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Revision: 1.146
Committed: Fri May 11 21:07:13 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.145: +11 -1 lines
Log Message:
closer, still hackish

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 root 1.146 #include <sproto.h>
35 elmex 1.1 #include <loader.h>
36 root 1.28
37 root 1.68 #include <bitset>
38    
39 elmex 1.1 int nrofallocobjects = 0;
40 root 1.39 static UUID uuid;
41     const uint64 UUID_SKIP = 1<<19;
42 elmex 1.1
43 root 1.108 objectvec objects;
44     activevec actives;
45 elmex 1.1
46 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,
47     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
48     };
49     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,
50     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
51     };
52     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,
53     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
54     };
55     int freedir[SIZEOFFREE] = {
56     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,
57     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58     };
59 elmex 1.1
60 root 1.39 static void
61     write_uuid (void)
62     {
63     char filename1[MAX_BUF], filename2[MAX_BUF];
64    
65     sprintf (filename1, "%s/uuid", settings.localdir);
66     sprintf (filename2, "%s/uuid~", settings.localdir);
67    
68     FILE *fp;
69    
70     if (!(fp = fopen (filename2, "w")))
71     {
72     LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73     return;
74     }
75    
76     fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77     fclose (fp);
78     rename (filename2, filename1);
79     }
80    
81     static void
82     read_uuid (void)
83     {
84     char filename[MAX_BUF];
85    
86     sprintf (filename, "%s/uuid", settings.localdir);
87    
88     FILE *fp;
89    
90     if (!(fp = fopen (filename, "r")))
91     {
92     if (errno == ENOENT)
93     {
94     LOG (llevInfo, "RESET uid to 1\n");
95     uuid.seq = 0;
96     write_uuid ();
97     return;
98     }
99    
100     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101     _exit (1);
102     }
103    
104     int version;
105     unsigned long long uid;
106     if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107     {
108     LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109     _exit (1);
110     }
111    
112     uuid.seq = uid;
113     write_uuid ();
114 root 1.61 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 root 1.39 fclose (fp);
116     }
117    
118     UUID
119     gen_uuid ()
120     {
121     UUID uid;
122    
123     uid.seq = ++uuid.seq;
124    
125     if (!(uuid.seq & (UUID_SKIP - 1)))
126     write_uuid ();
127    
128     return uid;
129     }
130    
131     void
132     init_uuid ()
133     {
134     read_uuid ();
135     }
136    
137 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138 root 1.24 static int
139     compare_ob_value_lists_one (const object *wants, const object *has)
140     {
141     key_value *wants_field;
142    
143     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
144     * objects with lists are rare, and lists stay short. If not, use a
145     * different structure or at least keep the lists sorted...
146     */
147    
148     /* For each field in wants, */
149 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 root 1.24 {
151     key_value *has_field;
152    
153     /* Look for a field in has with the same key. */
154     has_field = get_ob_key_link (has, wants_field->key);
155    
156     if (has_field == NULL)
157     {
158     /* No field with that name. */
159     return FALSE;
160     }
161    
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164     {
165     /* Values don't match, so this half of the comparison is false. */
166     return FALSE;
167     }
168    
169     /* If we get here, we found a match. Now for the next field in wants. */
170 elmex 1.1 }
171 root 1.24
172     /* If we get here, every field in wants has a matching field in has. */
173     return TRUE;
174 elmex 1.1 }
175    
176     /* Returns TRUE if ob1 has the same key_values as ob2. */
177 root 1.24 static int
178     compare_ob_value_lists (const object *ob1, const object *ob2)
179     {
180     /* However, there may be fields in has which aren't partnered in wants,
181     * so we need to run the comparison *twice*. :(
182     */
183     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
184 elmex 1.1 }
185    
186     /* Function examines the 2 objects given to it, and returns true if
187     * they can be merged together.
188     *
189     * Note that this function appears a lot longer than the macro it
190     * replaces - this is mostly for clarity - a decent compiler should hopefully
191     * reduce this to the same efficiency.
192     *
193 root 1.66 * Check nrof variable *before* calling can_merge()
194 elmex 1.1 *
195     * Improvements made with merge: Better checking on potion, and also
196     * check weight
197     */
198 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
199 root 1.16 {
200     /* A couple quicksanity checks */
201 root 1.66 if (ob1 == ob2
202     || ob1->type != ob2->type
203     || ob1->speed != ob2->speed
204     || ob1->value != ob2->value
205     || ob1->name != ob2->name)
206 root 1.16 return 0;
207    
208 root 1.66 //TODO: this ain't working well, use nicer and correct overflow check
209 root 1.16 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
210     * value could not be stored in a sint32 (which unfortunately sometimes is
211     * used to store nrof).
212     */
213     if (ob1->nrof + ob2->nrof >= 1UL << 31)
214     return 0;
215    
216     /* If the objects have been identified, set the BEEN_APPLIED flag.
217     * This is to the comparison of the flags below will be OK. We
218     * just can't ignore the been applied or identified flags, as they
219     * are not equal - just if it has been identified, the been_applied
220     * flags lose any meaning.
221     */
222     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
223     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
224    
225     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
226     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
227 elmex 1.1
228 root 1.80 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
229 root 1.68 || ob1->arch != ob2->arch
230     || ob1->name != ob2->name
231     || ob1->title != ob2->title
232     || ob1->msg != ob2->msg
233     || ob1->weight != ob2->weight
234     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
236     || ob1->attacktype != ob2->attacktype
237     || ob1->magic != ob2->magic
238     || ob1->slaying != ob2->slaying
239     || ob1->skill != ob2->skill
240     || ob1->value != ob2->value
241     || ob1->animation_id != ob2->animation_id
242     || ob1->client_type != ob2->client_type
243     || ob1->materialname != ob2->materialname
244     || ob1->lore != ob2->lore
245     || ob1->subtype != ob2->subtype
246     || ob1->move_type != ob2->move_type
247     || ob1->move_block != ob2->move_block
248     || ob1->move_allow != ob2->move_allow
249     || ob1->move_on != ob2->move_on
250     || ob1->move_off != ob2->move_off
251     || ob1->move_slow != ob2->move_slow
252     || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 root 1.16 return 0;
254    
255     /* This is really a spellbook check - really, we should
256     * check all objects in the inventory.
257     */
258     if (ob1->inv || ob2->inv)
259     {
260     /* if one object has inventory but the other doesn't, not equiv */
261     if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 root 1.24 return 0;
263 root 1.16
264     /* Now check to see if the two inventory objects could merge */
265 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
266 root 1.24 return 0;
267 root 1.16
268     /* inventory ok - still need to check rest of this object to see
269     * if it is valid.
270     */
271     }
272 elmex 1.1
273 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
274     * it is possible for most any character to have more than one of
275     * some items equipped, and we don't want those to merge.
276     */
277     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278     return 0;
279 elmex 1.1
280 root 1.16 /* Note sure why the following is the case - either the object has to
281     * be animated or have a very low speed. Is this an attempted monster
282     * check?
283     */
284 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 root 1.16 return 0;
286 elmex 1.1
287 root 1.16 switch (ob1->type)
288     {
289 root 1.29 case SCROLL:
290     if (ob1->level != ob2->level)
291     return 0;
292     break;
293 root 1.16 }
294 elmex 1.1
295 root 1.16 if (ob1->key_values != NULL || ob2->key_values != NULL)
296     {
297     /* At least one of these has key_values. */
298     if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 root 1.24 /* One has fields, but the other one doesn't. */
300     return 0;
301 root 1.16 else if (!compare_ob_value_lists (ob1, ob2))
302 root 1.24 return 0;
303 elmex 1.1 }
304 root 1.16
305     //TODO: generate an event or call into perl for additional checks
306     if (ob1->self || ob2->self)
307     {
308     ob1->optimise ();
309     ob2->optimise ();
310    
311     if (ob1->self || ob2->self)
312 root 1.24 return 0;
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 elmex 1.1 /*
320     * sum_weight() is a recursive function which calculates the weight
321     * an object is carrying. It goes through in figures out how much
322     * containers are carrying, and sums it up.
323     */
324 root 1.28 long
325 root 1.24 sum_weight (object *op)
326     {
327 root 1.28 long sum;
328 elmex 1.1 object *inv;
329 root 1.24
330 root 1.142 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 root 1.24 {
332     if (inv->inv)
333     sum_weight (inv);
334 root 1.142
335 root 1.24 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336     }
337 root 1.37
338 elmex 1.1 if (op->type == CONTAINER && op->stats.Str)
339 root 1.24 sum = (sum * (100 - op->stats.Str)) / 100;
340 root 1.37
341 root 1.24 if (op->carrying != sum)
342 elmex 1.1 op->carrying = sum;
343 root 1.37
344 elmex 1.1 return sum;
345     }
346    
347     /**
348     * Return the outermost environment object for a given object.
349     */
350    
351 root 1.24 object *
352     object_get_env_recursive (object *op)
353     {
354     while (op->env != NULL)
355     op = op->env;
356     return op;
357 elmex 1.1 }
358    
359     /*
360     * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
361 root 1.11 * Some error messages.
362 elmex 1.1 * The result of the dump is stored in the static global errmsg array.
363     */
364 root 1.53 char *
365 root 1.24 dump_object (object *op)
366     {
367 root 1.53 if (!op)
368     return strdup ("[NULLOBJ]");
369 elmex 1.1
370 root 1.53 object_freezer freezer;
371 root 1.133 op->write (freezer);
372 root 1.53 return freezer.as_string ();
373 elmex 1.1 }
374    
375     /*
376     * get_nearest_part(multi-object, object 2) returns the part of the
377     * multi-object 1 which is closest to the second object.
378     * If it's not a multi-object, it is returned.
379     */
380    
381 root 1.24 object *
382     get_nearest_part (object *op, const object *pl)
383     {
384     object *tmp, *closest;
385     int last_dist, i;
386    
387     if (op->more == NULL)
388 elmex 1.1 return op;
389 root 1.24 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
390     if ((i = distance (tmp, pl)) < last_dist)
391     closest = tmp, last_dist = i;
392 elmex 1.1 return closest;
393     }
394    
395     /*
396     * Returns the object which has the count-variable equal to the argument.
397     */
398 root 1.24 object *
399     find_object (tag_t i)
400     {
401 root 1.112 for_all_objects (op)
402     if (op->count == i)
403     return op;
404    
405     return 0;
406 elmex 1.1 }
407    
408     /*
409     * Returns the first object which has a name equal to the argument.
