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Revision: 1.144
Committed: Thu May 3 10:39:46 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.143: +11 -0 lines
Log Message:
beta it slowly into shape

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 root 1.144 void
455     object::set_weapon (object *ob)
456     {
457     if (current_weapon == ob)
458     return;
459    
460     current_weapon = ob;
461     new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462     update_stats ();
463     }
464    
465 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
466     * refcounts and freeing the links.
467     */
468 root 1.24 static void
469     free_key_values (object *op)
470 root 1.11 {
471 root 1.137 for (key_value *i = op->key_values; i; )
472 root 1.11 {
473     key_value *next = i->next;
474     delete i;
475 root 1.24
476 root 1.11 i = next;
477 elmex 1.1 }
478 root 1.24
479 root 1.11 op->key_values = 0;
480 elmex 1.1 }
481    
482 root 1.137 object &
483     object::operator =(const object &src)
484 root 1.11 {
485 root 1.137 bool is_freed = flag [FLAG_FREED];
486     bool is_removed = flag [FLAG_REMOVED];
487 root 1.59
488 root 1.137 *(object_copy *)this = src;
489 elmex 1.1
490 root 1.137 flag [FLAG_FREED] = is_freed;
491     flag [FLAG_REMOVED] = is_removed;
492 elmex 1.1
493 root 1.11 /* Copy over key_values, if any. */
494 root 1.137 if (src.key_values)
495 root 1.14 {
496 root 1.23 key_value *tail = 0;
497 root 1.137 key_values = 0;
498 elmex 1.1
499 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
500 root 1.11 {
501     key_value *new_link = new key_value;
502 root 1.8
503 root 1.24 new_link->next = 0;
504     new_link->key = i->key;
505 root 1.11 new_link->value = i->value;
506    
507     /* Try and be clever here, too. */
508 root 1.137 if (!key_values)
509 root 1.11 {
510 root 1.137 key_values = new_link;
511 root 1.11 tail = new_link;
512 root 1.8 }
513 root 1.11 else
514     {
515     tail->next = new_link;
516     tail = new_link;
517     }
518 root 1.14 }
519     }
520 root 1.137 }
521    
522     /*
523     * copy_to first frees everything allocated by the dst object,
524     * and then copies the contents of itself into the second
525     * object, allocating what needs to be allocated. Basically, any
526     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
527     * if the first object is freed, the pointers in the new object
528     * will point at garbage.
529     */
530     void
531     object::copy_to (object *dst)
532     {
533     *dst = *this;
534    
535     if (speed < 0)
536     dst->speed_left = speed_left - rndm ();
537 root 1.2
538 root 1.87 dst->set_speed (dst->speed);
539 elmex 1.1 }
540    
541 root 1.133 void
542     object::instantiate ()
543     {
544     if (!uuid.seq) // HACK
545     uuid = gen_uuid ();
546    
547     speed_left = -0.1f;
548     /* copy the body_info to the body_used - this is only really
549     * need for monsters, but doesn't hurt to do it for everything.
550     * by doing so, when a monster is created, it has good starting
551     * values for the body_used info, so when items are created
552     * for it, they can be properly equipped.
553     */
554     memcpy (body_used, body_info, sizeof (body_used));
555    
556     attachable::instantiate ();
557     }
558    
559 root 1.65 object *
560     object::clone ()
561     {
562     object *neu = create ();
563     copy_to (neu);
564     return neu;
565     }
566    
567 elmex 1.1 /*
568     * If an object with the IS_TURNABLE() flag needs to be turned due
569     * to the closest player being on the other side, this function can
570     * be called to update the face variable, _and_ how it looks on the map.
571     */
572 root 1.24 void
573     update_turn_face (object *op)
574     {
575 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
576 root 1.24 return;
577 root 1.96
578 root 1.24 SET_ANIMATION (op, op->direction);
579     update_object (op, UP_OBJ_FACE);
580 elmex 1.1 }
581    
582     /*
583     * Updates the speed of an object. If the speed changes from 0 to another
584     * value, or vice versa, then add/remove the object from the active list.
585     * This function needs to be called whenever the speed of an object changes.
586     */
587 root 1.24 void
588 root 1.87 object::set_speed (float speed)
589 root 1.24 {
590 root 1.87 if (flag [FLAG_FREED] && speed)
591 root 1.24 {
592 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
593     speed = 0;
594 elmex 1.1 }
595 root 1.31
596 root 1.87 this->speed = speed;
597    
598 elmex 1.97 if (has_active_speed ())
599 root 1.98 activate ();
600 root 1.24 else
601 root 1.98 deactivate ();
602 elmex 1.1 }
603    
604     /*
605 root 1.75 * update_object() updates the the map.
606 elmex 1.1 * It takes into account invisible objects (and represent squares covered
607     * by invisible objects by whatever is below them (unless it's another
608     * invisible object, etc...)
609     * If the object being updated is beneath a player, the look-window
610     * of that player is updated (this might be a suboptimal way of
611     * updating that window, though, since update_object() is called _often_)
612     *
613     * action is a hint of what the caller believes need to be done.
614     * current action are:
615     * UP_OBJ_INSERT: op was inserted
616     * UP_OBJ_REMOVE: op was removed
617     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
618     * as that is easier than trying to look at what may have changed.
619     * UP_OBJ_FACE: only the objects face has changed.
620     */
621 root 1.24 void
622     update_object (object *op, int action)
623     {
624     if (op == NULL)
625     {
626     /* this should never happen */
627     LOG (llevDebug, "update_object() called for NULL object.\n");
628     return;
629 elmex 1.1 }
630 root 1.24
631 root 1.75 if (op->env)
632 root 1.24 {
633     /* Animation is currently handled by client, so nothing
634     * to do in this case.
635     */
636     return;
637 elmex 1.1 }
638    
639 root 1.24 /* If the map is saving, don't do anything as everything is
640     * going to get freed anyways.
641     */
642     if (!op->map || op->map->in_memory == MAP_SAVING)
643     return;
644    
645     /* make sure the object is within map boundaries */
646 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
647 root 1.24 {
648     LOG (llevError, "update_object() called for object out of map!\n");
649 elmex 1.1 #ifdef MANY_CORES
650 root 1.24 abort ();
651 elmex 1.1 #endif
652 root 1.24 return;
653 elmex 1.1 }
654    
655 root 1.76 mapspace &m = op->ms ();
656 elmex 1.1
657 root 1.99 if (!(m.flags_ & P_UPTODATE))
658 root 1.75 /* nop */;
659     else if (action == UP_OBJ_INSERT)
660     {
661     // this is likely overkill, TODO: revisit (schmorp)
662     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
663     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
664     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
665     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
666     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
667     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
668     || (m.move_on | op->move_on ) != m.move_on
669     || (m.move_off | op->move_off ) != m.move_off
670     || (m.move_slow | op->move_slow) != m.move_slow
671     /* This isn't perfect, but I don't expect a lot of objects to
672     * to have move_allow right now.
673     */
674     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
675     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
676 root 1.99 m.flags_ = 0;
677 root 1.75 }
678     /* if the object is being removed, we can't make intelligent
679     * decisions, because remove_ob can't really pass the object
680     * that is being removed.
681     */
682 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
683 root 1.99 m.flags_ = 0;
684 root 1.24 else if (action == UP_OBJ_FACE)
685 root 1.29 /* Nothing to do for that case */ ;
686 root 1.24 else
687 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
688 elmex 1.1
689 root 1.75 if (op->more)
690 root 1.24 update_object (op->more, action);
691 elmex 1.1 }
692    
693 root 1.21 object::object ()
694     {
695 root 1.22 SET_FLAG (this, FLAG_REMOVED);
696    
697     expmul = 1.0;
698     face = blank_face;
699     }
700    
701     object::~object ()
702     {
703 root 1.121 unlink ();
704 root 1.119
705 root 1.22 free_key_values (this);
706     }
707    
708 root 1.112 static int object_count;
709    
710 root 1.24 void object::link ()
711 root 1.22 {
712 root 1.112 assert (!index);//D
713 root 1.41 uuid = gen_uuid ();
714 root 1.112 count = ++object_count;
715 root 1.21
716 root 1.109 refcnt_inc ();
717 root 1.108 objects.insert (this);
718 root 1.21 }
719    
720 root 1.24 void object::unlink ()
721 root 1.21 {
722 root 1.121 if (!index)
723     return;
724    
725 root 1.108 objects.erase (this);
726 root 1.109 refcnt_dec ();
727 root 1.98 }
728    
729 root 1.96 void
730 root 1.98 object::activate ()
731 root 1.96 {
732 root 1.98 /* If already on active list, don't do anything */
733 root 1.108 if (active)
734 root 1.98 return;
735    
736 elmex 1.97 if (has_active_speed ())
737 root 1.108 actives.insert (this);
738 root 1.98 }
739 root 1.96
740 root 1.98 void
741     object::activate_recursive ()
742     {
743     activate ();
744    
745 root 1.104 for (object *op = inv; op; op = op->below)
746 root 1.98 op->activate_recursive ();
747 root 1.96 }
748    
749     /* This function removes object 'op' from the list of active
750     * objects.
