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Comparing deliantra/server/common/object.C (file contents):
Revision 1.115 by root, Mon Jan 15 01:39:42 2007 UTC vs.
Revision 1.161 by root, Wed Jun 13 21:09:39 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 27 variable. */
28#include <global.h> 28#include <global.h>
29#include <stdio.h> 29#include <stdio.h>
30#include <sys/types.h> 30#include <sys/types.h>
31#include <sys/uio.h> 31#include <sys/uio.h>
32#include <object.h> 32#include <object.h>
33#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
34#include <loader.h> 35#include <loader.h>
35 36
36#include <bitset> 37#include <bitset>
37 38
38int nrofallocobjects = 0; 39int nrofallocobjects = 0;
324sum_weight (object *op) 325sum_weight (object *op)
325{ 326{
326 long sum; 327 long sum;
327 object *inv; 328 object *inv;
328 329
329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 { 331 {
331 if (inv->inv) 332 if (inv->inv)
332 sum_weight (inv); 333 sum_weight (inv);
334
333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
334 } 336 }
335 337
336 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
337 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
357/* 359/*
358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
359 * Some error messages. 361 * Some error messages.
360 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
361 */ 363 */
362
363char * 364char *
364dump_object (object *op) 365dump_object (object *op)
365{ 366{
366 if (!op) 367 if (!op)
367 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
368 369
369 object_freezer freezer; 370 object_freezer freezer;
370 save_object (freezer, op, 1); 371 op->write (freezer);
371 return freezer.as_string (); 372 return freezer.as_string ();
372} 373}
373 374
374/* 375/*
375 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
449 owner = owner->owner; 450 owner = owner->owner;
450 451
451 this->owner = owner; 452 this->owner = owner;
452} 453}
453 454
455int
456object::slottype () const
457{
458 if (type == SKILL)
459 {
460 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
461 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
462 }
463 else
464 {
465 if (slot [body_combat].info) return slot_combat;
466 if (slot [body_range ].info) return slot_ranged;
467 }
468
469 return slot_none;
470}
471
472bool
473object::change_weapon (object *ob)
474{
475 if (current_weapon == ob)
476 return true;
477
478 if (chosen_skill)
479 chosen_skill->flag [FLAG_APPLIED] = false;
480
481 current_weapon = ob;
482 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
483
484 if (chosen_skill)
485 chosen_skill->flag [FLAG_APPLIED] = true;
486
487 update_stats ();
488
489 if (ob)
490 {
491 // now check wether any body locations became invalid, in which case
492 // we cannot apply the weapon at the moment.
493 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
494 if (slot[i].used < 0)
495 {
496 current_weapon = chosen_skill = 0;
497 update_stats ();
498
499 new_draw_info_format (NDI_UNIQUE, 0, this,
500 "You try to balance all your items at once, "
501 "but the %s is just too much for your body. "
502 "[You need to unapply some items first.]", &ob->name);
503 return false;
504 }
505
506 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
507 }
508 else
509 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
510
511 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
512 {
513 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
514 &name, ob->debug_desc ());
515 return false;
516 }
517
518 return true;
519}
520
454/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 522 * refcounts and freeing the links.
456 */ 523 */
457static void 524static void
458free_key_values (object *op) 525free_key_values (object *op)
459{ 526{
460 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
461 { 528 {
462 key_value *next = i->next; 529 key_value *next = i->next;
463 delete i; 530 delete i;
464 531
465 i = next; 532 i = next;
466 } 533 }
467 534
468 op->key_values = 0; 535 op->key_values = 0;
469} 536}
470 537
471/* 538object &
472 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
473 * and then copies the contents of itself into the second
474 * object, allocating what needs to be allocated. Basically, any
475 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
476 * if the first object is freed, the pointers in the new object
477 * will point at garbage.
478 */
479void
480object::copy_to (object *dst)
481{ 540{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
484 543
485 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
486 545
487 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
489
490 if (is_removed)
491 SET_FLAG (dst, FLAG_REMOVED);
492
493 if (speed < 0)
494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
495 548
496 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
497 if (key_values) 550 if (src.key_values)
498 { 551 {
499 key_value *tail = 0; 552 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 553 key_values = 0;
503 554
504 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
505 { 556 {
506 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
507 558
508 new_link->next = 0; 559 new_link->next = 0;
509 new_link->key = i->key; 560 new_link->key = i->key;
510 new_link->value = i->value; 561 new_link->value = i->value;
511 562
512 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
513 if (!dst->key_values) 564 if (!key_values)
514 { 565 {
515 dst->key_values = new_link; 566 key_values = new_link;
516 tail = new_link; 567 tail = new_link;
517 } 568 }
518 else 569 else
519 { 570 {
520 tail->next = new_link; 571 tail->next = new_link;
521 tail = new_link; 572 tail = new_link;
522 } 573 }
523 } 574 }
524 } 575 }
576}
577
578/*
579 * copy_to first frees everything allocated by the dst object,
580 * and then copies the contents of itself into the second
581 * object, allocating what needs to be allocated. Basically, any
582 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
583 * if the first object is freed, the pointers in the new object
584 * will point at garbage.
