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Revision: 1.145
Committed: Mon May 7 03:05:58 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +2 -1 lines
Log Message:
- add two new slots for shields and combat weapons
- make slots into bitfields, they are not too speed-critical and this
  saves 16 bytes in the object structure.
- add accessors to body lcoation names etc. to perl
- use those in the body command

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 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
555     slot[i].used = slot[i].info;
556 root 1.133
557     attachable::instantiate ();
558     }
559    
560 root 1.65 object *
561     object::clone ()
562     {
563     object *neu = create ();
564     copy_to (neu);
565     return neu;
566     }
567    
568 elmex 1.1 /*
569     * If an object with the IS_TURNABLE() flag needs to be turned due
570     * to the closest player being on the other side, this function can
571     * be called to update the face variable, _and_ how it looks on the map.
572     */
573 root 1.24 void
574     update_turn_face (object *op)
575     {
576 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
577 root 1.24 return;
578 root 1.96
579 root 1.24 SET_ANIMATION (op, op->direction);
580     update_object (op, UP_OBJ_FACE);
581 elmex 1.1 }
582    
583     /*
584     * Updates the speed of an object. If the speed changes from 0 to another
585     * value, or vice versa, then add/remove the object from the active list.
586     * This function needs to be called whenever the speed of an object changes.
587     */
588 root 1.24 void
589 root 1.87 object::set_speed (float speed)
590 root 1.24 {
591 root 1.87 if (flag [FLAG_FREED] && speed)
592 root 1.24 {
593 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
594     speed = 0;
595 elmex 1.1 }
596 root 1.31
597 root 1.87 this->speed = speed;
598    
599 elmex 1.97 if (has_active_speed ())
600 root 1.98 activate ();
601 root 1.24 else
602 root 1.98 deactivate ();
603 elmex 1.1 }
604    
605     /*
606 root 1.75 * update_object() updates the the map.
607 elmex 1.1 * It takes into account invisible objects (and represent squares covered
608     * by invisible objects by whatever is below them (unless it's another
609     * invisible object, etc...)
610     * If the object being updated is beneath a player, the look-window
611     * of that player is updated (this might be a suboptimal way of
612     * updating that window, though, since update_object() is called _often_)
613     *
614     * action is a hint of what the caller believes need to be done.
615     * current action are:
616     * UP_OBJ_INSERT: op was inserted
617     * UP_OBJ_REMOVE: op was removed
618     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
619     * as that is easier than trying to look at what may have changed.
620     * UP_OBJ_FACE: only the objects face has changed.
621     */
622 root 1.24 void
623     update_object (object *op, int action)
624     {
625     if (op == NULL)
626     {
627     /* this should never happen */
628     LOG (llevDebug, "update_object() called for NULL object.\n");
629     return;
630 elmex 1.1 }
631 root 1.24
632 root 1.75 if (op->env)
633 root 1.24 {
634     /* Animation is currently handled by client, so nothing
635     * to do in this case.
636     */
637     return;
638 elmex 1.1 }
639    
640 root 1.24 /* If the map is saving, don't do anything as everything is
641     * going to get freed anyways.
642     */
643     if (!op->map || op->map->in_memory == MAP_SAVING)
644     return;
645    
646     /* make sure the object is within map boundaries */
647 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
648 root 1.24 {
649     LOG (llevError, "update_object() called for object out of map!\n");
650 elmex 1.1 #ifdef MANY_CORES
651 root 1.24 abort ();
652 elmex 1.1 #endif
653 root 1.24 return;
654 elmex 1.1 }
655    
656 root 1.76 mapspace &m = op->ms ();
657 elmex 1.1
658 root 1.99 if (!(m.flags_ & P_UPTODATE))
659 root 1.75 /* nop */;
660     else if (action == UP_OBJ_INSERT)
661     {
662     // this is likely overkill, TODO: revisit (schmorp)
663     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
664     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
665     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
666     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
667     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
668     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
669     || (m.move_on | op->move_on ) != m.move_on
670     || (m.move_off | op->move_off ) != m.move_off
671     || (m.move_slow | op->move_slow) != m.move_slow
672     /* This isn't perfect, but I don't expect a lot of objects to
673     * to have move_allow right now.
674     */
675     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
676     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
677 root 1.99 m.flags_ = 0;
678 root 1.75 }
679     /* if the object is being removed, we can't make intelligent
680     * decisions, because remove_ob can't really pass the object
681     * that is being removed.
682     */
683 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
684 root 1.99 m.flags_ = 0;
685 root 1.24 else if (action == UP_OBJ_FACE)
686 root 1.29 /* Nothing to do for that case */ ;
687 root 1.24 else
688 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
689 elmex 1.1
690 root 1.75 if (op->more)
691 root 1.24 update_object (op->more, action);
692 elmex 1.1 }
693    
694 root 1.21 object::object ()
695     {
696 root 1.22 SET_FLAG (this, FLAG_REMOVED);
697    
698     expmul = 1.0;
699     face = blank_face;
700     }
701    
702     object::~object ()
703     {
704 root 1.121 unlink ();
705 root 1.119
706 root 1.22 free_key_values (this);
707     }
708    
709 root 1.112 static int object_count;
710    
711 root 1.24 void object::link ()
712 root 1.22 {
713 root 1.112 assert (!index);//D
714 root 1.41 uuid = gen_uuid ();
715 root 1.112 count = ++object_count;
716 root 1.21
717 root 1.109 refcnt_inc ();
718 root 1.108 objects.insert (this);
719 root 1.21 }
720    
721 root 1.24 void object::unlink ()
722 root 1.21 {
723 root 1.121 if (!index)
724     return;
725    
726 root 1.108 objects.erase (this);
727 root 1.109 refcnt_dec ();
728 root 1.98 }
729    
730 root 1.96 void
731 root 1.98 object::activate ()
732 root 1.96 {
733 root 1.98 /* If already on active list, don't do anything */
734 root 1.108 if (active)
735 root 1.98 return;
736    
737 elmex 1.97 if (has_active_speed ())
738 root 1.108 actives.insert (this);
739 root 1.98 }
740 root 1.96
741 root 1.98 void
742     object::activate_recursive ()
743     {
744     activate ();
745    
746 root 1.104 for (object *op = inv; op; op = op->below)
747 root 1.98 op->activate_recursive ();
748 root 1.96 }
749    
750     /* This function removes object 'op' from the list of active
751     * objects.
752     * This should only be used for style maps or other such
753     * reference maps where you don't want an object that isn't
754     * in play chewing up cpu time getting processed.
755     * The reverse of this is to call update_ob_speed, which
756     * will do the right thing based on the speed of the object.
757     */
758     void
759 root 1.98 object::deactivate ()
760 root 1.96 {
761     /* If not on the active list, nothing needs to be done */
762 root 1.108 if (!active)
763 root 1.96 return;
764    
765 root 1.108 actives.erase (this);
766 root 1.98 }
767 root 1.96
768 root 1.98 void
769     object::deactivate_recursive ()
770     {
771 root 1.104 for (object *op = inv; op; op = op->below)
772 root 1.98 op->deactivate_recursive ();
773    
774     deactivate ();
775 root 1.96 }
776    
777 root 1.106 void
778     object::set_flag_inv (int flag, int value)
779     {
780     for (object *op = inv; op; op = op->below)
781     {
782     op->flag [flag] = value;
783     op->set_flag_inv (flag, value);
784     }
785     }
786    
787 root 1.89 /*
788     * Remove and free all objects in the inventory of the given object.
789     * object.c ?
790     */
791     void
792     object::destroy_inv (bool drop_to_ground)
793     {
794 root 1.94 // need to check first, because the checks below might segfault
795     // as we might be on an invalid mapspace and crossfire code
796     // is too buggy to ensure that the inventory is empty.
797     // corollary: if you create arrows etc. with stuff in tis inventory,
798     // cf will crash below with off-map x and y
799     if (!inv)
800     return;
801    
802 root 1.89 /* Only if the space blocks everything do we not process -
803     * if some form of movement is allowed, let objects
804     * drop on that space.
