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Comparing deliantra/server/common/object.C (file contents):
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.148 by root, Mon May 14 19:08:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
26 variable. */ 27 variable. */
27#include <global.h> 28#include <global.h>
28#include <stdio.h> 29#include <stdio.h>
29#include <sys/types.h> 30#include <sys/types.h>
30#include <sys/uio.h> 31#include <sys/uio.h>
31#include <object.h> 32#include <object.h>
32#include <funcpoint.h> 33#include <funcpoint.h>
34#include <sproto.h>
33#include <loader.h> 35#include <loader.h>
34 36
35#include <bitset> 37#include <bitset>
36 38
37int nrofallocobjects = 0; 39int nrofallocobjects = 0;
38static UUID uuid; 40static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 41const uint64 UUID_SKIP = 1<<19;
40 42
41object *active_objects; /* List of active objects that need to be processed */ 43objectvec objects;
44activevec actives;
42 45
43short 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, 46short 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,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 47 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 48};
46short 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, 49short 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,
322sum_weight (object *op) 325sum_weight (object *op)
323{ 326{
324 long sum; 327 long sum;
325 object *inv; 328 object *inv;
326 329
327 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
328 { 331 {
329 if (inv->inv) 332 if (inv->inv)
330 sum_weight (inv); 333 sum_weight (inv);
334
331 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
332 } 336 }
333 337
334 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
335 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
355/* 359/*
356 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
357 * Some error messages. 361 * Some error messages.
358 * 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.
359 */ 363 */
360
361char * 364char *
362dump_object (object *op) 365dump_object (object *op)
363{ 366{
364 if (!op) 367 if (!op)
365 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
366 369
367 object_freezer freezer; 370 object_freezer freezer;
368 save_object (freezer, op, 1); 371 op->write (freezer);
369 return freezer.as_string (); 372 return freezer.as_string ();
370} 373}
371 374
372/* 375/*
373 * 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
390} 393}
391 394
392/* 395/*
393 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
394 */ 397 */
395
396object * 398object *
397find_object (tag_t i) 399find_object (tag_t i)
398{ 400{
399 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
400 if (op->count == i) 402 if (op->count == i)
401 return op; 403 return op;
402 404
403 return 0; 405 return 0;
404} 406}
405 407
406/* 408/*
407 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
410 */ 412 */
411
412object * 413object *
413find_object_name (const char *str) 414find_object_name (const char *str)
414{ 415{
415 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
416 object *op; 417 object *op;
417 418
418 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
419 if (op->name == str_) 420 if (op->name == str_)
420 break; 421 break;
421 422
422 return op; 423 return op;
423} 424}
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 your applied items all at once, but the %s is too much. "
501 "You need to unapply some items first.", &ob->name);
502 return false;
503 }
504
505 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
506 }
507 else
508 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
509
510 return true;
511}
512
454/* Zero the key_values on op, decrementing the shared-string 513/* Zero the key_values on op, decrementing the shared-string
455 * refcounts and freeing the links. 514 * refcounts and freeing the links.
456 */ 515 */
457static void 516static void
458free_key_values (object *op) 517free_key_values (object *op)
459{ 518{
460 for (key_value *i = op->key_values; i != 0;) 519 for (key_value *i = op->key_values; i; )
461 { 520 {
462 key_value *next = i->next; 521 key_value *next = i->next;
463 delete i; 522 delete i;
464 523
465 i = next; 524 i = next;
466 } 525 }
467 526
468 op->key_values = 0; 527 op->key_values = 0;
469} 528}
470 529
471/* 530object &
472 * copy_to first frees everything allocated by the dst object, 531object::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{ 532{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 533 bool is_freed = flag [FLAG_FREED];
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 534 bool is_removed = flag [FLAG_REMOVED];
484 535
485 *(object_copy *)dst = *this; 536 *(object_copy *)this = src;
486 537
487 if (is_freed) 538 flag [FLAG_FREED] = is_freed;
488 SET_FLAG (dst, FLAG_FREED); 539 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;
495 540
496 /* Copy over key_values, if any. */ 541 /* Copy over key_values, if any. */
497 if (key_values) 542 if (src.key_values)
498 { 543 {
499 key_value *tail = 0; 544 key_value *tail = 0;
500 key_value *i;
501
502 dst->key_values = 0; 545 key_values = 0;
503 546
504 for (i = key_values; i; i = i->next) 547 for (key_value *i = src.key_values; i; i = i->next)
505 { 548 {
506 key_value *new_link = new key_value; 549 key_value *new_link = new key_value;
507 550
508 new_link->next = 0; 551 new_link->next = 0;
509 new_link->key = i->key; 552 new_link->key = i->key;
510 new_link->value = i->value; 553 new_link->value = i->value;
511 554
512 /* Try and be clever here, too. */ 555 /* Try and be clever here, too. */
513 if (!dst->key_values) 556 if (!key_values)
514 { 557 {
515 dst->key_values = new_link; 558 key_values = new_link;
516 tail = new_link; 559 tail = new_link;
517 } 560 }
518 else 561 else
519 { 562 {
520 tail->next = new_link; 563 tail->next = new_link;
521 tail = new_link; 564 tail = new_link;
522 } 565 }
523 } 566 }
524 } 567 }
568}
569
570/*
571 * copy_to first frees everything allocated by the dst object,
572 * and then copies the contents of itself into the second
573 * object, allocating what needs to be allocated. Basically, any
574 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
575 * if the first object is freed, the pointers in the new object
576 * will point at garbage.
