev->more = op;
1128    
1129     prev = op;
1130     }
1131     }
1132    
1133 elmex 1.1 /*
1134 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1135     * job preparing multi-part monsters.
1136 elmex 1.1 */
1137 root 1.24 object *
1138 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1139 root 1.24 {
1140 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1141 root 1.24 {
1142     tmp->x = x + tmp->arch->clone.x;
1143     tmp->y = y + tmp->arch->clone.y;
1144 elmex 1.1 }
1145 root 1.29
1146 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1147 elmex 1.1 }
1148    
1149     /*
1150     * insert_ob_in_map (op, map, originator, flag):
1151     * This function inserts the object in the two-way linked list
1152     * which represents what is on a map.
1153     * The second argument specifies the map, and the x and y variables
1154     * in the object about to be inserted specifies the position.
1155     *
1156     * originator: Player, monster or other object that caused 'op' to be inserted
1157     * into 'map'. May be NULL.
1158     *
1159     * flag is a bitmask about special things to do (or not do) when this
1160     * function is called. see the object.h file for the INS_ values.
1161     * Passing 0 for flag gives proper default values, so flag really only needs
1162     * to be set if special handling is needed.
1163     *
1164     * Return value:
1165     * new object if 'op' was merged with other object
1166     * NULL if 'op' was destroyed
1167     * just 'op' otherwise
1168     */
1169 root 1.24 object *
1170 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1171 elmex 1.1 {
1172 root 1.138 assert (!op->flag [FLAG_FREED]);
1173    
1174 root 1.25 object *tmp, *top, *floor = NULL;
1175 elmex 1.1
1176 root 1.117 op->remove ();
1177    
1178 root 1.139 #if 0
1179 root 1.138 if (!m->active != !op->active)
1180     if (m->active)
1181     op->activate_recursive ();
1182     else
1183     op->deactivate_recursive ();
1184 root 1.139 #endif
1185 root 1.25
1186 root 1.24 if (out_of_map (m, op->x, op->y))
1187     {
1188 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1189 elmex 1.1 #ifdef MANY_CORES
1190 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1191     * is likely to cause a crash. Better to find out where it is getting
1192     * improperly inserted.
1193     */
1194     abort ();
1195 elmex 1.1 #endif
1196 root 1.24 return op;
1197 elmex 1.1 }
1198 root 1.25
1199 root 1.117 if (object *more = op->more)
1200 root 1.24 {
1201 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1202 root 1.24 {
1203     if (!op->head)
1204     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1205 root 1.26
1206 root 1.82 return 0;
1207 root 1.8 }
1208 root 1.24 }
1209 root 1.25
1210 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1211 root 1.8
1212 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1213     * of areas of callers (eg, anything that uses find_free_spot would now
1214     * need extra work
1215     */
1216 root 1.117 if (!xy_normalise (m, op->x, op->y))
1217     return 0;
1218    
1219     op->map = m;
1220     mapspace &ms = op->ms ();
1221 root 1.24
1222     /* this has to be done after we translate the coordinates.
1223     */
1224     if (op->nrof && !(flag & INS_NO_MERGE))
1225 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1226 root 1.66 if (object::can_merge (op, tmp))
1227 root 1.25 {
1228     op->nrof += tmp->nrof;
1229 root 1.64 tmp->destroy ();
1230 root 1.25 }
1231 root 1.24
1232     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1233     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1234 root 1.25
1235 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1236     CLEAR_FLAG (op, FLAG_NO_STEAL);
1237    
1238     if (flag & INS_BELOW_ORIGINATOR)
1239     {
1240     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1241     {
1242     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1243     abort ();
1244     }
1245 root 1.25
1246 root 1.24 op->above = originator;
1247     op->below = originator->below;
1248 root 1.25
1249 root 1.24 if (op->below)
1250     op->below->above = op;
1251     else
1252 root 1.117 ms.bot = op;
1253 root 1.25
1254 root 1.24 /* since *below* originator, no need to update top */
1255     originator->below = op;
1256 elmex 1.1 }
1257 root 1.24 else
1258     {
1259 root 1.117 top = ms.bot;
1260    
1261 root 1.24 /* If there are other objects, then */
1262 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1263 root 1.24 {
1264 root 1.96 object *last = 0;
1265 root 1.24
1266     /*
1267     * If there are multiple objects on this space, we do some trickier handling.
1268     * We've already dealt with merging if appropriate.
1269     * Generally, we want to put the new object on top. But if
1270     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1271     * floor, we want to insert above that and no further.
1272     * Also, if there are spell objects on this space, we stop processing
1273     * once we get to them. This reduces the need to traverse over all of
1274     * them when adding another one - this saves quite a bit of cpu time
1275     * when lots of spells are cast in one area. Currently, it is presumed
1276     * that flying non pickable objects are spell objects.
1277     */
1278 root 1.117 for (top = ms.bot; top; top = top->above)
1279 root 1.24 {
1280     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1281     floor = top;
1282 root 1.26
1283 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))
1284     {
1285     /* We insert above top, so we want this object below this */
1286     top = top->below;
1287     break;
1288     }
1289 root 1.26
1290 root 1.24 last = top;
1291     }
1292 root 1.26
1293 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1294     top = last;
1295 root 1.8
1296 root 1.24 /* We let update_position deal with figuring out what the space
1297     * looks like instead of lots of conditions here.
1298     * makes things faster, and effectively the same result.
1299     */
1300    
1301     /* Have object 'fall below' other objects that block view.
1302 root 1.135 * Unless those objects are exits.
1303 root 1.24 * If INS_ON_TOP is used, don't do this processing
1304     * Need to find the object that in fact blocks view, otherwise
1305     * stacking is a bit odd.
1306     */
1307 root 1.117 if (!(flag & INS_ON_TOP)
1308     && ms.flags () & P_BLOCKSVIEW
1309 root 1.135 && (op->face && !faces [op->face].visibility))
1310 root 1.24 {
1311     for (last = top; last != floor; last = last->below)
1312     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1313     break;
1314 root 1.117
1315 root 1.24 /* Check to see if we found the object that blocks view,
1316     * and make sure we have a below pointer for it so that
1317     * we can get inserted below this one, which requires we
1318     * set top to the object below us.