805     */
806 root 1.92 if (!drop_to_ground
807     || !map
808     || map->in_memory != MAP_IN_MEMORY
809 root 1.122 || map->nodrop
810 root 1.95 || ms ().move_block == MOVE_ALL)
811 root 1.89 {
812     while (inv)
813 root 1.92 {
814     inv->destroy_inv (drop_to_ground);
815     inv->destroy ();
816     }
817 root 1.89 }
818     else
819     { /* Put objects in inventory onto this space */
820     while (inv)
821     {
822     object *op = inv;
823    
824     if (op->flag [FLAG_STARTEQUIP]
825     || op->flag [FLAG_NO_DROP]
826     || op->type == RUNE
827     || op->type == TRAP
828 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
829     || op->flag [FLAG_DESTROY_ON_DEATH])
830 root 1.89 op->destroy ();
831     else
832 root 1.93 map->insert (op, x, y);
833 root 1.89 }
834     }
835     }
836    
837 root 1.21 object *object::create ()
838     {
839 root 1.42 object *op = new object;
840 root 1.22 op->link ();
841     return op;
842 root 1.21 }
843 elmex 1.1
844 root 1.82 void
845     object::do_destroy ()
846 root 1.14 {
847 root 1.112 attachable::do_destroy ();
848    
849 root 1.82 if (flag [FLAG_IS_LINKED])
850     remove_button_link (this);
851 root 1.29
852 root 1.82 if (flag [FLAG_FRIENDLY])
853 root 1.140 remove_friendly_object (this);
854 root 1.32
855 root 1.82 if (!flag [FLAG_REMOVED])
856 root 1.63 remove ();
857 root 1.14
858 root 1.112 destroy_inv (true);
859 root 1.14
860 root 1.112 deactivate ();
861     unlink ();
862 root 1.92
863 root 1.82 flag [FLAG_FREED] = 1;
864 root 1.14
865 root 1.57 // hack to ensure that freed objects still have a valid map
866     {
867     static maptile *freed_map; // freed objects are moved here to avoid crashes
868    
869     if (!freed_map)
870     {
871     freed_map = new maptile;
872    
873     freed_map->name = "/internal/freed_objects_map";
874     freed_map->width = 3;
875     freed_map->height = 3;
876    
877 root 1.96 freed_map->alloc ();
878 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
879 root 1.57 }
880    
881     map = freed_map;
882     x = 1;
883     y = 1;
884     }
885    
886 root 1.82 head = 0;
887 root 1.88
888     if (more)
889     {
890     more->destroy ();
891     more = 0;
892     }
893 root 1.82
894 root 1.44 // clear those pointers that likely might have circular references to us
895     owner = 0;
896     enemy = 0;
897     attacked_by = 0;
898 root 1.82 }
899    
900     void
901     object::destroy (bool destroy_inventory)
902     {
903     if (destroyed ())
904     return;
905    
906     if (destroy_inventory)
907 root 1.89 destroy_inv (false);
908 root 1.22
909 root 1.82 attachable::destroy ();
910 elmex 1.1 }
911    
912     /*
913     * sub_weight() recursively (outwards) subtracts a number from the
914     * weight of an object (and what is carried by it's environment(s)).
915     */
916 root 1.24 void
917     sub_weight (object *op, signed long weight)
918     {
919     while (op != NULL)
920     {
921     if (op->type == CONTAINER)
922 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
923    
924 root 1.24 op->carrying -= weight;
925     op = op->env;
926 elmex 1.1 }
927     }
928    
929 root 1.63 /* op->remove ():
930 elmex 1.1 * This function removes the object op from the linked list of objects
931     * which it is currently tied to. When this function is done, the
932     * object will have no environment. If the object previously had an
933     * environment, the x and y coordinates will be updated to
934     * the previous environment.
935     */
936 root 1.24 void
937 root 1.128 object::do_remove ()
938 root 1.24 {
939 root 1.45 object *tmp, *last = 0;
940     object *otmp;
941 root 1.26
942 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
943 root 1.29 return;
944 root 1.24
945 root 1.59 SET_FLAG (this, FLAG_REMOVED);
946 root 1.82 INVOKE_OBJECT (REMOVE, this);
947 root 1.26
948 root 1.59 if (more)
949     more->remove ();
950 root 1.24
951     /*
952     * In this case, the object to be removed is in someones
953     * inventory.
954     */
955 root 1.59 if (env)
956 root 1.24 {
957 root 1.59 if (nrof)
958     sub_weight (env, weight * nrof);
959 root 1.24 else
960 root 1.59 sub_weight (env, weight + carrying);
961 root 1.24
962     /* NO_FIX_PLAYER is set when a great many changes are being
963     * made to players inventory. If set, avoiding the call
964     * to save cpu time.
965     */
966 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 root 1.78 otmp->update_stats ();
968 root 1.24
969 root 1.96 if (above)
970 root 1.59 above->below = below;
971 root 1.24 else
972 root 1.59 env->inv = below;
973 root 1.24
974 root 1.96 if (below)
975 root 1.59 below->above = above;
976 root 1.24
977     /* we set up values so that it could be inserted into
978     * the map, but we don't actually do that - it is up
979     * to the caller to decide what we want to do.
980     */
981 root 1.59 x = env->x, y = env->y;
982     map = env->map;
983     above = 0, below = 0;
984     env = 0;
985     }
986     else if (map)
987     {
988 root 1.96 if (type == PLAYER)
989     {
990 root 1.130 // leaving a spot always closes any open container on the ground
991     if (container && !container->env)
992     // this causes spurious floorbox updates, but it ensures
993     // that the CLOSE event is being sent.
994     close_container ();
995    
996 root 1.96 --map->players;
997 root 1.100 map->touch ();
998 root 1.96 }
999    
1000 root 1.98 map->dirty = true;
1001 root 1.117 mapspace &ms = this->ms ();
1002 elmex 1.1
1003 root 1.29 /* link the object above us */
1004 root 1.59 if (above)
1005     above->below = below;
1006 root 1.29 else
1007 root 1.117 ms.top = below; /* we were top, set new top */
1008 root 1.24
1009 root 1.29 /* Relink the object below us, if there is one */
1010 root 1.59 if (below)
1011     below->above = above;
1012 root 1.29 else
1013     {
1014     /* Nothing below, which means we need to relink map object for this space
1015     * use translated coordinates in case some oddness with map tiling is
1016     * evident
1017     */
1018 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1019 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 ());
1020 elmex 1.1
1021 root 1.117 ms.bot = above; /* goes on above it. */
1022 root 1.8 }
1023 root 1.26
1024 root 1.59 above = 0;
1025     below = 0;
1026 root 1.26
1027 root 1.59 if (map->in_memory == MAP_SAVING)
1028 root 1.29 return;
1029 elmex 1.1
1030 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1031 elmex 1.1
1032 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1033 root 1.24 {
1034 root 1.29 /* No point updating the players look faces if he is the object
1035     * being removed.
1036 root 1.24 */
1037 root 1.29
1038 root 1.59 if (tmp->type == PLAYER && tmp != this)
1039 root 1.24 {
1040 root 1.29 /* If a container that the player is currently using somehow gets
1041     * removed (most likely destroyed), update the player view
1042     * appropriately.
1043     */
1044 root 1.59 if (tmp->container == this)
1045 root 1.29 {
1046 root 1.82 flag [FLAG_APPLIED] = 0;
1047 root 1.59 tmp->container = 0;
1048 root 1.29 }
1049    
1050 root 1.82 if (tmp->contr->ns)
1051     tmp->contr->ns->floorbox_update ();
1052 root 1.8 }
1053 root 1.26
1054 root 1.96 /* See if object moving off should effect something */
1055 root 1.50 if (check_walk_off
1056 root 1.59 && ((move_type & tmp->move_off)
1057     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1058 root 1.29 {
1059 elmex 1.72 move_apply (tmp, this, 0);
1060 root 1.24
1061 root 1.59 if (destroyed ())
1062 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1063 root 1.8 }
1064    
1065 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1066 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1067 root 1.29 if (tmp->above == tmp)
1068 root 1.59 tmp->above = 0;
1069 root 1.8
1070 root 1.29 last = tmp;
1071     }
1072 root 1.26
1073 root 1.96 /* last == NULL if there are no objects on this space */
1074     //TODO: this makes little sense, why only update the topmost object?
1075 root 1.59 if (!last)
1076 root 1.99 map->at (x, y).flags_ = 0;
1077 root 1.29 else
1078     update_object (last, UP_OBJ_REMOVE);
1079 root 1.26
1080 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1081 root 1.59 update_all_los (map, x, y);
1082 elmex 1.1 }
1083     }
1084    
1085     /*
1086     * merge_ob(op,top):
1087     *
1088     * This function goes through all objects below and including top, and
1089     * merges op to the first matching object.