410     * Used only by the patch command, but not all that useful.
411     * Enables features like "patch <name-of-other-player> food 999"
412     */
413 root 1.24 object *
414     find_object_name (const char *str)
415     {
416 root 1.35 shstr_cmp str_ (str);
417 elmex 1.1 object *op;
418 root 1.24
419 root 1.108 for_all_objects (op)
420 root 1.35 if (op->name == str_)
421 elmex 1.1 break;
422 root 1.11
423 elmex 1.1 return op;
424     }
425    
426 root 1.24 void
427     free_all_object_data ()
428 root 1.14 {
429     LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
430 elmex 1.1 }
431    
432     /*
433     * Sets the owner and sets the skill and exp pointers to owner's current
434     * skill and experience objects.
435     */
436 root 1.24 void
437 root 1.30 object::set_owner (object *owner)
438 elmex 1.1 {
439 root 1.30 if (!owner)
440 root 1.24 return;
441    
442     /* next line added to allow objects which own objects */
443     /* Add a check for ownercounts in here, as I got into an endless loop
444     * with the fireball owning a poison cloud which then owned the
445     * fireball. I believe that was caused by one of the objects getting
446     * freed and then another object replacing it. Since the ownercounts
447     * didn't match, this check is valid and I believe that cause is valid.
448     */
449 root 1.30 while (owner->owner)
450 root 1.24 owner = owner->owner;
451 elmex 1.1
452 root 1.30 this->owner = owner;
453 elmex 1.1 }
454    
455 root 1.144 void
456     object::set_weapon (object *ob)
457     {
458     if (current_weapon == ob)
459     return;
460    
461 root 1.146 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462    
463     if (chosen_skill)
464     chosen_skill->flag [FLAG_APPLIED] = false;
465    
466 root 1.144 current_weapon = ob;
467 root 1.146 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
468    
469     if (chosen_skill)
470     chosen_skill->flag [FLAG_APPLIED] = true;
471    
472 root 1.144 update_stats ();
473     }
474    
475 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
476     * refcounts and freeing the links.
477     */
478 root 1.24 static void
479     free_key_values (object *op)
480 root 1.11 {
481 root 1.137 for (key_value *i = op->key_values; i; )
482 root 1.11 {
483     key_value *next = i->next;
484     delete i;
485 root 1.24
486 root 1.11 i = next;
487 elmex 1.1 }
488 root 1.24
489 root 1.11 op->key_values = 0;
490 elmex 1.1 }
491    
492 root 1.137 object &
493     object::operator =(const object &src)
494 root 1.11 {
495 root 1.137 bool is_freed = flag [FLAG_FREED];
496     bool is_removed = flag [FLAG_REMOVED];
497 root 1.59
498 root 1.137 *(object_copy *)this = src;
499 elmex 1.1
500 root 1.137 flag [FLAG_FREED] = is_freed;
501     flag [FLAG_REMOVED] = is_removed;
502 elmex 1.1
503 root 1.11 /* Copy over key_values, if any. */
504 root 1.137 if (src.key_values)
505 root 1.14 {
506 root 1.23 key_value *tail = 0;
507 root 1.137 key_values = 0;
508 elmex 1.1
509 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
510 root 1.11 {
511     key_value *new_link = new key_value;
512 root 1.8
513 root 1.24 new_link->next = 0;
514     new_link->key = i->key;
515 root 1.11 new_link->value = i->value;
516    
517     /* Try and be clever here, too. */
518 root 1.137 if (!key_values)
519 root 1.11 {
520 root 1.137 key_values = new_link;
521 root 1.11 tail = new_link;
522 root 1.8 }
523 root 1.11 else
524     {
525     tail->next = new_link;
526     tail = new_link;
527     }
528 root 1.14 }
529     }
530 root 1.137 }
531    
532     /*
533     * copy_to first frees everything allocated by the dst object,
534     * and then copies the contents of itself into the second
535     * object, allocating what needs to be allocated. Basically, any
536     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
537     * if the first object is freed, the pointers in the new object
538     * will point at garbage.
539     */
540     void
541     object::copy_to (object *dst)
542     {
543     *dst = *this;
544    
545     if (speed < 0)
546     dst->speed_left = speed_left - rndm ();
547 root 1.2
548 root 1.87 dst->set_speed (dst->speed);
549 elmex 1.1 }
550    
551 root 1.133 void
552     object::instantiate ()
553     {
554     if (!uuid.seq) // HACK
555     uuid = gen_uuid ();
556    
557     speed_left = -0.1f;
558     /* copy the body_info to the body_used - this is only really
559     * need for monsters, but doesn't hurt to do it for everything.
560     * by doing so, when a monster is created, it has good starting
561     * values for the body_used info, so when items are created
562     * for it, they can be properly equipped.
563     */
564 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
565     slot[i].used = slot[i].info;
566 root 1.133
567     attachable::instantiate ();
568     }
569    
570 root 1.65 object *
571     object::clone ()
572     {
573     object *neu = create ();
574     copy_to (neu);
575     return neu;
576     }
577    
578 elmex 1.1 /*
579     * If an object with the IS_TURNABLE() flag needs to be turned due
580     * to the closest player being on the other side, this function can
581     * be called to update the face variable, _and_ how it looks on the map.
582     */
583 root 1.24 void
584     update_turn_face (object *op)
585     {
586 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
587 root 1.24 return;
588 root 1.96
589 root 1.24 SET_ANIMATION (op, op->direction);
590     update_object (op, UP_OBJ_FACE);
591 elmex 1.1 }
592    
593     /*
594     * Updates the speed of an object. If the speed changes from 0 to another
595     * value, or vice versa, then add/remove the object from the active list.
596     * This function needs to be called whenever the speed of an object changes.
597     */
598 root 1.24 void
599 root 1.87 object::set_speed (float speed)
600 root 1.24 {
601 root 1.87 if (flag [FLAG_FREED] && speed)
602 root 1.24 {
603 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
604     speed = 0;
605 elmex 1.1 }
606 root 1.31
607 root 1.87 this->speed = speed;
608    
609 elmex 1.97 if (has_active_speed ())
610 root 1.98 activate ();
611 root 1.24 else
612 root 1.98 deactivate ();
613 elmex 1.1 }
614    
615     /*
616 root 1.75 * update_object() updates the the map.
617 elmex 1.1 * It takes into account invisible objects (and represent squares covered
618     * by invisible objects by whatever is below them (unless it's another
619     * invisible object, etc...)
620     * If the object being updated is beneath a player, the look-window
621     * of that player is updated (this might be a suboptimal way of
622     * updating that window, though, since update_object() is called _often_)
623     *
624     * action is a hint of what the caller believes need to be done.
625     * current action are:
626     * UP_OBJ_INSERT: op was inserted
627     * UP_OBJ_REMOVE: op was removed
628     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
629     * as that is easier than trying to look at what may have changed.
630     * UP_OBJ_FACE: only the objects face has changed.
631     */
632 root 1.24 void
633     update_object (object *op, int action)
634     {
635     if (op == NULL)
636     {
637     /* this should never happen */
638     LOG (llevDebug, "update_object() called for NULL object.\n");
639     return;
640 elmex 1.1 }
641 root 1.24
642 root 1.75 if (op->env)
643 root 1.24 {
644     /* Animation is currently handled by client, so nothing
645     * to do in this case.
646     */
647     return;
648 elmex 1.1 }
649    
650 root 1.24 /* If the map is saving, don't do anything as everything is
651     * going to get freed anyways.
652     */
653     if (!op->map || op->map->in_memory == MAP_SAVING)
654     return;
655    
656     /* make sure the object is within map boundaries */
657 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
658 root 1.24 {
659     LOG (llevError, "update_object() called for object out of map!\n");
660 elmex 1.1 #ifdef MANY_CORES
661 root 1.24 abort ();
662 elmex 1.1 #endif
663 root 1.24 return;
664 elmex 1.1 }
665    
666 root 1.76 mapspace &m = op->ms ();
667 elmex 1.1
668 root 1.99 if (!(m.flags_ & P_UPTODATE))
669 root 1.75 /* nop */;
670     else if (action == UP_OBJ_INSERT)
671     {
672     // this is likely overkill, TODO: revisit (schmorp)
673     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
674     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
675     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
676     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
678     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
679     || (m.move_on | op->move_on ) != m.move_on
680     || (m.move_off | op->move_off ) != m.move_off
681     || (m.move_slow | op->move_slow) != m.move_slow
682     /* This isn't perfect, but I don't expect a lot of objects to
683     * to have move_allow right now.
684     */
685     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
686     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
687 root 1.99 m.flags_ = 0;
688 root 1.75 }
689     /* if the object is being removed, we can't make intelligent
690     * decisions, because remove_ob can't really pass the object
691     * that is being removed.
692     */
693 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
694 root 1.99 m.flags_ = 0;
695 root 1.24 else if (action == UP_OBJ_FACE)
696 root 1.29 /* Nothing to do for that case */ ;
697 root 1.24 else
698 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
699 elmex 1.1
700 root 1.75 if (op->more)
701 root 1.24 update_object (op->more, action);
702 elmex 1.1 }
703    
704 root 1.21 object::object ()
705     {
706 root 1.22 SET_FLAG (this, FLAG_REMOVED);
707    
708     expmul = 1.0;
709     face = blank_face;
710     }
711    
712     object::~object ()
713     {
714 root 1.121 unlink ();
715 root 1.119
716 root 1.22 free_key_values (this);
717     }
718    
719 root 1.112 static int object_count;
720    
721 root 1.24 void object::link ()
722 root 1.22 {
723 root 1.112 assert (!index);//D
724 root 1.41 uuid = gen_uuid ();
725 root 1.112 count = ++object_count;
726 root 1.21
727 root 1.109 refcnt_inc ();
728 root 1.108 objects.insert (this);
729 root 1.21 }
730    
731 root 1.24 void object::unlink ()
732 root 1.21 {
733 root 1.121 if (!index)
734     return;
735    
736 root 1.108 objects.erase (this);
737 root 1.109 refcnt_dec ();
738 root 1.98 }
739    
740 root 1.96 void
741 root 1.98 object::activate ()
742 root 1.96 {
743 root 1.98 /* If already on active list, don't do anything */
744 root 1.108 if (active)
745 root 1.98 return;
746    
747 elmex 1.97 if (has_active_speed ())
748 root 1.108 actives.insert (this);
749 root 1.98 }
750 root 1.96
751 root 1.98 void
752     object::activate_recursive ()
753     {
754     activate ();
755    
756 root 1.104 for (object *op = inv; op; op = op->below)
757 root 1.98 op->activate_recursive ();
758 root 1.96 }
759    
760     /* This function removes object 'op' from the list of active
761     * objects.