1319     */
1320     if (last && last->below && last != floor)
1321     top = last->below;
1322 root 1.8 }
1323 root 1.24 } /* If objects on this space */
1324 root 1.25
1325 root 1.24 if (flag & INS_MAP_LOAD)
1326 root 1.117 top = ms.top;
1327 root 1.25
1328 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1329     top = floor;
1330    
1331     /* Top is the object that our object (op) is going to get inserted above.
1332     */
1333    
1334     /* First object on this space */
1335     if (!top)
1336     {
1337 root 1.117 op->above = ms.bot;
1338 root 1.25
1339 root 1.24 if (op->above)
1340     op->above->below = op;
1341 root 1.25
1342 root 1.96 op->below = 0;
1343 root 1.117 ms.bot = op;
1344 root 1.24 }
1345     else
1346     { /* get inserted into the stack above top */
1347     op->above = top->above;
1348 root 1.25
1349 root 1.24 if (op->above)
1350     op->above->below = op;
1351 root 1.25
1352 root 1.24 op->below = top;
1353     top->above = op;
1354     }
1355 root 1.25
1356 root 1.96 if (!op->above)
1357 root 1.117 ms.top = op;
1358 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1359 root 1.8
1360 root 1.24 if (op->type == PLAYER)
1361 root 1.96 {
1362     op->contr->do_los = 1;
1363     ++op->map->players;
1364 root 1.100 op->map->touch ();
1365 root 1.96 }
1366 root 1.24
1367 root 1.98 op->map->dirty = true;
1368    
1369 root 1.24 /* If we have a floor, we know the player, if any, will be above
1370     * it, so save a few ticks and start from there.
1371     */
1372     if (!(flag & INS_MAP_LOAD))
1373 root 1.117 if (object *pl = ms.player ())
1374 root 1.82 if (pl->contr->ns)
1375     pl->contr->ns->floorbox_update ();
1376 root 1.24
1377     /* If this object glows, it may affect lighting conditions that are
1378     * visible to others on this map. But update_all_los is really
1379     * an inefficient way to do this, as it means los for all players
1380     * on the map will get recalculated. The players could very well
1381     * be far away from this change and not affected in any way -
1382     * this should get redone to only look for players within range,
1383 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1384 root 1.24 * of effect may be sufficient.
1385     */
1386 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1387 root 1.24 update_all_los (op->map, op->x, op->y);
1388    
1389     /* updates flags (blocked, alive, no magic, etc) for this map space */
1390     update_object (op, UP_OBJ_INSERT);
1391    
1392 root 1.82 INVOKE_OBJECT (INSERT, op);
1393    
1394 root 1.24 /* Don't know if moving this to the end will break anything. However,
1395 root 1.70 * we want to have floorbox_update called before calling this.
1396 root 1.24 *
1397     * check_move_on() must be after this because code called from
1398     * check_move_on() depends on correct map flags (so functions like
1399     * blocked() and wall() work properly), and these flags are updated by
1400     * update_object().
1401     */
1402    
1403     /* if this is not the head or flag has been passed, don't check walk on status */
1404     if (!(flag & INS_NO_WALK_ON) && !op->head)
1405     {
1406     if (check_move_on (op, originator))
1407 root 1.82 return 0;
1408 elmex 1.1
1409 root 1.24 /* If we are a multi part object, lets work our way through the check
1410     * walk on's.
1411     */
1412     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1413     if (check_move_on (tmp, originator))
1414 root 1.82 return 0;
1415 elmex 1.1 }
1416 root 1.25
1417 root 1.24 return op;
1418 elmex 1.1 }
1419    
1420     /* this function inserts an object in the map, but if it
1421 root 1.75 * finds an object of its own type, it'll remove that one first.
1422     * op is the object to insert it under: supplies x and the map.
1423 elmex 1.1 */
1424 root 1.24 void
1425     replace_insert_ob_in_map (const char *arch_string, object *op)
1426     {
1427 root 1.75 object *tmp, *tmp1;
1428 elmex 1.1
1429 root 1.24 /* first search for itself and remove any old instances */
1430 elmex 1.1
1431 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1432 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1433     tmp->destroy ();
1434 elmex 1.1
1435 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1436 elmex 1.1
1437 root 1.24 tmp1->x = op->x;
1438     tmp1->y = op->y;
1439     insert_ob_in_map (tmp1, op->map, op, 0);
1440     }
1441 elmex 1.1
1442 root 1.93 object *
1443     object::insert_at (object *where, object *originator, int flags)
1444     {
1445 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1446 root 1.93 }
1447    
1448 elmex 1.1 /*
1449     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1450     * is returned contains nr objects, and the remaining parts contains
1451     * the rest (or is removed and freed if that number is 0).
1452     * On failure, NULL is returned, and the reason put into the
1453     * global static errmsg array.
1454     */
1455 root 1.24 object *
1456     get_split_ob (object *orig_ob, uint32 nr)
1457     {
1458 root 1.64 object *newob;
1459     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1460 root 1.24
1461     if (orig_ob->nrof < nr)
1462     {
1463     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1464     return NULL;
1465     }
1466 root 1.29
1467 root 1.24 newob = object_create_clone (orig_ob);
1468 root 1.29
1469 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1470 root 1.63 orig_ob->destroy (1);
1471 root 1.24 else if (!is_removed)
1472     {
1473     if (orig_ob->env != NULL)
1474     sub_weight (orig_ob->env, orig_ob->weight * nr);
1475     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1476     {
1477     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1478     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1479     return NULL;
1480 root 1.8 }
1481 elmex 1.1 }
1482 root 1.29
1483 root 1.24 newob->nrof = nr;
1484 elmex 1.1
1485 root 1.24 return newob;
1486 elmex 1.1 }
1487    
1488     /*
1489     * decrease_ob_nr(object, number) decreases a specified number from
1490     * the amount of an object. If the amount reaches 0, the object
1491     * is subsequently removed and freed.