1090     * If top is NULL, it is calculated.
1091     * Returns pointer to object if it succeded in the merge, otherwise NULL
1092     */
1093 root 1.24 object *
1094     merge_ob (object *op, object *top)
1095     {
1096     if (!op->nrof)
1097 elmex 1.1 return 0;
1098 root 1.29
1099 root 1.82 if (top)
1100     for (top = op; top && top->above; top = top->above)
1101     ;
1102 root 1.29
1103 root 1.82 for (; top; top = top->below)
1104 elmex 1.1 {
1105 root 1.24 if (top == op)
1106     continue;
1107 root 1.66
1108     if (object::can_merge (op, top))
1109 root 1.24 {
1110     top->nrof += op->nrof;
1111    
1112 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1113 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1114 root 1.64 op->destroy ();
1115 root 1.24 return top;
1116     }
1117 elmex 1.1 }
1118 root 1.29
1119 root 1.45 return 0;
1120 elmex 1.1 }
1121    
1122 root 1.138 void
1123     object::expand_tail ()
1124     {
1125     if (more)
1126     return;
1127    
1128     object *prev = this;
1129    
1130     for (archetype *at = arch->more; at; at = at->more)
1131     {
1132     object *op = arch_to_object (at);
1133    
1134     op->name = name;
1135     op->name_pl = name_pl;
1136     op->title = title;
1137    
1138     op->head = this;
1139     prev->more = op;
1140    
1141     prev = op;
1142     }
1143     }
1144    
1145 elmex 1.1 /*
1146 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1147     * job preparing multi-part monsters.
1148 elmex 1.1 */
1149 root 1.24 object *
1150 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1151 root 1.24 {
1152 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1153 root 1.24 {
1154     tmp->x = x + tmp->arch->clone.x;
1155     tmp->y = y + tmp->arch->clone.y;
1156 elmex 1.1 }
1157 root 1.29
1158 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1159 elmex 1.1 }
1160    
1161     /*
1162     * insert_ob_in_map (op, map, originator, flag):
1163     * This function inserts the object in the two-way linked list
1164     * which represents what is on a map.
1165     * The second argument specifies the map, and the x and y variables
1166     * in the object about to be inserted specifies the position.
1167     *
1168     * originator: Player, monster or other object that caused 'op' to be inserted
1169     * into 'map'. May be NULL.
1170     *
1171     * flag is a bitmask about special things to do (or not do) when this
1172     * function is called. see the object.h file for the INS_ values.
1173     * Passing 0 for flag gives proper default values, so flag really only needs
1174     * to be set if special handling is needed.
1175     *
1176     * Return value:
1177     * new object if 'op' was merged with other object
1178     * NULL if 'op' was destroyed
1179     * just 'op' otherwise
1180     */
1181 root 1.24 object *
1182 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1183 elmex 1.1 {
1184 root 1.138 assert (!op->flag [FLAG_FREED]);
1185    
1186 root 1.25 object *tmp, *top, *floor = NULL;
1187 elmex 1.1
1188 root 1.117 op->remove ();
1189    
1190 root 1.139 #if 0
1191 root 1.138 if (!m->active != !op->active)
1192     if (m->active)
1193     op->activate_recursive ();
1194     else
1195     op->deactivate_recursive ();
1196 root 1.139 #endif
1197 root 1.25
1198 root 1.24 if (out_of_map (m, op->x, op->y))
1199     {
1200 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1201 elmex 1.1 #ifdef MANY_CORES
1202 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1203     * is likely to cause a crash. Better to find out where it is getting
1204     * improperly inserted.
1205     */
1206     abort ();
1207 elmex 1.1 #endif
1208 root 1.24 return op;
1209 elmex 1.1 }
1210 root 1.25
1211 root 1.117 if (object *more = op->more)
1212 root 1.24 {
1213 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1214 root 1.24 {
1215     if (!op->head)
1216     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1217 root 1.26
1218 root 1.82 return 0;
1219 root 1.8 }
1220 root 1.24 }
1221 root 1.25
1222 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1223 root 1.8
1224 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1225     * of areas of callers (eg, anything that uses find_free_spot would now
1226     * need extra work
1227     */
1228 root 1.117 if (!xy_normalise (m, op->x, op->y))
1229     return 0;
1230    
1231     op->map = m;
1232     mapspace &ms = op->ms ();
1233 root 1.24
1234     /* this has to be done after we translate the coordinates.
1235     */
1236     if (op->nrof && !(flag & INS_NO_MERGE))
1237 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1238 root 1.66 if (object::can_merge (op, tmp))
1239 root 1.25 {
1240     op->nrof += tmp->nrof;
1241 root 1.64 tmp->destroy ();
1242 root 1.25 }
1243 root 1.24
1244     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1245     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1246 root 1.25
1247 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1248     CLEAR_FLAG (op, FLAG_NO_STEAL);
1249    
1250     if (flag & INS_BELOW_ORIGINATOR)
1251     {
1252     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1253     {
1254     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1255     abort ();
1256     }
1257 root 1.25
1258 root 1.24 op->above = originator;
1259     op->below = originator->below;
1260 root 1.25
1261 root 1.24 if (op->below)
1262     op->below->above = op;
1263     else
1264 root 1.117 ms.bot = op;
1265 root 1.25
1266 root 1.24 /* since *below* originator, no need to update top */
1267     originator->below = op;
1268 elmex 1.1 }
1269 root 1.24 else
1270     {
1271 root 1.117 top = ms.bot;
1272    
1273 root 1.24 /* If there are other objects, then */
1274 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1275 root 1.24 {
1276 root 1.96 object *last = 0;
1277 root 1.24
1278     /*
1279     * If there are multiple objects on this space, we do some trickier handling.
1280     * We've already dealt with merging if appropriate.
1281     * Generally, we want to put the new object on top. But if
1282     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1283     * floor, we want to insert above that and no further.
1284     * Also, if there are spell objects on this space, we stop processing
1285     * once we get to them. This reduces the need to traverse over all of
1286     * them when adding another one - this saves quite a bit of cpu time
1287     * when lots of spells are cast in one area. Currently, it is presumed
1288     * that flying non pickable objects are spell objects.
1289     */
1290 root 1.117 for (top = ms.bot; top; top = top->above)
1291 root 1.24 {
1292     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1293     floor = top;
1294 root 1.26
1295 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))
1296     {
1297     /* We insert above top, so we want this object below this */
1298     top = top->below;
1299     break;
1300     }
1301 root 1.26
1302 root 1.24 last = top;
1303     }
1304 root 1.26
1305 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1306     top = last;
1307 root 1.8
1308 root 1.24 /* We let update_position deal with figuring out what the space
1309     * looks like instead of lots of conditions here.
1310     * makes things faster, and effectively the same result.
1311     */
1312    
1313     /* Have object 'fall below' other objects that block view.
1314 root 1.135 * Unless those objects are exits.
1315 root 1.24 * If INS_ON_TOP is used, don't do this processing
1316     * Need to find the object that in fact blocks view, otherwise
1317     * stacking is a bit odd.
1318     */
1319 root 1.117 if (!(flag & INS_ON_TOP)
1320     && ms.flags () & P_BLOCKSVIEW
1321 root 1.135 && (op->face && !faces [op->face].visibility))
1322 root 1.24 {
1323     for (last = top; last != floor; last = last->below)
1324     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1325     break;
1326 root 1.117
1327 root 1.24 /* Check to see if we found the object that blocks view,
1328     * and make sure we have a below pointer for it so that
1329     * we can get inserted below this one, which requires we
1330     * set top to the object below us.
1331     */
1332     if (last && last->below && last != floor)
1333     top = last->below;
1334 root 1.8 }
1335 root 1.24 } /* If objects on this space */
1336 root 1.25
1337 root 1.24 if (flag & INS_MAP_LOAD)
1338 root 1.117 top = ms.top;
1339 root 1.25
1340 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1341     top = floor;
1342    
1343     /* Top is the object that our object (op) is going to get inserted above.