585 */
586void
587object::copy_to (object *dst)
588{
589 *dst = *this;
590
591 if (speed < 0)
592 dst->speed_left = speed_left - rndm ();
525 593
526 dst->set_speed (dst->speed); 594 dst->set_speed (dst->speed);
595}
596
597void
598object::instantiate ()
599{
600 if (!uuid.seq) // HACK
601 uuid = gen_uuid ();
602
603 speed_left = -0.1f;
604 /* copy the body_info to the body_used - this is only really
605 * need for monsters, but doesn't hurt to do it for everything.
606 * by doing so, when a monster is created, it has good starting
607 * values for the body_used info, so when items are created
608 * for it, they can be properly equipped.
609 */
610 for (int i = NUM_BODY_LOCATIONS; i--; )
611 slot[i].used = slot[i].info;
612
613 attachable::instantiate ();
527} 614}
528 615
529object * 616object *
530object::clone () 617object::clone ()
531{ 618{
589 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
590 */ 677 */
591void 678void
592update_object (object *op, int action) 679update_object (object *op, int action)
593{ 680{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 681 if (op == NULL)
597 { 682 {
598 /* this should never happen */ 683 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 685 return;
670 face = blank_face; 755 face = blank_face;
671} 756}
672 757
673object::~object () 758object::~object ()
674{ 759{
760 unlink ();
761
675 free_key_values (this); 762 free_key_values (this);
676} 763}
677 764
678static int object_count; 765static int object_count;
679 766
687 objects.insert (this); 774 objects.insert (this);
688} 775}
689 776
690void object::unlink () 777void object::unlink ()
691{ 778{
692 assert (index);//D 779 if (!index)
780 return;
781
693 objects.erase (this); 782 objects.erase (this);
694 refcnt_dec (); 783 refcnt_dec ();
695} 784}
696 785
697void 786void
771 * drop on that space. 860 * drop on that space.
772 */ 861 */
773 if (!drop_to_ground 862 if (!drop_to_ground
774 || !map 863 || !map
775 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
776 || ms ().move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
777 { 867 {
778 while (inv) 868 while (inv)
779 { 869 {
780 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
896 * This function removes the object op from the linked list of objects 986 * This function removes the object op from the linked list of objects
897 * which it is currently tied to. When this function is done, the 987 * which it is currently tied to. When this function is done, the
898 * object will have no environment. If the object previously had an 988 * object will have no environment. If the object previously had an
899 * environment, the x and y coordinates will be updated to 989 * environment, the x and y coordinates will be updated to
900 * the previous environment. 990 * the previous environment.
901 * Beware: This function is called from the editor as well!
902 */ 991 */
903void 992void
904object::remove () 993object::do_remove ()
905{ 994{
906 object *tmp, *last = 0; 995 object *tmp, *last = 0;
907 object *otmp; 996 object *otmp;
908 997
909 if (QUERY_FLAG (this, FLAG_REMOVED)) 998 if (QUERY_FLAG (this, FLAG_REMOVED))
952 } 1041 }
953 else if (map) 1042 else if (map)
954 { 1043 {
955 if (type == PLAYER) 1044 if (type == PLAYER)
956 { 1045 {
1046 // leaving a spot always closes any open container on the ground
1047 if (container && !container->env)
1048 // this causes spurious floorbox updates, but it ensures
1049 // that the CLOSE event is being sent.