1492     *
1493     * Return value: 'op' if something is left, NULL if the amount reached 0
1494     */
1495 root 1.24 object *
1496     decrease_ob_nr (object *op, uint32 i)
1497 elmex 1.1 {
1498 root 1.29 object *tmp;
1499 elmex 1.1
1500 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1501     return op;
1502    
1503     if (i > op->nrof)
1504     i = op->nrof;
1505    
1506     if (QUERY_FLAG (op, FLAG_REMOVED))
1507 root 1.29 op->nrof -= i;
1508 root 1.73 else if (op->env)
1509 root 1.24 {
1510     /* is this object in the players inventory, or sub container
1511     * therein?
1512     */
1513 root 1.74 tmp = op->in_player ();
1514 root 1.24 /* nope. Is this a container the player has opened?
1515     * If so, set tmp to that player.
1516     * IMO, searching through all the players will mostly
1517     * likely be quicker than following op->env to the map,
1518     * and then searching the map for a player.
1519     */
1520     if (!tmp)
1521 root 1.81 for_all_players (pl)
1522     if (pl->ob->container == op->env)
1523     {
1524     tmp = pl->ob;
1525     break;
1526     }
1527 elmex 1.1
1528 root 1.24 if (i < op->nrof)
1529     {
1530     sub_weight (op->env, op->weight * i);
1531     op->nrof -= i;
1532     if (tmp)
1533 root 1.73 esrv_send_item (tmp, op);
1534 root 1.24 }
1535     else
1536     {
1537 root 1.63 op->remove ();
1538 root 1.24 op->nrof = 0;
1539     if (tmp)
1540 root 1.73 esrv_del_item (tmp->contr, op->count);
1541 elmex 1.1 }
1542     }
1543 root 1.24 else
1544 elmex 1.1 {
1545 root 1.29 object *above = op->above;
1546 elmex 1.1
1547 root 1.24 if (i < op->nrof)
1548 root 1.29 op->nrof -= i;
1549 root 1.24 else
1550     {
1551 root 1.63 op->remove ();
1552 root 1.24 op->nrof = 0;
1553     }
1554 root 1.29
1555 root 1.24 /* Since we just removed op, op->above is null */
1556 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1557 root 1.24 if (tmp->type == PLAYER)
1558     {
1559     if (op->nrof)
1560     esrv_send_item (tmp, op);
1561     else
1562     esrv_del_item (tmp->contr, op->count);
1563     }
1564 elmex 1.1 }
1565    
1566 root 1.24 if (op->nrof)
1567 root 1.29 return op;
1568 root 1.24 else
1569     {
1570 root 1.64 op->destroy ();
1571 root 1.73 return 0;
1572 elmex 1.1 }
1573     }
1574    
1575     /*
1576     * add_weight(object, weight) adds the specified weight to an object,
1577     * and also updates how much the environment(s) is/are carrying.
1578     */
1579 root 1.24 void
1580     add_weight (object *op, signed long weight)
1581     {
1582     while (op != NULL)
1583     {
1584     if (op->type == CONTAINER)
1585 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1586    
1587 root 1.24 op->carrying += weight;
1588     op = op->env;
1589     }
1590 elmex 1.1 }
1591    
1592 root 1.24 object *
1593     insert_ob_in_ob (object *op, object *where)
1594     {
1595 root 1.59 if (!where)
1596 root 1.24 {
1597 root 1.53 char *dump = dump_object (op);
1598     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1599     free (dump);
1600 root 1.24 return op;
1601     }
1602 root 1.29
1603 root 1.24 if (where->head)
1604     {
1605 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1606 root 1.24 where = where->head;
1607     }
1608 root 1.29
1609 root 1.59 return where->insert (op);
1610     }
1611    
1612     /*
1613     * env->insert (op)
1614     * This function inserts the object op in the linked list
1615     * inside the object environment.
1616     *
1617     * The function returns now pointer to inserted item, and return value can
1618     * be != op, if items are merged. -Tero
1619     */
1620     object *
1621     object::insert (object *op)
1622     {
1623     object *tmp, *otmp;
1624    
1625     if (!QUERY_FLAG (op, FLAG_REMOVED))
1626     op->remove ();
1627    
1628 root 1.24 if (op->more)
1629     {
1630     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631     return op;
1632     }
1633 root 1.29
1634 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1635     CLEAR_FLAG (op, FLAG_REMOVED);
1636     if (op->nrof)
1637     {
1638 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1639 root 1.66 if (object::can_merge (tmp, op))
1640 root 1.24 {
1641     /* return the original object and remove inserted object
1642     (client needs the original object) */
1643     tmp->nrof += op->nrof;
1644     /* Weight handling gets pretty funky. Since we are adding to
1645     * tmp->nrof, we need to increase the weight.
1646     */
1647 root 1.59 add_weight (this, op->weight * op->nrof);
1648 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1649 root 1.59 op->destroy (); /* free the inserted object */
1650 root 1.24 op = tmp;
1651 root 1.59 op->remove (); /* and fix old object's links */
1652 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1653     break;
1654     }
1655    
1656     /* I assume combined objects have no inventory
1657     * We add the weight - this object could have just been removed
1658     * (if it was possible to merge). calling remove_ob will subtract
1659     * the weight, so we need to add it in again, since we actually do
1660     * the linking below
1661     */
1662 root 1.59 add_weight (this, op->weight * op->nrof);
1663 root 1.24 }
1664     else
1665 root 1.59 add_weight (this, (op->weight + op->carrying));
1666 elmex 1.1
1667 root 1.74 otmp = this->in_player ();
1668 root 1.59 if (otmp && otmp->contr)
1669     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1670 root 1.78 otmp->update_stats ();
1671 elmex 1.1
1672 root 1.74 op->map = 0;
1673 root 1.59 op->env = this;
1674 root 1.74 op->above = 0;
1675     op->below = 0;
1676 root 1.24 op->x = 0, op->y = 0;
1677 elmex 1.1
1678     /* reset the light list and los of the players on the map */
1679 root 1.59 if ((op->glow_radius != 0) && map)
1680 root 1.24 {
1681 elmex 1.1 #ifdef DEBUG_LIGHTS
1682 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1683     #endif /* DEBUG_LIGHTS */
1684 root 1.84 if (map->darkness)
1685 root 1.59 update_all_los (map, x, y);
1686 root 1.24 }
1687 elmex 1.1
1688     /* Client has no idea of ordering so lets not bother ordering it here.