762     * This should only be used for style maps or other such
763     * reference maps where you don't want an object that isn't
764     * in play chewing up cpu time getting processed.
765     * The reverse of this is to call update_ob_speed, which
766     * will do the right thing based on the speed of the object.
767     */
768     void
769 root 1.98 object::deactivate ()
770 root 1.96 {
771     /* If not on the active list, nothing needs to be done */
772 root 1.108 if (!active)
773 root 1.96 return;
774    
775 root 1.108 actives.erase (this);
776 root 1.98 }
777 root 1.96
778 root 1.98 void
779     object::deactivate_recursive ()
780     {
781 root 1.104 for (object *op = inv; op; op = op->below)
782 root 1.98 op->deactivate_recursive ();
783    
784     deactivate ();
785 root 1.96 }
786    
787 root 1.106 void
788     object::set_flag_inv (int flag, int value)
789     {
790     for (object *op = inv; op; op = op->below)
791     {
792     op->flag [flag] = value;
793     op->set_flag_inv (flag, value);
794     }
795     }
796    
797 root 1.89 /*
798     * Remove and free all objects in the inventory of the given object.
799     * object.c ?
800     */
801     void
802     object::destroy_inv (bool drop_to_ground)
803     {
804 root 1.94 // need to check first, because the checks below might segfault
805     // as we might be on an invalid mapspace and crossfire code
806     // is too buggy to ensure that the inventory is empty.
807     // corollary: if you create arrows etc. with stuff in tis inventory,
808     // cf will crash below with off-map x and y
809     if (!inv)
810     return;
811    
812 root 1.89 /* Only if the space blocks everything do we not process -
813     * if some form of movement is allowed, let objects
814     * drop on that space.
815     */
816 root 1.92 if (!drop_to_ground
817     || !map
818     || map->in_memory != MAP_IN_MEMORY
819 root 1.122 || map->nodrop
820 root 1.95 || ms ().move_block == MOVE_ALL)
821 root 1.89 {
822     while (inv)
823 root 1.92 {
824     inv->destroy_inv (drop_to_ground);
825     inv->destroy ();
826     }
827 root 1.89 }
828     else
829     { /* Put objects in inventory onto this space */
830     while (inv)
831     {
832     object *op = inv;
833    
834     if (op->flag [FLAG_STARTEQUIP]
835     || op->flag [FLAG_NO_DROP]
836     || op->type == RUNE
837     || op->type == TRAP
838 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
839     || op->flag [FLAG_DESTROY_ON_DEATH])
840 root 1.89 op->destroy ();
841     else
842 root 1.93 map->insert (op, x, y);
843 root 1.89 }
844     }
845     }
846    
847 root 1.21 object *object::create ()
848     {
849 root 1.42 object *op = new object;
850 root 1.22 op->link ();
851     return op;
852 root 1.21 }
853 elmex 1.1
854 root 1.82 void
855     object::do_destroy ()
856 root 1.14 {
857 root 1.112 attachable::do_destroy ();
858    
859 root 1.82 if (flag [FLAG_IS_LINKED])
860     remove_button_link (this);
861 root 1.29
862 root 1.82 if (flag [FLAG_FRIENDLY])
863 root 1.140 remove_friendly_object (this);
864 root 1.32
865 root 1.82 if (!flag [FLAG_REMOVED])
866 root 1.63 remove ();
867 root 1.14
868 root 1.112 destroy_inv (true);
869 root 1.14
870 root 1.112 deactivate ();
871     unlink ();
872 root 1.92
873 root 1.82 flag [FLAG_FREED] = 1;
874 root 1.14
875 root 1.57 // hack to ensure that freed objects still have a valid map
876     {
877     static maptile *freed_map; // freed objects are moved here to avoid crashes
878    
879     if (!freed_map)
880     {
881     freed_map = new maptile;
882    
883     freed_map->name = "/internal/freed_objects_map";
884     freed_map->width = 3;
885     freed_map->height = 3;
886    
887 root 1.96 freed_map->alloc ();
888 root 1.103 freed_map->in_memory = MAP_IN_MEMORY;
889 root 1.57 }
890    
891     map = freed_map;
892     x = 1;
893     y = 1;
894     }
895    
896 root 1.82 head = 0;
897 root 1.88
898     if (more)
899     {
900     more->destroy ();
901     more = 0;
902     }
903 root 1.82
904 root 1.44 // clear those pointers that likely might have circular references to us
905     owner = 0;
906     enemy = 0;
907     attacked_by = 0;
908 root 1.82 }
909    
910     void
911     object::destroy (bool destroy_inventory)
912     {
913     if (destroyed ())
914     return;
915    
916     if (destroy_inventory)
917 root 1.89 destroy_inv (false);
918 root 1.22
919 root 1.82 attachable::destroy ();
920 elmex 1.1 }
921    
922     /*
923     * sub_weight() recursively (outwards) subtracts a number from the
924     * weight of an object (and what is carried by it's environment(s)).
925     */
926 root 1.24 void
927     sub_weight (object *op, signed long weight)
928     {
929     while (op != NULL)
930     {
931     if (op->type == CONTAINER)
932 root 1.45 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
933    
934 root 1.24 op->carrying -= weight;
935     op = op->env;
936 elmex 1.1 }
937     }
938    
939 root 1.63 /* op->remove ():
940 elmex 1.1 * This function removes the object op from the linked list of objects
941     * which it is currently tied to. When this function is done, the
942     * object will have no environment. If the object previously had an
943     * environment, the x and y coordinates will be updated to
944     * the previous environment.
945     */
946 root 1.24 void
947 root 1.128 object::do_remove ()
948 root 1.24 {
949 root 1.45 object *tmp, *last = 0;
950     object *otmp;
951 root 1.26
952 root 1.59 if (QUERY_FLAG (this, FLAG_REMOVED))
953 root 1.29 return;
954 root 1.24
955 root 1.59 SET_FLAG (this, FLAG_REMOVED);
956 root 1.82 INVOKE_OBJECT (REMOVE, this);
957 root 1.26
958 root 1.59 if (more)
959     more->remove ();
960 root 1.24
961     /*
962     * In this case, the object to be removed is in someones
963     * inventory.
964     */
965 root 1.59 if (env)
966 root 1.24 {
967 root 1.59 if (nrof)
968     sub_weight (env, weight * nrof);
969 root 1.24 else
970 root 1.59 sub_weight (env, weight + carrying);
971 root 1.24
972     /* NO_FIX_PLAYER is set when a great many changes are being
973     * made to players inventory. If set, avoiding the call
974     * to save cpu time.
975     */
976 root 1.74 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
977 root 1.78 otmp->update_stats ();
978 root 1.24
979 root 1.96 if (above)
980 root 1.59 above->below = below;
981 root 1.24 else
982 root 1.59 env->inv = below;
983 root 1.24
984 root 1.96 if (below)
985 root 1.59 below->above = above;
986 root 1.24
987     /* we set up values so that it could be inserted into
988     * the map, but we don't actually do that - it is up
989     * to the caller to decide what we want to do.
990     */
991 root 1.59 x = env->x, y = env->y;
992     map = env->map;
993     above = 0, below = 0;
994     env = 0;
995     }
996     else if (map)
997     {
998 root 1.96 if (type == PLAYER)
999     {
1000 root 1.130 // leaving a spot always closes any open container on the ground
1001     if (container && !container->env)
1002     // this causes spurious floorbox updates, but it ensures
1003     // that the CLOSE event is being sent.
1004     close_container ();
1005    
1006 root 1.96 --map->players;
1007 root 1.100 map->touch ();
1008 root 1.96 }
1009    
1010 root 1.98 map->dirty = true;
1011 root 1.117 mapspace &ms = this->ms ();
1012 elmex 1.1
1013 root 1.29 /* link the object above us */
1014 root 1.59 if (above)
1015     above->below = below;
1016 root 1.29 else
1017 root 1.117 ms.top = below; /* we were top, set new top */
1018 root 1.24
1019 root 1.29 /* Relink the object below us, if there is one */
1020 root 1.59 if (below)
1021     below->above = above;
1022 root 1.29 else
1023     {
1024     /* Nothing below, which means we need to relink map object for this space
1025     * use translated coordinates in case some oddness with map tiling is
1026     * evident
1027     */
1028 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1029 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 ());
1030 elmex 1.1
1031 root 1.117 ms.bot = above; /* goes on above it. */
1032 root 1.8 }
1033 root 1.26
1034 root 1.59 above = 0;
1035     below = 0;
1036 root 1.26
1037 root 1.59 if (map->in_memory == MAP_SAVING)
1038 root 1.29 return;
1039 elmex 1.1
1040 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1041 elmex 1.1
1042 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 root 1.24 {
1044 root 1.29 /* No point updating the players look faces if he is the object
1045     * being removed.
1046 root 1.24 */
1047 root 1.29
1048 root 1.59 if (tmp->type == PLAYER && tmp != this)
1049 root 1.24 {
1050 root 1.29 /* If a container that the player is currently using somehow gets
1051     * removed (most likely destroyed), update the player view
1052     * appropriately.
1053     */
1054 root 1.59 if (tmp->container == this)
1055 root 1.29 {
1056 root 1.82 flag [FLAG_APPLIED] = 0;
1057 root 1.59 tmp->container = 0;
1058 root 1.29 }
1059    
1060 root 1.82 if (tmp->contr->ns)
1061     tmp->contr->ns->floorbox_update ();
1062 root 1.8 }
1063 root 1.26
1064 root 1.96 /* See if object moving off should effect something */
1065 root 1.50 if (check_walk_off
1066 root 1.59 && ((move_type & tmp->move_off)
1067     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1068 root 1.29 {
1069 elmex 1.72 move_apply (tmp, this, 0);
1070 root 1.24
1071 root 1.59 if (destroyed ())
1072 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1073 root 1.8 }
1074    
1075 root 1.29 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1076 root 1.96 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1077 root 1.29 if (tmp->above == tmp)
1078 root 1.59 tmp->above = 0;
1079 root 1.8
1080 root 1.29 last = tmp;
1081     }
1082 root 1.26
1083 root 1.96 /* last == NULL if there are no objects on this space */
1084     //TODO: this makes little sense, why only update the topmost object?