1050 close_container ();
1051
957 --map->players; 1052 --map->players;
958 map->touch (); 1053 map->touch ();
959 } 1054 }
960 1055
961 map->dirty = true; 1056 map->dirty = true;
1057 mapspace &ms = this->ms ();
962 1058
963 /* link the object above us */ 1059 /* link the object above us */
964 if (above) 1060 if (above)
965 above->below = below; 1061 above->below = below;
966 else 1062 else
967 map->at (x, y).top = below; /* we were top, set new top */ 1063 ms.top = below; /* we were top, set new top */
968 1064
969 /* Relink the object below us, if there is one */ 1065 /* Relink the object below us, if there is one */
970 if (below) 1066 if (below)
971 below->above = above; 1067 below->above = above;
972 else 1068 else
974 /* Nothing below, which means we need to relink map object for this space 1070 /* Nothing below, which means we need to relink map object for this space
975 * use translated coordinates in case some oddness with map tiling is 1071 * use translated coordinates in case some oddness with map tiling is
976 * evident 1072 * evident
977 */ 1073 */
978 if (GET_MAP_OB (map, x, y) != this) 1074 if (GET_MAP_OB (map, x, y) != this)
979 {
980 char *dump = dump_object (this);
981 LOG (llevError,
982 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1075 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 ());
983 free (dump);
984 dump = dump_object (GET_MAP_OB (map, x, y));
985 LOG (llevError, "%s\n", dump);
986 free (dump);
987 }
988 1076
989 map->at (x, y).bot = above; /* goes on above it. */ 1077 ms.bot = above; /* goes on above it. */
990 } 1078 }
991 1079
992 above = 0; 1080 above = 0;
993 below = 0; 1081 below = 0;
994 1082
995 if (map->in_memory == MAP_SAVING) 1083 if (map->in_memory == MAP_SAVING)
996 return; 1084 return;
997 1085
998 int check_walk_off = !flag [FLAG_NO_APPLY]; 1086 int check_walk_off = !flag [FLAG_NO_APPLY];
999 1087
1000 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1088 for (tmp = ms.bot; tmp; tmp = tmp->above)
1001 { 1089 {
1002 /* No point updating the players look faces if he is the object 1090 /* No point updating the players look faces if he is the object
1003 * being removed. 1091 * being removed.
1004 */ 1092 */
1005 1093
1028 1116
1029 if (destroyed ()) 1117 if (destroyed ())
1030 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1118 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1031 } 1119 }
1032 1120
1033 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1034 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1035 if (tmp->above == tmp)
1036 tmp->above = 0;
1037
1038 last = tmp; 1121 last = tmp;
1039 } 1122 }
1040 1123
1041 /* last == NULL if there are no objects on this space */ 1124 /* last == NULL if there are no objects on this space */
1042 //TODO: this makes little sense, why only update the topmost object? 1125 //TODO: this makes little sense, why only update the topmost object?
1085 } 1168 }
1086 1169
1087 return 0; 1170 return 0;
1088} 1171}
1089 1172
1173void
1174object::expand_tail ()
1175{
1176 if (more)
1177 return;
1178
1179 object *prev = this;
1180
1181 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1182 {
1183 object *op = arch_to_object (at);
1184
1185 op->name = name;
1186 op->name_pl = name_pl;
1187 op->title = title;
1188
1189 op->head = this;
1190 prev->more = op;
1191
1192 prev = op;
1193 }
1194}
1195
1090/* 1196/*
1091 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1197 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1092 * job preparing multi-part monsters 1198 * job preparing multi-part monsters.
1093 */ 1199 */
1094object * 1200object *
1095insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1201insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1096{ 1202{
1097 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1203 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1098 { 1204 {
1099 tmp->x = x + tmp->arch->clone.x; 1205 tmp->x = x + tmp->arch->x;
1100 tmp->y = y + tmp->arch->clone.y; 1206 tmp->y = y + tmp->arch->y;
1101 } 1207 }
1102 1208
1103 return insert_ob_in_map (op, m, originator, flag); 1209 return insert_ob_in_map (op, m, originator, flag);
1104} 1210}
1105 1211
1124 * just 'op' otherwise 1230 * just 'op' otherwise
1125 */ 1231 */
1126object * 1232object *
1127insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1233insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1128{ 1234{
1235 assert (!op->flag [FLAG_FREED]);
1236
1129 object *tmp, *top, *floor = NULL; 1237 object *top, *floor = NULL;
1130 sint16 x, y;
1131 1238
1132 if (QUERY_FLAG (op, FLAG_FREED)) 1239 op->remove ();
1133 {
1134 LOG (llevError, "Trying to insert freed object!\n");
1135 return NULL;
1136 }
1137 1240
1138 if (!m) 1241#if 0
1139 { 1242 if (!m->active != !op->active)
1140 char *dump = dump_object (op); 1243 if (m->active)
1141 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1244 op->activate_recursive ();
1142 free (dump); 1245 else
1143 return op; 1246 op->deactivate_recursive ();
1144 } 1247#endif
1145 1248
1146 if (out_of_map (m, op->x, op->y)) 1249 if (out_of_map (m, op->x, op->y))
1147 { 1250 {
1148 char *dump = dump_object (op);
1149 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1251 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1150#ifdef MANY_CORES 1252#ifdef MANY_CORES
1151 /* Better to catch this here, as otherwise the next use of this object 1253 /* Better to catch this here, as otherwise the next use of this object
1152 * is likely to cause a crash. Better to find out where it is getting 1254 * is likely to cause a crash. Better to find out where it is getting
1153 * improperly inserted. 1255 * improperly inserted.