1689     * It sure simplifies this function...
1690     */
1691 root 1.59 if (!inv)
1692     inv = op;
1693 root 1.24 else
1694     {
1695 root 1.59 op->below = inv;
1696 elmex 1.1 op->below->above = op;
1697 root 1.59 inv = op;
1698 root 1.24 }
1699 root 1.59
1700 root 1.82 INVOKE_OBJECT (INSERT, this);
1701    
1702 elmex 1.1 return op;
1703     }
1704    
1705     /*
1706     * Checks if any objects has a move_type that matches objects
1707     * that effect this object on this space. Call apply() to process
1708     * these events.
1709     *
1710     * Any speed-modification due to SLOW_MOVE() of other present objects
1711     * will affect the speed_left of the object.
1712     *
1713     * originator: Player, monster or other object that caused 'op' to be inserted
1714     * into 'map'. May be NULL.
1715     *
1716     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1717     *
1718     * 4-21-95 added code to check if appropriate skill was readied - this will
1719     * permit faster movement by the player through this terrain. -b.t.
1720     *
1721     * MSW 2001-07-08: Check all objects on space, not just those below
1722     * object being inserted. insert_ob_in_map may not put new objects
1723     * on top.
1724     */
1725 root 1.24 int
1726     check_move_on (object *op, object *originator)
1727 elmex 1.1 {
1728 root 1.48 object *tmp;
1729 root 1.49 maptile *m = op->map;
1730 root 1.48 int x = op->x, y = op->y;
1731 root 1.26
1732 root 1.48 MoveType move_on, move_slow, move_block;
1733 root 1.24
1734     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1735     return 0;
1736    
1737     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1738     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1739     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1740    
1741     /* if nothing on this space will slow op down or be applied,
1742     * no need to do checking below. have to make sure move_type
1743     * is set, as lots of objects don't have it set - we treat that
1744     * as walking.
1745     */
1746     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1747     return 0;
1748 elmex 1.1
1749 root 1.24 /* This is basically inverse logic of that below - basically,
1750     * if the object can avoid the move on or slow move, they do so,
1751     * but can't do it if the alternate movement they are using is
1752     * blocked. Logic on this seems confusing, but does seem correct.
1753     */
1754     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1755     return 0;
1756    
1757     /* The objects have to be checked from top to bottom.
1758     * Hence, we first go to the top:
1759     */
1760    
1761 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1762 root 1.24 {
1763     /* Trim the search when we find the first other spell effect
1764     * this helps performance so that if a space has 50 spell objects,
1765     * we don't need to check all of them.
1766     */
1767     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1768     break;
1769     }
1770 root 1.26
1771     for (; tmp; tmp = tmp->below)
1772 root 1.24 {
1773     if (tmp == op)
1774     continue; /* Can't apply yourself */
1775 elmex 1.1
1776 root 1.24 /* Check to see if one of the movement types should be slowed down.
1777     * Second check makes sure that the movement types not being slowed
1778     * (~slow_move) is not blocked on this space - just because the
1779     * space doesn't slow down swimming (for example), if you can't actually
1780     * swim on that space, can't use it to avoid the penalty.
1781     */
1782     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1783     {
1784     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1785     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1786     {
1787 elmex 1.1
1788 root 1.29 float
1789 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1790 elmex 1.1
1791 root 1.24 if (op->type == PLAYER)
1792 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1793     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1794     diff /= 4.0;
1795    
1796 root 1.24 op->speed_left -= diff;
1797 root 1.8 }
1798     }
1799 elmex 1.1
1800 root 1.24 /* Basically same logic as above, except now for actual apply. */
1801     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1802     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1803     {
1804 elmex 1.72 move_apply (tmp, op, originator);
1805 root 1.24
1806 root 1.48 if (op->destroyed ())
1807 root 1.24 return 1;
1808    
1809     /* what the person/creature stepped onto has moved the object
1810     * someplace new. Don't process any further - if we did,
1811     * have a feeling strange problems would result.
1812     */
1813     if (op->map != m || op->x != x || op->y != y)
1814     return 0;
1815 root 1.8 }
1816 elmex 1.1 }
1817 root 1.26
1818 root 1.24 return 0;
1819 elmex 1.1 }
1820    
1821     /*
1822     * present_arch(arch, map, x, y) searches for any objects with
1823     * a matching archetype at the given map and coordinates.
1824     * The first matching object is returned, or NULL if none.
1825     */
1826 root 1.24 object *
1827 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1828 root 1.24 {
1829 root 1.104 if (!m || out_of_map (m, x, y))
1830 root 1.24 {
1831     LOG (llevError, "Present_arch called outside map.\n");
1832     return NULL;
1833     }
1834 root 1.84
1835 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1836 root 1.24 if (tmp->arch == at)
1837 elmex 1.1 return tmp;
1838 root 1.84
1839 elmex 1.1 return NULL;
1840     }
1841    
1842     /*
1843     * present(type, map, x, y) searches for any objects with
1844     * a matching type variable at the given map and coordinates.
1845     * The first matching object is returned, or NULL if none.
1846     */
1847 root 1.24 object *
1848 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1849 root 1.24 {
1850     if (out_of_map (m, x, y))
1851     {
1852     LOG (llevError, "Present called outside map.\n");
1853     return NULL;
1854     }
1855 root 1.84
1856 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1857 root 1.24 if (tmp->type == type)
1858 elmex 1.1 return tmp;
1859 root 1.84
1860 elmex 1.1 return NULL;
1861     }
1862    
1863     /*
1864     * present_in_ob(type, object) searches for any objects with
1865     * a matching type variable in the inventory of the given object.
1866     * The first matching object is returned, or NULL if none.
1867     */
1868 root 1.24 object *
1869     present_in_ob (unsigned char type, const object *op)
1870     {
1871 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1872 root 1.24 if (tmp->type == type)
1873 elmex 1.1 return tmp;
1874 root 1.84
1875 elmex 1.1 return NULL;
1876     }
1877    
1878     /*
1879     * present_in_ob (type, str, object) searches for any objects with
1880     * a matching type & name variable in the inventory of the given object.