751     * This should only be used for style maps or other such
752     * reference maps where you don't want an object that isn't
753     * in play chewing up cpu time getting processed.
754     * The reverse of this is to call update_ob_speed, which
755     * will do the right thing based on the speed of the object.
756     */
757     void
758 root 1.98 object::deactivate ()
759 root 1.96 {
760     /* If not on the active list, nothing needs to be done */
761 root 1.108 if (!active)
762 root 1.96 return;
763    
764 root 1.108 actives.erase (this);
765 root 1.98 }
766 root 1.96
767 root 1.98 void
768     object::deactivate_recursive ()
769     {
770 root 1.104 for (object *op = inv; op; op = op->below)
771 root 1.98 op->deactivate_recursive ();
772    
773     deactivate ();
774 root 1.96 }
775    
776 root 1.106 void
777     object::set_flag_inv (int flag, int value)
778     {
779     for (object *op = inv; op; op = op->below)
780     {
781     op->flag [flag] = value;
782     op->set_flag_inv (flag, value);
783     }
784     }
785    
786 root 1.89 /*
787     * Remove and free all objects in the inventory of the given object.
788     * object.c ?
789     */
790     void
791     object::destroy_inv (bool drop_to_ground)
792     {
793 root 1.94 // need to check first, because the checks below might segfault
794     // as we might be on an invalid mapspace and crossfire code
795     // is too buggy to ensure that the inventory is empty.
796     // corollary: if you create arrows etc. with stuff in tis inventory,
797     // cf will crash below with off-map x and y
798     if (!inv)
799     return;
800    
801 root 1.89 /* Only if the space blocks everything do we not process -
802     * if some form of movement is allowed, let objects
803     * drop on that space.
804     */
805 root 1.92 if (!drop_to_ground
806     || !map
807     || map->in_memory != MAP_IN_MEMORY
808 root 1.122 || map->nodrop
809 root 1.95 || ms ().move_block == MOVE_ALL)
810 root 1.89 {
811     while (inv)
812 root 1.92 {
813     inv->destroy_inv (drop_to_ground);
814     inv->destroy ();
815     }
816 root 1.89 }
817     else
818     { /* Put objects in inventory onto this space */
819     while (inv)
820     {
821     object *op = inv;
822    
823     if (op->flag [FLAG_STARTEQUIP]
824     || op->flag [FLAG_NO_DROP]
825     || op->type == RUNE
826     || op->type == TRAP
827 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
828     || op->flag [FLAG_DESTROY_ON_DEATH])
829 root 1.89 op->destroy ();
830     else
831 root 1.93 map->insert (op, x, y);
832 root 1.89 }
833     }
834     }
835    
836 root 1.21 object *object::create ()
837     {
838 root 1.42 object *op = new object;
839 root 1.22 op->link ();
840     return op;
841 root 1.21 }
842 elmex 1.1
843 root 1.82 void
844     object::do_destroy ()
845 root 1.14 {
846 root 1.112 attachable::do_destroy ();
847    
848 root 1.82 if (flag [FLAG_IS_LINKED])
849     remove_button_link (this);
850 root 1.29
851 root 1.82 if (flag [FLAG_FRIENDLY])
852 root 1.140 remove_friendly_object (this);
853 root 1.32
854 root 1.82 if (!flag [FLAG_REMOVED])
855 root 1.63 remove ();
856 root 1.14
857 root 1.112 destroy_inv (true);
858 root 1.14
859 root 1.112 deactivate ();
860     unlink ();
861 root 1.92
862 root 1.82 flag [FLAG_FREED] = 1;
863 root 1.14
864 root 1.57 // hack to ensure that freed objects still have a valid map
865     {
866     static maptile *freed_map; // freed objects are moved here to avoid crashes
867    
868     if (!freed_map)
869     {
870     freed_map = new maptile;
871    
872     freed_map->name = "/internal/freed_objects_map";
873     freed_map->width = 3;
874     freed_map->height = 3;
875    
876 root 1.96 freed_map->alloc ();
877 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
878 root 1.57 }
879    
880     map = freed_map;
881     x = 1;
882     y = 1;
883     }
884    
885 root 1.82 head = 0;
886 root 1.88
887     if (more)
888     {
889     more->destroy ();
890     more = 0;
891     }
892 root 1.82
893 root 1.44 // clear those pointers that likely might have circular references to us
894     owner = 0;
895     enemy = 0;
896     attacked_by = 0;
897 root 1.82 }
898    
899     void
900     object::destroy (bool destroy_inventory)
901     {
902     if (destroyed ())
903     return;
904    
905     if (destroy_inventory)
906 root 1.89 destroy_inv (false);
907 root 1.22
908 root 1.82 attachable::destroy ();
909 elmex 1.1 }
910    
911     /*
912     * sub_weight() recursively (outwards) subtracts a number from the
913     * weight of an object (and what is carried by it's environment(s)).
914     */
915 root 1.24 void
916     sub_weight (object *op, signed long weight)
917     {
918     while (op != NULL)
919     {
920     if (op->type == CONTAINER)
921 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
922    
923 root 1.24 op->carrying -= weight;
924     op = op->env;
925 elmex 1.1 }
926     }
927    
928 root 1.63 /* op->remove ():
929 elmex 1.1 * This function removes the object op from the linked list of objects
930     * which it is currently tied to. When this function is done, the
931     * object will have no environment. If the object previously had an
932     * environment, the x and y coordinates will be updated to
933     * the previous environment.
934     */
935 root 1.24 void
936 root 1.128 object::do_remove ()
937 root 1.24 {
938 root 1.45 object *tmp, *last = 0;
939     object *otmp;
940 root 1.26
941 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
942 root 1.29 return;
943 root 1.24
944 root 1.59 SET_FLAG (this, FLAG_REMOVED);
945 root 1.82 INVOKE_OBJECT (REMOVE, this);
946 root 1.26
947 root 1.59 if (more)
948     more->remove ();
949 root 1.24
950     /*
951     * In this case, the object to be removed is in someones
952     * inventory.
953     */
954 root 1.59 if (env)
955 root 1.24 {
956 root 1.59 if (nrof)
957     sub_weight (env, weight * nrof);
958 root 1.24 else
959 root 1.59 sub_weight (env, weight + carrying);
960 root 1.24
961     /* NO_FIX_PLAYER is set when a great many changes are being
962     * made to players inventory. If set, avoiding the call
963     * to save cpu time.
964     */
965 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
966 root 1.78 otmp->update_stats ();
967 root 1.24
968 root 1.96 if (above)
969 root 1.59 above->below = below;
970 root 1.24 else
971 root 1.59 env->inv = below;
972 root 1.24
973 root 1.96 if (below)
974 root 1.59 below->above = above;
975 root 1.24
976     /* we set up values so that it could be inserted into
977     * the map, but we don't actually do that - it is up
978     * to the caller to decide what we want to do.
979     */
980 root 1.59 x = env->x, y = env->y;
981     map = env->map;
982     above = 0, below = 0;
983     env = 0;
984     }
985     else if (map)
986     {
987 root 1.96 if (type == PLAYER)
988     {
989 root 1.130 // leaving a spot always closes any open container on the ground
990     if (container && !container->env)
991     // this causes spurious floorbox updates, but it ensures
992     // that the CLOSE event is being sent.
993     close_container ();
994    
995 root 1.96 --map->players;
996 root 1.100 map->touch ();
997 root 1.96 }
998    
999 root 1.98 map->dirty = true;
1000 root 1.117 mapspace &ms = this->ms ();
1001 elmex 1.1
1002 root 1.29 /* link the object above us */
1003 root 1.59 if (above)
1004     above->below = below;
1005 root 1.29 else
1006 root 1.117 ms.top = below; /* we were top, set new top */
1007 root 1.24
1008 root 1.29 /* Relink the object below us, if there is one */
1009 root 1.59 if (below)
1010     below->above = above;
1011 root 1.29 else
1012     {
1013     /* Nothing below, which means we need to relink map object for this space
1014     * use translated coordinates in case some oddness with map tiling is
1015     * evident
1016     */
1017 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1018 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 ());
1019 elmex 1.1
1020 root 1.117 ms.bot = above; /* goes on above it. */
1021 root 1.8 }
1022 root 1.26
1023 root 1.59 above = 0;
1024     below = 0;
1025 root 1.26
1026 root 1.59 if (map->in_memory == MAP_SAVING)
1027 root 1.29 return;
1028 elmex 1.1
1029 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1030 elmex 1.1
1031 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1032 root 1.24 {
1033 root 1.29 /* No point updating the players look faces if he is the object
1034     * being removed.