1154 */ 1256 */
1155 abort (); 1257 abort ();
1156#endif 1258#endif
1157 free (dump);
1158 return op; 1259 return op;
1159 } 1260 }
1160 1261
1161 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1262 if (object *more = op->more)
1162 { 1263 if (!insert_ob_in_map (more, m, originator, flag))
1163 char *dump = dump_object (op);
1164 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1165 free (dump);
1166 return op; 1264 return 0;
1167 }
1168
1169 if (op->more)
1170 {
1171 /* The part may be on a different map. */
1172
1173 object *more = op->more;
1174
1175 /* We really need the caller to normalise coordinates - if
1176 * we set the map, that doesn't work if the location is within
1177 * a map and this is straddling an edge. So only if coordinate
1178 * is clear wrong do we normalise it.
1179 */
1180 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1181 more->map = get_map_from_coord (m, &more->x, &more->y);
1182 else if (!more->map)
1183 {
1184 /* For backwards compatibility - when not dealing with tiled maps,
1185 * more->map should always point to the parent.
1186 */
1187 more->map = m;
1188 }
1189
1190 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1191 {
1192 if (!op->head)
1193 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1194
1195 return 0;
1196 }
1197 }
1198 1265
1199 CLEAR_FLAG (op, FLAG_REMOVED); 1266 CLEAR_FLAG (op, FLAG_REMOVED);
1200 1267
1201 /* Ideally, the caller figures this out. However, it complicates a lot 1268 /* Ideally, the caller figures this out. However, it complicates a lot
1202 * of areas of callers (eg, anything that uses find_free_spot would now 1269 * of areas of callers (eg, anything that uses find_free_spot would now
1203 * need extra work 1270 * need extra work
1204 */ 1271 */
1205 op->map = get_map_from_coord (m, &op->x, &op->y); 1272 if (!xy_normalise (m, op->x, op->y))
1206 x = op->x; 1273 return 0;
1207 y = op->y; 1274
1275 op->map = m;
1276 mapspace &ms = op->ms ();
1208 1277
1209 /* this has to be done after we translate the coordinates. 1278 /* this has to be done after we translate the coordinates.
1210 */ 1279 */
1211 if (op->nrof && !(flag & INS_NO_MERGE)) 1280 if (op->nrof && !(flag & INS_NO_MERGE))
1212 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1281 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1213 if (object::can_merge (op, tmp)) 1282 if (object::can_merge (op, tmp))
1214 { 1283 {
1215 op->nrof += tmp->nrof; 1284 op->nrof += tmp->nrof;
1216 tmp->destroy (); 1285 tmp->destroy ();
1217 } 1286 }
1234 op->below = originator->below; 1303 op->below = originator->below;
1235 1304
1236 if (op->below) 1305 if (op->below)
1237 op->below->above = op; 1306 op->below->above = op;
1238 else 1307 else
1239 op->ms ().bot = op; 1308 ms.bot = op;
1240 1309
1241 /* since *below* originator, no need to update top */ 1310 /* since *below* originator, no need to update top */
1242 originator->below = op; 1311 originator->below = op;
1243 } 1312 }
1244 else 1313 else
1245 { 1314 {
1315 top = ms.bot;
1316
1246 /* If there are other objects, then */ 1317 /* If there are other objects, then */
1247 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1318 if ((!(flag & INS_MAP_LOAD)) && top)
1248 { 1319 {
1249 object *last = 0; 1320 object *last = 0;
1250 1321
1251 /* 1322 /*
1252 * If there are multiple objects on this space, we do some trickier handling. 1323 * If there are multiple objects on this space, we do some trickier handling.
1258 * once we get to them. This reduces the need to traverse over all of 1329 * once we get to them. This reduces the need to traverse over all of
1259 * them when adding another one - this saves quite a bit of cpu time 1330 * them when adding another one - this saves quite a bit of cpu time
1260 * when lots of spells are cast in one area. Currently, it is presumed 1331 * when lots of spells are cast in one area. Currently, it is presumed
1261 * that flying non pickable objects are spell objects. 1332 * that flying non pickable objects are spell objects.
1262 */ 1333 */
1263 while (top) 1334 for (top = ms.bot; top; top = top->above)
1264 { 1335 {
1265 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1336 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1266 floor = top; 1337 floor = top;
1267 1338
1268 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1339 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1271 top = top->below; 1342 top = top->below;
1272 break; 1343 break;
1273 } 1344 }
1274 1345
1275 last = top; 1346 last = top;
1276 top = top->above;
1277 } 1347 }
1278 1348
1279 /* Don't want top to be NULL, so set it to the last valid object */ 1349 /* Don't want top to be NULL, so set it to the last valid object */
1280 top = last; 1350 top = last;
1281 1351
1283 * looks like instead of lots of conditions here. 1353 * looks like instead of lots of conditions here.