1881     * The first matching object is returned, or NULL if none.
1882     * This is mostly used by spell effect code, so that we only
1883     * have one spell effect at a time.
1884     * type can be used to narrow the search - if type is set,
1885     * the type must also match. -1 can be passed for the type,
1886     * in which case the type does not need to pass.
1887     * str is the string to match against. Note that we match against
1888     * the object name, not the archetype name. this is so that the
1889     * spell code can use one object type (force), but change it's name
1890     * to be unique.
1891     */
1892 root 1.24 object *
1893     present_in_ob_by_name (int type, const char *str, const object *op)
1894     {
1895 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1896 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1897     return tmp;
1898 elmex 1.1
1899 root 1.82 return 0;
1900 elmex 1.1 }
1901    
1902     /*
1903     * present_arch_in_ob(archetype, object) searches for any objects with
1904     * a matching archetype in the inventory of the given object.
1905     * The first matching object is returned, or NULL if none.
1906     */
1907 root 1.24 object *
1908     present_arch_in_ob (const archetype *at, const object *op)
1909     {
1910 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1911 root 1.24 if (tmp->arch == at)
1912 elmex 1.1 return tmp;
1913 root 1.82
1914 elmex 1.1 return NULL;
1915     }
1916    
1917     /*
1918     * activate recursively a flag on an object inventory
1919     */
1920 root 1.24 void
1921     flag_inv (object *op, int flag)
1922     {
1923     if (op->inv)
1924 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1925 root 1.24 {
1926     SET_FLAG (tmp, flag);
1927     flag_inv (tmp, flag);
1928 elmex 1.1 }
1929 root 1.82 }
1930    
1931     /*
1932     * deactivate recursively a flag on an object inventory
1933     */
1934 root 1.24 void
1935     unflag_inv (object *op, int flag)
1936     {
1937     if (op->inv)
1938 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 root 1.24 {
1940     CLEAR_FLAG (tmp, flag);
1941     unflag_inv (tmp, flag);
1942 elmex 1.1 }
1943     }
1944    
1945     /*
1946     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1947     * all it's inventory (recursively).
1948     * If checksums are used, a player will get set_cheat called for
1949     * him/her-self and all object carried by a call to this function.
1950     */
1951 root 1.24 void
1952     set_cheat (object *op)
1953     {
1954     SET_FLAG (op, FLAG_WAS_WIZ);
1955     flag_inv (op, FLAG_WAS_WIZ);
1956 elmex 1.1 }
1957    
1958     /*
1959     * find_free_spot(object, map, x, y, start, stop) will search for
1960     * a spot at the given map and coordinates which will be able to contain
1961     * the given object. start and stop specifies how many squares
1962     * to search (see the freearr_x/y[] definition).
1963     * It returns a random choice among the alternatives found.
1964     * start and stop are where to start relative to the free_arr array (1,9
1965     * does all 4 immediate directions). This returns the index into the
1966     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1967     * Note - this only checks to see if there is space for the head of the
1968     * object - if it is a multispace object, this should be called for all
1969     * pieces.
1970     * Note2: This function does correctly handle tiled maps, but does not
1971     * inform the caller. However, insert_ob_in_map will update as
1972     * necessary, so the caller shouldn't need to do any special work.
1973     * Note - updated to take an object instead of archetype - this is necessary
1974     * because arch_blocked (now ob_blocked) needs to know the movement type
1975     * to know if the space in question will block the object. We can't use
1976     * the archetype because that isn't correct if the monster has been
1977     * customized, changed states, etc.
1978     */
1979 root 1.24 int
1980 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1981 root 1.24 {
1982 root 1.82 int index = 0, flag;
1983     int altern[SIZEOFFREE];
1984 root 1.24
1985 root 1.82 for (int i = start; i < stop; i++)
1986 root 1.24 {
1987     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1988     if (!flag)
1989 root 1.82 altern [index++] = i;
1990 root 1.24
1991     /* Basically, if we find a wall on a space, we cut down the search size.
1992     * In this way, we won't return spaces that are on another side of a wall.
1993     * This mostly work, but it cuts down the search size in all directions -
1994     * if the space being examined only has a wall to the north and empty
1995     * spaces in all the other directions, this will reduce the search space
1996     * to only the spaces immediately surrounding the target area, and
1997     * won't look 2 spaces south of the target space.
1998     */
1999 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2000 root 1.24 stop = maxfree[i];
2001 elmex 1.1 }
2002 root 1.74
2003 root 1.24 if (!index)
2004     return -1;
2005 root 1.74
2006 root 1.124 return altern [rndm (index)];
2007 elmex 1.1 }
2008    
2009     /*
2010 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2011 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2012     * But it will return the first available spot, not a random choice.
2013     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2014     */
2015 root 1.24 int
2016 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2017 root 1.24 {
2018 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2019     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2020     return i;
2021 root 1.24
2022     return -1;
2023 elmex 1.1 }
2024    
2025     /*
2026     * The function permute(arr, begin, end) randomly reorders the array
2027     * arr[begin..end-1].
2028 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2029 elmex 1.1 */
2030 root 1.24 static void
2031     permute (int *arr, int begin, int end)
2032 elmex 1.1 {
2033 root 1.82 arr += begin;
2034     end -= begin;
2035    
2036     while (--end)
2037 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2038 elmex 1.1 }
2039    
2040     /* new function to make monster searching more efficient, and effective!
2041     * This basically returns a randomized array (in the passed pointer) of
2042     * the spaces to find monsters. In this way, it won't always look for
2043     * monsters to the north first. However, the size of the array passed
2044     * covers all the spaces, so within that size, all the spaces within
2045     * the 3x3 area will be searched, just not in a predictable order.
2046     */
2047 root 1.24 void
2048     get_search_arr (int *search_arr)
2049 elmex 1.1 {
2050 root 1.82 int i;
2051 elmex 1.1
2052 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2053 root 1.82 search_arr[i] = i;
2054 elmex 1.1
2055 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058 elmex 1.1 }
2059    
2060     /*
2061     * find_dir(map, x, y, exclude) will search some close squares in the
2062     * given map at the given coordinates for live objects.