1344     */
1345    
1346     /* First object on this space */
1347     if (!top)
1348     {
1349 root 1.117 op->above = ms.bot;
1350 root 1.25
1351 root 1.24 if (op->above)
1352     op->above->below = op;
1353 root 1.25
1354 root 1.96 op->below = 0;
1355 root 1.117 ms.bot = op;
1356 root 1.24 }
1357     else
1358     { /* get inserted into the stack above top */
1359     op->above = top->above;
1360 root 1.25
1361 root 1.24 if (op->above)
1362     op->above->below = op;
1363 root 1.25
1364 root 1.24 op->below = top;
1365     top->above = op;
1366     }
1367 root 1.25
1368 root 1.96 if (!op->above)
1369 root 1.117 ms.top = op;
1370 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1371 root 1.8
1372 root 1.24 if (op->type == PLAYER)
1373 root 1.96 {
1374     op->contr->do_los = 1;
1375     ++op->map->players;
1376 root 1.100 op->map->touch ();
1377 root 1.96 }
1378 root 1.24
1379 root 1.98 op->map->dirty = true;
1380    
1381 root 1.24 /* If we have a floor, we know the player, if any, will be above
1382     * it, so save a few ticks and start from there.
1383     */
1384     if (!(flag & INS_MAP_LOAD))
1385 root 1.117 if (object *pl = ms.player ())
1386 root 1.82 if (pl->contr->ns)
1387     pl->contr->ns->floorbox_update ();
1388 root 1.24
1389     /* If this object glows, it may affect lighting conditions that are
1390     * visible to others on this map. But update_all_los is really
1391     * an inefficient way to do this, as it means los for all players
1392     * on the map will get recalculated. The players could very well
1393     * be far away from this change and not affected in any way -
1394     * this should get redone to only look for players within range,
1395 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1396 root 1.24 * of effect may be sufficient.
1397     */
1398 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1399 root 1.24 update_all_los (op->map, op->x, op->y);
1400    
1401     /* updates flags (blocked, alive, no magic, etc) for this map space */
1402     update_object (op, UP_OBJ_INSERT);
1403    
1404 root 1.82 INVOKE_OBJECT (INSERT, op);
1405    
1406 root 1.24 /* Don't know if moving this to the end will break anything. However,
1407 root 1.70 * we want to have floorbox_update called before calling this.
1408 root 1.24 *
1409     * check_move_on() must be after this because code called from
1410     * check_move_on() depends on correct map flags (so functions like
1411     * blocked() and wall() work properly), and these flags are updated by
1412     * update_object().
1413     */
1414    
1415     /* if this is not the head or flag has been passed, don't check walk on status */
1416     if (!(flag & INS_NO_WALK_ON) && !op->head)
1417     {
1418     if (check_move_on (op, originator))
1419 root 1.82 return 0;
1420 elmex 1.1
1421 root 1.24 /* If we are a multi part object, lets work our way through the check
1422     * walk on's.
1423     */
1424     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1425     if (check_move_on (tmp, originator))
1426 root 1.82 return 0;
1427 elmex 1.1 }
1428 root 1.25
1429 root 1.24 return op;
1430 elmex 1.1 }
1431    
1432     /* this function inserts an object in the map, but if it
1433 root 1.75 * finds an object of its own type, it'll remove that one first.
1434     * op is the object to insert it under: supplies x and the map.
1435 elmex 1.1 */
1436 root 1.24 void
1437     replace_insert_ob_in_map (const char *arch_string, object *op)
1438     {
1439 root 1.75 object *tmp, *tmp1;
1440 elmex 1.1
1441 root 1.24 /* first search for itself and remove any old instances */
1442 elmex 1.1
1443 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1444 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1445     tmp->destroy ();
1446 elmex 1.1
1447 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1448 elmex 1.1
1449 root 1.24 tmp1->x = op->x;
1450     tmp1->y = op->y;
1451     insert_ob_in_map (tmp1, op->map, op, 0);
1452     }
1453 elmex 1.1
1454 root 1.93 object *
1455     object::insert_at (object *where, object *originator, int flags)
1456     {
1457 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1458 root 1.93 }
1459    
1460 elmex 1.1 /*
1461     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1462     * is returned contains nr objects, and the remaining parts contains
1463     * the rest (or is removed and freed if that number is 0).
1464     * On failure, NULL is returned, and the reason put into the
1465     * global static errmsg array.
1466     */
1467 root 1.24 object *
1468     get_split_ob (object *orig_ob, uint32 nr)
1469     {
1470 root 1.64 object *newob;
1471     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1472 root 1.24
1473     if (orig_ob->nrof < nr)
1474     {
1475     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1476     return NULL;
1477     }
1478 root 1.29
1479 root 1.24 newob = object_create_clone (orig_ob);
1480 root 1.29
1481 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1482 root 1.63 orig_ob->destroy (1);
1483 root 1.24 else if (!is_removed)
1484     {
1485     if (orig_ob->env != NULL)
1486     sub_weight (orig_ob->env, orig_ob->weight * nr);
1487     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1488     {
1489     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1490     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1491     return NULL;
1492 root 1.8 }
1493 elmex 1.1 }
1494 root 1.29
1495 root 1.24 newob->nrof = nr;
1496 elmex 1.1
1497 root 1.24 return newob;
1498 elmex 1.1 }
1499    
1500     /*
1501     * decrease_ob_nr(object, number) decreases a specified number from
1502     * the amount of an object. If the amount reaches 0, the object
1503     * is subsequently removed and freed.
1504     *
1505     * Return value: 'op' if something is left, NULL if the amount reached 0
1506     */
1507 root 1.24 object *
1508     decrease_ob_nr (object *op, uint32 i)
1509 elmex 1.1 {
1510 root 1.29 object *tmp;
1511 elmex 1.1
1512 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1513     return op;
1514    
1515     if (i > op->nrof)
1516     i = op->nrof;
1517    
1518     if (QUERY_FLAG (op, FLAG_REMOVED))
1519 root 1.29 op->nrof -= i;
1520 root 1.73 else if (op->env)
1521 root 1.24 {
1522     /* is this object in the players inventory, or sub container
1523     * therein?
1524     */
1525 root 1.74 tmp = op->in_player ();
1526 root 1.24 /* nope. Is this a container the player has opened?
1527     * If so, set tmp to that player.
1528     * IMO, searching through all the players will mostly
1529     * likely be quicker than following op->env to the map,
1530     * and then searching the map for a player.
1531     */
1532     if (!tmp)
1533 root 1.81 for_all_players (pl)
1534     if (pl->ob->container == op->env)
1535     {
1536     tmp = pl->ob;
1537     break;
1538     }
1539 elmex 1.1
1540 root 1.24 if (i < op->nrof)
1541     {
1542     sub_weight (op->env, op->weight * i);
1543     op->nrof -= i;
1544     if (tmp)
1545 root 1.73 esrv_send_item (tmp, op);
1546 root 1.24 }
1547     else
1548     {
1549 root 1.63 op->remove ();
1550 root 1.24 op->nrof = 0;
1551     if (tmp)
1552 root 1.73 esrv_del_item (tmp->contr, op->count);
1553 elmex 1.1 }
1554     }
1555 root 1.24 else
1556 elmex 1.1 {
1557 root 1.29 object *above = op->above;
1558 elmex 1.1
1559 root 1.24 if (i < op->nrof)
1560 root 1.29 op->nrof -= i;
1561 root 1.24 else
1562     {
1563 root 1.63 op->remove ();
1564 root 1.24 op->nrof = 0;
1565     }
1566 root 1.29
1567 root 1.24 /* Since we just removed op, op->above is null */
1568 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1569 root 1.24 if (tmp->type == PLAYER)
1570     {
1571     if (op->nrof)
1572     esrv_send_item (tmp, op);
1573     else
1574     esrv_del_item (tmp->contr, op->count);
1575     }
1576 elmex 1.1 }
1577    
1578 root 1.24 if (op->nrof)
1579 root 1.29 return op;
1580 root 1.24 else
1581     {
1582 root 1.64 op->destroy ();
1583 root 1.73 return 0;
1584 elmex 1.1 }
1585     }
1586    
1587     /*
1588     * add_weight(object, weight) adds the specified weight to an object,
1589     * and also updates how much the environment(s) is/are carrying.