1284 * makes things faster, and effectively the same result. 1354 * makes things faster, and effectively the same result.
1285 */ 1355 */
1286 1356
1287 /* Have object 'fall below' other objects that block view. 1357 /* Have object 'fall below' other objects that block view.
1288 * Unless those objects are exits, type 66 1358 * Unless those objects are exits.
1289 * If INS_ON_TOP is used, don't do this processing 1359 * If INS_ON_TOP is used, don't do this processing
1290 * Need to find the object that in fact blocks view, otherwise 1360 * Need to find the object that in fact blocks view, otherwise
1291 * stacking is a bit odd. 1361 * stacking is a bit odd.
1292 */ 1362 */
1293 if (!(flag & INS_ON_TOP) && 1363 if (!(flag & INS_ON_TOP)
1294 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1364 && ms.flags () & P_BLOCKSVIEW
1365 && (op->face && !faces [op->face].visibility))
1295 { 1366 {
1296 for (last = top; last != floor; last = last->below) 1367 for (last = top; last != floor; last = last->below)
1297 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1368 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1298 break; 1369 break;
1370
1299 /* Check to see if we found the object that blocks view, 1371 /* Check to see if we found the object that blocks view,
1300 * and make sure we have a below pointer for it so that 1372 * and make sure we have a below pointer for it so that
1301 * we can get inserted below this one, which requires we 1373 * we can get inserted below this one, which requires we
1302 * set top to the object below us. 1374 * set top to the object below us.
1303 */ 1375 */
1305 top = last->below; 1377 top = last->below;
1306 } 1378 }
1307 } /* If objects on this space */ 1379 } /* If objects on this space */
1308 1380
1309 if (flag & INS_MAP_LOAD) 1381 if (flag & INS_MAP_LOAD)
1310 top = GET_MAP_TOP (op->map, op->x, op->y); 1382 top = ms.top;
1311 1383
1312 if (flag & INS_ABOVE_FLOOR_ONLY) 1384 if (flag & INS_ABOVE_FLOOR_ONLY)
1313 top = floor; 1385 top = floor;
1314 1386
1315 /* Top is the object that our object (op) is going to get inserted above. 1387 /* Top is the object that our object (op) is going to get inserted above.
1316 */ 1388 */
1317 1389
1318 /* First object on this space */ 1390 /* First object on this space */
1319 if (!top) 1391 if (!top)
1320 { 1392 {
1321 op->above = GET_MAP_OB (op->map, op->x, op->y); 1393 op->above = ms.bot;
1322 1394
1323 if (op->above) 1395 if (op->above)
1324 op->above->below = op; 1396 op->above->below = op;
1325 1397
1326 op->below = 0; 1398 op->below = 0;
1327 op->ms ().bot = op; 1399 ms.bot = op;
1328 } 1400 }
1329 else 1401 else
1330 { /* get inserted into the stack above top */ 1402 { /* get inserted into the stack above top */
1331 op->above = top->above; 1403 op->above = top->above;
1332 1404
1336 op->below = top; 1408 op->below = top;
1337 top->above = op; 1409 top->above = op;
1338 } 1410 }
1339 1411
1340 if (!op->above) 1412 if (!op->above)
1341 op->ms ().top = op; 1413 ms.top = op;
1342 } /* else not INS_BELOW_ORIGINATOR */ 1414 } /* else not INS_BELOW_ORIGINATOR */
1343 1415
1344 if (op->type == PLAYER) 1416 if (op->type == PLAYER)
1345 { 1417 {
1346 op->contr->do_los = 1; 1418 op->contr->do_los = 1;
1352 1424
1353 /* If we have a floor, we know the player, if any, will be above 1425 /* If we have a floor, we know the player, if any, will be above
1354 * it, so save a few ticks and start from there. 1426 * it, so save a few ticks and start from there.
1355 */ 1427 */
1356 if (!(flag & INS_MAP_LOAD)) 1428 if (!(flag & INS_MAP_LOAD))
1357 if (object *pl = op->ms ().player ()) 1429 if (object *pl = ms.player ())
1358 if (pl->contr->ns) 1430 if (pl->contr->ns)
1359 pl->contr->ns->floorbox_update (); 1431 pl->contr->ns->floorbox_update ();
1360 1432
1361 /* If this object glows, it may affect lighting conditions that are 1433 /* If this object glows, it may affect lighting conditions that are
1362 * visible to others on this map. But update_all_los is really 1434 * visible to others on this map. But update_all_los is really
1383 * blocked() and wall() work properly), and these flags are updated by 1455 * blocked() and wall() work properly), and these flags are updated by
1384 * update_object(). 1456 * update_object().