2063     * It will not considered the object given as exclude among possible
2064     * live objects.
2065     * It returns the direction toward the first/closest live object if finds
2066     * any, otherwise 0.
2067     * Perhaps incorrectly, but I'm making the assumption that exclude
2068     * is actually want is going to try and move there. We need this info
2069     * because we have to know what movement the thing looking to move
2070     * there is capable of.
2071     */
2072 root 1.24 int
2073 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2074 root 1.24 {
2075 root 1.82 int i, max = SIZEOFFREE, mflags;
2076 root 1.29
2077     sint16 nx, ny;
2078 root 1.82 object *tmp;
2079     maptile *mp;
2080 root 1.29
2081     MoveType blocked, move_type;
2082 root 1.24
2083     if (exclude && exclude->head)
2084     {
2085     exclude = exclude->head;
2086     move_type = exclude->move_type;
2087     }
2088     else
2089     {
2090     /* If we don't have anything, presume it can use all movement types. */
2091     move_type = MOVE_ALL;
2092     }
2093    
2094     for (i = 1; i < max; i++)
2095     {
2096     mp = m;
2097     nx = x + freearr_x[i];
2098     ny = y + freearr_y[i];
2099    
2100     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2101 root 1.75
2102 root 1.24 if (mflags & P_OUT_OF_MAP)
2103 root 1.75 max = maxfree[i];
2104 root 1.24 else
2105     {
2106 root 1.82 mapspace &ms = mp->at (nx, ny);
2107    
2108     blocked = ms.move_block;
2109 root 1.24
2110     if ((move_type & blocked) == move_type)
2111 root 1.75 max = maxfree[i];
2112 root 1.24 else if (mflags & P_IS_ALIVE)
2113     {
2114 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2117 root 1.75 break;
2118    
2119 root 1.24 if (tmp)
2120 root 1.75 return freedir[i];
2121 root 1.8 }
2122     }
2123 elmex 1.1 }
2124 root 1.75
2125 root 1.24 return 0;
2126 elmex 1.1 }
2127    
2128     /*
2129     * distance(object 1, object 2) will return the square of the
2130     * distance between the two given objects.
2131     */
2132 root 1.24 int
2133     distance (const object *ob1, const object *ob2)
2134     {
2135 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2136 elmex 1.1 }
2137    
2138     /*
2139     * find_dir_2(delta-x,delta-y) will return a direction in which
2140     * an object which has subtracted the x and y coordinates of another
2141     * object, needs to travel toward it.
2142     */
2143 root 1.24 int
2144     find_dir_2 (int x, int y)
2145     {
2146 root 1.75 int q;
2147 elmex 1.1
2148 root 1.24 if (y)
2149     q = x * 100 / y;
2150 elmex 1.1 else if (x)
2151 root 1.24 q = -300 * x;
2152 elmex 1.1 else
2153     return 0;
2154    
2155 root 1.24 if (y > 0)
2156     {
2157     if (q < -242)
2158     return 3;
2159     if (q < -41)
2160     return 2;
2161     if (q < 41)
2162     return 1;
2163     if (q < 242)
2164     return 8;
2165     return 7;
2166     }
2167 elmex 1.1
2168     if (q < -242)
2169 root 1.24 return 7;
2170 elmex 1.1 if (q < -41)
2171 root 1.24 return 6;
2172 elmex 1.1 if (q < 41)
2173 root 1.24 return 5;
2174 elmex 1.1 if (q < 242)
2175 root 1.24 return 4;
2176 elmex 1.1
2177 root 1.24 return 3;
2178 elmex 1.1 }
2179    
2180     /*
2181     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182     * between two directions (which are expected to be absolute (see absdir())
2183     */
2184 root 1.24 int
2185     dirdiff (int dir1, int dir2)
2186     {
2187 root 1.82 int d;
2188 root 1.24
2189     d = abs (dir1 - dir2);
2190     if (d > 4)
2191 elmex 1.1 d = 8 - d;
2192 root 1.82
2193 elmex 1.1 return d;
2194     }
2195    
2196     /* peterm:
2197     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198     * Basically, this is a table of directions, and what directions
2199     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2200     * This basically means that if direction is 15, then it could either go
2201     * direction 4, 14, or 16 to get back to where we are.
2202     * Moved from spell_util.c to object.c with the other related direction
2203     * functions.