1085 root 1.59 if (!last)
1086 root 1.99 map->at (x, y).flags_ = 0;
1087 root 1.29 else
1088     update_object (last, UP_OBJ_REMOVE);
1089 root 1.26
1090 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1091 root 1.59 update_all_los (map, x, y);
1092 elmex 1.1 }
1093     }
1094    
1095     /*
1096     * merge_ob(op,top):
1097     *
1098     * This function goes through all objects below and including top, and
1099     * merges op to the first matching object.
1100     * If top is NULL, it is calculated.
1101     * Returns pointer to object if it succeded in the merge, otherwise NULL
1102     */
1103 root 1.24 object *
1104     merge_ob (object *op, object *top)
1105     {
1106     if (!op->nrof)
1107 elmex 1.1 return 0;
1108 root 1.29
1109 root 1.82 if (top)
1110     for (top = op; top && top->above; top = top->above)
1111     ;
1112 root 1.29
1113 root 1.82 for (; top; top = top->below)
1114 elmex 1.1 {
1115 root 1.24 if (top == op)
1116     continue;
1117 root 1.66
1118     if (object::can_merge (op, top))
1119 root 1.24 {
1120     top->nrof += op->nrof;
1121    
1122 elmex 1.1 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1123 root 1.24 op->weight = 0; /* Don't want any adjustements now */
1124 root 1.64 op->destroy ();
1125 root 1.24 return top;
1126     }
1127 elmex 1.1 }
1128 root 1.29
1129 root 1.45 return 0;
1130 elmex 1.1 }
1131    
1132 root 1.138 void
1133     object::expand_tail ()
1134     {
1135     if (more)
1136     return;
1137    
1138     object *prev = this;
1139    
1140     for (archetype *at = arch->more; at; at = at->more)
1141     {
1142     object *op = arch_to_object (at);
1143    
1144     op->name = name;
1145     op->name_pl = name_pl;
1146     op->title = title;
1147    
1148     op->head = this;
1149     prev->more = op;
1150    
1151     prev = op;
1152     }
1153     }
1154    
1155 elmex 1.1 /*
1156 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1157     * job preparing multi-part monsters.
1158 elmex 1.1 */
1159 root 1.24 object *
1160 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1161 root 1.24 {
1162 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1163 root 1.24 {
1164     tmp->x = x + tmp->arch->clone.x;
1165     tmp->y = y + tmp->arch->clone.y;
1166 elmex 1.1 }
1167 root 1.29
1168 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1169 elmex 1.1 }
1170    
1171     /*
1172     * insert_ob_in_map (op, map, originator, flag):
1173     * This function inserts the object in the two-way linked list
1174     * which represents what is on a map.
1175     * The second argument specifies the map, and the x and y variables
1176     * in the object about to be inserted specifies the position.
1177     *
1178     * originator: Player, monster or other object that caused 'op' to be inserted
1179     * into 'map'. May be NULL.
1180     *
1181     * flag is a bitmask about special things to do (or not do) when this
1182     * function is called. see the object.h file for the INS_ values.
1183     * Passing 0 for flag gives proper default values, so flag really only needs
1184     * to be set if special handling is needed.
1185     *
1186     * Return value:
1187     * new object if 'op' was merged with other object
1188     * NULL if 'op' was destroyed
1189     * just 'op' otherwise
1190     */
1191 root 1.24 object *
1192 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1193 elmex 1.1 {
1194 root 1.138 assert (!op->flag [FLAG_FREED]);
1195    
1196 root 1.25 object *tmp, *top, *floor = NULL;
1197 elmex 1.1
1198 root 1.117 op->remove ();
1199    
1200 root 1.139 #if 0
1201 root 1.138 if (!m->active != !op->active)
1202     if (m->active)
1203     op->activate_recursive ();
1204     else
1205     op->deactivate_recursive ();
1206 root 1.139 #endif
1207 root 1.25
1208 root 1.24 if (out_of_map (m, op->x, op->y))
1209     {
1210 root 1.138 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1211 elmex 1.1 #ifdef MANY_CORES
1212 root 1.24 /* Better to catch this here, as otherwise the next use of this object
1213     * is likely to cause a crash. Better to find out where it is getting
1214     * improperly inserted.
1215     */
1216     abort ();
1217 elmex 1.1 #endif
1218 root 1.24 return op;
1219 elmex 1.1 }
1220 root 1.25
1221 root 1.117 if (object *more = op->more)
1222 root 1.24 {
1223 root 1.117 if (!insert_ob_in_map (more, m, originator, flag))
1224 root 1.24 {
1225     if (!op->head)
1226     LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227 root 1.26
1228 root 1.82 return 0;
1229 root 1.8 }
1230 root 1.24 }
1231 root 1.25
1232 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1233 root 1.8
1234 root 1.24 /* Ideally, the caller figures this out. However, it complicates a lot
1235     * of areas of callers (eg, anything that uses find_free_spot would now
1236     * need extra work
1237     */
1238 root 1.117 if (!xy_normalise (m, op->x, op->y))
1239     return 0;
1240    
1241     op->map = m;
1242     mapspace &ms = op->ms ();
1243 root 1.24
1244     /* this has to be done after we translate the coordinates.
1245     */
1246     if (op->nrof && !(flag & INS_NO_MERGE))
1247 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1248 root 1.66 if (object::can_merge (op, tmp))
1249 root 1.25 {
1250     op->nrof += tmp->nrof;
1251 root 1.64 tmp->destroy ();
1252 root 1.25 }
1253 root 1.24
1254     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1255     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256 root 1.25
1257 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1258     CLEAR_FLAG (op, FLAG_NO_STEAL);
1259    
1260     if (flag & INS_BELOW_ORIGINATOR)
1261     {
1262     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1263     {
1264     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1265     abort ();
1266     }
1267 root 1.25
1268 root 1.24 op->above = originator;
1269     op->below = originator->below;
1270 root 1.25
1271 root 1.24 if (op->below)
1272     op->below->above = op;
1273     else
1274 root 1.117 ms.bot = op;
1275 root 1.25
1276 root 1.24 /* since *below* originator, no need to update top */
1277     originator->below = op;
1278 elmex 1.1 }
1279 root 1.24 else
1280     {
1281 root 1.117 top = ms.bot;
1282    
1283 root 1.24 /* If there are other objects, then */
1284 root 1.117 if ((!(flag & INS_MAP_LOAD)) && top)
1285 root 1.24 {
1286 root 1.96 object *last = 0;
1287 root 1.24
1288     /*
1289     * If there are multiple objects on this space, we do some trickier handling.
1290     * We've already dealt with merging if appropriate.
1291     * Generally, we want to put the new object on top. But if
1292     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1293     * floor, we want to insert above that and no further.
1294     * Also, if there are spell objects on this space, we stop processing
1295     * once we get to them. This reduces the need to traverse over all of
1296     * them when adding another one - this saves quite a bit of cpu time
1297     * when lots of spells are cast in one area. Currently, it is presumed
1298     * that flying non pickable objects are spell objects.
1299     */
1300 root 1.117 for (top = ms.bot; top; top = top->above)
1301 root 1.24 {
1302     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1303     floor = top;
1304 root 1.26
1305 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))
1306     {
1307     /* We insert above top, so we want this object below this */
1308     top = top->below;
1309     break;
1310     }
1311 root 1.26
1312 root 1.24 last = top;
1313     }
1314 root 1.26
1315 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1316     top = last;
1317 root 1.8
1318 root 1.24 /* We let update_position deal with figuring out what the space
1319     * looks like instead of lots of conditions here.
1320     * makes things faster, and effectively the same result.
1321     */
1322    
1323     /* Have object 'fall below' other objects that block view.
1324 root 1.135 * Unless those objects are exits.
1325 root 1.24 * If INS_ON_TOP is used, don't do this processing
1326     * Need to find the object that in fact blocks view, otherwise
1327     * stacking is a bit odd.
1328     */
1329 root 1.117 if (!(flag & INS_ON_TOP)
1330     && ms.flags () & P_BLOCKSVIEW
1331 root 1.135 && (op->face && !faces [op->face].visibility))
1332 root 1.24 {
1333     for (last = top; last != floor; last = last->below)
1334     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1335     break;
1336 root 1.117
1337 root 1.24 /* Check to see if we found the object that blocks view,
1338     * and make sure we have a below pointer for it so that
1339     * we can get inserted below this one, which requires we
1340     * set top to the object below us.
1341     */
1342     if (last && last->below && last != floor)
1343     top = last->below;
1344 root 1.8 }
1345 root 1.24 } /* If objects on this space */
1346 root 1.25
1347 root 1.24 if (flag & INS_MAP_LOAD)
1348 root 1.117 top = ms.top;
1349 root 1.25
1350 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1351     top = floor;
1352    
1353     /* Top is the object that our object (op) is going to get inserted above.
1354     */
1355    
1356     /* First object on this space */
1357     if (!top)
1358     {
1359 root 1.117 op->above = ms.bot;
1360 root 1.25
1361 root 1.24 if (op->above)
1362     op->above->below = op;
1363 root 1.25
1364 root 1.96 op->below = 0;
1365 root 1.117 ms.bot = op;
1366 root 1.24 }
1367     else
1368     { /* get inserted into the stack above top */
1369     op->above = top->above;
1370 root 1.25
1371 root 1.24 if (op->above)
1372     op->above->below = op;
1373 root 1.25
1374 root 1.24 op->below = top;
1375     top->above = op;
1376     }
1377 root 1.25
1378 root 1.96 if (!op->above)
1379 root 1.117 ms.top = op;
1380 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1381 root 1.8
1382 root 1.24 if (op->type == PLAYER)
1383 root 1.96 {
1384     op->contr->do_los = 1;
1385     ++op->map->players;
1386 root 1.100 op->map->touch ();
1387 root 1.96 }
1388 root 1.24
1389 root 1.98 op->map->dirty = true;
1390    
1391 root 1.24 /* If we have a floor, we know the player, if any, will be above
1392     * it, so save a few ticks and start from there.