1590     */
1591 root 1.24 void
1592     add_weight (object *op, signed long weight)
1593     {
1594     while (op != NULL)
1595     {
1596     if (op->type == CONTAINER)
1597 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1598    
1599 root 1.24 op->carrying += weight;
1600     op = op->env;
1601     }
1602 elmex 1.1 }
1603    
1604 root 1.24 object *
1605     insert_ob_in_ob (object *op, object *where)
1606     {
1607 root 1.59 if (!where)
1608 root 1.24 {
1609 root 1.53 char *dump = dump_object (op);
1610     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611     free (dump);
1612 root 1.24 return op;
1613     }
1614 root 1.29
1615 root 1.24 if (where->head)
1616     {
1617 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 root 1.24 where = where->head;
1619     }
1620 root 1.29
1621 root 1.59 return where->insert (op);
1622     }
1623    
1624     /*
1625     * env->insert (op)
1626     * This function inserts the object op in the linked list
1627     * inside the object environment.
1628     *
1629     * The function returns now pointer to inserted item, and return value can
1630     * be != op, if items are merged. -Tero
1631     */
1632     object *
1633     object::insert (object *op)
1634     {
1635     object *tmp, *otmp;
1636    
1637     if (!QUERY_FLAG (op, FLAG_REMOVED))
1638     op->remove ();
1639    
1640 root 1.24 if (op->more)
1641     {
1642     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1643     return op;
1644     }
1645 root 1.29
1646 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1647     CLEAR_FLAG (op, FLAG_REMOVED);
1648     if (op->nrof)
1649     {
1650 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1651 root 1.66 if (object::can_merge (tmp, op))
1652 root 1.24 {
1653     /* return the original object and remove inserted object
1654     (client needs the original object) */
1655     tmp->nrof += op->nrof;
1656     /* Weight handling gets pretty funky. Since we are adding to
1657     * tmp->nrof, we need to increase the weight.
1658     */
1659 root 1.59 add_weight (this, op->weight * op->nrof);
1660 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1661 root 1.59 op->destroy (); /* free the inserted object */
1662 root 1.24 op = tmp;
1663 root 1.59 op->remove (); /* and fix old object's links */
1664 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1665     break;
1666     }
1667    
1668     /* I assume combined objects have no inventory
1669     * We add the weight - this object could have just been removed
1670     * (if it was possible to merge). calling remove_ob will subtract
1671     * the weight, so we need to add it in again, since we actually do
1672     * the linking below
1673     */
1674 root 1.59 add_weight (this, op->weight * op->nrof);
1675 root 1.24 }
1676     else
1677 root 1.59 add_weight (this, (op->weight + op->carrying));
1678 elmex 1.1
1679 root 1.74 otmp = this->in_player ();
1680 root 1.59 if (otmp && otmp->contr)
1681     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1682 root 1.78 otmp->update_stats ();
1683 elmex 1.1
1684 root 1.74 op->map = 0;
1685 root 1.59 op->env = this;
1686 root 1.74 op->above = 0;
1687     op->below = 0;
1688 root 1.24 op->x = 0, op->y = 0;
1689 elmex 1.1
1690     /* reset the light list and los of the players on the map */
1691 root 1.59 if ((op->glow_radius != 0) && map)
1692 root 1.24 {
1693 elmex 1.1 #ifdef DEBUG_LIGHTS
1694 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1695     #endif /* DEBUG_LIGHTS */
1696 root 1.84 if (map->darkness)
1697 root 1.59 update_all_los (map, x, y);
1698 root 1.24 }
1699 elmex 1.1
1700     /* Client has no idea of ordering so lets not bother ordering it here.
1701     * It sure simplifies this function...
1702     */
1703 root 1.59 if (!inv)
1704     inv = op;
1705 root 1.24 else
1706     {
1707 root 1.59 op->below = inv;
1708 elmex 1.1 op->below->above = op;
1709 root 1.59 inv = op;
1710 root 1.24 }
1711 root 1.59
1712 root 1.82 INVOKE_OBJECT (INSERT, this);
1713    
1714 elmex 1.1 return op;
1715     }
1716    
1717     /*
1718     * Checks if any objects has a move_type that matches objects
1719     * that effect this object on this space. Call apply() to process
1720     * these events.
1721     *
1722     * Any speed-modification due to SLOW_MOVE() of other present objects
1723     * will affect the speed_left of the object.
1724     *
1725     * originator: Player, monster or other object that caused 'op' to be inserted
1726     * into 'map'. May be NULL.
1727     *
1728     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1729     *
1730     * 4-21-95 added code to check if appropriate skill was readied - this will
1731     * permit faster movement by the player through this terrain. -b.t.
1732     *
1733     * MSW 2001-07-08: Check all objects on space, not just those below
1734     * object being inserted. insert_ob_in_map may not put new objects
1735     * on top.
1736     */
1737 root 1.24 int
1738     check_move_on (object *op, object *originator)
1739 elmex 1.1 {
1740 root 1.48 object *tmp;
1741 root 1.49 maptile *m = op->map;
1742 root 1.48 int x = op->x, y = op->y;
1743 root 1.26
1744 root 1.48 MoveType move_on, move_slow, move_block;
1745 root 1.24
1746     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1747     return 0;
1748    
1749     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1750     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1751     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1752    
1753     /* if nothing on this space will slow op down or be applied,
1754     * no need to do checking below. have to make sure move_type
1755     * is set, as lots of objects don't have it set - we treat that
1756     * as walking.
1757     */
1758     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1759     return 0;
1760 elmex 1.1
1761 root 1.24 /* This is basically inverse logic of that below - basically,
1762     * if the object can avoid the move on or slow move, they do so,
1763     * but can't do it if the alternate movement they are using is
1764     * blocked. Logic on this seems confusing, but does seem correct.
1765     */
1766     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1767     return 0;
1768    
1769     /* The objects have to be checked from top to bottom.
1770     * Hence, we first go to the top:
1771     */
1772    
1773 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1774 root 1.24 {
1775     /* Trim the search when we find the first other spell effect
1776     * this helps performance so that if a space has 50 spell objects,
1777     * we don't need to check all of them.
1778     */
1779     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780     break;
1781     }
1782 root 1.26
1783     for (; tmp; tmp = tmp->below)
1784 root 1.24 {
1785     if (tmp == op)
1786     continue; /* Can't apply yourself */
1787 elmex 1.1
1788 root 1.24 /* Check to see if one of the movement types should be slowed down.
1789     * Second check makes sure that the movement types not being slowed
1790     * (~slow_move) is not blocked on this space - just because the
1791     * space doesn't slow down swimming (for example), if you can't actually
1792     * swim on that space, can't use it to avoid the penalty.
1793     */
1794     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1795     {
1796     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798     {
1799 elmex 1.1
1800 root 1.29 float
1801 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1802 elmex 1.1
1803 root 1.24 if (op->type == PLAYER)
1804 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806     diff /= 4.0;
1807    
1808 root 1.24 op->speed_left -= diff;
1809 root 1.8 }
1810     }
1811 elmex 1.1
1812 root 1.24 /* Basically same logic as above, except now for actual apply. */
1813     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1814     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1815     {
1816 elmex 1.72 move_apply (tmp, op, originator);
1817 root 1.24
1818 root 1.48 if (op->destroyed ())
1819 root 1.24 return 1;
1820    
1821     /* what the person/creature stepped onto has moved the object
1822     * someplace new. Don't process any further - if we did,
1823     * have a feeling strange problems would result.
1824     */
1825     if (op->map != m || op->x != x || op->y != y)
1826     return 0;
1827 root 1.8 }
1828 elmex 1.1 }
1829 root 1.26
1830 root 1.24 return 0;
1831 elmex 1.1 }
1832    
1833     /*
1834     * present_arch(arch, map, x, y) searches for any objects with
1835     * a matching archetype at the given map and coordinates.
1836     * The first matching object is returned, or NULL if none.
1837     */
1838 root 1.24 object *
1839 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1840 root 1.24 {
1841 root 1.104 if (!m || out_of_map (m, x, y))
1842 root 1.24 {
1843     LOG (llevError, "Present_arch called outside map.\n");
1844     return NULL;
1845     }
1846 root 1.84
1847 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1848 root 1.24 if (tmp->arch == at)
1849 elmex 1.1 return tmp;
1850 root 1.84
1851 elmex 1.1 return NULL;
1852     }
1853    
1854     /*
1855     * present(type, map, x, y) searches for any objects with
1856     * a matching type variable at the given map and coordinates.
1857     * The first matching object is returned, or NULL if none.