2204     */
2205 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2206 root 1.24 {0, 0, 0}, /* 0 */
2207     {0, 0, 0}, /* 1 */
2208     {0, 0, 0}, /* 2 */
2209     {0, 0, 0}, /* 3 */
2210     {0, 0, 0}, /* 4 */
2211     {0, 0, 0}, /* 5 */
2212     {0, 0, 0}, /* 6 */
2213     {0, 0, 0}, /* 7 */
2214     {0, 0, 0}, /* 8 */
2215     {8, 1, 2}, /* 9 */
2216     {1, 2, -1}, /* 10 */
2217     {2, 10, 12}, /* 11 */
2218     {2, 3, -1}, /* 12 */
2219     {2, 3, 4}, /* 13 */
2220     {3, 4, -1}, /* 14 */
2221     {4, 14, 16}, /* 15 */
2222     {5, 4, -1}, /* 16 */
2223     {4, 5, 6}, /* 17 */
2224     {6, 5, -1}, /* 18 */
2225     {6, 20, 18}, /* 19 */
2226     {7, 6, -1}, /* 20 */
2227     {6, 7, 8}, /* 21 */
2228     {7, 8, -1}, /* 22 */
2229     {8, 22, 24}, /* 23 */
2230     {8, 1, -1}, /* 24 */
2231     {24, 9, 10}, /* 25 */
2232     {9, 10, -1}, /* 26 */
2233     {10, 11, -1}, /* 27 */
2234     {27, 11, 29}, /* 28 */
2235     {11, 12, -1}, /* 29 */
2236     {12, 13, -1}, /* 30 */
2237     {12, 13, 14}, /* 31 */
2238     {13, 14, -1}, /* 32 */
2239     {14, 15, -1}, /* 33 */
2240     {33, 15, 35}, /* 34 */
2241     {16, 15, -1}, /* 35 */
2242     {17, 16, -1}, /* 36 */
2243     {18, 17, 16}, /* 37 */
2244     {18, 17, -1}, /* 38 */
2245     {18, 19, -1}, /* 39 */
2246     {41, 19, 39}, /* 40 */
2247     {19, 20, -1}, /* 41 */
2248     {20, 21, -1}, /* 42 */
2249     {20, 21, 22}, /* 43 */
2250     {21, 22, -1}, /* 44 */
2251     {23, 22, -1}, /* 45 */
2252     {45, 47, 23}, /* 46 */
2253     {23, 24, -1}, /* 47 */
2254     {24, 9, -1}
2255     }; /* 48 */
2256 elmex 1.1
2257     /* Recursive routine to step back and see if we can
2258     * find a path to that monster that we found. If not,
2259     * we don't bother going toward it. Returns 1 if we
2260     * can see a direct way to get it
2261     * Modified to be map tile aware -.MSW
2262     */
2263 root 1.24 int
2264 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2265 root 1.24 {
2266 root 1.29 sint16 dx, dy;
2267 root 1.75 int mflags;
2268 root 1.24
2269     if (dir < 0)
2270     return 0; /* exit condition: invalid direction */
2271    
2272     dx = x + freearr_x[dir];
2273     dy = y + freearr_y[dir];
2274    
2275     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2276    
2277     /* This functional arguably was incorrect before - it was
2278     * checking for P_WALL - that was basically seeing if
2279     * we could move to the monster - this is being more
2280     * literal on if we can see it. To know if we can actually
2281     * move to the monster, we'd need the monster passed in or
2282     * at least its move type.
2283     */
2284     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2285     return 0;
2286    
2287     /* yes, can see. */
2288     if (dir < 9)
2289     return 1;
2290 root 1.75
2291     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2292     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2294 root 1.24 }
2295    
2296 elmex 1.1 /*
2297     * can_pick(picker, item): finds out if an object is possible to be
2298     * picked up by the picker. Returnes 1 if it can be
2299     * picked up, otherwise 0.
2300     *
2301     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302     * core dumps if they do.
2303     *
2304     * Add a check so we can't pick up invisible objects (0.93.8)
2305     */
2306    
2307 root 1.24 int
2308     can_pick (const object *who, const object *item)
2309     {
2310     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2311     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2312     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2313 elmex 1.1 }
2314    
2315     /*
2316     * create clone from object to another
2317     */
2318 root 1.24 object *
2319     object_create_clone (object *asrc)
2320     {
2321 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2322 elmex 1.1
2323 root 1.24 if (!asrc)
2324 root 1.62 return 0;
2325    
2326 root 1.24 src = asrc;
2327     if (src->head)
2328     src = src->head;
2329    
2330 root 1.62 prev = 0;
2331 root 1.24 for (part = src; part; part = part->more)
2332     {
2333 root 1.65 tmp = part->clone ();
2334 root 1.24 tmp->x -= src->x;
2335     tmp->y -= src->y;
2336 root 1.62
2337 root 1.24 if (!part->head)
2338     {
2339     dst = tmp;
2340 root 1.62 tmp->head = 0;
2341 root 1.24 }
2342     else
2343 root 1.75 tmp->head = dst;
2344 root 1.62
2345     tmp->more = 0;
2346    
2347 root 1.24 if (prev)
2348     prev->more = tmp;
2349 root 1.62
2350 root 1.24 prev = tmp;
2351 elmex 1.1 }
2352 root 1.24
2353     for (item = src->inv; item; item = item->below)
2354 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2355 elmex 1.1
2356 root 1.24 return dst;
2357 elmex 1.1 }
2358    
2359     /* This returns the first object in who's inventory that
2360     * has the same type and subtype match.
2361     * returns NULL if no match.
2362     */
2363 root 1.24 object *
2364     find_obj_by_type_subtype (const object *who, int type, int subtype)
2365 elmex 1.1 {
2366 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2367 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2368     return tmp;
2369 elmex 1.1
2370 root 1.82 return 0;
2371 elmex 1.1 }
2372    
2373     /* If ob has a field named key, return the link from the list,
2374     * otherwise return NULL.
2375     *
2376     * key must be a passed in shared string - otherwise, this won't
2377     * do the desired thing.
2378     */
2379 root 1.24 key_value *
2380     get_ob_key_link (const object *ob, const char *key)
2381     {
2382 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2383 root 1.48 if (link->key == key)
2384     return link;
2385 root 1.24
2386 root 1.82 return 0;
2387 root 1.24 }
2388 elmex 1.1
2389     /*
2390     * Returns the value of op has an extra_field for key, or NULL.
2391     *
2392     * The argument doesn't need to be a shared string.
2393     *
2394     * The returned string is shared.
2395     */
2396 root 1.24 const char *
2397     get_ob_key_value (const object *op, const char *const key)
2398     {
2399 root 1.35 key_value *link;
2400     shstr_cmp canonical_key (key);
2401 root 1.24
2402 root 1.35 if (!canonical_key)
2403 root 1.24 {
2404     /* 1. There being a field named key on any object
2405     * implies there'd be a shared string to find.
2406     * 2. Since there isn't, no object has this field.
2407     * 3. Therefore, *this* object doesn't have this field.
2408     */
2409 root 1.35 return 0;
2410 elmex 1.1 }
2411    
2412 root 1.24 /* This is copied from get_ob_key_link() above -
2413     * only 4 lines, and saves the function call overhead.
2414     */
2415 root 1.35 for (link = op->key_values; link; link = link->next)
2416     if (link->key == canonical_key)
2417     return link->value;
2418    
2419     return 0;
2420 elmex 1.1 }
2421    
2422     /*
2423     * Updates the canonical_key in op to value.
2424     *
2425     * canonical_key is a shared string (value doesn't have to be).
2426     *
2427     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2428     * keys.
2429     *
2430     * Returns TRUE on success.