1393     */
1394     if (!(flag & INS_MAP_LOAD))
1395 root 1.117 if (object *pl = ms.player ())
1396 root 1.82 if (pl->contr->ns)
1397     pl->contr->ns->floorbox_update ();
1398 root 1.24
1399     /* If this object glows, it may affect lighting conditions that are
1400     * visible to others on this map. But update_all_los is really
1401     * an inefficient way to do this, as it means los for all players
1402     * on the map will get recalculated. The players could very well
1403     * be far away from this change and not affected in any way -
1404     * this should get redone to only look for players within range,
1405 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1406 root 1.24 * of effect may be sufficient.
1407     */
1408 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1409 root 1.24 update_all_los (op->map, op->x, op->y);
1410    
1411     /* updates flags (blocked, alive, no magic, etc) for this map space */
1412     update_object (op, UP_OBJ_INSERT);
1413    
1414 root 1.82 INVOKE_OBJECT (INSERT, op);
1415    
1416 root 1.24 /* Don't know if moving this to the end will break anything. However,
1417 root 1.70 * we want to have floorbox_update called before calling this.
1418 root 1.24 *
1419     * check_move_on() must be after this because code called from
1420     * check_move_on() depends on correct map flags (so functions like
1421     * blocked() and wall() work properly), and these flags are updated by
1422     * update_object().
1423     */
1424    
1425     /* if this is not the head or flag has been passed, don't check walk on status */
1426     if (!(flag & INS_NO_WALK_ON) && !op->head)
1427     {
1428     if (check_move_on (op, originator))
1429 root 1.82 return 0;
1430 elmex 1.1
1431 root 1.24 /* If we are a multi part object, lets work our way through the check
1432     * walk on's.
1433     */
1434     for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1435     if (check_move_on (tmp, originator))
1436 root 1.82 return 0;
1437 elmex 1.1 }
1438 root 1.25
1439 root 1.24 return op;
1440 elmex 1.1 }
1441    
1442     /* this function inserts an object in the map, but if it
1443 root 1.75 * finds an object of its own type, it'll remove that one first.
1444     * op is the object to insert it under: supplies x and the map.
1445 elmex 1.1 */
1446 root 1.24 void
1447     replace_insert_ob_in_map (const char *arch_string, object *op)
1448     {
1449 root 1.75 object *tmp, *tmp1;
1450 elmex 1.1
1451 root 1.24 /* first search for itself and remove any old instances */
1452 elmex 1.1
1453 root 1.104 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1454 root 1.64 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1455     tmp->destroy ();
1456 elmex 1.1
1457 root 1.46 tmp1 = arch_to_object (archetype::find (arch_string));
1458 elmex 1.1
1459 root 1.24 tmp1->x = op->x;
1460     tmp1->y = op->y;
1461     insert_ob_in_map (tmp1, op->map, op, 0);
1462     }
1463 elmex 1.1
1464 root 1.93 object *
1465     object::insert_at (object *where, object *originator, int flags)
1466     {
1467 root 1.138 return where->map->insert (this, where->x, where->y, originator, flags);
1468 root 1.93 }
1469    
1470 elmex 1.1 /*
1471     * get_split_ob(ob,nr) splits up ob into two parts. The part which
1472     * is returned contains nr objects, and the remaining parts contains
1473     * the rest (or is removed and freed if that number is 0).
1474     * On failure, NULL is returned, and the reason put into the
1475     * global static errmsg array.
1476     */
1477 root 1.24 object *
1478     get_split_ob (object *orig_ob, uint32 nr)
1479     {
1480 root 1.64 object *newob;
1481     int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1482 root 1.24
1483     if (orig_ob->nrof < nr)
1484     {
1485     sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1486     return NULL;
1487     }
1488 root 1.29
1489 root 1.24 newob = object_create_clone (orig_ob);
1490 root 1.29
1491 root 1.24 if ((orig_ob->nrof -= nr) < 1)
1492 root 1.63 orig_ob->destroy (1);
1493 root 1.24 else if (!is_removed)
1494     {
1495     if (orig_ob->env != NULL)
1496     sub_weight (orig_ob->env, orig_ob->weight * nr);
1497     if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498     {
1499     strcpy (errmsg, "Tried to split object whose map is not in memory.");
1500     LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1501     return NULL;
1502 root 1.8 }
1503 elmex 1.1 }
1504 root 1.29
1505 root 1.24 newob->nrof = nr;
1506 elmex 1.1
1507 root 1.24 return newob;
1508 elmex 1.1 }
1509    
1510     /*
1511     * decrease_ob_nr(object, number) decreases a specified number from
1512     * the amount of an object. If the amount reaches 0, the object
1513     * is subsequently removed and freed.
1514     *
1515     * Return value: 'op' if something is left, NULL if the amount reached 0
1516     */
1517 root 1.24 object *
1518     decrease_ob_nr (object *op, uint32 i)
1519 elmex 1.1 {
1520 root 1.29 object *tmp;
1521 elmex 1.1
1522 root 1.24 if (i == 0) /* objects with op->nrof require this check */
1523     return op;
1524    
1525     if (i > op->nrof)
1526     i = op->nrof;
1527    
1528     if (QUERY_FLAG (op, FLAG_REMOVED))
1529 root 1.29 op->nrof -= i;
1530 root 1.73 else if (op->env)
1531 root 1.24 {
1532     /* is this object in the players inventory, or sub container
1533     * therein?
1534     */
1535 root 1.74 tmp = op->in_player ();
1536 root 1.24 /* nope. Is this a container the player has opened?
1537     * If so, set tmp to that player.
1538     * IMO, searching through all the players will mostly
1539     * likely be quicker than following op->env to the map,
1540     * and then searching the map for a player.
1541     */
1542     if (!tmp)
1543 root 1.81 for_all_players (pl)
1544     if (pl->ob->container == op->env)
1545     {
1546     tmp = pl->ob;
1547     break;
1548     }
1549 elmex 1.1
1550 root 1.24 if (i < op->nrof)
1551     {
1552     sub_weight (op->env, op->weight * i);
1553     op->nrof -= i;
1554     if (tmp)
1555 root 1.73 esrv_send_item (tmp, op);
1556 root 1.24 }
1557     else
1558     {
1559 root 1.63 op->remove ();
1560 root 1.24 op->nrof = 0;
1561     if (tmp)
1562 root 1.73 esrv_del_item (tmp->contr, op->count);
1563 elmex 1.1 }
1564     }
1565 root 1.24 else
1566 elmex 1.1 {
1567 root 1.29 object *above = op->above;
1568 elmex 1.1
1569 root 1.24 if (i < op->nrof)
1570 root 1.29 op->nrof -= i;
1571 root 1.24 else
1572     {
1573 root 1.63 op->remove ();
1574 root 1.24 op->nrof = 0;
1575     }
1576 root 1.29
1577 root 1.24 /* Since we just removed op, op->above is null */
1578 root 1.73 for (tmp = above; tmp; tmp = tmp->above)
1579 root 1.24 if (tmp->type == PLAYER)
1580     {
1581     if (op->nrof)
1582     esrv_send_item (tmp, op);
1583     else
1584     esrv_del_item (tmp->contr, op->count);
1585     }
1586 elmex 1.1 }
1587    
1588 root 1.24 if (op->nrof)
1589 root 1.29 return op;
1590 root 1.24 else
1591     {
1592 root 1.64 op->destroy ();
1593 root 1.73 return 0;
1594 elmex 1.1 }
1595     }
1596    
1597     /*
1598     * add_weight(object, weight) adds the specified weight to an object,
1599     * and also updates how much the environment(s) is/are carrying.
1600     */
1601 root 1.24 void
1602     add_weight (object *op, signed long weight)
1603     {
1604     while (op != NULL)
1605     {
1606     if (op->type == CONTAINER)
1607 root 1.29 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1608    
1609 root 1.24 op->carrying += weight;
1610     op = op->env;
1611     }
1612 elmex 1.1 }
1613    
1614 root 1.24 object *
1615     insert_ob_in_ob (object *op, object *where)
1616     {
1617 root 1.59 if (!where)
1618 root 1.24 {
1619 root 1.53 char *dump = dump_object (op);
1620     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621     free (dump);
1622 root 1.24 return op;
1623     }
1624 root 1.29
1625 root 1.24 if (where->head)
1626     {
1627 root 1.59 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 root 1.24 where = where->head;
1629     }
1630 root 1.29
1631 root 1.59 return where->insert (op);
1632     }
1633    
1634     /*
1635     * env->insert (op)
1636     * This function inserts the object op in the linked list
1637     * inside the object environment.
1638     *
1639     * The function returns now pointer to inserted item, and return value can
1640     * be != op, if items are merged. -Tero
1641     */
1642     object *
1643     object::insert (object *op)
1644     {
1645     object *tmp, *otmp;
1646    
1647     if (!QUERY_FLAG (op, FLAG_REMOVED))
1648     op->remove ();
1649    
1650 root 1.24 if (op->more)
1651     {
1652     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653     return op;
1654     }
1655 root 1.29
1656 root 1.24 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1657     CLEAR_FLAG (op, FLAG_REMOVED);
1658     if (op->nrof)
1659     {
1660 root 1.59 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1661 root 1.66 if (object::can_merge (tmp, op))
1662 root 1.24 {
1663     /* return the original object and remove inserted object
1664     (client needs the original object) */
1665     tmp->nrof += op->nrof;
1666     /* Weight handling gets pretty funky. Since we are adding to
1667     * tmp->nrof, we need to increase the weight.
1668     */
1669 root 1.59 add_weight (this, op->weight * op->nrof);
1670 root 1.24 SET_FLAG (op, FLAG_REMOVED);
1671 root 1.59 op->destroy (); /* free the inserted object */
1672 root 1.24 op = tmp;
1673 root 1.59 op->remove (); /* and fix old object's links */
1674 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1675     break;
1676     }
1677    
1678     /* I assume combined objects have no inventory
1679     * We add the weight - this object could have just been removed
1680     * (if it was possible to merge). calling remove_ob will subtract
1681     * the weight, so we need to add it in again, since we actually do
1682     * the linking below
1683     */
1684 root 1.59 add_weight (this, op->weight * op->nrof);
1685 root 1.24 }
1686     else
1687 root 1.59 add_weight (this, (op->weight + op->carrying));
1688 elmex 1.1
1689 root 1.74 otmp = this->in_player ();
1690 root 1.59 if (otmp && otmp->contr)
1691     if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1692 root 1.78 otmp->update_stats ();
1693 elmex 1.1
1694 root 1.74 op->map = 0;
1695 root 1.59 op->env = this;
1696 root 1.74 op->above = 0;
1697     op->below = 0;
1698 root 1.24 op->x = 0, op->y = 0;
1699 elmex 1.1
1700     /* reset the light list and los of the players on the map */
1701 root 1.59 if ((op->glow_radius != 0) && map)
1702 root 1.24 {
1703 elmex 1.1 #ifdef DEBUG_LIGHTS
1704 root 1.24 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1705     #endif /* DEBUG_LIGHTS */
1706 root 1.84 if (map->darkness)
1707 root 1.59 update_all_los (map, x, y);
1708 root 1.24 }
1709 elmex 1.1
1710     /* Client has no idea of ordering so lets not bother ordering it here.