577 */
578void
579object::copy_to (object *dst)
580{
581 *dst = *this;
582
583 if (speed < 0)
584 dst->speed_left = speed_left - rndm ();
525 585
526 dst->set_speed (dst->speed); 586 dst->set_speed (dst->speed);
587}
588
589void
590object::instantiate ()
591{
592 if (!uuid.seq) // HACK
593 uuid = gen_uuid ();
594
595 speed_left = -0.1f;
596 /* copy the body_info to the body_used - this is only really
597 * need for monsters, but doesn't hurt to do it for everything.
598 * by doing so, when a monster is created, it has good starting
599 * values for the body_used info, so when items are created
600 * for it, they can be properly equipped.
601 */
602 for (int i = NUM_BODY_LOCATIONS; i--; )
603 slot[i].used = slot[i].info;
604
605 attachable::instantiate ();
527} 606}
528 607
529object * 608object *
530object::clone () 609object::clone ()
531{ 610{
589 * UP_OBJ_FACE: only the objects face has changed. 668 * UP_OBJ_FACE: only the objects face has changed.
590 */ 669 */
591void 670void
592update_object (object *op, int action) 671update_object (object *op, int action)
593{ 672{
594 MoveType move_on, move_off, move_block, move_slow;
595
596 if (op == NULL) 673 if (op == NULL)
597 { 674 {
598 /* this should never happen */ 675 /* this should never happen */
599 LOG (llevDebug, "update_object() called for NULL object.\n"); 676 LOG (llevDebug, "update_object() called for NULL object.\n");
600 return; 677 return;
660 737
661 if (op->more) 738 if (op->more)
662 update_object (op->more, action); 739 update_object (op->more, action);
663} 740}
664 741
665object *object::first;
666
667object::object () 742object::object ()
668{ 743{
669 SET_FLAG (this, FLAG_REMOVED); 744 SET_FLAG (this, FLAG_REMOVED);
670 745
671 expmul = 1.0; 746 expmul = 1.0;
672 face = blank_face; 747 face = blank_face;
673} 748}
674 749
675object::~object () 750object::~object ()
676{ 751{
752 unlink ();
753
677 free_key_values (this); 754 free_key_values (this);
678} 755}
679 756
757static int object_count;
758
680void object::link () 759void object::link ()
681{ 760{
682 count = ++ob_count; 761 assert (!index);//D
683 uuid = gen_uuid (); 762 uuid = gen_uuid ();
763 count = ++object_count;
684 764
685 prev = 0; 765 refcnt_inc ();
686 next = object::first; 766 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 767}
693 768
694void object::unlink () 769void object::unlink ()
695{ 770{
696 if (this == object::first) 771 if (!index)
697 object::first = next; 772 return;
698 773
699 /* Remove this object from the list of used objects */ 774 objects.erase (this);
700 if (prev) prev->next = next; 775 refcnt_dec ();
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 776}
712 777
713void 778void
714object::activate () 779object::activate ()
715{ 780{
716 /* If already on active list, don't do anything */ 781 /* If already on active list, don't do anything */
717 if (active ()) 782 if (active)
718 return; 783 return;
719 784
720 if (has_active_speed ()) 785 if (has_active_speed ())
721 { 786 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 787}
732 788
733void 789void
734object::activate_recursive () 790object::activate_recursive ()
735{ 791{
749 */ 805 */
750void 806void
751object::deactivate () 807object::deactivate ()
752{ 808{
753 /* If not on the active list, nothing needs to be done */ 809 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 810 if (!active)
755 return; 811 return;
756 812
757 if (active_prev == 0) 813 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 814}
773 815
774void 816void
775object::deactivate_recursive () 817object::deactivate_recursive ()
776{ 818{
777 for (object *op = inv; op; op = op->below) 819 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 820 op->deactivate_recursive ();
779 821
780 deactivate (); 822 deactivate ();
823}
824
825void
826object::set_flag_inv (int flag, int value)
827{
828 for (object *op = inv; op; op = op->below)
829 {
830 op->flag [flag] = value;
831 op->set_flag_inv (flag, value);
832 }
781} 833}
782 834
783/* 835/*
784 * Remove and free all objects in the inventory of the given object. 836 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 837 * object.c ?