2431     */
2432 root 1.24 int
2433     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2434     {
2435 root 1.82 key_value *field = NULL, *last = NULL;
2436 root 1.24
2437     for (field = op->key_values; field != NULL; field = field->next)
2438     {
2439     if (field->key != canonical_key)
2440     {
2441     last = field;
2442     continue;
2443     }
2444    
2445     if (value)
2446     field->value = value;
2447     else
2448     {
2449     /* Basically, if the archetype has this key set,
2450     * we need to store the null value so when we save
2451     * it, we save the empty value so that when we load,
2452     * we get this value back again.
2453     */
2454     if (get_ob_key_link (&op->arch->clone, canonical_key))
2455     field->value = 0;
2456     else
2457     {
2458     if (last)
2459     last->next = field->next;
2460     else
2461     op->key_values = field->next;
2462    
2463 root 1.29 delete field;
2464 root 1.24 }
2465     }
2466     return TRUE;
2467     }
2468     /* IF we get here, key doesn't exist */
2469    
2470     /* No field, we'll have to add it. */
2471    
2472     if (!add_key)
2473 root 1.82 return FALSE;
2474    
2475 root 1.24 /* There isn't any good reason to store a null
2476     * value in the key/value list. If the archetype has
2477     * this key, then we should also have it, so shouldn't
2478     * be here. If user wants to store empty strings,
2479     * should pass in ""
2480     */
2481     if (value == NULL)
2482 elmex 1.1 return TRUE;
2483 root 1.24
2484     field = new key_value;
2485    
2486     field->key = canonical_key;
2487     field->value = value;
2488     /* Usual prepend-addition. */
2489     field->next = op->key_values;
2490     op->key_values = field;
2491    
2492     return TRUE;
2493 elmex 1.1 }
2494    
2495     /*
2496     * Updates the key in op to value.
2497     *
2498     * If add_key is FALSE, this will only update existing keys,
2499     * and not add new ones.
2500     * In general, should be little reason FALSE is ever passed in for add_key
2501     *
2502     * Returns TRUE on success.
2503     */
2504 root 1.24 int
2505     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2506 root 1.11 {
2507 root 1.29 shstr key_ (key);
2508 root 1.24
2509 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2510 elmex 1.1 }
2511 root 1.31
2512 root 1.34 object::depth_iterator::depth_iterator (object *container)
2513     : iterator_base (container)
2514     {
2515     while (item->inv)
2516     item = item->inv;
2517     }
2518    
2519 root 1.31 void
2520 root 1.34 object::depth_iterator::next ()
2521 root 1.31 {
2522 root 1.34 if (item->below)
2523     {
2524     item = item->below;
2525    
2526     while (item->inv)
2527     item = item->inv;
2528     }
2529 root 1.31 else
2530 root 1.34 item = item->env;
2531 root 1.31 }
2532 root 1.34
2533 elmex 1.97
2534     const char *
2535     object::flag_desc (char *desc, int len) const
2536     {
2537     char *p = desc;
2538     bool first = true;
2539    
2540 root 1.101 *p = 0;
2541    
2542 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2543     {
2544     if (len <= 10) // magic constant!
2545     {
2546     snprintf (p, len, ",...");
2547     break;
2548     }
2549    
2550 root 1.101 if (flag [i])
2551 elmex 1.97 {
2552     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2553     len -= cnt;
2554     p += cnt;
2555     first = false;
2556     }
2557     }
2558    
2559     return desc;
2560     }
2561    
2562 root 1.101 // return a suitable string describing an object in enough detail to find it
2563 root 1.36 const char *
2564     object::debug_desc (char *info) const
2565     {
2566 elmex 1.97 char flagdesc[512];
2567     char info2[256 * 4];
2568 root 1.36 char *p = info;
2569    
2570 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2571 elmex 1.97 count, uuid.seq,
2572 root 1.36 &name,
2573 root 1.117 title ? "\",title:\"" : "",
2574 elmex 1.97 title ? (const char *)title : "",
2575     flag_desc (flagdesc, 512), type);
2576 root 1.36
2577     if (env)
2578     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2579    
2580     if (map)
2581 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2582 root 1.36
2583     return info;
2584     }
2585    
2586     const char *
2587     object::debug_desc () const
2588     {
2589 root 1.143 static char info[3][256 * 4];
2590     static int info_idx;
2591 root 1.36
2592 root 1.143 return debug_desc (info [++info_idx % 3]);
2593 root 1.114 }
2594    
2595 root 1.125 struct region *
2596     object::region () const
2597     {
2598     return map ? map->region (x, y)
2599     : region::default_region ();
2600     }
2601    
2602 root 1.129 const materialtype_t *
2603     object::dominant_material () const
2604     {
2605     if (materialtype_t *mat = name_to_material (materialname))
2606     return mat;
2607    
2608     // omfg this is slow, this has to be temporary :)
2609     shstr unknown ("unknown");
2610    
2611     return name_to_material (unknown);
2612     }
2613    
2614 root 1.130 void
2615     object::open_container (object *new_container)
2616     {
2617     if (container == new_container)
2618     return;
2619    
2620     if (object *old_container = container)
2621     {
2622     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2623     return;
2624    
2625     #if 0
2626     // remove the "Close old_container" object.
2627     if (object *closer = old_container->inv)
2628     if (closer->type == CLOSE_CON)
2629     closer->destroy ();
2630     #endif
2631    
2632     old_container->flag [FLAG_APPLIED] = 0;
2633     container = 0;
2634    
2635     esrv_update_item (UPD_FLAGS, this, old_container);
2636     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2637     }
2638    
2639     if (new_container)
2640     {
2641     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2642     return;
2643    
2644     // TODO: this does not seem to serve any purpose anymore?
2645     #if 0
2646     // insert the "Close Container" object.
2647     if (archetype *closer = new_container->other_arch)
2648     {
2649     object *closer = arch_to_object (new_container->other_arch);
2650     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2651     new_container->insert (closer);
2652     }
2653     #endif
2654    
2655 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2656    
2657 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2658     container = new_container;
2659    
2660     esrv_update_item (UPD_FLAGS, this, new_container);
2661 root 1.131 esrv_send_inventory (this, new_container);
2662 root 1.130 }
2663     }
2664    
2665