1711     * It sure simplifies this function...
1712     */
1713 root 1.59 if (!inv)
1714     inv = op;
1715 root 1.24 else
1716     {
1717 root 1.59 op->below = inv;
1718 elmex 1.1 op->below->above = op;
1719 root 1.59 inv = op;
1720 root 1.24 }
1721 root 1.59
1722 root 1.82 INVOKE_OBJECT (INSERT, this);
1723    
1724 elmex 1.1 return op;
1725     }
1726    
1727     /*
1728     * Checks if any objects has a move_type that matches objects
1729     * that effect this object on this space. Call apply() to process
1730     * these events.
1731     *
1732     * Any speed-modification due to SLOW_MOVE() of other present objects
1733     * will affect the speed_left of the object.
1734     *
1735     * originator: Player, monster or other object that caused 'op' to be inserted
1736     * into 'map'. May be NULL.
1737     *
1738     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1739     *
1740     * 4-21-95 added code to check if appropriate skill was readied - this will
1741     * permit faster movement by the player through this terrain. -b.t.
1742     *
1743     * MSW 2001-07-08: Check all objects on space, not just those below
1744     * object being inserted. insert_ob_in_map may not put new objects
1745     * on top.
1746     */
1747 root 1.24 int
1748     check_move_on (object *op, object *originator)
1749 elmex 1.1 {
1750 root 1.48 object *tmp;
1751 root 1.49 maptile *m = op->map;
1752 root 1.48 int x = op->x, y = op->y;
1753 root 1.26
1754 root 1.48 MoveType move_on, move_slow, move_block;
1755 root 1.24
1756     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1757     return 0;
1758    
1759     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1760     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1761     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1762    
1763     /* if nothing on this space will slow op down or be applied,
1764     * no need to do checking below. have to make sure move_type
1765     * is set, as lots of objects don't have it set - we treat that
1766     * as walking.
1767     */
1768     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1769     return 0;
1770 elmex 1.1
1771 root 1.24 /* This is basically inverse logic of that below - basically,
1772     * if the object can avoid the move on or slow move, they do so,
1773     * but can't do it if the alternate movement they are using is
1774     * blocked. Logic on this seems confusing, but does seem correct.
1775     */
1776     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1777     return 0;
1778    
1779     /* The objects have to be checked from top to bottom.
1780     * Hence, we first go to the top:
1781     */
1782    
1783 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1784 root 1.24 {
1785     /* Trim the search when we find the first other spell effect
1786     * this helps performance so that if a space has 50 spell objects,
1787     * we don't need to check all of them.
1788     */
1789     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1790     break;
1791     }
1792 root 1.26
1793     for (; tmp; tmp = tmp->below)
1794 root 1.24 {
1795     if (tmp == op)
1796     continue; /* Can't apply yourself */
1797 elmex 1.1
1798 root 1.24 /* Check to see if one of the movement types should be slowed down.
1799     * Second check makes sure that the movement types not being slowed
1800     * (~slow_move) is not blocked on this space - just because the
1801     * space doesn't slow down swimming (for example), if you can't actually
1802     * swim on that space, can't use it to avoid the penalty.
1803     */
1804     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1805     {
1806     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1807     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1808     {
1809 elmex 1.1
1810 root 1.29 float
1811 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1812 elmex 1.1
1813 root 1.24 if (op->type == PLAYER)
1814 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1815     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1816     diff /= 4.0;
1817    
1818 root 1.24 op->speed_left -= diff;
1819 root 1.8 }
1820     }
1821 elmex 1.1
1822 root 1.24 /* Basically same logic as above, except now for actual apply. */
1823     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825     {
1826 elmex 1.72 move_apply (tmp, op, originator);
1827 root 1.24
1828 root 1.48 if (op->destroyed ())
1829 root 1.24 return 1;
1830    
1831     /* what the person/creature stepped onto has moved the object
1832     * someplace new. Don't process any further - if we did,
1833     * have a feeling strange problems would result.
1834     */
1835     if (op->map != m || op->x != x || op->y != y)
1836     return 0;
1837 root 1.8 }
1838 elmex 1.1 }
1839 root 1.26
1840 root 1.24 return 0;
1841 elmex 1.1 }
1842    
1843     /*
1844     * present_arch(arch, map, x, y) searches for any objects with
1845     * a matching archetype at the given map and coordinates.
1846     * The first matching object is returned, or NULL if none.
1847     */
1848 root 1.24 object *
1849 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1850 root 1.24 {
1851 root 1.104 if (!m || out_of_map (m, x, y))
1852 root 1.24 {
1853     LOG (llevError, "Present_arch called outside map.\n");
1854     return NULL;
1855     }
1856 root 1.84
1857 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 root 1.24 if (tmp->arch == at)
1859 elmex 1.1 return tmp;
1860 root 1.84
1861 elmex 1.1 return NULL;
1862     }
1863    
1864     /*
1865     * present(type, map, x, y) searches for any objects with
1866     * a matching type variable at the given map and coordinates.
1867     * The first matching object is returned, or NULL if none.
1868     */
1869 root 1.24 object *
1870 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1871 root 1.24 {
1872     if (out_of_map (m, x, y))
1873     {
1874     LOG (llevError, "Present called outside map.\n");
1875     return NULL;
1876     }
1877 root 1.84
1878 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1879 root 1.24 if (tmp->type == type)
1880 elmex 1.1 return tmp;
1881 root 1.84
1882 elmex 1.1 return NULL;
1883     }
1884    
1885     /*
1886     * present_in_ob(type, object) searches for any objects with
1887     * a matching type variable in the inventory of the given object.
1888     * The first matching object is returned, or NULL if none.
1889     */
1890 root 1.24 object *
1891     present_in_ob (unsigned char type, const object *op)
1892     {
1893 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1894 root 1.24 if (tmp->type == type)
1895 elmex 1.1 return tmp;
1896 root 1.84
1897 elmex 1.1 return NULL;
1898     }
1899    
1900     /*
1901     * present_in_ob (type, str, object) searches for any objects with
1902     * a matching type & name variable in the inventory of the given object.
1903     * The first matching object is returned, or NULL if none.
1904     * This is mostly used by spell effect code, so that we only
1905     * have one spell effect at a time.
1906     * type can be used to narrow the search - if type is set,
1907     * the type must also match. -1 can be passed for the type,
1908     * in which case the type does not need to pass.
1909     * str is the string to match against. Note that we match against
1910     * the object name, not the archetype name. this is so that the
1911     * spell code can use one object type (force), but change it's name
1912     * to be unique.
1913     */
1914 root 1.24 object *
1915     present_in_ob_by_name (int type, const char *str, const object *op)
1916     {
1917 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1918 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1919     return tmp;
1920 elmex 1.1
1921 root 1.82 return 0;
1922 elmex 1.1 }
1923    
1924     /*
1925     * present_arch_in_ob(archetype, object) searches for any objects with
1926     * a matching archetype in the inventory of the given object.
1927     * The first matching object is returned, or NULL if none.
1928     */
1929 root 1.24 object *
1930     present_arch_in_ob (const archetype *at, const object *op)
1931     {
1932 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1933 root 1.24 if (tmp->arch == at)
1934 elmex 1.1 return tmp;
1935 root 1.82
1936 elmex 1.1 return NULL;
1937     }
1938    
1939     /*
1940     * activate recursively a flag on an object inventory
1941     */
1942 root 1.24 void
1943     flag_inv (object *op, int flag)
1944     {
1945     if (op->inv)
1946 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 root 1.24 {
1948     SET_FLAG (tmp, flag);
1949     flag_inv (tmp, flag);
1950 elmex 1.1 }
1951 root 1.82 }
1952    
1953     /*
1954     * deactivate recursively a flag on an object inventory
1955     */
1956 root 1.24 void
1957     unflag_inv (object *op, int flag)
1958     {
1959     if (op->inv)
1960 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 root 1.24 {
1962     CLEAR_FLAG (tmp, flag);
1963     unflag_inv (tmp, flag);
1964 elmex 1.1 }
1965     }
1966    
1967     /*
1968     * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1969     * all it's inventory (recursively).
1970     * If checksums are used, a player will get set_cheat called for
1971     * him/her-self and all object carried by a call to this function.
1972     */
1973 root 1.24 void
1974     set_cheat (object *op)
1975     {
1976     SET_FLAG (op, FLAG_WAS_WIZ);
1977     flag_inv (op, FLAG_WAS_WIZ);
1978 elmex 1.1 }
1979    
1980     /*
1981     * find_free_spot(object, map, x, y, start, stop) will search for
1982     * a spot at the given map and coordinates which will be able to contain
1983     * the given object. start and stop specifies how many squares
1984     * to search (see the freearr_x/y[] definition).
1985     * It returns a random choice among the alternatives found.
1986     * start and stop are where to start relative to the free_arr array (1,9
1987     * does all 4 immediate directions). This returns the index into the
1988     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1989     * Note - this only checks to see if there is space for the head of the
1990     * object - if it is a multispace object, this should be called for all
1991     * pieces.
1992     * Note2: This function does correctly handle tiled maps, but does not
1993     * inform the caller. However, insert_ob_in_map will update as
1994     * necessary, so the caller shouldn't need to do any special work.
1995     * Note - updated to take an object instead of archetype - this is necessary
1996     * because arch_blocked (now ob_blocked) needs to know the movement type
1997     * to know if the space in question will block the object. We can't use
1998     * the archetype because that isn't correct if the monster has been
1999     * customized, changed states, etc.