1035 root 1.24 */
1036 root 1.29
1037 root 1.59 if (tmp->type == PLAYER && tmp != this)
1038 root 1.24 {
1039 root 1.29 /* If a container that the player is currently using somehow gets
1040     * removed (most likely destroyed), update the player view
1041     * appropriately.
1042     */
1043 root 1.59 if (tmp->container == this)
1044 root 1.29 {
1045 root 1.82 flag [FLAG_APPLIED] = 0;
1046 root 1.59 tmp->container = 0;
1047 root 1.29 }
1048    
1049 root 1.82 if (tmp->contr->ns)
1050     tmp->contr->ns->floorbox_update ();
1051 root 1.8 }
1052 root 1.26
1053 root 1.96 /* See if object moving off should effect something */
1054 root 1.50 if (check_walk_off
1055 root 1.59 && ((move_type & tmp->move_off)
1056     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1057 root 1.29 {
1058 elmex 1.72 move_apply (tmp, this, 0);
1059 root 1.24
1060 root 1.59 if (destroyed ())
1061 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1062 root 1.8 }
1063    
1064 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1065 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1066 root 1.29 if (tmp->above == tmp)
1067 root 1.59 tmp->above = 0;
1068 root 1.8
1069 root 1.29 last = tmp;
1070     }
1071 root 1.26
1072 root 1.96 /* last == NULL if there are no objects on this space */
1073     //TODO: this makes little sense, why only update the topmost object?
1074 root 1.59 if (!last)
1075 root 1.99 map->at (x, y).flags_ = 0;
1076 root 1.29 else
1077     update_object (last, UP_OBJ_REMOVE);
1078 root 1.26
1079 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1080 root 1.59 update_all_los (map, x, y);
1081 elmex 1.1 }
1082     }
1083    
1084     /*
1085     * merge_ob(op,top):
1086     *
1087     * This function goes through all objects below and including top, and
1088     * merges op to the first matching object.
1089     * If top is NULL, it is calculated.
1090     * Returns pointer to object if it succeded in the merge, otherwise NULL
1091     */
1092 root 1.24 object *
1093     merge_ob (object *op, object *top)
1094     {
1095     if (!op->nrof)
1096 elmex 1.1 return 0;
1097 root 1.29
1098 root 1.82 if (top)
1099     for (top = op; top && top->above; top = top->above)
1100     ;
1101 root 1.29
1102 root 1.82 for (; top; top = top->below)
1103 elmex 1.1 {
1104 root 1.24 if (top == op)
1105     continue;
1106 root 1.66
1107     if (object::can_merge (op, top))
1108 root 1.24 {
1109     top->nrof += op->nrof;
1110    
1111 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1112 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1113 root 1.64 op->destroy ();
1114 root 1.24 return top;
1115     }
1116 elmex 1.1 }
1117 root 1.29
1118 root 1.45 return 0;
1119 elmex 1.1 }
1120    
1121 root 1.138 void
1122     object::expand_tail ()
1123     {
1124     if (more)
1125     return;
1126    
1127     object *prev = this;
1128    
1129     for (archetype *at = arch->more; at; at = at->more)
1130     {
1131     object *op = arch_to_object (at);
1132    
1133     op->name = name;
1134     op->name_pl = name_pl;
1135     op->title = title;
1136    
1137     op->head = this;
1138     prev->more = op;
1139    
1140     prev = op;
1141     }
1142     }
1143    
1144 elmex 1.1 /*
1145 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1146     * job preparing multi-part monsters.
1147 elmex 1.1 */
1148 root 1.24 object *
1149 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1150 root 1.24 {
1151 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1152 root 1.24 {
1153     tmp->x = x + tmp->arch->clone.x;
1154     tmp->y = y + tmp->arch->clone.y;
1155 elmex 1.1 }
1156 root 1.29
1157 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1158 elmex 1.1 }
1159    
1160     /*
1161     * insert_ob_in_map (op, map, originator, flag):
1162     * This function inserts the object in the two-way linked list
1163     * which represents what is on a map.
1164     * The second argument specifies the map, and the x and y variables
1165     * in the object about to be inserted specifies the position.
1166     *
1167     * originator: Player, monster or other object that caused 'op' to be inserted
1168     * into 'map'. May be NULL.
1169     *
1170     * flag is a bitmask about special things to do (or not do) when this
1171     * function is called. see the object.h file for the INS_ values.
1172     * Passing 0 for flag gives proper default values, so flag really only needs
1173     * to be set if special handling is needed.
1174     *
1175     * Return value:
1176     * new object if 'op' was merged with other object
1177     * NULL if 'op' was destroyed
1178     * just 'op' otherwise
1179     */
1180 root 1.24 object *
1181 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1182 elmex 1.1 {
1183 root 1.138 assert (!op->flag [FLAG_FREED]);
1184    
1185 root 1.25 object *tmp, *top, *floor = NULL;
1186 elmex 1.1
1187 root 1.117 op->remove ();
1188    
1189 root 1.139 #if 0
1190 root 1.138 if (!m->active != !op->active)
1191     if (m->active)
1192     op->activate_recursive ();
1193     else
1194     op->deactivate_recursive ();
1195 root 1.139 #endif
1196 root 1.25
1197 root 1.24 if (out_of_map (m, op->x, op->y))
1198     {
1199 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1200 elmex 1.1 #ifdef MANY_CORES
1201 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1202     * is likely to cause a crash. Better to find out where it is getting
1203     * improperly inserted.
1204     */
1205     abort ();
1206 elmex 1.1 #endif
1207 root 1.24 return op;
1208 elmex 1.1 }
1209 root 1.25
1210 root 1.117 if (object *more = op->more)
1211 root 1.24 {
1212 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1213 root 1.24 {
1214     if (!op->head)
1215     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1216 root 1.26
1217 root 1.82 return 0;
1218 root 1.8 }
1219 root 1.24 }
1220 root 1.25
1221 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1222 root 1.8
1223 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1224     * of areas of callers (eg, anything that uses find_free_spot would now
1225     * need extra work
1226     */
1227 root 1.117 if (!xy_normalise (m, op->x, op->y))
1228     return 0;
1229    
1230     op->map = m;
1231     mapspace &ms = op->ms ();
1232 root 1.24
1233     /* this has to be done after we translate the coordinates.
1234     */
1235     if (op->nrof && !(flag & INS_NO_MERGE))
1236 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1237 root 1.66 if (object::can_merge (op, tmp))
1238 root 1.25 {
1239     op->nrof += tmp->nrof;
1240 root 1.64 tmp->destroy ();
1241 root 1.25 }
1242 root 1.24
1243     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1244     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1245 root 1.25
1246 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1247     CLEAR_FLAG (op, FLAG_NO_STEAL);
1248    
1249     if (flag & INS_BELOW_ORIGINATOR)
1250     {
1251     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1252     {
1253     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1254     abort ();
1255     }
1256 root 1.25
1257 root 1.24 op->above = originator;
1258     op->below = originator->below;
1259 root 1.25
1260 root 1.24 if (op->below)
1261     op->below->above = op;
1262     else
1263 root 1.117 ms.bot = op;
1264 root 1.25
1265 root 1.24 /* since *below* originator, no need to update top */
1266     originator->below = op;
1267 elmex 1.1 }
1268 root 1.24 else
1269     {
1270 root 1.117 top = ms.bot;
1271    
1272 root 1.24 /* If there are other objects, then */
1273 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1274 root 1.24 {
1275 root 1.96 object *last = 0;
1276 root 1.24
1277     /*
1278     * If there are multiple objects on this space, we do some trickier handling.
1279     * We've already dealt with merging if appropriate.
1280     * Generally, we want to put the new object on top. But if
1281     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1282     * floor, we want to insert above that and no further.
1283     * Also, if there are spell objects on this space, we stop processing
1284     * once we get to them. This reduces the need to traverse over all of
1285     * them when adding another one - this saves quite a bit of cpu time
1286     * when lots of spells are cast in one area. Currently, it is presumed
1287     * that flying non pickable objects are spell objects.
1288     */
1289 root 1.117 for (top = ms.bot; top; top = top->above)
1290 root 1.24 {
1291     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1292     floor = top;
1293 root 1.26
1294 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))
1295     {
1296     /* We insert above top, so we want this object below this */
1297     top = top->below;
1298     break;
1299     }
1300 root 1.26
1301 root 1.24 last = top;
1302     }
1303 root 1.26
1304 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1305     top = last;
1306 root 1.8
1307 root 1.24 /* We let update_position deal with figuring out what the space
1308     * looks like instead of lots of conditions here.