1385 */ 1457 */
1386 1458
1387 /* if this is not the head or flag has been passed, don't check walk on status */ 1459 /* if this is not the head or flag has been passed, don't check walk on status */
1388 if (!(flag & INS_NO_WALK_ON) && !op->head) 1460 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1389 { 1461 {
1390 if (check_move_on (op, originator)) 1462 if (check_move_on (op, originator))
1391 return 0; 1463 return 0;
1392 1464
1393 /* If we are a multi part object, lets work our way through the check 1465 /* If we are a multi part object, lets work our way through the check
1394 * walk on's. 1466 * walk on's.
1395 */ 1467 */
1396 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1468 for (object *tmp = op->more; tmp; tmp = tmp->more)
1397 if (check_move_on (tmp, originator)) 1469 if (check_move_on (tmp, originator))
1398 return 0; 1470 return 0;
1399 } 1471 }
1400 1472
1401 return op; 1473 return op;
1411 object *tmp, *tmp1; 1483 object *tmp, *tmp1;
1412 1484
1413 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1414 1486
1415 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 1487 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1416 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1417 tmp->destroy (); 1489 tmp->destroy ();
1418 1490
1419 tmp1 = arch_to_object (archetype::find (arch_string)); 1491 tmp1 = arch_to_object (archetype::find (arch_string));
1420 1492
1421 tmp1->x = op->x; 1493 tmp1->x = op->x;
1424} 1496}
1425 1497
1426object * 1498object *
1427object::insert_at (object *where, object *originator, int flags) 1499object::insert_at (object *where, object *originator, int flags)
1428{ 1500{
1429 where->map->insert (this, where->x, where->y, originator, flags); 1501 return where->map->insert (this, where->x, where->y, originator, flags);
1430} 1502}
1431 1503
1432/* 1504/*
1433 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1505 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1434 * is returned contains nr objects, and the remaining parts contains 1506 * is returned contains nr objects, and the remaining parts contains
1474 * the amount of an object. If the amount reaches 0, the object 1546 * the amount of an object. If the amount reaches 0, the object
1475 * is subsequently removed and freed. 1547 * is subsequently removed and freed.
1476 * 1548 *
1477 * Return value: 'op' if something is left, NULL if the amount reached 0 1549 * Return value: 'op' if something is left, NULL if the amount reached 0
1478 */ 1550 */
1479
1480object * 1551object *
1481decrease_ob_nr (object *op, uint32 i) 1552decrease_ob_nr (object *op, uint32 i)
1482{ 1553{
1483 object *tmp; 1554 object *tmp;
1484 1555
1559 1630
1560/* 1631/*
1561 * add_weight(object, weight) adds the specified weight to an object, 1632 * add_weight(object, weight) adds the specified weight to an object,
1562 * and also updates how much the environment(s) is/are carrying. 1633 * and also updates how much the environment(s) is/are carrying.
1563 */ 1634 */
1564
1565void 1635void
1566add_weight (object *op, signed long weight) 1636add_weight (object *op, signed long weight)
1567{ 1637{
1568 while (op != NULL) 1638 while (op != NULL)
1569 { 1639 {
1584 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1654 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1585 free (dump); 1655 free (dump);
1586 return op; 1656 return op;
1587 } 1657 }
1588 1658
1589 if (where->head) 1659 if (where->head_ () != where)
1590 { 1660 {
1591 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1661 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1592 where = where->head; 1662 where = where->head;
1593 } 1663 }
1594 1664
1595 return where->insert (op); 1665 return where->insert (op);
1596} 1666}
1601 * inside the object environment. 1671 * inside the object environment.
1602 * 1672 *
1603 * The function returns now pointer to inserted item, and return value can 1673 * The function returns now pointer to inserted item, and return value can
1604 * be != op, if items are merged. -Tero 1674 * be != op, if items are merged. -Tero
1605 */ 1675 */
1606
1607object * 1676object *
1608object::insert (object *op) 1677object::insert (object *op)
1609{ 1678{
1610 object *tmp, *otmp; 1679 object *tmp, *otmp;
1611 1680
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1841 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1842 {
1774 1843
1775 float 1844 float
1776 diff = tmp->move_slow_penalty * FABS (op->speed); 1845 diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1846
1778 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1848 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1849 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1850 diff /= 4.0;
1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1994 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 { 1995 {
1927 CLEAR_FLAG (tmp, flag); 1996 CLEAR_FLAG (tmp, flag);
1928 unflag_inv (tmp, flag); 1997 unflag_inv (tmp, flag);
1929 } 1998 }
1930}
1931
1932/*
1933 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1934 * all it's inventory (recursively).
1935 * If checksums are used, a player will get set_cheat called for
1936 * him/her-self and all object carried by a call to this function.