2000     */
2001 root 1.24 int
2002 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003 root 1.24 {
2004 root 1.82 int index = 0, flag;
2005     int altern[SIZEOFFREE];
2006 root 1.24
2007 root 1.82 for (int i = start; i < stop; i++)
2008 root 1.24 {
2009     flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2010     if (!flag)
2011 root 1.82 altern [index++] = i;
2012 root 1.24
2013     /* Basically, if we find a wall on a space, we cut down the search size.
2014     * In this way, we won't return spaces that are on another side of a wall.
2015     * This mostly work, but it cuts down the search size in all directions -
2016     * if the space being examined only has a wall to the north and empty
2017     * spaces in all the other directions, this will reduce the search space
2018     * to only the spaces immediately surrounding the target area, and
2019     * won't look 2 spaces south of the target space.
2020     */
2021 root 1.74 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2022 root 1.24 stop = maxfree[i];
2023 elmex 1.1 }
2024 root 1.74
2025 root 1.24 if (!index)
2026     return -1;
2027 root 1.74
2028 root 1.124 return altern [rndm (index)];
2029 elmex 1.1 }
2030    
2031     /*
2032 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2033 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2034     * But it will return the first available spot, not a random choice.
2035     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2036     */
2037 root 1.24 int
2038 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2039 root 1.24 {
2040 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2041     if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2042     return i;
2043 root 1.24
2044     return -1;
2045 elmex 1.1 }
2046    
2047     /*
2048     * The function permute(arr, begin, end) randomly reorders the array
2049     * arr[begin..end-1].
2050 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2051 elmex 1.1 */
2052 root 1.24 static void
2053     permute (int *arr, int begin, int end)
2054 elmex 1.1 {
2055 root 1.82 arr += begin;
2056     end -= begin;
2057    
2058     while (--end)
2059 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2060 elmex 1.1 }
2061    
2062     /* new function to make monster searching more efficient, and effective!
2063     * This basically returns a randomized array (in the passed pointer) of
2064     * the spaces to find monsters. In this way, it won't always look for
2065     * monsters to the north first. However, the size of the array passed
2066     * covers all the spaces, so within that size, all the spaces within
2067     * the 3x3 area will be searched, just not in a predictable order.
2068     */
2069 root 1.24 void
2070     get_search_arr (int *search_arr)
2071 elmex 1.1 {
2072 root 1.82 int i;
2073 elmex 1.1
2074 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2075 root 1.82 search_arr[i] = i;
2076 elmex 1.1
2077 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2078     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2079     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2080 elmex 1.1 }
2081    
2082     /*
2083     * find_dir(map, x, y, exclude) will search some close squares in the
2084     * given map at the given coordinates for live objects.
2085     * It will not considered the object given as exclude among possible
2086     * live objects.
2087     * It returns the direction toward the first/closest live object if finds
2088     * any, otherwise 0.
2089     * Perhaps incorrectly, but I'm making the assumption that exclude
2090     * is actually want is going to try and move there. We need this info
2091     * because we have to know what movement the thing looking to move
2092     * there is capable of.
2093     */
2094 root 1.24 int
2095 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2096 root 1.24 {
2097 root 1.82 int i, max = SIZEOFFREE, mflags;
2098 root 1.29
2099     sint16 nx, ny;
2100 root 1.82 object *tmp;
2101     maptile *mp;
2102 root 1.29
2103     MoveType blocked, move_type;
2104 root 1.24
2105     if (exclude && exclude->head)
2106     {
2107     exclude = exclude->head;
2108     move_type = exclude->move_type;
2109     }
2110     else
2111     {
2112     /* If we don't have anything, presume it can use all movement types. */
2113     move_type = MOVE_ALL;
2114     }
2115    
2116     for (i = 1; i < max; i++)
2117     {
2118     mp = m;
2119     nx = x + freearr_x[i];
2120     ny = y + freearr_y[i];
2121    
2122     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123 root 1.75
2124 root 1.24 if (mflags & P_OUT_OF_MAP)
2125 root 1.75 max = maxfree[i];
2126 root 1.24 else
2127     {
2128 root 1.82 mapspace &ms = mp->at (nx, ny);
2129    
2130     blocked = ms.move_block;
2131 root 1.24
2132     if ((move_type & blocked) == move_type)
2133 root 1.75 max = maxfree[i];
2134 root 1.24 else if (mflags & P_IS_ALIVE)
2135     {
2136 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2138     && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2139 root 1.75 break;
2140    
2141 root 1.24 if (tmp)
2142 root 1.75 return freedir[i];
2143 root 1.8 }
2144     }
2145 elmex 1.1 }
2146 root 1.75
2147 root 1.24 return 0;
2148 elmex 1.1 }
2149    
2150     /*
2151     * distance(object 1, object 2) will return the square of the
2152     * distance between the two given objects.
2153     */
2154 root 1.24 int
2155     distance (const object *ob1, const object *ob2)
2156     {
2157 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2158 elmex 1.1 }
2159    
2160     /*
2161     * find_dir_2(delta-x,delta-y) will return a direction in which
2162     * an object which has subtracted the x and y coordinates of another
2163     * object, needs to travel toward it.
2164     */
2165 root 1.24 int
2166     find_dir_2 (int x, int y)
2167     {
2168 root 1.75 int q;
2169 elmex 1.1
2170 root 1.24 if (y)
2171     q = x * 100 / y;
2172 elmex 1.1 else if (x)
2173 root 1.24 q = -300 * x;
2174 elmex 1.1 else
2175     return 0;
2176    
2177 root 1.24 if (y > 0)
2178     {
2179     if (q < -242)
2180     return 3;
2181     if (q < -41)
2182     return 2;
2183     if (q < 41)
2184     return 1;
2185     if (q < 242)
2186     return 8;
2187     return 7;
2188     }
2189 elmex 1.1
2190     if (q < -242)
2191 root 1.24 return 7;
2192 elmex 1.1 if (q < -41)
2193 root 1.24 return 6;
2194 elmex 1.1 if (q < 41)
2195 root 1.24 return 5;
2196 elmex 1.1 if (q < 242)
2197 root 1.24 return 4;
2198 elmex 1.1
2199 root 1.24 return 3;
2200 elmex 1.1 }
2201    
2202     /*
2203     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2204     * between two directions (which are expected to be absolute (see absdir())
2205     */
2206 root 1.24 int
2207     dirdiff (int dir1, int dir2)
2208     {
2209 root 1.82 int d;
2210 root 1.24
2211     d = abs (dir1 - dir2);
2212     if (d > 4)
2213 elmex 1.1 d = 8 - d;
2214 root 1.82
2215 elmex 1.1 return d;
2216     }
2217    
2218     /* peterm:
2219     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2220     * Basically, this is a table of directions, and what directions
2221     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2222     * This basically means that if direction is 15, then it could either go
2223     * direction 4, 14, or 16 to get back to where we are.
2224     * Moved from spell_util.c to object.c with the other related direction
2225     * functions.
2226     */
2227 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2228 root 1.24 {0, 0, 0}, /* 0 */
2229     {0, 0, 0}, /* 1 */
2230     {0, 0, 0}, /* 2 */
2231     {0, 0, 0}, /* 3 */
2232     {0, 0, 0}, /* 4 */
2233     {0, 0, 0}, /* 5 */
2234     {0, 0, 0}, /* 6 */
2235     {0, 0, 0}, /* 7 */
2236     {0, 0, 0}, /* 8 */
2237     {8, 1, 2}, /* 9 */
2238     {1, 2, -1}, /* 10 */
2239     {2, 10, 12}, /* 11 */
2240     {2, 3, -1}, /* 12 */
2241     {2, 3, 4}, /* 13 */
2242     {3, 4, -1}, /* 14 */
2243     {4, 14, 16}, /* 15 */
2244     {5, 4, -1}, /* 16 */
2245     {4, 5, 6}, /* 17 */
2246     {6, 5, -1}, /* 18 */
2247     {6, 20, 18}, /* 19 */
2248     {7, 6, -1}, /* 20 */
2249     {6, 7, 8}, /* 21 */
2250     {7, 8, -1}, /* 22 */
2251     {8, 22, 24}, /* 23 */
2252     {8, 1, -1}, /* 24 */
2253     {24, 9, 10}, /* 25 */
2254     {9, 10, -1}, /* 26 */
2255     {10, 11, -1}, /* 27 */
2256     {27, 11, 29}, /* 28 */
2257     {11, 12, -1}, /* 29 */
2258     {12, 13, -1}, /* 30 */
2259     {12, 13, 14}, /* 31 */
2260     {13, 14, -1}, /* 32 */
2261     {14, 15, -1}, /* 33 */
2262     {33, 15, 35}, /* 34 */
2263     {16, 15, -1}, /* 35 */
2264     {17, 16, -1}, /* 36 */
2265     {18, 17, 16}, /* 37 */
2266     {18, 17, -1}, /* 38 */
2267     {18, 19, -1}, /* 39 */
2268     {41, 19, 39}, /* 40 */
2269     {19, 20, -1}, /* 41 */
2270     {20, 21, -1}, /* 42 */
2271     {20, 21, 22}, /* 43 */
2272     {21, 22, -1}, /* 44 */
2273     {23, 22, -1}, /* 45 */
2274     {45, 47, 23}, /* 46 */
2275     {23, 24, -1}, /* 47 */
2276     {24, 9, -1}
2277     }; /* 48 */
2278 elmex 1.1
2279     /* Recursive routine to step back and see if we can
2280     * find a path to that monster that we found. If not,
2281     * we don't bother going toward it. Returns 1 if we
2282     * can see a direct way to get it
2283     * Modified to be map tile aware -.MSW
2284     */
2285 root 1.24 int
2286 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2287 root 1.24 {
2288 root 1.29 sint16 dx, dy;
2289 root 1.75 int mflags;
2290 root 1.24
2291     if (dir < 0)
2292     return 0; /* exit condition: invalid direction */
2293    
2294     dx = x + freearr_x[dir];
2295     dy = y + freearr_y[dir];
2296    
2297     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2298    
2299     /* This functional arguably was incorrect before - it was
2300     * checking for P_WALL - that was basically seeing if
2301     * we could move to the monster - this is being more
2302     * literal on if we can see it. To know if we can actually
2303     * move to the monster, we'd need the monster passed in or
2304     * at least its move type.