800 * drop on that space. 852 * drop on that space.
801 */ 853 */
802 if (!drop_to_ground 854 if (!drop_to_ground
803 || !map 855 || !map
804 || map->in_memory != MAP_IN_MEMORY 856 || map->in_memory != MAP_IN_MEMORY
857 || map->nodrop
805 || ms ().move_block == MOVE_ALL) 858 || ms ().move_block == MOVE_ALL)
806 { 859 {
807 while (inv) 860 while (inv)
808 { 861 {
809 inv->destroy_inv (drop_to_ground); 862 inv->destroy_inv (drop_to_ground);
818 871
819 if (op->flag [FLAG_STARTEQUIP] 872 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 873 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 874 || op->type == RUNE
822 || op->type == TRAP 875 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 876 || op->flag [FLAG_IS_A_TEMPLATE]
877 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 878 op->destroy ();
825 else 879 else
826 map->insert (op, x, y); 880 map->insert (op, x, y);
827 } 881 }
828 } 882 }
836} 890}
837 891
838void 892void
839object::do_destroy () 893object::do_destroy ()
840{ 894{
895 attachable::do_destroy ();
896
841 if (flag [FLAG_IS_LINKED]) 897 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 898 remove_button_link (this);
843 899
844 if (flag [FLAG_FRIENDLY]) 900 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 901 remove_friendly_object (this);
846 902
847 if (!flag [FLAG_REMOVED]) 903 if (!flag [FLAG_REMOVED])
848 remove (); 904 remove ();
849 905
850 if (flag [FLAG_FREED]) 906 destroy_inv (true);
851 return;
852 907
853 set_speed (0); 908 deactivate ();
909 unlink ();
854 910
855 flag [FLAG_FREED] = 1; 911 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 912
862 // hack to ensure that freed objects still have a valid map 913 // hack to ensure that freed objects still have a valid map
863 { 914 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes 915 static maptile *freed_map; // freed objects are moved here to avoid crashes
865 916
890 941
891 // clear those pointers that likely might have circular references to us 942 // clear those pointers that likely might have circular references to us
892 owner = 0; 943 owner = 0;
893 enemy = 0; 944 enemy = 0;
894 attacked_by = 0; 945 attacked_by = 0;
895
896 // only relevant for players(?), but make sure of it anyways
897 contr = 0;
898} 946}
899 947
900void 948void
901object::destroy (bool destroy_inventory) 949object::destroy (bool destroy_inventory)
902{ 950{
930 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
931 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
932 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
933 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
934 * the previous environment. 982 * the previous environment.
935 * Beware: This function is called from the editor as well!
936 */ 983 */
937void 984void
938object::remove () 985object::do_remove ()
939{ 986{
940 object *tmp, *last = 0; 987 object *tmp, *last = 0;
941 object *otmp; 988 object *otmp;
942 989
943 if (QUERY_FLAG (this, FLAG_REMOVED)) 990 if (QUERY_FLAG (this, FLAG_REMOVED))
986 } 1033 }
987 else if (map) 1034 else if (map)
988 { 1035 {
989 if (type == PLAYER) 1036 if (type == PLAYER)
990 { 1037 {
1038 // leaving a spot always closes any open container on the ground
1039 if (container && !container->env)
1040 // this causes spurious floorbox updates, but it ensures
1041 // that the CLOSE event is being sent.