1309     * makes things faster, and effectively the same result.
1310     */
1311    
1312     /* Have object 'fall below' other objects that block view.
1313 root 1.135 * Unless those objects are exits.
1314 root 1.24 * If INS_ON_TOP is used, don't do this processing
1315     * Need to find the object that in fact blocks view, otherwise
1316     * stacking is a bit odd.
1317     */
1318 root 1.117 if (!(flag & INS_ON_TOP)
1319     && ms.flags () & P_BLOCKSVIEW
1320 root 1.135 && (op->face && !faces [op->face].visibility))
1321 root 1.24 {
1322     for (last = top; last != floor; last = last->below)
1323     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1324     break;
1325 root 1.117
1326 root 1.24 /* Check to see if we found the object that blocks view,
1327     * and make sure we have a below pointer for it so that
1328     * we can get inserted below this one, which requires we
1329     * set top to the object below us.
1330     */
1331     if (last && last->below && last != floor)
1332     top = last->below;
1333 root 1.8 }
1334 root 1.24 } /* If objects on this space */
1335 root 1.25
1336 root 1.24 if (flag & INS_MAP_LOAD)
1337 root 1.117 top = ms.top;
1338 root 1.25
1339 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1340     top = floor;
1341    
1342     /* Top is the object that our object (op) is going to get inserted above.
1343     */
1344    
1345     /* First object on this space */
1346     if (!top)
1347     {
1348 root 1.117 op->above = ms.bot;
1349 root 1.25
1350 root 1.24 if (op->above)
1351     op->above->below = op;
1352 root 1.25
1353 root 1.96 op->below = 0;
1354 root 1.117 ms.bot = op;
1355 root 1.24 }
1356     else
1357     { /* get inserted into the stack above top */
1358     op->above = top->above;
1359 root 1.25
1360 root 1.24 if (op->above)
1361     op->above->below = op;
1362 root 1.25
1363 root 1.24 op->below = top;
1364     top->above = op;
1365     }
1366 root 1.25
1367 root 1.96 if (!op->above)
1368 root 1.117 ms.top = op;
1369 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1370 root 1.8
1371 root 1.24 if (op->type == PLAYER)
1372 root 1.96 {
1373     op->contr->do_los = 1;
1374     ++op->map->players;
1375 root 1.100 op->map->touch ();
1376 root 1.96 }
1377 root 1.24
1378 root 1.98 op->map->dirty = true;
1379    
1380 root 1.24 /* If we have a floor, we know the player, if any, will be above
1381     * it, so save a few ticks and start from there.
1382     */
1383     if (!(flag & INS_MAP_LOAD))
1384 root 1.117 if (object *pl = ms.player ())
1385 root 1.82 if (pl->contr->ns)
1386     pl->contr->ns->floorbox_update ();
1387 root 1.24
1388     /* If this object glows, it may affect lighting conditions that are
1389     * visible to others on this map. But update_all_los is really
1390     * an inefficient way to do this, as it means los for all players
1391     * on the map will get recalculated. The players could very well
1392     * be far away from this change and not affected in any way -
1393     * this should get redone to only look for players within range,
1394 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1395 root 1.24 * of effect may be sufficient.
1396     */
1397 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1398 root 1.24 update_all_los (op->map, op->x, op->y);
1399    
1400     /* updates flags (blocked, alive, no magic, etc) for this map space */
1401     update_object (op, UP_OBJ_INSERT);
1402    
1403 root 1.82 INVOKE_OBJECT (INSERT, op);
1404    
1405 root 1.24 /* Don't know if moving this to the end will break anything. However,
1406 root 1.70 * we want to have floorbox_update called before calling this.
1407 root 1.24 *
1408     * check_move_on() must be after this because code called from
1409     * check_move_on() depends on correct map flags (so functions like
1410     * blocked() and wall() work properly), and these flags are updated by
1411     * update_object().
1412     */
1413    
1414     /* if this is not the head or flag has been passed, don't check walk on status */
1415     if (!(flag & INS_NO_WALK_ON) && !op->head)
1416     {
1417     if (check_move_on (op, originator))
1418 root 1.82 return 0;
1419 elmex 1.1
1420 root 1.24 /* If we are a multi part object, lets work our way through the check
1421     * walk on's.
1422     */
1423     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1424     if (check_move_on (tmp, originator))
1425 root 1.82 return 0;
1426 elmex 1.1 }
1427 root 1.25
1428 root 1.24 return op;
1429 elmex 1.1 }
1430    
1431     /* this function inserts an object in the map, but if it
1432 root 1.75 * finds an object of its own type, it'll remove that one first.
1433     * op is the object to insert it under: supplies x and the map.
1434 elmex 1.1 */
1435 root 1.24 void
1436     replace_insert_ob_in_map (const char *arch_string, object *op)
1437     {
1438 root 1.75 object *tmp, *tmp1;
1439 elmex 1.1
1440 root 1.24 /* first search for itself and remove any old instances */
1441 elmex 1.1
1442 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1443 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1444     tmp->destroy ();
1445 elmex 1.1
1446 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1447 elmex 1.1
1448 root 1.24 tmp1->x = op->x;
1449     tmp1->y = op->y;
1450     insert_ob_in_map (tmp1, op->map, op, 0);
1451     }
1452 elmex 1.1
1453 root 1.93 object *
1454     object::insert_at (object *where, object *originator, int flags)
1455     {
1456 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1457 root 1.93 }
1458    
1459 elmex 1.1 /*
1460     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1461     * is returned contains nr objects, and the remaining parts contains
1462     * the rest (or is removed and freed if that number is 0).
1463     * On failure, NULL is returned, and the reason put into the
1464     * global static errmsg array.
1465     */
1466 root 1.24 object *
1467     get_split_ob (object *orig_ob, uint32 nr)
1468     {
1469 root 1.64 object *newob;
1470     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1471 root 1.24
1472     if (orig_ob->nrof < nr)
1473     {
1474     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475     return NULL;
1476     }
1477 root 1.29
1478 root 1.24 newob = object_create_clone (orig_ob);
1479 root 1.29
1480 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1481 root 1.63 orig_ob->destroy (1);
1482 root 1.24 else if (!is_removed)
1483     {
1484     if (orig_ob->env != NULL)
1485     sub_weight (orig_ob->env, orig_ob->weight * nr);
1486     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487     {
1488     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1489     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1490     return NULL;
1491 root 1.8 }
1492 elmex 1.1 }
1493 root 1.29
1494 root 1.24 newob->nrof = nr;
1495 elmex 1.1
1496 root 1.24 return newob;
1497 elmex 1.1 }
1498    
1499     /*
1500     * decrease_ob_nr(object, number) decreases a specified number from
1501     * the amount of an object. If the amount reaches 0, the object
1502     * is subsequently removed and freed.
1503     *
1504     * Return value: 'op' if something is left, NULL if the amount reached 0
1505     */
1506 root 1.24 object *
1507     decrease_ob_nr (object *op, uint32 i)
1508 elmex 1.1 {
1509 root 1.29 object *tmp;
1510 elmex 1.1
1511 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1512     return op;
1513    
1514     if (i > op->nrof)
1515     i = op->nrof;
1516    
1517     if (QUERY_FLAG (op, FLAG_REMOVED))
1518 root 1.29 op->nrof -= i;
1519 root 1.73 else if (op->env)
1520 root 1.24 {
1521     /* is this object in the players inventory, or sub container
1522     * therein?
1523     */
1524 root 1.74 tmp = op->in_player ();
1525 root 1.24 /* nope. Is this a container the player has opened?
1526     * If so, set tmp to that player.
1527     * IMO, searching through all the players will mostly
1528     * likely be quicker than following op->env to the map,
1529     * and then searching the map for a player.