1937 */
1938void
1939set_cheat (object *op)
1940{
1941 SET_FLAG (op, FLAG_WAS_WIZ);
1942 flag_inv (op, FLAG_WAS_WIZ);
1943} 1999}
1944 2000
1945/* 2001/*
1946 * find_free_spot(object, map, x, y, start, stop) will search for 2002 * find_free_spot(object, map, x, y, start, stop) will search for
1947 * a spot at the given map and coordinates which will be able to contain 2003 * a spot at the given map and coordinates which will be able to contain
1988 } 2044 }
1989 2045
1990 if (!index) 2046 if (!index)
1991 return -1; 2047 return -1;
1992 2048
1993 return altern[RANDOM () % index]; 2049 return altern [rndm (index)];
1994} 2050}
1995 2051
1996/* 2052/*
1997 * find_first_free_spot(archetype, maptile, x, y) works like 2053 * find_first_free_spot(archetype, maptile, x, y) works like
1998 * find_free_spot(), but it will search max number of squares. 2054 * find_free_spot(), but it will search max number of squares.
2019{ 2075{
2020 arr += begin; 2076 arr += begin;
2021 end -= begin; 2077 end -= begin;
2022 2078
2023 while (--end) 2079 while (--end)
2024 swap (arr [end], arr [RANDOM () % (end + 1)]); 2080 swap (arr [end], arr [rndm (end + 1)]);
2025} 2081}
2026 2082
2027/* new function to make monster searching more efficient, and effective! 2083/* new function to make monster searching more efficient, and effective!
2028 * This basically returns a randomized array (in the passed pointer) of 2084 * This basically returns a randomized array (in the passed pointer) of
2029 * the spaces to find monsters. In this way, it won't always look for 2085 * the spaces to find monsters. In this way, it won't always look for
2065 object *tmp; 2121 object *tmp;
2066 maptile *mp; 2122 maptile *mp;
2067 2123
2068 MoveType blocked, move_type; 2124 MoveType blocked, move_type;
2069 2125
2070 if (exclude && exclude->head) 2126 if (exclude && exclude->head_ () != exclude)
2071 { 2127 {
2072 exclude = exclude->head; 2128 exclude = exclude->head;
2073 move_type = exclude->move_type; 2129 move_type = exclude->move_type;
2074 } 2130 }
2075 else 2131 else
2098 max = maxfree[i]; 2154 max = maxfree[i];
2099 else if (mflags & P_IS_ALIVE) 2155 else if (mflags & P_IS_ALIVE)
2100 { 2156 {
2101 for (tmp = ms.bot; tmp; tmp = tmp->above) 2157 for (tmp = ms.bot; tmp; tmp = tmp->above)
2102 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2158 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2103 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2159 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2104 break; 2160 break;
2105 2161
2106 if (tmp) 2162 if (tmp)
2107 return freedir[i]; 2163 return freedir[i];
2108 } 2164 }
2303 * create clone from object to another 2359 * create clone from object to another
2304 */ 2360 */
2305object * 2361object *
2306object_create_clone (object *asrc) 2362object_create_clone (object *asrc)
2307{ 2363{
2308 object *dst = 0, *tmp, *src, *part, *prev, *item; 2364 object *dst = 0, *tmp, *src, *prev, *item;
2309 2365
2310 if (!asrc) 2366 if (!asrc)
2311 return 0; 2367 return 0;
2312 2368
2313 src = asrc;
2314 if (src->head)
2315 src = src->head; 2369 src = asrc->head_ ();
2316 2370
2317 prev = 0; 2371 prev = 0;
2318 for (part = src; part; part = part->more) 2372 for (object *part = src; part; part = part->more)
2319 { 2373 {
2320 tmp = part->clone (); 2374 tmp = part->clone ();
2321 tmp->x -= src->x; 2375 tmp->x -= src->x;
2322 tmp->y -= src->y; 2376 tmp->y -= src->y;
2323 2377
2341 insert_ob_in_ob (object_create_clone (item), dst); 2395 insert_ob_in_ob (object_create_clone (item), dst);
2342 2396
2343 return dst; 2397 return dst;
2344} 2398}
2345 2399
2346/* GROS - Creates an object using a string representing its content. */
2347/* Basically, we save the content of the string to a temp file, then call */
2348/* load_object on it. I admit it is a highly inefficient way to make things, */
2349/* but it was simple to make and allows reusing the load_object function. */
2350/* Remember not to use load_object_str in a time-critical situation. */
2351/* Also remember that multiparts objects are not supported for now. */
2352object *
2353load_object_str (const char *obstr)
2354{
2355 object *op;
2356 char filename[MAX_BUF];
2357
2358 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2359
2360 FILE *tempfile = fopen (filename, "w");
2361
2362 if (tempfile == NULL)
2363 {
2364 LOG (llevError, "Error - Unable to access load object temp file\n");
2365 return NULL;
2366 }
2367
2368 fprintf (tempfile, obstr);
2369 fclose (tempfile);
2370
2371 op = object::create ();
2372
2373 object_thawer thawer (filename);
2374
2375 if (thawer)
2376 load_object (thawer, op, 0);
2377
2378 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2379 CLEAR_FLAG (op, FLAG_REMOVED);
2380
2381 return op;
2382}
2383
2384/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2385 * has the same type and subtype match. 2401 * has the same type and subtype match.