1042 close_container ();
1043
991 --map->players; 1044 --map->players;
992 map->touch (); 1045 map->touch ();
993 } 1046 }
994 1047
995 map->dirty = true; 1048 map->dirty = true;
1049 mapspace &ms = this->ms ();
996 1050
997 /* link the object above us */ 1051 /* link the object above us */
998 if (above) 1052 if (above)
999 above->below = below; 1053 above->below = below;
1000 else 1054 else
1001 map->at (x, y).top = below; /* we were top, set new top */ 1055 ms.top = below; /* we were top, set new top */
1002 1056
1003 /* Relink the object below us, if there is one */ 1057 /* Relink the object below us, if there is one */
1004 if (below) 1058 if (below)
1005 below->above = above; 1059 below->above = above;
1006 else 1060 else
1008 /* Nothing below, which means we need to relink map object for this space 1062 /* Nothing below, which means we need to relink map object for this space
1009 * use translated coordinates in case some oddness with map tiling is 1063 * use translated coordinates in case some oddness with map tiling is
1010 * evident 1064 * evident
1011 */ 1065 */
1012 if (GET_MAP_OB (map, x, y) != this) 1066 if (GET_MAP_OB (map, x, y) != this)
1013 {
1014 char *dump = dump_object (this);
1015 LOG (llevError,
1016 "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); 1067 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 ());
1017 free (dump);
1018 dump = dump_object (GET_MAP_OB (map, x, y));
1019 LOG (llevError, "%s\n", dump);
1020 free (dump);
1021 }
1022 1068
1023 map->at (x, y).bot = above; /* goes on above it. */ 1069 ms.bot = above; /* goes on above it. */
1024 } 1070 }
1025 1071
1026 above = 0; 1072 above = 0;
1027 below = 0; 1073 below = 0;
1028 1074
1029 if (map->in_memory == MAP_SAVING) 1075 if (map->in_memory == MAP_SAVING)
1030 return; 1076 return;
1031 1077
1032 int check_walk_off = !flag [FLAG_NO_APPLY]; 1078 int check_walk_off = !flag [FLAG_NO_APPLY];
1033 1079
1034 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1080 for (tmp = ms.bot; tmp; tmp = tmp->above)
1035 { 1081 {
1036 /* No point updating the players look faces if he is the object 1082 /* No point updating the players look faces if he is the object
1037 * being removed. 1083 * being removed.
1038 */ 1084 */
1039 1085
1119 } 1165 }
1120 1166
1121 return 0; 1167 return 0;
1122} 1168}
1123 1169
1170void
1171object::expand_tail ()
1172{
1173 if (more)
1174 return;
1175
1176 object *prev = this;
1177
1178 for (archetype *at = arch->more; at; at = at->more)
1179 {
1180 object *op = arch_to_object (at);
1181
1182 op->name = name;
1183 op->name_pl = name_pl;
1184 op->title = title;
1185
1186 op->head = this;
1187 prev->more = op;
1188
1189 prev = op;
1190 }
1191}
1192
1124/* 1193/*
1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1194 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1126 * job preparing multi-part monsters 1195 * job preparing multi-part monsters.
1127 */ 1196 */
1128object * 1197object *
1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1198insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{ 1199{
1131 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1200 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1158 * just 'op' otherwise 1227 * just 'op' otherwise
1159 */ 1228 */
1160object * 1229object *
1161insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1230insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1162{ 1231{
1232 assert (!op->flag [FLAG_FREED]);
1233
1163 object *tmp, *top, *floor = NULL; 1234 object *tmp, *top, *floor = NULL;
1164 sint16 x, y;
1165 1235
1166 if (QUERY_FLAG (op, FLAG_FREED)) 1236 op->remove ();
1167 {
1168 LOG (llevError, "Trying to insert freed object!\n");
1169 return NULL;
1170 }
1171 1237
1172 if (!m) 1238#if 0
1173 { 1239 if (!m->active != !op->active)
1174 char *dump = dump_object (op); 1240 if (m->active)
1175 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1241 op->activate_recursive ();
1176 free (dump); 1242 else
1177 return op; 1243 op->deactivate_recursive ();
1178 } 1244#endif
1179 1245
1180 if (out_of_map (m, op->x, op->y)) 1246 if (out_of_map (m, op->x, op->y))
1181 { 1247 {
1182 char *dump = dump_object (op);
1183 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1248 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1184#ifdef MANY_CORES 1249#ifdef MANY_CORES
1185 /* Better to catch this here, as otherwise the next use of this object 1250 /* Better to catch this here, as otherwise the next use of this object
1186 * is likely to cause a crash. Better to find out where it is getting 1251 * is likely to cause a crash. Better to find out where it is getting
1187 * improperly inserted. 1252 * improperly inserted.