1530     */
1531     if (!tmp)
1532 root 1.81 for_all_players (pl)
1533     if (pl->ob->container == op->env)
1534     {
1535     tmp = pl->ob;
1536     break;
1537     }
1538 elmex 1.1
1539 root 1.24 if (i < op->nrof)
1540     {
1541     sub_weight (op->env, op->weight * i);
1542     op->nrof -= i;
1543     if (tmp)
1544 root 1.73 esrv_send_item (tmp, op);
1545 root 1.24 }
1546     else
1547     {
1548 root 1.63 op->remove ();
1549 root 1.24 op->nrof = 0;
1550     if (tmp)
1551 root 1.73 esrv_del_item (tmp->contr, op->count);
1552 elmex 1.1 }
1553     }
1554 root 1.24 else
1555 elmex 1.1 {
1556 root 1.29 object *above = op->above;
1557 elmex 1.1
1558 root 1.24 if (i < op->nrof)
1559 root 1.29 op->nrof -= i;
1560 root 1.24 else
1561     {
1562 root 1.63 op->remove ();
1563 root 1.24 op->nrof = 0;
1564     }
1565 root 1.29
1566 root 1.24 /* Since we just removed op, op->above is null */
1567 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1568 root 1.24 if (tmp->type == PLAYER)
1569     {
1570     if (op->nrof)
1571     esrv_send_item (tmp, op);
1572     else
1573     esrv_del_item (tmp->contr, op->count);
1574     }
1575 elmex 1.1 }
1576    
1577 root 1.24 if (op->nrof)
1578 root 1.29 return op;
1579 root 1.24 else
1580     {
1581 root 1.64 op->destroy ();
1582 root 1.73 return 0;
1583 elmex 1.1 }
1584     }
1585    
1586     /*
1587     * add_weight(object, weight) adds the specified weight to an object,
1588     * and also updates how much the environment(s) is/are carrying.
1589     */
1590 root 1.24 void
1591     add_weight (object *op, signed long weight)
1592     {
1593     while (op != NULL)
1594     {
1595     if (op->type == CONTAINER)
1596 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1597    
1598 root 1.24 op->carrying += weight;
1599     op = op->env;
1600     }
1601 elmex 1.1 }
1602    
1603 root 1.24 object *
1604     insert_ob_in_ob (object *op, object *where)
1605     {
1606 root 1.59 if (!where)
1607 root 1.24 {
1608 root 1.53 char *dump = dump_object (op);
1609     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1610     free (dump);
1611 root 1.24 return op;
1612     }
1613 root 1.29
1614 root 1.24 if (where->head)
1615     {
1616 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1617 root 1.24 where = where->head;
1618     }
1619 root 1.29
1620 root 1.59 return where->insert (op);
1621     }
1622    
1623     /*
1624     * env->insert (op)
1625     * This function inserts the object op in the linked list
1626     * inside the object environment.
1627     *
1628     * The function returns now pointer to inserted item, and return value can
1629     * be != op, if items are merged. -Tero
1630     */
1631     object *
1632     object::insert (object *op)
1633     {
1634     object *tmp, *otmp;
1635    
1636     if (!QUERY_FLAG (op, FLAG_REMOVED))
1637     op->remove ();
1638    
1639 root 1.24 if (op->more)
1640     {
1641     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1642     return op;
1643     }
1644 root 1.29
1645 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1646     CLEAR_FLAG (op, FLAG_REMOVED);
1647     if (op->nrof)
1648     {
1649 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1650 root 1.66 if (object::can_merge (tmp, op))
1651 root 1.24 {
1652     /* return the original object and remove inserted object
1653     (client needs the original object) */
1654     tmp->nrof += op->nrof;
1655     /* Weight handling gets pretty funky. Since we are adding to
1656     * tmp->nrof, we need to increase the weight.
1657     */
1658 root 1.59 add_weight (this, op->weight * op->nrof);
1659 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1660 root 1.59 op->destroy (); /* free the inserted object */
1661 root 1.24 op = tmp;
1662 root 1.59 op->remove (); /* and fix old object's links */
1663 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1664     break;
1665     }
1666    
1667     /* I assume combined objects have no inventory
1668     * We add the weight - this object could have just been removed
1669     * (if it was possible to merge). calling remove_ob will subtract
1670     * the weight, so we need to add it in again, since we actually do
1671     * the linking below
1672     */
1673 root 1.59 add_weight (this, op->weight * op->nrof);
1674 root 1.24 }
1675     else
1676 root 1.59 add_weight (this, (op->weight + op->carrying));
1677 elmex 1.1
1678 root 1.74 otmp = this->in_player ();
1679 root 1.59 if (otmp && otmp->contr)
1680     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1681 root 1.78 otmp->update_stats ();
1682 elmex 1.1
1683 root 1.74 op->map = 0;
1684 root 1.59 op->env = this;
1685 root 1.74 op->above = 0;
1686     op->below = 0;
1687 root 1.24 op->x = 0, op->y = 0;
1688 elmex 1.1
1689     /* reset the light list and los of the players on the map */
1690 root 1.59 if ((op->glow_radius != 0) && map)
1691 root 1.24 {
1692 elmex 1.1 #ifdef DEBUG_LIGHTS
1693 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1694     #endif /* DEBUG_LIGHTS */
1695 root 1.84 if (map->darkness)
1696 root 1.59 update_all_los (map, x, y);
1697 root 1.24 }
1698 elmex 1.1
1699     /* Client has no idea of ordering so lets not bother ordering it here.
1700     * It sure simplifies this function...
1701     */
1702 root 1.59 if (!inv)
1703     inv = op;
1704 root 1.24 else
1705     {
1706 root 1.59 op->below = inv;
1707 elmex 1.1 op->below->above = op;
1708 root 1.59 inv = op;
1709 root 1.24 }
1710 root 1.59
1711 root 1.82 INVOKE_OBJECT (INSERT, this);
1712    
1713 elmex 1.1 return op;
1714     }
1715    
1716     /*
1717     * Checks if any objects has a move_type that matches objects
1718     * that effect this object on this space. Call apply() to process
1719     * these events.
1720     *
1721     * Any speed-modification due to SLOW_MOVE() of other present objects
1722     * will affect the speed_left of the object.
1723     *
1724     * originator: Player, monster or other object that caused 'op' to be inserted
1725     * into 'map'. May be NULL.
1726     *
1727     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1728     *
1729     * 4-21-95 added code to check if appropriate skill was readied - this will
1730     * permit faster movement by the player through this terrain. -b.t.
1731     *
1732     * MSW 2001-07-08: Check all objects on space, not just those below
1733     * object being inserted. insert_ob_in_map may not put new objects
1734     * on top.
1735     */
1736 root 1.24 int
1737     check_move_on (object *op, object *originator)
1738 elmex 1.1 {
1739 root 1.48 object *tmp;
1740 root 1.49 maptile *m = op->map;
1741 root 1.48 int x = op->x, y = op->y;
1742 root 1.26
1743 root 1.48 MoveType move_on, move_slow, move_block;
1744 root 1.24
1745     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1746     return 0;
1747    
1748     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1749     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1750     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1751    
1752     /* if nothing on this space will slow op down or be applied,
1753     * no need to do checking below. have to make sure move_type
1754     * is set, as lots of objects don't have it set - we treat that
1755     * as walking.
1756     */
1757     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1758     return 0;
1759 elmex 1.1
1760 root 1.24 /* This is basically inverse logic of that below - basically,
1761     * if the object can avoid the move on or slow move, they do so,
1762     * but can't do it if the alternate movement they are using is
1763     * blocked. Logic on this seems confusing, but does seem correct.
1764     */
1765     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1766     return 0;
1767    
1768     /* The objects have to be checked from top to bottom.
1769     * Hence, we first go to the top:
1770     */
1771    
1772 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1773 root 1.24 {
1774     /* Trim the search when we find the first other spell effect
1775     * this helps performance so that if a space has 50 spell objects,
1776     * we don't need to check all of them.
1777     */
1778     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779     break;
1780     }
1781 root 1.26
1782     for (; tmp; tmp = tmp->below)
1783 root 1.24 {
1784     if (tmp == op)
1785     continue; /* Can't apply yourself */
1786 elmex 1.1
1787 root 1.24 /* Check to see if one of the movement types should be slowed down.
1788     * Second check makes sure that the movement types not being slowed
1789     * (~slow_move) is not blocked on this space - just because the
1790     * space doesn't slow down swimming (for example), if you can't actually
1791     * swim on that space, can't use it to avoid the penalty.
1792     */
1793     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794     {
1795     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1796     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797     {
1798 elmex 1.1
1799 root 1.29 float
1800 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1801 elmex 1.1
1802 root 1.24 if (op->type == PLAYER)
1803 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1804     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1805     diff /= 4.0;
1806    
1807 root 1.24 op->speed_left -= diff;
1808 root 1.8 }
1809     }
1810 elmex 1.1
1811 root 1.24 /* Basically same logic as above, except now for actual apply. */
1812     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1813     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1814     {
1815 elmex 1.72 move_apply (tmp, op, originator);
1816 root 1.24
1817 root 1.48 if (op->destroyed ())
1818 root 1.24 return 1;
1819    
1820     /* what the person/creature stepped onto has moved the object
1821     * someplace new. Don't process any further - if we did,
1822     * have a feeling strange problems would result.
1823     */
1824     if (op->map != m || op->x != x || op->y != y)
1825     return 0;
1826 root 1.8 }
1827 elmex 1.1 }
1828 root 1.26
1829 root 1.24 return 0;
1830 elmex 1.1 }
1831    
1832     /*
1833     * present_arch(arch, map, x, y) searches for any objects with
1834     * a matching archetype at the given map and coordinates.