2305     */
2306     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307     return 0;
2308    
2309     /* yes, can see. */
2310     if (dir < 9)
2311     return 1;
2312 root 1.75
2313     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2314     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2316 root 1.24 }
2317    
2318 elmex 1.1 /*
2319     * can_pick(picker, item): finds out if an object is possible to be
2320     * picked up by the picker. Returnes 1 if it can be
2321     * picked up, otherwise 0.
2322     *
2323     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2324     * core dumps if they do.
2325     *
2326     * Add a check so we can't pick up invisible objects (0.93.8)
2327     */
2328    
2329 root 1.24 int
2330     can_pick (const object *who, const object *item)
2331     {
2332     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2333     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2334     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2335 elmex 1.1 }
2336    
2337     /*
2338     * create clone from object to another
2339     */
2340 root 1.24 object *
2341     object_create_clone (object *asrc)
2342     {
2343 root 1.62 object *dst = 0, *tmp, *src, *part, *prev, *item;
2344 elmex 1.1
2345 root 1.24 if (!asrc)
2346 root 1.62 return 0;
2347    
2348 root 1.24 src = asrc;
2349     if (src->head)
2350     src = src->head;
2351    
2352 root 1.62 prev = 0;
2353 root 1.24 for (part = src; part; part = part->more)
2354     {
2355 root 1.65 tmp = part->clone ();
2356 root 1.24 tmp->x -= src->x;
2357     tmp->y -= src->y;
2358 root 1.62
2359 root 1.24 if (!part->head)
2360     {
2361     dst = tmp;
2362 root 1.62 tmp->head = 0;
2363 root 1.24 }
2364     else
2365 root 1.75 tmp->head = dst;
2366 root 1.62
2367     tmp->more = 0;
2368    
2369 root 1.24 if (prev)
2370     prev->more = tmp;
2371 root 1.62
2372 root 1.24 prev = tmp;
2373 elmex 1.1 }
2374 root 1.24
2375     for (item = src->inv; item; item = item->below)
2376 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2377 elmex 1.1
2378 root 1.24 return dst;
2379 elmex 1.1 }
2380    
2381     /* This returns the first object in who's inventory that
2382     * has the same type and subtype match.
2383     * returns NULL if no match.
2384     */
2385 root 1.24 object *
2386     find_obj_by_type_subtype (const object *who, int type, int subtype)
2387 elmex 1.1 {
2388 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2389 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2390     return tmp;
2391 elmex 1.1
2392 root 1.82 return 0;
2393 elmex 1.1 }
2394    
2395     /* If ob has a field named key, return the link from the list,
2396     * otherwise return NULL.
2397     *
2398     * key must be a passed in shared string - otherwise, this won't
2399     * do the desired thing.
2400     */
2401 root 1.24 key_value *
2402     get_ob_key_link (const object *ob, const char *key)
2403     {
2404 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2405 root 1.48 if (link->key == key)
2406     return link;
2407 root 1.24
2408 root 1.82 return 0;
2409 root 1.24 }
2410 elmex 1.1
2411     /*
2412     * Returns the value of op has an extra_field for key, or NULL.
2413     *
2414     * The argument doesn't need to be a shared string.
2415     *
2416     * The returned string is shared.
2417     */
2418 root 1.24 const char *
2419     get_ob_key_value (const object *op, const char *const key)
2420     {
2421 root 1.35 key_value *link;
2422     shstr_cmp canonical_key (key);
2423 root 1.24
2424 root 1.35 if (!canonical_key)
2425 root 1.24 {
2426     /* 1. There being a field named key on any object
2427     * implies there'd be a shared string to find.
2428     * 2. Since there isn't, no object has this field.
2429     * 3. Therefore, *this* object doesn't have this field.
2430     */
2431 root 1.35 return 0;
2432 elmex 1.1 }
2433    
2434 root 1.24 /* This is copied from get_ob_key_link() above -
2435     * only 4 lines, and saves the function call overhead.
2436     */
2437 root 1.35 for (link = op->key_values; link; link = link->next)
2438     if (link->key == canonical_key)
2439     return link->value;
2440    
2441     return 0;
2442 elmex 1.1 }
2443    
2444     /*
2445     * Updates the canonical_key in op to value.
2446     *
2447     * canonical_key is a shared string (value doesn't have to be).
2448     *
2449     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2450     * keys.
2451     *
2452     * Returns TRUE on success.
2453     */
2454 root 1.24 int
2455     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456     {
2457 root 1.82 key_value *field = NULL, *last = NULL;
2458 root 1.24
2459     for (field = op->key_values; field != NULL; field = field->next)
2460     {
2461     if (field->key != canonical_key)
2462     {
2463     last = field;
2464     continue;
2465     }
2466    
2467     if (value)
2468     field->value = value;
2469     else
2470     {
2471     /* Basically, if the archetype has this key set,
2472     * we need to store the null value so when we save
2473     * it, we save the empty value so that when we load,
2474     * we get this value back again.
2475     */
2476     if (get_ob_key_link (&op->arch->clone, canonical_key))
2477     field->value = 0;
2478     else
2479     {
2480     if (last)
2481     last->next = field->next;
2482     else
2483     op->key_values = field->next;
2484    
2485 root 1.29 delete field;
2486 root 1.24 }
2487     }
2488     return TRUE;
2489     }
2490     /* IF we get here, key doesn't exist */
2491    
2492     /* No field, we'll have to add it. */
2493    
2494     if (!add_key)
2495 root 1.82 return FALSE;
2496    
2497 root 1.24 /* There isn't any good reason to store a null
2498     * value in the key/value list. If the archetype has
2499     * this key, then we should also have it, so shouldn't
2500     * be here. If user wants to store empty strings,
2501     * should pass in ""
2502     */
2503     if (value == NULL)
2504 elmex 1.1 return TRUE;
2505 root 1.24
2506     field = new key_value;
2507    
2508     field->key = canonical_key;
2509     field->value = value;
2510     /* Usual prepend-addition. */
2511     field->next = op->key_values;
2512     op->key_values = field;
2513    
2514     return TRUE;
2515 elmex 1.1 }
2516    
2517     /*
2518     * Updates the key in op to value.
2519     *
2520     * If add_key is FALSE, this will only update existing keys,
2521     * and not add new ones.
2522     * In general, should be little reason FALSE is ever passed in for add_key
2523     *
2524     * Returns TRUE on success.
2525     */
2526 root 1.24 int
2527     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2528 root 1.11 {
2529 root 1.29 shstr key_ (key);
2530 root 1.24
2531 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2532 elmex 1.1 }
2533 root 1.31
2534 root 1.34 object::depth_iterator::depth_iterator (object *container)
2535     : iterator_base (container)
2536     {
2537     while (item->inv)
2538     item = item->inv;
2539     }
2540    
2541 root 1.31 void
2542 root 1.34 object::depth_iterator::next ()
2543 root 1.31 {
2544 root 1.34 if (item->below)
2545     {
2546     item = item->below;
2547    
2548     while (item->inv)
2549     item = item->inv;
2550     }
2551 root 1.31 else
2552 root 1.34 item = item->env;
2553 root 1.31 }
2554 root 1.34
2555 elmex 1.97
2556     const char *
2557     object::flag_desc (char *desc, int len) const
2558     {
2559     char *p = desc;
2560     bool first = true;
2561    
2562 root 1.101 *p = 0;
2563    
2564 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2565     {
2566     if (len <= 10) // magic constant!
2567     {
2568     snprintf (p, len, ",...");
2569     break;
2570     }
2571    
2572 root 1.101 if (flag [i])
2573 elmex 1.97 {
2574     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575     len -= cnt;
2576     p += cnt;
2577     first = false;
2578     }
2579     }
2580    
2581     return desc;
2582     }
2583    
2584 root 1.101 // return a suitable string describing an object in enough detail to find it
2585 root 1.36 const char *
2586     object::debug_desc (char *info) const
2587     {
2588 elmex 1.97 char flagdesc[512];
2589     char info2[256 * 4];
2590 root 1.36 char *p = info;
2591    
2592 elmex 1.127 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 elmex 1.97 count, uuid.seq,
2594 root 1.36 &name,
2595 root 1.117 title ? "\",title:\"" : "",
2596 elmex 1.97 title ? (const char *)title : "",
2597     flag_desc (flagdesc, 512), type);
2598 root 1.36
2599     if (env)
2600     p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601    
2602     if (map)
2603 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604 root 1.36
2605     return info;
2606     }
2607    
2608     const char *
2609     object::debug_desc () const
2610     {
2611 root 1.143 static char info[3][256 * 4];
2612     static int info_idx;
2613 root 1.36
2614 root 1.143 return debug_desc (info [++info_idx % 3]);
2615 root 1.114 }
2616    
2617 root 1.125 struct region *
2618     object::region () const
2619     {
2620     return map ? map->region (x, y)
2621     : region::default_region ();
2622     }
2623    
2624 root 1.129 const materialtype_t *
2625     object::dominant_material () const
2626     {
2627     if (materialtype_t *mat = name_to_material (materialname))
2628     return mat;
2629    
2630     // omfg this is slow, this has to be temporary :)
2631     shstr unknown ("unknown");
2632    
2633     return name_to_material (unknown);
2634     }
2635    
2636 root 1.130 void
2637     object::open_container (object *new_container)
2638     {
2639     if (container == new_container)
2640     return;
2641    
2642     if (object *old_container = container)
2643     {
2644     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645     return;
2646    
2647     #if 0
2648     // remove the "Close old_container" object.
2649     if (object *closer = old_container->inv)
2650     if (closer->type == CLOSE_CON)
2651     closer->destroy ();
2652     #endif
2653    
2654     old_container->flag [FLAG_APPLIED] = 0;
2655     container = 0;
2656    
2657     esrv_update_item (UPD_FLAGS, this, old_container);
2658     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659     }
2660    
2661     if (new_container)
2662     {
2663     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664     return;
2665    
2666     // TODO: this does not seem to serve any purpose anymore?
2667     #if 0
2668     // insert the "Close Container" object.
2669     if (archetype *closer = new_container->other_arch)
2670     {
2671     object *closer = arch_to_object (new_container->other_arch);
2672     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673     new_container->insert (closer);
2674     }
2675     #endif
2676    
2677 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678    
2679 root 1.130 new_container->flag [FLAG_APPLIED] = 1;
2680     container = new_container;
2681    
2682     esrv_update_item (UPD_FLAGS, this, new_container);
2683 root 1.131 esrv_send_inventory (this, new_container);
2684 root 1.130 }
2685     }
2686    
2687