1188 */ 1253 */
1189 abort (); 1254 abort ();
1190#endif 1255#endif
1191 free (dump);
1192 return op; 1256 return op;
1193 } 1257 }
1194 1258
1195 if (!QUERY_FLAG (op, FLAG_REMOVED))
1196 {
1197 char *dump = dump_object (op);
1198 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1199 free (dump);
1200 return op;
1201 }
1202
1203 if (op->more)
1204 {
1205 /* The part may be on a different map. */
1206
1207 object *more = op->more; 1259 if (object *more = op->more)
1208 1260 {
1209 /* We really need the caller to normalise coordinates - if
1210 * we set the map, that doesn't work if the location is within
1211 * a map and this is straddling an edge. So only if coordinate
1212 * is clear wrong do we normalise it.
1213 */
1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1216 else if (!more->map)
1217 {
1218 /* For backwards compatibility - when not dealing with tiled maps,
1219 * more->map should always point to the parent.
1220 */
1221 more->map = m;
1222 }
1223
1224 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1261 if (!insert_ob_in_map (more, m, originator, flag))
1225 { 1262 {
1226 if (!op->head) 1263 if (!op->head)
1227 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1264 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1228 1265
1229 return 0; 1266 return 0;
1234 1271
1235 /* Ideally, the caller figures this out. However, it complicates a lot 1272 /* Ideally, the caller figures this out. However, it complicates a lot
1236 * of areas of callers (eg, anything that uses find_free_spot would now 1273 * of areas of callers (eg, anything that uses find_free_spot would now
1237 * need extra work 1274 * need extra work
1238 */ 1275 */
1239 op->map = get_map_from_coord (m, &op->x, &op->y); 1276 if (!xy_normalise (m, op->x, op->y))
1240 x = op->x; 1277 return 0;
1241 y = op->y; 1278
1279 op->map = m;
1280 mapspace &ms = op->ms ();
1242 1281
1243 /* this has to be done after we translate the coordinates. 1282 /* this has to be done after we translate the coordinates.
1244 */ 1283 */
1245 if (op->nrof && !(flag & INS_NO_MERGE)) 1284 if (op->nrof && !(flag & INS_NO_MERGE))
1246 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above) 1285 for (tmp = ms.bot; tmp; tmp = tmp->above)
1247 if (object::can_merge (op, tmp)) 1286 if (object::can_merge (op, tmp))
1248 { 1287 {
1249 op->nrof += tmp->nrof; 1288 op->nrof += tmp->nrof;
1250 tmp->destroy (); 1289 tmp->destroy ();
1251 } 1290 }
1268 op->below = originator->below; 1307 op->below = originator->below;
1269 1308
1270 if (op->below) 1309 if (op->below)
1271 op->below->above = op; 1310 op->below->above = op;
1272 else 1311 else
1273 op->ms ().bot = op; 1312 ms.bot = op;
1274 1313
1275 /* since *below* originator, no need to update top */ 1314 /* since *below* originator, no need to update top */
1276 originator->below = op; 1315 originator->below = op;
1277 } 1316 }
1278 else 1317 else
1279 { 1318 {
1319 top = ms.bot;
1320
1280 /* If there are other objects, then */ 1321 /* If there are other objects, then */
1281 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1322 if ((!(flag & INS_MAP_LOAD)) && top)
1282 { 1323 {
1283 object *last = 0; 1324 object *last = 0;
1284 1325
1285 /* 1326 /*
1286 * If there are multiple objects on this space, we do some trickier handling. 1327 * If there are multiple objects on this space, we do some trickier handling.
1292 * once we get to them. This reduces the need to traverse over all of 1333 * once we get to them. This reduces the need to traverse over all of
1293 * them when adding another one - this saves quite a bit of cpu time 1334 * them when adding another one - this saves quite a bit of cpu time
1294 * when lots of spells are cast in one area. Currently, it is presumed 1335 * when lots of spells are cast in one area. Currently, it is presumed
1295 * that flying non pickable objects are spell objects. 1336 * that flying non pickable objects are spell objects.
1296 */ 1337 */
1297 while (top) 1338 for (top = ms.bot; top; top = top->above)
1298 { 1339 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1341 floor = top;
1301 1342
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1343 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1305 top = top->below; 1346 top = top->below;
1306 break; 1347 break;
1307 } 1348 }
1308 1349
1309 last = top; 1350 last = top;
1310 top = top->above;
1311 } 1351 }
1312 1352
1313 /* Don't want top to be NULL, so set it to the last valid object */ 1353 /* Don't want top to be NULL, so set it to the last valid object */
1314 top = last; 1354 top = last;
1315 1355
1317 * looks like instead of lots of conditions here. 1357 * looks like instead of lots of conditions here.