1835     * The first matching object is returned, or NULL if none.
1836     */
1837 root 1.24 object *
1838 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1839 root 1.24 {
1840 root 1.104 if (!m || out_of_map (m, x, y))
1841 root 1.24 {
1842     LOG (llevError, "Present_arch called outside map.\n");
1843     return NULL;
1844     }
1845 root 1.84
1846 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1847 root 1.24 if (tmp->arch == at)
1848 elmex 1.1 return tmp;
1849 root 1.84
1850 elmex 1.1 return NULL;
1851     }
1852    
1853     /*
1854     * present(type, map, x, y) searches for any objects with
1855     * a matching type variable at the given map and coordinates.
1856     * The first matching object is returned, or NULL if none.
1857     */
1858 root 1.24 object *
1859 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1860 root 1.24 {
1861     if (out_of_map (m, x, y))
1862     {
1863     LOG (llevError, "Present called outside map.\n");
1864     return NULL;
1865     }
1866 root 1.84
1867 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1868 root 1.24 if (tmp->type == type)
1869 elmex 1.1 return tmp;
1870 root 1.84
1871 elmex 1.1 return NULL;
1872     }
1873    
1874     /*
1875     * present_in_ob(type, object) searches for any objects with
1876     * a matching type variable in the inventory of the given object.
1877     * The first matching object is returned, or NULL if none.
1878     */
1879 root 1.24 object *
1880     present_in_ob (unsigned char type, const object *op)
1881     {
1882 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1883 root 1.24 if (tmp->type == type)
1884 elmex 1.1 return tmp;
1885 root 1.84
1886 elmex 1.1 return NULL;
1887     }
1888    
1889     /*
1890     * present_in_ob (type, str, object) searches for any objects with
1891     * a matching type & name variable in the inventory of the given object.
1892     * The first matching object is returned, or NULL if none.
1893     * This is mostly used by spell effect code, so that we only
1894     * have one spell effect at a time.
1895     * type can be used to narrow the search - if type is set,
1896     * the type must also match. -1 can be passed for the type,
1897     * in which case the type does not need to pass.
1898     * str is the string to match against. Note that we match against
1899     * the object name, not the archetype name. this is so that the
1900     * spell code can use one object type (force), but change it's name
1901     * to be unique.
1902     */
1903 root 1.24 object *
1904     present_in_ob_by_name (int type, const char *str, const object *op)
1905     {
1906 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1908     return tmp;
1909 elmex 1.1
1910 root 1.82 return 0;
1911 elmex 1.1 }
1912    
1913     /*
1914     * present_arch_in_ob(archetype, object) searches for any objects with
1915     * a matching archetype in the inventory of the given object.
1916     * The first matching object is returned, or NULL if none.
1917     */
1918 root 1.24 object *
1919     present_arch_in_ob (const archetype *at, const object *op)
1920     {
1921 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1922 root 1.24 if (tmp->arch == at)
1923 elmex 1.1 return tmp;
1924 root 1.82
1925 elmex 1.1 return NULL;
1926     }
1927    
1928     /*
1929     * activate recursively a flag on an object inventory
1930     */
1931 root 1.24 void
1932     flag_inv (object *op, int flag)
1933     {
1934     if (op->inv)
1935 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 root 1.24 {
1937     SET_FLAG (tmp, flag);
1938     flag_inv (tmp, flag);
1939 elmex 1.1 }
1940 root 1.82 }
1941    
1942     /*
1943     * deactivate recursively a flag on an object inventory
1944     */
1945 root 1.24 void
1946     unflag_inv (object *op, int flag)
1947     {
1948     if (op->inv)
1949 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 root 1.24 {
1951     CLEAR_FLAG (tmp, flag);
1952     unflag_inv (tmp, flag);
1953 elmex 1.1 }
1954     }
1955    
1956     /*
1957     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1958     * all it's inventory (recursively).
1959     * If checksums are used, a player will get set_cheat called for
1960     * him/her-self and all object carried by a call to this function.
1961     */
1962 root 1.24 void
1963     set_cheat (object *op)
1964     {
1965     SET_FLAG (op, FLAG_WAS_WIZ);
1966     flag_inv (op, FLAG_WAS_WIZ);
1967 elmex 1.1 }
1968    
1969     /*
1970     * find_free_spot(object, map, x, y, start, stop) will search for
1971     * a spot at the given map and coordinates which will be able to contain
1972     * the given object. start and stop specifies how many squares
1973     * to search (see the freearr_x/y[] definition).
1974     * It returns a random choice among the alternatives found.
1975     * start and stop are where to start relative to the free_arr array (1,9
1976     * does all 4 immediate directions). This returns the index into the
1977     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1978     * Note - this only checks to see if there is space for the head of the
1979     * object - if it is a multispace object, this should be called for all
1980     * pieces.
1981     * Note2: This function does correctly handle tiled maps, but does not
1982     * inform the caller. However, insert_ob_in_map will update as
1983     * necessary, so the caller shouldn't need to do any special work.
1984     * Note - updated to take an object instead of archetype - this is necessary
1985     * because arch_blocked (now ob_blocked) needs to know the movement type
1986     * to know if the space in question will block the object. We can't use
1987     * the archetype because that isn't correct if the monster has been
1988     * customized, changed states, etc.
1989     */
1990 root 1.24 int
1991 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992 root 1.24 {
1993 root 1.82 int index = 0, flag;
1994     int altern[SIZEOFFREE];
1995 root 1.24
1996 root 1.82 for (int i = start; i < stop; i++)
1997 root 1.24 {
1998     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
1999     if (!flag)
2000 root 1.82 altern [index++] = i;
2001 root 1.24
2002     /* Basically, if we find a wall on a space, we cut down the search size.
2003     * In this way, we won't return spaces that are on another side of a wall.
2004     * This mostly work, but it cuts down the search size in all directions -
2005     * if the space being examined only has a wall to the north and empty
2006     * spaces in all the other directions, this will reduce the search space
2007     * to only the spaces immediately surrounding the target area, and
2008     * won't look 2 spaces south of the target space.
2009     */
2010 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2011 root 1.24 stop = maxfree[i];
2012 elmex 1.1 }
2013 root 1.74
2014 root 1.24 if (!index)
2015     return -1;
2016 root 1.74
2017 root 1.124 return altern [rndm (index)];
2018 elmex 1.1 }
2019    
2020     /*
2021 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2022 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2023     * But it will return the first available spot, not a random choice.
2024     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2025     */
2026 root 1.24 int
2027 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2028 root 1.24 {
2029 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2030     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2031     return i;
2032 root 1.24
2033     return -1;
2034 elmex 1.1 }
2035    
2036     /*
2037     * The function permute(arr, begin, end) randomly reorders the array
2038     * arr[begin..end-1].
2039 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2040 elmex 1.1 */
2041 root 1.24 static void
2042     permute (int *arr, int begin, int end)
2043 elmex 1.1 {
2044 root 1.82 arr += begin;
2045     end -= begin;
2046    
2047     while (--end)
2048 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2049 elmex 1.1 }
2050    
2051     /* new function to make monster searching more efficient, and effective!
2052     * This basically returns a randomized array (in the passed pointer) of
2053     * the spaces to find monsters. In this way, it won't always look for
2054     * monsters to the north first. However, the size of the array passed
2055     * covers all the spaces, so within that size, all the spaces within
2056     * the 3x3 area will be searched, just not in a predictable order.
2057     */
2058 root 1.24 void
2059     get_search_arr (int *search_arr)
2060 elmex 1.1 {
2061 root 1.82 int i;
2062 elmex 1.1
2063 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2064 root 1.82 search_arr[i] = i;
2065 elmex 1.1
2066 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2067     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2068     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2069 elmex 1.1 }
2070    
2071     /*
2072     * find_dir(map, x, y, exclude) will search some close squares in the
2073     * given map at the given coordinates for live objects.
2074     * It will not considered the object given as exclude among possible
2075     * live objects.
2076     * It returns the direction toward the first/closest live object if finds
2077     * any, otherwise 0.
2078     * Perhaps incorrectly, but I'm making the assumption that exclude
2079     * is actually want is going to try and move there. We need this info
2080     * because we have to know what movement the thing looking to move
2081     * there is capable of.