1858     */
1859 root 1.24 object *
1860 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1861 root 1.24 {
1862     if (out_of_map (m, x, y))
1863     {
1864     LOG (llevError, "Present called outside map.\n");
1865     return NULL;
1866     }
1867 root 1.84
1868 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1869 root 1.24 if (tmp->type == type)
1870 elmex 1.1 return tmp;
1871 root 1.84
1872 elmex 1.1 return NULL;
1873     }
1874    
1875     /*
1876     * present_in_ob(type, object) searches for any objects with
1877     * a matching type variable in the inventory of the given object.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880 root 1.24 object *
1881     present_in_ob (unsigned char type, const object *op)
1882     {
1883 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1884 root 1.24 if (tmp->type == type)
1885 elmex 1.1 return tmp;
1886 root 1.84
1887 elmex 1.1 return NULL;
1888     }
1889    
1890     /*
1891     * present_in_ob (type, str, object) searches for any objects with
1892     * a matching type & name variable in the inventory of the given object.
1893     * The first matching object is returned, or NULL if none.
1894     * This is mostly used by spell effect code, so that we only
1895     * have one spell effect at a time.
1896     * type can be used to narrow the search - if type is set,
1897     * the type must also match. -1 can be passed for the type,
1898     * in which case the type does not need to pass.
1899     * str is the string to match against. Note that we match against
1900     * the object name, not the archetype name. this is so that the
1901     * spell code can use one object type (force), but change it's name
1902     * to be unique.
1903     */
1904 root 1.24 object *
1905     present_in_ob_by_name (int type, const char *str, const object *op)
1906     {
1907 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1908 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1909     return tmp;
1910 elmex 1.1
1911 root 1.82 return 0;
1912 elmex 1.1 }
1913    
1914     /*
1915     * present_arch_in_ob(archetype, object) searches for any objects with
1916     * a matching archetype in the inventory of the given object.
1917     * The first matching object is returned, or NULL if none.
1918     */
1919 root 1.24 object *
1920     present_arch_in_ob (const archetype *at, const object *op)
1921     {
1922 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 root 1.24 if (tmp->arch == at)
1924 elmex 1.1 return tmp;
1925 root 1.82
1926 elmex 1.1 return NULL;
1927     }
1928    
1929     /*
1930     * activate recursively a flag on an object inventory
1931     */
1932 root 1.24 void
1933     flag_inv (object *op, int flag)
1934     {
1935     if (op->inv)
1936 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1937 root 1.24 {
1938     SET_FLAG (tmp, flag);
1939     flag_inv (tmp, flag);
1940 elmex 1.1 }
1941 root 1.82 }
1942    
1943     /*
1944     * deactivate recursively a flag on an object inventory
1945     */
1946 root 1.24 void
1947     unflag_inv (object *op, int flag)
1948     {
1949     if (op->inv)
1950 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1951 root 1.24 {
1952     CLEAR_FLAG (tmp, flag);
1953     unflag_inv (tmp, flag);
1954 elmex 1.1 }
1955     }
1956    
1957     /*
1958     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1959     * all it's inventory (recursively).
1960     * If checksums are used, a player will get set_cheat called for
1961     * him/her-self and all object carried by a call to this function.
1962     */
1963 root 1.24 void
1964     set_cheat (object *op)
1965     {
1966     SET_FLAG (op, FLAG_WAS_WIZ);
1967     flag_inv (op, FLAG_WAS_WIZ);
1968 elmex 1.1 }
1969    
1970     /*
1971     * find_free_spot(object, map, x, y, start, stop) will search for
1972     * a spot at the given map and coordinates which will be able to contain
1973     * the given object. start and stop specifies how many squares
1974     * to search (see the freearr_x/y[] definition).
1975     * It returns a random choice among the alternatives found.
1976     * start and stop are where to start relative to the free_arr array (1,9
1977     * does all 4 immediate directions). This returns the index into the
1978     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1979     * Note - this only checks to see if there is space for the head of the
1980     * object - if it is a multispace object, this should be called for all
1981     * pieces.
1982     * Note2: This function does correctly handle tiled maps, but does not
1983     * inform the caller. However, insert_ob_in_map will update as
1984     * necessary, so the caller shouldn't need to do any special work.
1985     * Note - updated to take an object instead of archetype - this is necessary
1986     * because arch_blocked (now ob_blocked) needs to know the movement type
1987     * to know if the space in question will block the object. We can't use
1988     * the archetype because that isn't correct if the monster has been
1989     * customized, changed states, etc.
1990     */
1991 root 1.24 int
1992 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1993 root 1.24 {
1994 root 1.82 int index = 0, flag;
1995     int altern[SIZEOFFREE];
1996 root 1.24
1997 root 1.82 for (int i = start; i < stop; i++)
1998 root 1.24 {
1999     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2000     if (!flag)
2001 root 1.82 altern [index++] = i;
2002 root 1.24
2003     /* Basically, if we find a wall on a space, we cut down the search size.
2004     * In this way, we won't return spaces that are on another side of a wall.
2005     * This mostly work, but it cuts down the search size in all directions -
2006     * if the space being examined only has a wall to the north and empty
2007     * spaces in all the other directions, this will reduce the search space
2008     * to only the spaces immediately surrounding the target area, and
2009     * won't look 2 spaces south of the target space.
2010     */
2011 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2012 root 1.24 stop = maxfree[i];
2013 elmex 1.1 }
2014 root 1.74
2015 root 1.24 if (!index)
2016     return -1;
2017 root 1.74
2018 root 1.124 return altern [rndm (index)];
2019 elmex 1.1 }
2020    
2021     /*
2022 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2023 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2024     * But it will return the first available spot, not a random choice.
2025     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2026     */
2027 root 1.24 int
2028 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2029 root 1.24 {
2030 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2031     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2032     return i;
2033 root 1.24
2034     return -1;
2035 elmex 1.1 }
2036    
2037     /*
2038     * The function permute(arr, begin, end) randomly reorders the array
2039     * arr[begin..end-1].
2040 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2041 elmex 1.1 */
2042 root 1.24 static void
2043     permute (int *arr, int begin, int end)
2044 elmex 1.1 {
2045 root 1.82 arr += begin;
2046     end -= begin;
2047    
2048     while (--end)
2049 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2050 elmex 1.1 }
2051    
2052     /* new function to make monster searching more efficient, and effective!
2053     * This basically returns a randomized array (in the passed pointer) of
2054     * the spaces to find monsters. In this way, it won't always look for
2055     * monsters to the north first. However, the size of the array passed
2056     * covers all the spaces, so within that size, all the spaces within
2057     * the 3x3 area will be searched, just not in a predictable order.
2058     */
2059 root 1.24 void
2060     get_search_arr (int *search_arr)
2061 elmex 1.1 {
2062 root 1.82 int i;
2063 elmex 1.1
2064 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2065 root 1.82 search_arr[i] = i;
2066 elmex 1.1
2067 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2068     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2069     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2070 elmex 1.1 }
2071    
2072     /*
2073     * find_dir(map, x, y, exclude) will search some close squares in the
2074     * given map at the given coordinates for live objects.
2075     * It will not considered the object given as exclude among possible
2076     * live objects.
2077     * It returns the direction toward the first/closest live object if finds
2078     * any, otherwise 0.
2079     * Perhaps incorrectly, but I'm making the assumption that exclude
2080     * is actually want is going to try and move there. We need this info
2081     * because we have to know what movement the thing looking to move
2082     * there is capable of.
2083     */
2084 root 1.24 int
2085 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2086 root 1.24 {
2087 root 1.82 int i, max = SIZEOFFREE, mflags;
2088 root 1.29
2089     sint16 nx, ny;
2090 root 1.82 object *tmp;
2091     maptile *mp;
2092 root 1.29
2093     MoveType blocked, move_type;
2094 root 1.24
2095     if (exclude && exclude->head)
2096     {
2097     exclude = exclude->head;
2098     move_type = exclude->move_type;
2099     }
2100     else
2101     {
2102     /* If we don't have anything, presume it can use all movement types. */
2103     move_type = MOVE_ALL;
2104     }
2105    
2106     for (i = 1; i < max; i++)
2107     {
2108     mp = m;
2109     nx = x + freearr_x[i];
2110     ny = y + freearr_y[i];
2111    
2112     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2113 root 1.75
2114 root 1.24 if (mflags & P_OUT_OF_MAP)
2115 root 1.75 max = maxfree[i];
2116 root 1.24 else
2117     {
2118 root 1.82 mapspace &ms = mp->at (nx, ny);
2119    
2120     blocked = ms.move_block;
2121 root 1.24
2122     if ((move_type & blocked) == move_type)
2123 root 1.75 max = maxfree[i];
2124 root 1.24 else if (mflags & P_IS_ALIVE)
2125     {
2126 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2127 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2128     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2129 root 1.75 break;
2130    
2131 root 1.24 if (tmp)
2132 root 1.75 return freedir[i];
2133 root 1.8 }
2134     }
2135 elmex 1.1 }
2136 root 1.75
2137 root 1.24 return 0;
2138 elmex 1.1 }
2139    
2140     /*
2141     * distance(object 1, object 2) will return the square of the
2142     * distance between the two given objects.