1318 * makes things faster, and effectively the same result. 1358 * makes things faster, and effectively the same result.
1319 */ 1359 */
1320 1360
1321 /* Have object 'fall below' other objects that block view. 1361 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66 1362 * Unless those objects are exits.
1323 * If INS_ON_TOP is used, don't do this processing 1363 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise 1364 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd. 1365 * stacking is a bit odd.
1326 */ 1366 */
1327 if (!(flag & INS_ON_TOP) && 1367 if (!(flag & INS_ON_TOP)
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1368 && ms.flags () & P_BLOCKSVIEW
1369 && (op->face && !faces [op->face].visibility))
1329 { 1370 {
1330 for (last = top; last != floor; last = last->below) 1371 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1372 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break; 1373 break;
1374
1333 /* Check to see if we found the object that blocks view, 1375 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that 1376 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we 1377 * we can get inserted below this one, which requires we
1336 * set top to the object below us. 1378 * set top to the object below us.
1337 */ 1379 */
1339 top = last->below; 1381 top = last->below;
1340 } 1382 }
1341 } /* If objects on this space */ 1383 } /* If objects on this space */
1342 1384
1343 if (flag & INS_MAP_LOAD) 1385 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y); 1386 top = ms.top;
1345 1387
1346 if (flag & INS_ABOVE_FLOOR_ONLY) 1388 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor; 1389 top = floor;
1348 1390
1349 /* Top is the object that our object (op) is going to get inserted above. 1391 /* Top is the object that our object (op) is going to get inserted above.
1350 */ 1392 */
1351 1393
1352 /* First object on this space */ 1394 /* First object on this space */
1353 if (!top) 1395 if (!top)
1354 { 1396 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1397 op->above = ms.bot;
1356 1398
1357 if (op->above) 1399 if (op->above)
1358 op->above->below = op; 1400 op->above->below = op;
1359 1401
1360 op->below = 0; 1402 op->below = 0;
1361 op->ms ().bot = op; 1403 ms.bot = op;
1362 } 1404 }
1363 else 1405 else
1364 { /* get inserted into the stack above top */ 1406 { /* get inserted into the stack above top */
1365 op->above = top->above; 1407 op->above = top->above;
1366 1408
1370 op->below = top; 1412 op->below = top;
1371 top->above = op; 1413 top->above = op;
1372 } 1414 }
1373 1415
1374 if (!op->above) 1416 if (!op->above)
1375 op->ms ().top = op; 1417 ms.top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1418 } /* else not INS_BELOW_ORIGINATOR */
1377 1419
1378 if (op->type == PLAYER) 1420 if (op->type == PLAYER)
1379 { 1421 {
1380 op->contr->do_los = 1; 1422 op->contr->do_los = 1;
1386 1428
1387 /* If we have a floor, we know the player, if any, will be above 1429 /* If we have a floor, we know the player, if any, will be above
1388 * it, so save a few ticks and start from there. 1430 * it, so save a few ticks and start from there.
1389 */ 1431 */
1390 if (!(flag & INS_MAP_LOAD)) 1432 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1433 if (object *pl = ms.player ())
1392 if (pl->contr->ns) 1434 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1435 pl->contr->ns->floorbox_update ();
1394 1436
1395 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1396 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1458} 1500}
1459 1501
1460object * 1502object *
1461object::insert_at (object *where, object *originator, int flags) 1503object::insert_at (object *where, object *originator, int flags)
1462{ 1504{
1463 where->map->insert (this, where->x, where->y, originator, flags); 1505 return where->map->insert (this, where->x, where->y, originator, flags);
1464} 1506}
1465 1507
1466/* 1508/*
1467 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1509 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1468 * is returned contains nr objects, and the remaining parts contains 1510 * is returned contains nr objects, and the remaining parts contains
1508 * the amount of an object. If the amount reaches 0, the object 1550 * the amount of an object. If the amount reaches 0, the object
1509 * is subsequently removed and freed. 1551 * is subsequently removed and freed.
