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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.162 by root, Sat Jun 16 00:12:20 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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,
190 * Check nrof variable *before* calling can_merge() 193 * Check nrof variable *before* calling can_merge()
191 * 194 *
192 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
193 * check weight 196 * check weight
194 */ 197 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 198bool object::can_merge_slow (object *ob1, object *ob2)
197{ 199{
198 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
199 if (ob1 == ob2 201 if (ob1 == ob2
200 || ob1->type != ob2->type 202 || ob1->type != ob2->type
277 279
278 /* Note sure why the following is the case - either the object has to 280 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster 281 * be animated or have a very low speed. Is this an attempted monster
280 * check? 282 * check?
281 */ 283 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 285 return 0;
284 286
285 switch (ob1->type) 287 switch (ob1->type)
286 { 288 {
287 case SCROLL: 289 case SCROLL:
323sum_weight (object *op) 325sum_weight (object *op)
324{ 326{
325 long sum; 327 long sum;
326 object *inv; 328 object *inv;
327 329
328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
329 { 331 {
330 if (inv->inv) 332 if (inv->inv)
331 sum_weight (inv); 333 sum_weight (inv);
334
332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
333 } 336 }
334 337
335 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
336 sum = (sum * (100 - op->stats.Str)) / 100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
356/* 359/*
357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
358 * Some error messages. 361 * Some error messages.
359 * 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.
360 */ 363 */
361
362char * 364char *
363dump_object (object *op) 365dump_object (object *op)
364{ 366{
365 if (!op) 367 if (!op)
366 return strdup ("[NULLOBJ]"); 368 return strdup ("[NULLOBJ]");
367 369
368 object_freezer freezer; 370 object_freezer freezer;
369 save_object (freezer, op, 1); 371 op->write (freezer);
370 return freezer.as_string (); 372 return freezer.as_string ();
371} 373}
372 374
373/* 375/*
374 * 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
391} 393}
392 394
393/* 395/*
394 * 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.
395 */ 397 */
396
397object * 398object *
398find_object (tag_t i) 399find_object (tag_t i)
399{ 400{
400 for (object *op = object::first; op; op = op->next) 401 for_all_objects (op)
401 if (op->count == i) 402 if (op->count == i)
402 return op; 403 return op;
403 404
404 return 0; 405 return 0;
405} 406}
406 407
407/* 408/*
408 * 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.
409 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
410 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
411 */ 412 */
412
413object * 413object *
414find_object_name (const char *str) 414find_object_name (const char *str)
415{ 415{
416 shstr_cmp str_ (str); 416 shstr_cmp str_ (str);
417 object *op; 417 object *op;
418 418
419 for (op = object::first; op != NULL; op = op->next) 419 for_all_objects (op)
420 if (op->name == str_) 420 if (op->name == str_)
421 break; 421 break;
422 422
423 return op; 423 return op;
424} 424}
450 owner = owner->owner; 450 owner = owner->owner;
451 451
452 this->owner = owner; 452 this->owner = owner;
453} 453}
454 454
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
455/* Zero the key_values on op, decrementing the shared-string 521/* Zero the key_values on op, decrementing the shared-string
456 * refcounts and freeing the links. 522 * refcounts and freeing the links.
457 */ 523 */
458static void 524static void
459free_key_values (object *op) 525free_key_values (object *op)
460{ 526{
461 for (key_value *i = op->key_values; i != 0;) 527 for (key_value *i = op->key_values; i; )
462 { 528 {
463 key_value *next = i->next; 529 key_value *next = i->next;
464 delete i; 530 delete i;
465 531
466 i = next; 532 i = next;
467 } 533 }
468 534
469 op->key_values = 0; 535 op->key_values = 0;
470} 536}
471 537
472/* 538object &
473 * copy_to first frees everything allocated by the dst object, 539object::operator =(const object &src)
474 * and then copies the contents of itself into the second
475 * object, allocating what needs to be allocated. Basically, any
476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
477 * if the first object is freed, the pointers in the new object
478 * will point at garbage.