2143     */
2144 root 1.24 int
2145     distance (const object *ob1, const object *ob2)
2146     {
2147 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2148 elmex 1.1 }
2149    
2150     /*
2151     * find_dir_2(delta-x,delta-y) will return a direction in which
2152     * an object which has subtracted the x and y coordinates of another
2153     * object, needs to travel toward it.
2154     */
2155 root 1.24 int
2156     find_dir_2 (int x, int y)
2157     {
2158 root 1.75 int q;
2159 elmex 1.1
2160 root 1.24 if (y)
2161     q = x * 100 / y;
2162 elmex 1.1 else if (x)
2163 root 1.24 q = -300 * x;
2164 elmex 1.1 else
2165     return 0;
2166    
2167 root 1.24 if (y > 0)
2168     {
2169     if (q < -242)
2170     return 3;
2171     if (q < -41)
2172     return 2;
2173     if (q < 41)
2174     return 1;
2175     if (q < 242)
2176     return 8;
2177     return 7;
2178     }
2179 elmex 1.1
2180     if (q < -242)
2181 root 1.24 return 7;
2182 elmex 1.1 if (q < -41)
2183 root 1.24 return 6;
2184 elmex 1.1 if (q < 41)
2185 root 1.24 return 5;
2186 elmex 1.1 if (q < 242)
2187 root 1.24 return 4;
2188 elmex 1.1
2189 root 1.24 return 3;
2190 elmex 1.1 }
2191    
2192     /*
2193     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2194     * between two directions (which are expected to be absolute (see absdir())
2195     */
2196 root 1.24 int
2197     dirdiff (int dir1, int dir2)
2198     {
2199 root 1.82 int d;
2200 root 1.24
2201     d = abs (dir1 - dir2);
2202     if (d > 4)
2203 elmex 1.1 d = 8 - d;
2204 root 1.82
2205 elmex 1.1 return d;
2206     }
2207    
2208     /* peterm:
2209     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2210     * Basically, this is a table of directions, and what directions
2211     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2212     * This basically means that if direction is 15, then it could either go
2213     * direction 4, 14, or 16 to get back to where we are.
2214     * Moved from spell_util.c to object.c with the other related direction
2215     * functions.
2216     */
2217 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2218 root 1.24 {0, 0, 0}, /* 0 */
2219     {0, 0, 0}, /* 1 */
2220     {0, 0, 0}, /* 2 */
2221     {0, 0, 0}, /* 3 */
2222     {0, 0, 0}, /* 4 */
2223     {0, 0, 0}, /* 5 */
2224     {0, 0, 0}, /* 6 */
2225     {0, 0, 0}, /* 7 */
2226     {0, 0, 0}, /* 8 */
2227     {8, 1, 2}, /* 9 */
2228     {1, 2, -1}, /* 10 */
2229     {2, 10, 12}, /* 11 */
2230     {2, 3, -1}, /* 12 */
2231     {2, 3, 4}, /* 13 */
2232     {3, 4, -1}, /* 14 */
2233     {4, 14, 16}, /* 15 */
2234     {5, 4, -1}, /* 16 */
2235     {4, 5, 6}, /* 17 */
2236     {6, 5, -1}, /* 18 */
2237     {6, 20, 18}, /* 19 */
2238     {7, 6, -1}, /* 20 */
2239     {6, 7, 8}, /* 21 */
2240     {7, 8, -1}, /* 22 */
2241     {8, 22, 24}, /* 23 */
2242     {8, 1, -1}, /* 24 */
2243     {24, 9, 10}, /* 25 */
2244     {9, 10, -1}, /* 26 */
2245     {10, 11, -1}, /* 27 */
2246     {27, 11, 29}, /* 28 */
2247     {11, 12, -1}, /* 29 */
2248     {12, 13, -1}, /* 30 */
2249     {12, 13, 14}, /* 31 */
2250     {13, 14, -1}, /* 32 */
2251     {14, 15, -1}, /* 33 */
2252     {33, 15, 35}, /* 34 */
2253     {16, 15, -1}, /* 35 */
2254     {17, 16, -1}, /* 36 */
2255     {18, 17, 16}, /* 37 */
2256     {18, 17, -1}, /* 38 */
2257     {18, 19, -1}, /* 39 */
2258     {41, 19, 39}, /* 40 */
2259     {19, 20, -1}, /* 41 */
2260     {20, 21, -1}, /* 42 */
2261     {20, 21, 22}, /* 43 */
2262     {21, 22, -1}, /* 44 */
2263     {23, 22, -1}, /* 45 */
2264     {45, 47, 23}, /* 46 */
2265     {23, 24, -1}, /* 47 */
2266     {24, 9, -1}
2267     }; /* 48 */
2268 elmex 1.1
2269     /* Recursive routine to step back and see if we can
2270     * find a path to that monster that we found. If not,
2271     * we don't bother going toward it. Returns 1 if we
2272     * can see a direct way to get it
2273     * Modified to be map tile aware -.MSW
2274     */
2275 root 1.24 int
2276 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2277 root 1.24 {
2278 root 1.29 sint16 dx, dy;
2279 root 1.75 int mflags;
2280 root 1.24
2281     if (dir < 0)
2282     return 0; /* exit condition: invalid direction */
2283    
2284     dx = x + freearr_x[dir];
2285     dy = y + freearr_y[dir];
2286    
2287     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2288    
2289     /* This functional arguably was incorrect before - it was
2290     * checking for P_WALL - that was basically seeing if
2291     * we could move to the monster - this is being more
2292     * literal on if we can see it. To know if we can actually
2293     * move to the monster, we'd need the monster passed in or
2294     * at least its move type.
2295     */
2296     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2297     return 0;
2298    
2299     /* yes, can see. */
2300     if (dir < 9)
2301     return 1;
2302 root 1.75
2303     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2304     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2305     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2306 root 1.24 }
2307    
2308 elmex 1.1 /*
2309     * can_pick(picker, item): finds out if an object is possible to be
2310     * picked up by the picker. Returnes 1 if it can be
2311     * picked up, otherwise 0.
2312     *
2313     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2314     * core dumps if they do.
2315     *
2316     * Add a check so we can't pick up invisible objects (0.93.8)
2317     */
2318    
2319 root 1.24 int
2320     can_pick (const object *who, const object *item)
2321     {
2322     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2323     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2324     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2325 elmex 1.1 }
2326    
2327     /*
2328     * create clone from object to another
2329     */
2330 root 1.24 object *
2331     object_create_clone (object *asrc)
2332     {
2333 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2334 elmex 1.1
2335 root 1.24 if (!asrc)
2336 root 1.62 return 0;
2337    
2338 root 1.24 src = asrc;
2339     if (src->head)
2340     src = src->head;
2341    
2342 root 1.62 prev = 0;
2343 root 1.24 for (part = src; part; part = part->more)
2344     {
2345 root 1.65 tmp = part->clone ();
2346 root 1.24 tmp->x -= src->x;
2347     tmp->y -= src->y;
2348 root 1.62
2349 root 1.24 if (!part->head)
2350     {
2351     dst = tmp;
2352 root 1.62 tmp->head = 0;
2353 root 1.24 }
2354     else
2355 root 1.75 tmp->head = dst;
2356 root 1.62
2357     tmp->more = 0;
2358    
2359 root 1.24 if (prev)
2360     prev->more = tmp;
2361 root 1.62
2362 root 1.24 prev = tmp;
2363 elmex 1.1 }
2364 root 1.24
2365     for (item = src->inv; item; item = item->below)
2366 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2367 elmex 1.1
2368 root 1.24 return dst;
2369 elmex 1.1 }
2370    
2371     /* This returns the first object in who's inventory that
2372     * has the same type and subtype match.