1510 * 1552 *
1511 * Return value: 'op' if something is left, NULL if the amount reached 0 1553 * Return value: 'op' if something is left, NULL if the amount reached 0
1512 */ 1554 */
1513
1514object * 1555object *
1515decrease_ob_nr (object *op, uint32 i) 1556decrease_ob_nr (object *op, uint32 i)
1516{ 1557{
1517 object *tmp; 1558 object *tmp;
1518 1559
1593 1634
1594/* 1635/*
1595 * add_weight(object, weight) adds the specified weight to an object, 1636 * add_weight(object, weight) adds the specified weight to an object,
1596 * and also updates how much the environment(s) is/are carrying. 1637 * and also updates how much the environment(s) is/are carrying.
1597 */ 1638 */
1598
1599void 1639void
1600add_weight (object *op, signed long weight) 1640add_weight (object *op, signed long weight)
1601{ 1641{
1602 while (op != NULL) 1642 while (op != NULL)
1603 { 1643 {
1635 * inside the object environment. 1675 * inside the object environment.
1636 * 1676 *
1637 * The function returns now pointer to inserted item, and return value can 1677 * The function returns now pointer to inserted item, and return value can
1638 * be != op, if items are merged. -Tero 1678 * be != op, if items are merged. -Tero
1639 */ 1679 */
1640
1641object * 1680object *
1642object::insert (object *op) 1681object::insert (object *op)
1643{ 1682{
1644 object *tmp, *otmp; 1683 object *tmp, *otmp;
1645 1684
1805 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1844 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1806 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1845 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1807 { 1846 {
1808 1847
1809 float 1848 float
1810 diff = tmp->move_slow_penalty * FABS (op->speed); 1849 diff = tmp->move_slow_penalty * fabs (op->speed);
1811 1850
1812 if (op->type == PLAYER) 1851 if (op->type == PLAYER)
1813 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1852 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1814 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1853 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1815 diff /= 4.0; 1854 diff /= 4.0;
2022 } 2061 }
2023 2062
2024 if (!index) 2063 if (!index)
2025 return -1; 2064 return -1;
2026 2065
2027 return altern[RANDOM () % index]; 2066 return altern [rndm (index)];
2028} 2067}
2029 2068
2030/* 2069/*
2031 * find_first_free_spot(archetype, maptile, x, y) works like 2070 * find_first_free_spot(archetype, maptile, x, y) works like
2032 * find_free_spot(), but it will search max number of squares. 2071 * find_free_spot(), but it will search max number of squares.
2053{ 2092{
2054 arr += begin; 2093 arr += begin;
2055 end -= begin; 2094 end -= begin;
2056 2095
2057 while (--end) 2096 while (--end)
2058 swap (arr [end], arr [RANDOM () % (end + 1)]); 2097 swap (arr [end], arr [rndm (end + 1)]);
2059} 2098}
2060 2099
2061/* new function to make monster searching more efficient, and effective! 2100/* new function to make monster searching more efficient, and effective!
2062 * This basically returns a randomized array (in the passed pointer) of 2101 * This basically returns a randomized array (in the passed pointer) of
2063 * the spaces to find monsters. In this way, it won't always look for 2102 * the spaces to find monsters. In this way, it won't always look for
2197 2236
2198 return 3; 2237 return 3;
2199} 2238}
2200 2239
2201/* 2240/*
2202 * absdir(int): Returns a number between 1 and 8, which represent
2203 * the "absolute" direction of a number (it actually takes care of
2204 * "overflow" in previous calculations of a direction).
2205 */
2206
2207int
2208absdir (int d)
2209{
2210 while (d < 1)
2211 d += 8;
2212
2213 while (d > 8)
2214 d -= 8;
2215
2216 return d;
2217}
2218
2219/*
2220 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2241 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2221 * between two directions (which are expected to be absolute (see absdir()) 2242 * between two directions (which are expected to be absolute (see absdir())
2222 */ 2243 */
2223
2224int 2244int
2225dirdiff (int dir1, int dir2) 2245dirdiff (int dir1, int dir2)
2226{ 2246{
2227 int d; 2247 int d;
2228 2248
2394 insert_ob_in_ob (object_create_clone (item), dst); 2414 insert_ob_in_ob (object_create_clone (item), dst);
2395 2415
2396 return dst; 2416 return dst;
2397} 2417}
2398 2418
2399/* GROS - Creates an object using a string representing its content. */
2400/* Basically, we save the content of the string to a temp file, then call */
2401/* load_object on it. I admit it is a highly inefficient way to make things, */
2402/* but it was simple to make and allows reusing the load_object function. */
2403/* Remember not to use load_object_str in a time-critical situation. */
2404/* Also remember that multiparts objects are not supported for now. */
2405object *
2406load_object_str (const char *obstr)
2407{
2408 object *op;
2409 char filename[MAX_BUF];
2410
2411 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2412
2413 FILE *tempfile = fopen (filename, "w");
2414
2415 if (tempfile == NULL)
2416 {
2417 LOG (llevError, "Error - Unable to access load object temp file\n");
2418 return NULL;
2419 }
2420
2421 fprintf (tempfile, obstr);
2422 fclose (tempfile);
2423
2424 op = object::create ();
2425
2426 object_thawer thawer (filename);
2427
2428 if (thawer)
2429 load_object (thawer, op, 0);
2430
2431 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2432 CLEAR_FLAG (op, FLAG_REMOVED);
2433
2434 return op;
2435}
2436
2437/* This returns the first object in who's inventory that 2419/* This returns the first object in who's inventory that
2438 * has the same type and subtype match. 2420 * has the same type and subtype match.