479 */
480void
481object::copy_to (object *dst)
482{ 540{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 541 bool is_freed = flag [FLAG_FREED];
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 542 bool is_removed = flag [FLAG_REMOVED];
485 543
486 *(object_copy *)dst = *this; 544 *(object_copy *)this = src;
487 545
488 if (is_freed) 546 flag [FLAG_FREED] = is_freed;
489 SET_FLAG (dst, FLAG_FREED); 547 flag [FLAG_REMOVED] = is_removed;
490
491 if (is_removed)
492 SET_FLAG (dst, FLAG_REMOVED);
493
494 if (speed < 0)
495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
496 548
497 /* Copy over key_values, if any. */ 549 /* Copy over key_values, if any. */
498 if (key_values) 550 if (src.key_values)
499 { 551 {
500 key_value *tail = 0; 552 key_value *tail = 0;
501 key_value *i;
502
503 dst->key_values = 0; 553 key_values = 0;
504 554
505 for (i = key_values; i; i = i->next) 555 for (key_value *i = src.key_values; i; i = i->next)
506 { 556 {
507 key_value *new_link = new key_value; 557 key_value *new_link = new key_value;
508 558
509 new_link->next = 0; 559 new_link->next = 0;
510 new_link->key = i->key; 560 new_link->key = i->key;
511 new_link->value = i->value; 561 new_link->value = i->value;
512 562
513 /* Try and be clever here, too. */ 563 /* Try and be clever here, too. */
514 if (!dst->key_values) 564 if (!key_values)
515 { 565 {
516 dst->key_values = new_link; 566 key_values = new_link;
517 tail = new_link; 567 tail = new_link;
518 } 568 }
519 else 569 else
520 { 570 {
521 tail->next = new_link; 571 tail->next = new_link;
522 tail = new_link; 572 tail = new_link;
523 } 573 }
524 } 574 }
525 } 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 ();
526 593
527 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 ();
528} 614}
529 615
530object * 616object *
531object::clone () 617object::clone ()
532{ 618{
538/* 624/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 625 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 626 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 627 * be called to update the face variable, _and_ how it looks on the map.
542 */ 628 */
543
544void 629void
545update_turn_face (object *op) 630update_turn_face (object *op)
546{ 631{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 632 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 633 return;
634
549 SET_ANIMATION (op, op->direction); 635 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 636 update_object (op, UP_OBJ_FACE);
551} 637}
552 638
553/* 639/*
556 * This function needs to be called whenever the speed of an object changes. 642 * This function needs to be called whenever the speed of an object changes.
557 */ 643 */
558void 644void
559object::set_speed (float speed) 645object::set_speed (float speed)
560{ 646{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 647 if (flag [FLAG_FREED] && speed)
567 { 648 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 649 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 650 speed = 0;
570 } 651 }
571 652
572 this->speed = speed; 653 this->speed = speed;
573 654
574 if (arch_init) 655 if (has_active_speed ())
575 return; 656 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 657 else
593 { 658 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 659}
648 660
649/* 661/*
650 * update_object() updates the the map. 662 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 663 * It takes into account invisible objects (and represent squares covered
664 * UP_OBJ_FACE: only the objects face has changed. 676 * UP_OBJ_FACE: only the objects face has changed.
665 */ 677 */
666void 678void
667update_object (object *op, int action) 679update_object (object *op, int action)
668{ 680{
669 MoveType move_on, move_off, move_block, move_slow;
670
671 if (op == NULL) 681 if (op == NULL)
672 { 682 {
673 /* this should never happen */ 683 /* this should never happen */
674 LOG (llevDebug, "update_object() called for NULL object.\n"); 684 LOG (llevDebug, "update_object() called for NULL object.\n");
675 return; 685 return;
699 return; 709 return;
700 } 710 }
701 711
702 mapspace &m = op->ms (); 712 mapspace &m = op->ms ();
703 713
704 if (m.flags_ & P_NEED_UPDATE) 714 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 715 /* nop */;
706 else if (action == UP_OBJ_INSERT) 716 else if (action == UP_OBJ_INSERT)
707 { 717 {
708 // this is likely overkill, TODO: revisit (schmorp) 718 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 719 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* This isn't perfect, but I don't expect a lot of objects to 728 /* This isn't perfect, but I don't expect a lot of objects to
719 * to have move_allow right now. 729 * to have move_allow right now.
720 */ 730 */
721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 731 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 732 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
723 m.flags_ = P_NEED_UPDATE; 733 m.flags_ = 0;
724 } 734 }
725 /* if the object is being removed, we can't make intelligent 735 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 736 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 737 * that is being removed.