2373     * returns NULL if no match.
2374     */
2375 root 1.24 object *
2376     find_obj_by_type_subtype (const object *who, int type, int subtype)
2377 elmex 1.1 {
2378 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2379 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2380     return tmp;
2381 elmex 1.1
2382 root 1.82 return 0;
2383 elmex 1.1 }
2384    
2385     /* If ob has a field named key, return the link from the list,
2386     * otherwise return NULL.
2387     *
2388     * key must be a passed in shared string - otherwise, this won't
2389     * do the desired thing.
2390     */
2391 root 1.24 key_value *
2392     get_ob_key_link (const object *ob, const char *key)
2393     {
2394 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2395 root 1.48 if (link->key == key)
2396     return link;
2397 root 1.24
2398 root 1.82 return 0;
2399 root 1.24 }
2400 elmex 1.1
2401     /*
2402     * Returns the value of op has an extra_field for key, or NULL.
2403     *
2404     * The argument doesn't need to be a shared string.
2405     *
2406     * The returned string is shared.
2407     */
2408 root 1.24 const char *
2409     get_ob_key_value (const object *op, const char *const key)
2410     {
2411 root 1.35 key_value *link;
2412     shstr_cmp canonical_key (key);
2413 root 1.24
2414 root 1.35 if (!canonical_key)
2415 root 1.24 {
2416     /* 1. There being a field named key on any object
2417     * implies there'd be a shared string to find.
2418     * 2. Since there isn't, no object has this field.
2419     * 3. Therefore, *this* object doesn't have this field.
2420     */
2421 root 1.35 return 0;
2422 elmex 1.1 }
2423    
2424 root 1.24 /* This is copied from get_ob_key_link() above -
2425     * only 4 lines, and saves the function call overhead.
2426     */
2427 root 1.35 for (link = op->key_values; link; link = link->next)
2428     if (link->key == canonical_key)
2429     return link->value;
2430    
2431     return 0;
2432 elmex 1.1 }
2433    
2434     /*
2435     * Updates the canonical_key in op to value.
2436     *
2437     * canonical_key is a shared string (value doesn't have to be).
2438     *
2439     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2440     * keys.
2441     *
2442     * Returns TRUE on success.
2443     */
2444 root 1.24 int
2445     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2446     {
2447 root 1.82 key_value *field = NULL, *last = NULL;
2448 root 1.24
2449     for (field = op->key_values; field != NULL; field = field->next)
2450     {
2451     if (field->key != canonical_key)
2452     {
2453     last = field;
2454     continue;
2455     }
2456    
2457     if (value)
2458     field->value = value;
2459     else
2460     {
2461     /* Basically, if the archetype has this key set,
2462     * we need to store the null value so when we save
2463     * it, we save the empty value so that when we load,
2464     * we get this value back again.
2465     */
2466     if (get_ob_key_link (&op->arch->clone, canonical_key))
2467     field->value = 0;
2468     else
2469     {
2470     if (last)
2471     last->next = field->next;
2472     else
2473     op->key_values = field->next;
2474    
2475 root 1.29 delete field;
2476 root 1.24 }
2477     }
2478     return TRUE;
2479     }
2480     /* IF we get here, key doesn't exist */
2481    
2482     /* No field, we'll have to add it. */
2483    
2484     if (!add_key)
2485 root 1.82 return FALSE;
2486    
2487 root 1.24 /* There isn't any good reason to store a null
2488     * value in the key/value list. If the archetype has
2489     * this key, then we should also have it, so shouldn't
2490     * be here. If user wants to store empty strings,
2491     * should pass in ""
2492     */
2493     if (value == NULL)
2494 elmex 1.1 return TRUE;
2495 root 1.24
2496     field = new key_value;
2497    
2498     field->key = canonical_key;
2499     field->value = value;
2500     /* Usual prepend-addition. */
2501     field->next = op->key_values;
2502     op->key_values = field;
2503    
2504     return TRUE;
2505 elmex 1.1 }
2506    
2507     /*
2508     * Updates the key in op to value.
2509     *
2510     * If add_key is FALSE, this will only update existing keys,
2511     * and not add new ones.
2512     * In general, should be little reason FALSE is ever passed in for add_key
2513     *
2514     * Returns TRUE on success.
2515     */
2516 root 1.24 int
2517     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2518 root 1.11 {
2519 root 1.29 shstr key_ (key);
2520 root 1.24
2521 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2522 elmex 1.1 }
2523 root 1.31
2524 root 1.34 object::depth_iterator::depth_iterator (object *container)
2525     : iterator_base (container)
2526     {
2527     while (item->inv)
2528     item = item->inv;
2529     }
2530    
2531 root 1.31 void
2532 root 1.34 object::depth_iterator::next ()
2533 root 1.31 {
2534 root 1.34 if (item->below)
2535     {
2536     item = item->below;
2537    
2538     while (item->inv)
2539     item = item->inv;
2540     }
2541 root 1.31 else
2542 root 1.34 item = item->env;
2543 root 1.31 }
2544 root 1.34
2545 elmex 1.97
2546     const char *
2547     object::flag_desc (char *desc, int len) const
2548     {
2549     char *p = desc;
2550     bool first = true;
2551    
2552 root 1.101 *p = 0;
2553    
2554 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2555     {
2556     if (len <= 10) // magic constant!
2557     {
2558     snprintf (p, len, ",...");
2559     break;
2560     }
2561    
2562 root 1.101 if (flag [i])
2563 elmex 1.97 {
2564     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2565     len -= cnt;
2566     p += cnt;
2567     first = false;
2568     }
2569     }
2570    
2571     return desc;
2572     }
2573    
2574 root 1.101 // return a suitable string describing an object in enough detail to find it
2575 root 1.36 const char *
2576     object::debug_desc (char *info) const
2577     {
2578 elmex 1.97 char flagdesc[512];
2579     char info2[256 * 4];
2580 root 1.36 char *p = info;
2581    
2582 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2583 elmex 1.97 count, uuid.seq,
2584 root 1.36 &name,
2585 root 1.117 title ? "\",title:\"" : "",
2586 elmex 1.97 title ? (const char *)title : "",
2587     flag_desc (flagdesc, 512), type);
2588 root 1.36
2589     if (env)
2590     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2591    
2592     if (map)
2593 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2594 root 1.36
2595     return info;
2596     }
2597    
2598     const char *
2599     object::debug_desc () const
2600     {
2601 root 1.143 static char info[3][256 * 4];
2602     static int info_idx;
2603 root 1.36
2604 root 1.143 return debug_desc (info [++info_idx % 3]);
2605 root 1.114 }
2606    
2607 root 1.125 struct region *
2608     object::region () const
2609     {
2610     return map ? map->region (x, y)
2611     : region::default_region ();
2612     }
2613    
2614 root 1.129 const materialtype_t *
2615     object::dominant_material () const
2616     {
2617     if (materialtype_t *mat = name_to_material (materialname))
2618     return mat;
2619    
2620     // omfg this is slow, this has to be temporary :)
2621     shstr unknown ("unknown");
2622    
2623     return name_to_material (unknown);
2624     }
2625    
2626 root 1.130 void
2627     object::open_container (object *new_container)
2628     {
2629     if (container == new_container)
2630     return;
2631    
2632     if (object *old_container = container)
2633     {
2634     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2635     return;
2636    
2637     #if 0
2638     // remove the "Close old_container" object.
2639     if (object *closer = old_container->inv)
2640     if (closer->type == CLOSE_CON)
2641     closer->destroy ();
2642     #endif
2643    
2644     old_container->flag [FLAG_APPLIED] = 0;
2645     container = 0;
2646    
2647     esrv_update_item (UPD_FLAGS, this, old_container);
2648     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2649     }
2650    
2651     if (new_container)
2652     {
2653     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2654     return;
2655    
2656     // TODO: this does not seem to serve any purpose anymore?
2657     #if 0
2658     // insert the "Close Container" object.
2659     if (archetype *closer = new_container->other_arch)
2660     {
2661     object *closer = arch_to_object (new_container->other_arch);
2662     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2663     new_container->insert (closer);
2664     }
2665     #endif
2666    
2667 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2668    
2669 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2670     container = new_container;
2671    
2672     esrv_update_item (UPD_FLAGS, this, new_container);
2673 root 1.131 esrv_send_inventory (this, new_container);
2674 root 1.130 }
2675     }
2676    
2677