2082     */
2083 root 1.24 int
2084 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2085 root 1.24 {
2086 root 1.82 int i, max = SIZEOFFREE, mflags;
2087 root 1.29
2088     sint16 nx, ny;
2089 root 1.82 object *tmp;
2090     maptile *mp;
2091 root 1.29
2092     MoveType blocked, move_type;
2093 root 1.24
2094     if (exclude && exclude->head)
2095     {
2096     exclude = exclude->head;
2097     move_type = exclude->move_type;
2098     }
2099     else
2100     {
2101     /* If we don't have anything, presume it can use all movement types. */
2102     move_type = MOVE_ALL;
2103     }
2104    
2105     for (i = 1; i < max; i++)
2106     {
2107     mp = m;
2108     nx = x + freearr_x[i];
2109     ny = y + freearr_y[i];
2110    
2111     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112 root 1.75
2113 root 1.24 if (mflags & P_OUT_OF_MAP)
2114 root 1.75 max = maxfree[i];
2115 root 1.24 else
2116     {
2117 root 1.82 mapspace &ms = mp->at (nx, ny);
2118    
2119     blocked = ms.move_block;
2120 root 1.24
2121     if ((move_type & blocked) == move_type)
2122 root 1.75 max = maxfree[i];
2123 root 1.24 else if (mflags & P_IS_ALIVE)
2124     {
2125 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2126 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2128 root 1.75 break;
2129    
2130 root 1.24 if (tmp)
2131 root 1.75 return freedir[i];
2132 root 1.8 }
2133     }
2134 elmex 1.1 }
2135 root 1.75
2136 root 1.24 return 0;
2137 elmex 1.1 }
2138    
2139     /*
2140     * distance(object 1, object 2) will return the square of the
2141     * distance between the two given objects.
2142     */
2143 root 1.24 int
2144     distance (const object *ob1, const object *ob2)
2145     {
2146 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2147 elmex 1.1 }
2148    
2149     /*
2150     * find_dir_2(delta-x,delta-y) will return a direction in which
2151     * an object which has subtracted the x and y coordinates of another
2152     * object, needs to travel toward it.
2153     */
2154 root 1.24 int
2155     find_dir_2 (int x, int y)
2156     {
2157 root 1.75 int q;
2158 elmex 1.1
2159 root 1.24 if (y)
2160     q = x * 100 / y;
2161 elmex 1.1 else if (x)
2162 root 1.24 q = -300 * x;
2163 elmex 1.1 else
2164     return 0;
2165    
2166 root 1.24 if (y > 0)
2167     {
2168     if (q < -242)
2169     return 3;
2170     if (q < -41)
2171     return 2;
2172     if (q < 41)
2173     return 1;
2174     if (q < 242)
2175     return 8;
2176     return 7;
2177     }
2178 elmex 1.1
2179     if (q < -242)
2180 root 1.24 return 7;
2181 elmex 1.1 if (q < -41)
2182 root 1.24 return 6;
2183 elmex 1.1 if (q < 41)
2184 root 1.24 return 5;
2185 elmex 1.1 if (q < 242)
2186 root 1.24 return 4;
2187 elmex 1.1
2188 root 1.24 return 3;
2189 elmex 1.1 }
2190    
2191     /*
2192     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2193     * between two directions (which are expected to be absolute (see absdir())
2194     */
2195 root 1.24 int
2196     dirdiff (int dir1, int dir2)
2197     {
2198 root 1.82 int d;
2199 root 1.24
2200     d = abs (dir1 - dir2);
2201     if (d > 4)
2202 elmex 1.1 d = 8 - d;
2203 root 1.82
2204 elmex 1.1 return d;
2205     }
2206    
2207     /* peterm:
2208     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2209     * Basically, this is a table of directions, and what directions
2210     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2211     * This basically means that if direction is 15, then it could either go
2212     * direction 4, 14, or 16 to get back to where we are.
2213     * Moved from spell_util.c to object.c with the other related direction
2214     * functions.
2215     */
2216 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2217 root 1.24 {0, 0, 0}, /* 0 */
2218     {0, 0, 0}, /* 1 */
2219     {0, 0, 0}, /* 2 */
2220     {0, 0, 0}, /* 3 */
2221     {0, 0, 0}, /* 4 */
2222     {0, 0, 0}, /* 5 */
2223     {0, 0, 0}, /* 6 */
2224     {0, 0, 0}, /* 7 */
2225     {0, 0, 0}, /* 8 */
2226     {8, 1, 2}, /* 9 */
2227     {1, 2, -1}, /* 10 */
2228     {2, 10, 12}, /* 11 */
2229     {2, 3, -1}, /* 12 */
2230     {2, 3, 4}, /* 13 */
2231     {3, 4, -1}, /* 14 */
2232     {4, 14, 16}, /* 15 */
2233     {5, 4, -1}, /* 16 */
2234     {4, 5, 6}, /* 17 */
2235     {6, 5, -1}, /* 18 */
2236     {6, 20, 18}, /* 19 */
2237     {7, 6, -1}, /* 20 */
2238     {6, 7, 8}, /* 21 */
2239     {7, 8, -1}, /* 22 */
2240     {8, 22, 24}, /* 23 */
2241     {8, 1, -1}, /* 24 */
2242     {24, 9, 10}, /* 25 */
2243     {9, 10, -1}, /* 26 */
2244     {10, 11, -1}, /* 27 */
2245     {27, 11, 29}, /* 28 */
2246     {11, 12, -1}, /* 29 */
2247     {12, 13, -1}, /* 30 */
2248     {12, 13, 14}, /* 31 */
2249     {13, 14, -1}, /* 32 */
2250     {14, 15, -1}, /* 33 */
2251     {33, 15, 35}, /* 34 */
2252     {16, 15, -1}, /* 35 */
2253     {17, 16, -1}, /* 36 */
2254     {18, 17, 16}, /* 37 */
2255     {18, 17, -1}, /* 38 */
2256     {18, 19, -1}, /* 39 */
2257     {41, 19, 39}, /* 40 */
2258     {19, 20, -1}, /* 41 */
2259     {20, 21, -1}, /* 42 */
2260     {20, 21, 22}, /* 43 */
2261     {21, 22, -1}, /* 44 */
2262     {23, 22, -1}, /* 45 */
2263     {45, 47, 23}, /* 46 */
2264     {23, 24, -1}, /* 47 */
2265     {24, 9, -1}
2266     }; /* 48 */
2267 elmex 1.1
2268     /* Recursive routine to step back and see if we can
2269     * find a path to that monster that we found. If not,
2270     * we don't bother going toward it. Returns 1 if we
2271     * can see a direct way to get it
2272     * Modified to be map tile aware -.MSW
2273     */
2274 root 1.24 int
2275 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2276 root 1.24 {
2277 root 1.29 sint16 dx, dy;
2278 root 1.75 int mflags;
2279 root 1.24
2280     if (dir < 0)
2281     return 0; /* exit condition: invalid direction */
2282    
2283     dx = x + freearr_x[dir];
2284     dy = y + freearr_y[dir];
2285    
2286     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2287    
2288     /* This functional arguably was incorrect before - it was
2289     * checking for P_WALL - that was basically seeing if
2290     * we could move to the monster - this is being more
2291     * literal on if we can see it. To know if we can actually
2292     * move to the monster, we'd need the monster passed in or
2293     * at least its move type.
2294     */
2295     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2296     return 0;
2297    
2298     /* yes, can see. */
2299     if (dir < 9)
2300     return 1;
2301 root 1.75
2302     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2303     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2304     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2305 root 1.24 }
2306    
2307 elmex 1.1 /*
2308     * can_pick(picker, item): finds out if an object is possible to be
2309     * picked up by the picker. Returnes 1 if it can be
2310     * picked up, otherwise 0.
2311     *
2312     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2313     * core dumps if they do.
2314     *
2315     * Add a check so we can't pick up invisible objects (0.93.8)
2316     */
2317    
2318 root 1.24 int
2319     can_pick (const object *who, const object *item)
2320     {
2321     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2322     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2323     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2324 elmex 1.1 }
2325    
2326     /*
2327     * create clone from object to another
2328     */
2329 root 1.24 object *
2330     object_create_clone (object *asrc)
2331     {
2332 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2333 elmex 1.1
2334 root 1.24 if (!asrc)
2335 root 1.62 return 0;
2336    
2337 root 1.24 src = asrc;
2338     if (src->head)
2339     src = src->head;
2340    
2341 root 1.62 prev = 0;
2342 root 1.24 for (part = src; part; part = part->more)
2343     {
2344 root 1.65 tmp = part->clone ();
2345 root 1.24 tmp->x -= src->x;
2346     tmp->y -= src->y;
2347 root 1.62
2348 root 1.24 if (!part->head)
2349     {
2350     dst = tmp;
2351 root 1.62 tmp->head = 0;
2352 root 1.24 }
2353     else
2354 root 1.75 tmp->head = dst;
2355 root 1.62
2356     tmp->more = 0;
2357    
2358 root 1.24 if (prev)
2359     prev->more = tmp;
2360 root 1.62
2361 root 1.24 prev = tmp;
2362 elmex 1.1 }
2363 root 1.24
2364     for (item = src->inv; item; item = item->below)
2365 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2366 elmex 1.1
2367 root 1.24 return dst;
2368 elmex 1.1 }
2369    
2370     /* This returns the first object in who's inventory that
2371     * has the same type and subtype match.