728 */ 738 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 739 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 740 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 741 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 742 /* Nothing to do for that case */ ;
733 else 743 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 744 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 745
736 if (op->more) 746 if (op->more)
737 update_object (op->more, action); 747 update_object (op->more, action);
738} 748}
739 749
740object::vector object::objects; // not yet used
741object *object::first;
742
743object::object () 750object::object ()
744{ 751{
745 SET_FLAG (this, FLAG_REMOVED); 752 SET_FLAG (this, FLAG_REMOVED);
746 753
747 expmul = 1.0; 754 expmul = 1.0;
748 face = blank_face; 755 face = blank_face;
749} 756}
750 757
751object::~object () 758object::~object ()
752{ 759{
760 unlink ();
761
753 free_key_values (this); 762 free_key_values (this);
754} 763}
755 764
765static int object_count;
766
756void object::link () 767void object::link ()
757{ 768{
758 count = ++ob_count; 769 assert (!index);//D
759 uuid = gen_uuid (); 770 uuid = gen_uuid ();
771 count = ++object_count;
760 772
761 prev = 0; 773 refcnt_inc ();
762 next = object::first; 774 objects.insert (this);
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768} 775}
769 776
770void object::unlink () 777void object::unlink ()
771{ 778{
772 if (this == object::first) 779 if (!index)
773 object::first = next; 780 return;
774 781
775 /* Remove this object from the list of used objects */ 782 objects.erase (this);
776 if (prev) prev->next = next; 783 refcnt_dec ();
777 if (next) next->prev = prev; 784}
778 785
779 prev = 0; 786void
780 next = 0; 787object::activate ()
788{
789 /* If already on active list, don't do anything */
790 if (active)
791 return;
792
793 if (has_active_speed ())
794 actives.insert (this);
795}
796
797void
798object::activate_recursive ()
799{
800 activate ();
801
802 for (object *op = inv; op; op = op->below)
803 op->activate_recursive ();
804}
805
806/* This function removes object 'op' from the list of active
807 * objects.
808 * This should only be used for style maps or other such
809 * reference maps where you don't want an object that isn't
810 * in play chewing up cpu time getting processed.
811 * The reverse of this is to call update_ob_speed, which
812 * will do the right thing based on the speed of the object.
813 */
814void
815object::deactivate ()
816{
817 /* If not on the active list, nothing needs to be done */
818 if (!active)
819 return;
820
821 actives.erase (this);
822}
823
824void
825object::deactivate_recursive ()
826{
827 for (object *op = inv; op; op = op->below)
828 op->deactivate_recursive ();
829
830 deactivate ();
831}
832
833void
834object::set_flag_inv (int flag, int value)
835{
836 for (object *op = inv; op; op = op->below)
837 {
838 op->flag [flag] = value;
839 op->set_flag_inv (flag, value);
840 }
781} 841}
782 842
783/* 843/*
784 * Remove and free all objects in the inventory of the given object. 844 * Remove and free all objects in the inventory of the given object.
785 * object.c ? 845 * object.c ?
786 */ 846 */
787void 847void
788object::destroy_inv (bool drop_to_ground) 848object::destroy_inv (bool drop_to_ground)
789{ 849{
850 // need to check first, because the checks below might segfault
851 // as we might be on an invalid mapspace and crossfire code
852 // is too buggy to ensure that the inventory is empty.
853 // corollary: if you create arrows etc. with stuff in tis inventory,
854 // cf will crash below with off-map x and y
855 if (!inv)
856 return;
857
790 /* Only if the space blocks everything do we not process - 858 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 859 * if some form of movement is allowed, let objects
792 * drop on that space. 860 * drop on that space.