2386 * returns NULL if no match. 2402 * returns NULL if no match.
2387 */ 2403 */
2388object * 2404object *
2441 if (link->key == canonical_key) 2457 if (link->key == canonical_key)
2442 return link->value; 2458 return link->value;
2443 2459
2444 return 0; 2460 return 0;
2445} 2461}
2446
2447 2462
2448/* 2463/*
2449 * Updates the canonical_key in op to value. 2464 * Updates the canonical_key in op to value.
2450 * 2465 *
2451 * canonical_key is a shared string (value doesn't have to be). 2466 * canonical_key is a shared string (value doesn't have to be).
2475 /* Basically, if the archetype has this key set, 2490 /* Basically, if the archetype has this key set,
2476 * we need to store the null value so when we save 2491 * we need to store the null value so when we save
2477 * it, we save the empty value so that when we load, 2492 * it, we save the empty value so that when we load,
2478 * we get this value back again. 2493 * we get this value back again.
2479 */ 2494 */
2480 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2495 if (get_ob_key_link (op->arch, canonical_key))
2481 field->value = 0; 2496 field->value = 0;
2482 else 2497 else
2483 { 2498 {
2484 if (last) 2499 if (last)
2485 last->next = field->next; 2500 last->next = field->next;
2591{ 2606{
2592 char flagdesc[512]; 2607 char flagdesc[512];
2593 char info2[256 * 4]; 2608 char info2[256 * 4];
2594 char *p = info; 2609 char *p = info;
2595 2610
2596 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2597 count, uuid.seq, 2612 count, uuid.seq,
2598 &name, 2613 &name,
2599 title ? "\",title:" : "", 2614 title ? "\",title:\"" : "",
2600 title ? (const char *)title : "", 2615 title ? (const char *)title : "",
2601 flag_desc (flagdesc, 512), type); 2616 flag_desc (flagdesc, 512), type);
2602 2617
2603 if (env) 2618 if (env)
2604 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2610} 2625}
2611 2626
2612const char * 2627const char *
2613object::debug_desc () const 2628object::debug_desc () const
2614{ 2629{
2615 static char info[256 * 4]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2616 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2617} 2634}
2618 2635
2619const char * 2636struct region *
2620object::debug_desc2 () const 2637object::region () const
2621{ 2638{
2622 static char info[256 * 4]; 2639 return map ? map->region (x, y)
2623 return debug_desc (info); 2640 : region::default_region ();
2624} 2641}
2625 2642
2643const materialtype_t *
2644object::dominant_material () const
2645{
2646 if (materialtype_t *mat = name_to_material (materialname))
2647 return mat;
2648
2649 // omfg this is slow, this has to be temporary :)
2650 shstr unknown ("unknown");
2651
2652 return name_to_material (unknown);
2653}
2654
2655void
2656object::open_container (object *new_container)
2657{
2658 if (container == new_container)
2659 return;
2660
2661 if (object *old_container = container)
2662 {
2663 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2664 return;
2665
2666#if 0
2667 // remove the "Close old_container" object.
2668 if (object *closer = old_container->inv)
2669 if (closer->type == CLOSE_CON)
2670 closer->destroy ();
2671#endif
2672
2673 old_container->flag [FLAG_APPLIED] = 0;
2674 container = 0;
2675
2676 esrv_update_item (UPD_FLAGS, this, old_container);
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2678 }
2679
2680 if (new_container)
2681 {
2682 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2683 return;
2684
2685 // TODO: this does not seem to serve any purpose anymore?
2686#if 0
2687 // insert the "Close Container" object.
2688 if (archetype *closer = new_container->other_arch)
2689 {
2690 object *closer = arch_to_object (new_container->other_arch);
2691 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2692 new_container->insert (closer);
2693 }
2694#endif
2695
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2697
2698 new_container->flag [FLAG_APPLIED] = 1;
2699 container = new_container;
2700
2701 esrv_update_item (UPD_FLAGS, this, new_container);
2702 esrv_send_inventory (this, new_container);
2703 }
2704}
2705
2706

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