2372     * returns NULL if no match.
2373     */
2374 root 1.24 object *
2375     find_obj_by_type_subtype (const object *who, int type, int subtype)
2376 elmex 1.1 {
2377 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2379     return tmp;
2380 elmex 1.1
2381 root 1.82 return 0;
2382 elmex 1.1 }
2383    
2384     /* If ob has a field named key, return the link from the list,
2385     * otherwise return NULL.
2386     *
2387     * key must be a passed in shared string - otherwise, this won't
2388     * do the desired thing.
2389     */
2390 root 1.24 key_value *
2391     get_ob_key_link (const object *ob, const char *key)
2392     {
2393 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2394 root 1.48 if (link->key == key)
2395     return link;
2396 root 1.24
2397 root 1.82 return 0;
2398 root 1.24 }
2399 elmex 1.1
2400     /*
2401     * Returns the value of op has an extra_field for key, or NULL.
2402     *
2403     * The argument doesn't need to be a shared string.
2404     *
2405     * The returned string is shared.
2406     */
2407 root 1.24 const char *
2408     get_ob_key_value (const object *op, const char *const key)
2409     {
2410 root 1.35 key_value *link;
2411     shstr_cmp canonical_key (key);
2412 root 1.24
2413 root 1.35 if (!canonical_key)
2414 root 1.24 {
2415     /* 1. There being a field named key on any object
2416     * implies there'd be a shared string to find.
2417     * 2. Since there isn't, no object has this field.
2418     * 3. Therefore, *this* object doesn't have this field.
2419     */
2420 root 1.35 return 0;
2421 elmex 1.1 }
2422    
2423 root 1.24 /* This is copied from get_ob_key_link() above -
2424     * only 4 lines, and saves the function call overhead.
2425     */
2426 root 1.35 for (link = op->key_values; link; link = link->next)
2427     if (link->key == canonical_key)
2428     return link->value;
2429    
2430     return 0;
2431 elmex 1.1 }
2432    
2433     /*
2434     * Updates the canonical_key in op to value.
2435     *
2436     * canonical_key is a shared string (value doesn't have to be).
2437     *
2438     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2439     * keys.
2440     *
2441     * Returns TRUE on success.
2442     */
2443 root 1.24 int
2444     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445     {
2446 root 1.82 key_value *field = NULL, *last = NULL;
2447 root 1.24
2448     for (field = op->key_values; field != NULL; field = field->next)
2449     {
2450     if (field->key != canonical_key)
2451     {
2452     last = field;
2453     continue;
2454     }
2455    
2456     if (value)
2457     field->value = value;
2458     else
2459     {
2460     /* Basically, if the archetype has this key set,
2461     * we need to store the null value so when we save
2462     * it, we save the empty value so that when we load,
2463     * we get this value back again.
2464     */
2465     if (get_ob_key_link (&op->arch->clone, canonical_key))
2466     field->value = 0;
2467     else
2468     {
2469     if (last)
2470     last->next = field->next;
2471     else
2472     op->key_values = field->next;
2473    
2474 root 1.29 delete field;
2475 root 1.24 }
2476     }
2477     return TRUE;
2478     }
2479     /* IF we get here, key doesn't exist */
2480    
2481     /* No field, we'll have to add it. */
2482    
2483     if (!add_key)
2484 root 1.82 return FALSE;
2485    
2486 root 1.24 /* There isn't any good reason to store a null
2487     * value in the key/value list. If the archetype has
2488     * this key, then we should also have it, so shouldn't
2489     * be here. If user wants to store empty strings,
2490     * should pass in ""
2491     */
2492     if (value == NULL)
2493 elmex 1.1 return TRUE;
2494 root 1.24
2495     field = new key_value;
2496    
2497     field->key = canonical_key;
2498     field->value = value;
2499     /* Usual prepend-addition. */
2500     field->next = op->key_values;
2501     op->key_values = field;
2502    
2503     return TRUE;
2504 elmex 1.1 }
2505    
2506     /*
2507     * Updates the key in op to value.
2508     *
2509     * If add_key is FALSE, this will only update existing keys,
2510     * and not add new ones.
2511     * In general, should be little reason FALSE is ever passed in for add_key
2512     *
2513     * Returns TRUE on success.
2514     */
2515 root 1.24 int
2516     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2517 root 1.11 {
2518 root 1.29 shstr key_ (key);
2519 root 1.24
2520 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2521 elmex 1.1 }
2522 root 1.31
2523 root 1.34 object::depth_iterator::depth_iterator (object *container)
2524     : iterator_base (container)
2525     {
2526     while (item->inv)
2527     item = item->inv;
2528     }
2529    
2530 root 1.31 void
2531 root 1.34 object::depth_iterator::next ()
2532 root 1.31 {
2533 root 1.34 if (item->below)
2534     {
2535     item = item->below;
2536    
2537     while (item->inv)
2538     item = item->inv;
2539     }
2540 root 1.31 else
2541 root 1.34 item = item->env;
2542 root 1.31 }
2543 root 1.34
2544 elmex 1.97
2545     const char *
2546     object::flag_desc (char *desc, int len) const
2547     {
2548     char *p = desc;
2549     bool first = true;
2550    
2551 root 1.101 *p = 0;
2552    
2553 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2554     {
2555     if (len <= 10) // magic constant!
2556     {
2557     snprintf (p, len, ",...");
2558     break;
2559     }
2560    
2561 root 1.101 if (flag [i])
2562 elmex 1.97 {
2563     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2564     len -= cnt;
2565     p += cnt;
2566     first = false;
2567     }
2568     }
2569    
2570     return desc;
2571     }
2572    
2573 root 1.101 // return a suitable string describing an object in enough detail to find it
2574 root 1.36 const char *
2575     object::debug_desc (char *info) const
2576     {
2577 elmex 1.97 char flagdesc[512];
2578     char info2[256 * 4];
2579 root 1.36 char *p = info;
2580    
2581 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2582 elmex 1.97 count, uuid.seq,
2583 root 1.36 &name,
2584 root 1.117 title ? "\",title:\"" : "",
2585 elmex 1.97 title ? (const char *)title : "",
2586     flag_desc (flagdesc, 512), type);
2587 root 1.36
2588     if (env)
2589     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2590    
2591     if (map)
2592 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2593 root 1.36
2594     return info;
2595     }
2596    
2597     const char *
2598     object::debug_desc () const
2599     {
2600 root 1.143 static char info[3][256 * 4];
2601     static int info_idx;
2602 root 1.36
2603 root 1.143 return debug_desc (info [++info_idx % 3]);
2604 root 1.114 }
2605    
2606 root 1.125 struct region *
2607     object::region () const
2608     {
2609     return map ? map->region (x, y)
2610     : region::default_region ();
2611     }
2612    
2613 root 1.129 const materialtype_t *
2614     object::dominant_material () const
2615     {
2616     if (materialtype_t *mat = name_to_material (materialname))
2617     return mat;
2618    
2619     // omfg this is slow, this has to be temporary :)
2620     shstr unknown ("unknown");
2621    
2622     return name_to_material (unknown);
2623     }
2624    
2625 root 1.130 void
2626     object::open_container (object *new_container)
2627     {
2628     if (container == new_container)
2629     return;
2630    
2631     if (object *old_container = container)
2632     {
2633     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2634     return;
2635    
2636     #if 0
2637     // remove the "Close old_container" object.
2638     if (object *closer = old_container->inv)
2639     if (closer->type == CLOSE_CON)
2640     closer->destroy ();
2641     #endif
2642    
2643     old_container->flag [FLAG_APPLIED] = 0;
2644     container = 0;
2645    
2646     esrv_update_item (UPD_FLAGS, this, old_container);
2647     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2648     }
2649    
2650     if (new_container)
2651     {
2652     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2653     return;
2654    
2655     // TODO: this does not seem to serve any purpose anymore?
2656     #if 0
2657     // insert the "Close Container" object.
2658     if (archetype *closer = new_container->other_arch)
2659     {
2660     object *closer = arch_to_object (new_container->other_arch);
2661     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2662     new_container->insert (closer);
2663     }
2664     #endif
2665    
2666 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2667    
2668 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2669     container = new_container;
2670    
2671     esrv_update_item (UPD_FLAGS, this, new_container);
2672 root 1.131 esrv_send_inventory (this, new_container);
2673 root 1.130 }
2674     }
2675    
2676