793 */ 861 */
794 if (!drop_to_ground 862 if (!drop_to_ground
795 || !map 863 || !map
796 || map->in_memory != MAP_IN_MEMORY 864 || map->in_memory != MAP_IN_MEMORY
865 || map->nodrop
797 || map->at (x, y).move_block == MOVE_ALL) 866 || ms ().move_block == MOVE_ALL)
798 { 867 {
799 while (inv) 868 while (inv)
800 { 869 {
801 inv->destroy_inv (drop_to_ground); 870 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 871 inv->destroy ();
810 879
811 if (op->flag [FLAG_STARTEQUIP] 880 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP] 881 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE 882 || op->type == RUNE
814 || op->type == TRAP 883 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE]) 884 || op->flag [FLAG_IS_A_TEMPLATE]
885 || op->flag [FLAG_DESTROY_ON_DEATH])
816 op->destroy (); 886 op->destroy ();
817 else 887 else
818 map->insert (op, x, y); 888 map->insert (op, x, y);
819 } 889 }
820 } 890 }
828} 898}
829 899
830void 900void
831object::do_destroy () 901object::do_destroy ()
832{ 902{
903 attachable::do_destroy ();
904
833 if (flag [FLAG_IS_LINKED]) 905 if (flag [FLAG_IS_LINKED])
834 remove_button_link (this); 906 remove_button_link (this);
835 907
836 if (flag [FLAG_FRIENDLY]) 908 if (flag [FLAG_FRIENDLY])
837 remove_friendly_object (this); 909 remove_friendly_object (this);
838 910
839 if (!flag [FLAG_REMOVED]) 911 if (!flag [FLAG_REMOVED])
840 remove (); 912 remove ();
841 913
842 if (flag [FLAG_FREED]) 914 destroy_inv (true);
843 return;
844 915
845 set_speed (0); 916 deactivate ();
917 unlink ();
846 918
847 flag [FLAG_FREED] = 1; 919 flag [FLAG_FREED] = 1;
848
849 attachable::do_destroy ();
850
851 destroy_inv (true);
852 unlink ();
853 920
854 // hack to ensure that freed objects still have a valid map 921 // hack to ensure that freed objects still have a valid map
855 { 922 {
856 static maptile *freed_map; // freed objects are moved here to avoid crashes 923 static maptile *freed_map; // freed objects are moved here to avoid crashes
857 924
861 928
862 freed_map->name = "/internal/freed_objects_map"; 929 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 930 freed_map->width = 3;
864 freed_map->height = 3; 931 freed_map->height = 3;
865 932
866 freed_map->allocate (); 933 freed_map->alloc ();
934 freed_map->in_memory = MAP_IN_MEMORY;
867 } 935 }
868 936
869 map = freed_map; 937 map = freed_map;
870 x = 1; 938 x = 1;
871 y = 1; 939 y = 1;
872 } 940 }
873 941
874 head = 0;
875
876 if (more) 942 if (more)
877 { 943 {
878 more->destroy (); 944 more->destroy ();
879 more = 0; 945 more = 0;
880 } 946 }
881 947
948 head = 0;
949
882 // clear those pointers that likely might have circular references to us 950 // clear those pointers that likely might cause circular references
883 owner = 0; 951 owner = 0;
884 enemy = 0; 952 enemy = 0;
885 attacked_by = 0; 953 attacked_by = 0;
886 954 current_weapon = 0;
887 // only relevant for players(?), but make sure of it anyways
888 contr = 0;
889} 955}
890 956
891void 957void
892object::destroy (bool destroy_inventory) 958object::destroy (bool destroy_inventory)
893{ 959{
921 * This function removes the object op from the linked list of objects 987 * This function removes the object op from the linked list of objects
922 * which it is currently tied to. When this function is done, the 988 * which it is currently tied to. When this function is done, the
923 * object will have no environment. If the object previously had an 989 * object will have no environment. If the object previously had an
924 * environment, the x and y coordinates will be updated to 990 * environment, the x and y coordinates will be updated to
925 * the previous environment. 991 * the previous environment.
926 * Beware: This function is called from the editor as well!
927 */ 992 */
928void 993void
929object::remove () 994object::do_remove ()
930{ 995{
931 object *tmp, *last = 0; 996 object *tmp, *last = 0;
932 object *otmp; 997 object *otmp;
933 998
934 if (QUERY_FLAG (this, FLAG_REMOVED)) 999 if (QUERY_FLAG (this, FLAG_REMOVED))
956 * to save cpu time. 1021 * to save cpu time.
957 */ 1022 */
958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1023 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
959 otmp->update_stats (); 1024 otmp->update_stats ();
960 1025
961 if (above != NULL) 1026 if (above)
962 above->below = below; 1027 above->below = below;
963 else 1028 else
964 env->inv = below; 1029 env->inv = below;
965 1030
966 if (below != NULL) 1031 if (below)
967 below->above = above; 1032 below->above = above;
968 1033
969 /* we set up values so that it could be inserted into 1034 /* we set up values so that it could be inserted into
970 * the map, but we don't actually do that - it is up 1035 * the map, but we don't actually do that - it is up
971 * to the caller to decide what we want to do. 1036 * to the caller to decide what we want to do.