2439 * returns NULL if no match. 2421 * returns NULL if no match.
2440 */ 2422 */
2441object * 2423object *
2494 if (link->key == canonical_key) 2476 if (link->key == canonical_key)
2495 return link->value; 2477 return link->value;
2496 2478
2497 return 0; 2479 return 0;
2498} 2480}
2499
2500 2481
2501/* 2482/*
2502 * Updates the canonical_key in op to value. 2483 * Updates the canonical_key in op to value.
2503 * 2484 *
2504 * canonical_key is a shared string (value doesn't have to be). 2485 * canonical_key is a shared string (value doesn't have to be).
2644{ 2625{
2645 char flagdesc[512]; 2626 char flagdesc[512];
2646 char info2[256 * 4]; 2627 char info2[256 * 4];
2647 char *p = info; 2628 char *p = info;
2648 2629
2649 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", 2630 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2650 count, uuid.seq, 2631 count, uuid.seq,
2651 &name, 2632 &name,
2652 title ? "\",title:" : "", 2633 title ? "\",title:\"" : "",
2653 title ? (const char *)title : "", 2634 title ? (const char *)title : "",
2654 flag_desc (flagdesc, 512), type); 2635 flag_desc (flagdesc, 512), type);
2655 2636
2656 if (env) 2637 if (env)
2657 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2638 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2663} 2644}
2664 2645
2665const char * 2646const char *
2666object::debug_desc () const 2647object::debug_desc () const
2667{ 2648{
2668 static char info[256 * 4]; 2649 static char info[3][256 * 4];
2650 static int info_idx;
2651
2669 return debug_desc (info); 2652 return debug_desc (info [++info_idx % 3]);
2670} 2653}
2671 2654
2655struct region *
2656object::region () const
2657{
2658 return map ? map->region (x, y)
2659 : region::default_region ();
2660}
2661
2662const materialtype_t *
2663object::dominant_material () const
2664{
2665 if (materialtype_t *mat = name_to_material (materialname))
2666 return mat;
2667
2668 // omfg this is slow, this has to be temporary :)
2669 shstr unknown ("unknown");
2670
2671 return name_to_material (unknown);
2672}
2673
2674void
2675object::open_container (object *new_container)
2676{
2677 if (container == new_container)
2678 return;
2679
2680 if (object *old_container = container)
2681 {
2682 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2683 return;
2684
2685#if 0
2686 // remove the "Close old_container" object.
2687 if (object *closer = old_container->inv)
2688 if (closer->type == CLOSE_CON)
2689 closer->destroy ();
2690#endif
2691
2692 old_container->flag [FLAG_APPLIED] = 0;
2693 container = 0;
2694
2695 esrv_update_item (UPD_FLAGS, this, old_container);
2696 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2697 }
2698
2699 if (new_container)
2700 {
2701 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2702 return;
2703
2704 // TODO: this does not seem to serve any purpose anymore?
2705#if 0
2706 // insert the "Close Container" object.
2707 if (archetype *closer = new_container->other_arch)
2708 {
2709 object *closer = arch_to_object (new_container->other_arch);
2710 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2711 new_container->insert (closer);
2712 }
2713#endif
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2716
2717 new_container->flag [FLAG_APPLIED] = 1;
2718 container = new_container;
2719
2720 esrv_update_item (UPD_FLAGS, this, new_container);
2721 esrv_send_inventory (this, new_container);
2722 }
2723}
2724
2725

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