975 above = 0, below = 0; 1040 above = 0, below = 0;
976 env = 0; 1041 env = 0;
977 } 1042 }
978 else if (map) 1043 else if (map)
979 { 1044 {
980 /* Re did the following section of code - it looks like it had 1045 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 1046 {
1047 // leaving a spot always closes any open container on the ground
1048 if (container && !container->env)
1049 // this causes spurious floorbox updates, but it ensures
1050 // that the CLOSE event is being sent.
1051 close_container ();
1052
1053 --map->players;
1054 map->touch ();
1055 }
1056
1057 map->dirty = true;
1058 mapspace &ms = this->ms ();
983 1059
984 /* link the object above us */ 1060 /* link the object above us */
985 if (above) 1061 if (above)
986 above->below = below; 1062 above->below = below;
987 else 1063 else
988 map->at (x, y).top = below; /* we were top, set new top */ 1064 ms.top = below; /* we were top, set new top */
989 1065
990 /* Relink the object below us, if there is one */ 1066 /* Relink the object below us, if there is one */
991 if (below) 1067 if (below)
992 below->above = above; 1068 below->above = above;
993 else 1069 else
995 /* Nothing below, which means we need to relink map object for this space 1071 /* Nothing below, which means we need to relink map object for this space
996 * use translated coordinates in case some oddness with map tiling is 1072 * use translated coordinates in case some oddness with map tiling is
997 * evident 1073 * evident
998 */ 1074 */
999 if (GET_MAP_OB (map, x, y) != this) 1075 if (GET_MAP_OB (map, x, y) != this)
1000 {
1001 char *dump = dump_object (this);
1002 LOG (llevError,
1003 "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); 1076 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 ());
1004 free (dump);
1005 dump = dump_object (GET_MAP_OB (map, x, y));
1006 LOG (llevError, "%s\n", dump);
1007 free (dump);
1008 }
1009 1077
1010 map->at (x, y).bot = above; /* goes on above it. */ 1078 ms.bot = above; /* goes on above it. */
1011 } 1079 }
1012 1080
1013 above = 0; 1081 above = 0;
1014 below = 0; 1082 below = 0;
1015 1083
1016 if (map->in_memory == MAP_SAVING) 1084 if (map->in_memory == MAP_SAVING)
1017 return; 1085 return;
1018 1086
1019 int check_walk_off = !flag [FLAG_NO_APPLY]; 1087 int check_walk_off = !flag [FLAG_NO_APPLY];
1020 1088
1021 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above) 1089 for (tmp = ms.bot; tmp; tmp = tmp->above)
1022 { 1090 {
1023 /* No point updating the players look faces if he is the object 1091 /* No point updating the players look faces if he is the object
1024 * being removed. 1092 * being removed.
1025 */ 1093 */
1026 1094
1038 1106
1039 if (tmp->contr->ns) 1107 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1108 tmp->contr->ns->floorbox_update ();
1041 } 1109 }
1042 1110
1043 /* See if player moving off should effect something */ 1111 /* See if object moving off should effect something */
1044 if (check_walk_off 1112 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1113 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1114 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1115 {
1048 move_apply (tmp, this, 0); 1116 move_apply (tmp, this, 0);
1049 1117
1050 if (destroyed ()) 1118 if (destroyed ())
1051 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1119 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1052 } 1120 }
1053 1121
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055
1056 if (tmp->above == tmp)
1057 tmp->above = 0;
1058
1059 last = tmp; 1122 last = tmp;
1060 } 1123 }
1061 1124
1062 /* last == NULL of there are no objects on this space */ 1125 /* last == NULL if there are no objects on this space */
1126 //TODO: this makes little sense, why only update the topmost object?
1063 if (!last) 1127 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1128 map->at (x, y).flags_ = 0;
1065 else 1129 else
1066 update_object (last, UP_OBJ_REMOVE); 1130 update_object (last, UP_OBJ_REMOVE);
1067 1131
1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1132 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1069 update_all_los (map, x, y); 1133 update_all_los (map, x, y);
1105 } 1169 }
1106 1170
1107 return 0; 1171 return 0;
1108} 1172}
1109 1173
1174void
1175object::expand_tail ()
1176{
1177 if (more)
1178 return;
1179
1180 object *prev = this;
1181
1182 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1183 {
1184 object *op = arch_to_object (at);
1185
1186 op->name = name;
1187 op->name_pl = name_pl;
1188 op->title = title;
1189
1190 op->head = this;
1191 prev->more = op;
1192
1193 prev = op;
1194 }
1195}
1196
1110/* 1197/*
1111 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1198 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1112 * job preparing multi-part monsters 1199 * job preparing multi-part monsters.
1113 */ 1200 */
1114object * 1201object *
1115insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1202insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1116{ 1203{
1117 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1204 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1118 { 1205 {
1119 tmp->x = x + tmp->arch->clone.x; 1206 tmp->x = x + tmp->arch->x;
1120 tmp->y = y + tmp->arch->clone.y; 1207 tmp->y = y + tmp->arch->y;
1121 } 1208 }
1122 1209
1123 return insert_ob_in_map (op, m, originator, flag); 1210 return insert_ob_in_map (op, m, originator, flag);
1124} 1211}
1125 1212
1144 * just 'op' otherwise 1231 * just 'op' otherwise
1145 */ 1232 */
1146object * 1233object *
1147insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1234insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1148{ 1235{
1236 assert (!op->flag [FLAG_FREED]);
1237
1149 object *tmp, *top, *floor = NULL; 1238 object *top, *floor = NULL;
1150 sint16 x, y;
1151 1239
1152 if (QUERY_FLAG (op, FLAG_FREED)) 1240 op->remove ();
1153 {
1154 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL;
1156 }
1157 1241
1158 if (m == NULL) 1242#if 0
1159 { 1243 if (!m->active != !op->active)
1160 char *dump = dump_object (op); 1244 if (m->active)
1161 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1245 op->activate_recursive ();
1162 free (dump); 1246 else
1163 return op; 1247 op->deactivate_recursive ();
1164 } 1248#endif
1165 1249
1166 if (out_of_map (m, op->x, op->y)) 1250 if (out_of_map (m, op->x, op->y))
1167 { 1251 {
1168 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump); 1252 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1170#ifdef MANY_CORES 1253#ifdef MANY_CORES
1171 /* Better to catch this here, as otherwise the next use of this object 1254 /* Better to catch this here, as otherwise the next use of this object
1172 * is likely to cause a crash. Better to find out where it is getting 1255 * is likely to cause a crash. Better to find out where it is getting
1173 * improperly inserted. 1256 * improperly inserted.
1174 */ 1257 */
1175 abort (); 1258 abort ();
1176#endif 1259#endif
1177 free (dump);
1178 return op; 1260 return op;
1179 } 1261 }
1180 1262
1181 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1263 if (object *more = op->more)
1182 { 1264 if (!insert_ob_in_map (more, m, originator, flag))
1183 char *dump = dump_object (op);
1184 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1185 free (dump);
1186 return op; 1265 return 0;
1187 }
1188
1189 if (op->more)
1190 {
1191 /* The part may be on a different map. */
1192
1193 object *more = op->more;
1194
1195 /* We really need the caller to normalize coordinates - if
1196 * we set the map, that doesn't work if the location is within
1197 * a map and this is straddling an edge. So only if coordinate
1198 * is clear wrong do we normalize it.
1199 */
1200 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1201 more->map = get_map_from_coord (m, &more->x, &more->y);
1202 else if (!more->map)
1203 {
1204 /* For backwards compatibility - when not dealing with tiled maps,
1205 * more->map should always point to the parent.
1206 */
1207 more->map = m;
1208 }
1209
1210 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1211 {
1212 if (!op->head)
1213 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1214
1215 return 0;
1216 }
1217 }
1218 1266
1219 CLEAR_FLAG (op, FLAG_REMOVED); 1267 CLEAR_FLAG (op, FLAG_REMOVED);
1220 1268
1221 /* Ideally, the caller figures this out. However, it complicates a lot 1269 /* Ideally, the caller figures this out. However, it complicates a lot
1222 * of areas of callers (eg, anything that uses find_free_spot would now 1270 * of areas of callers (eg, anything that uses find_free_spot would now
1223 * need extra work 1271 * need extra work
1224 */ 1272 */
1225 op->map = get_map_from_coord (m, &op->x, &op->y); 1273 if (!xy_normalise (m, op->x, op->y))
1226 x = op->x; 1274 return 0;
1227 y = op->y; 1275
1276 op->map = m;
1277 mapspace &ms = op->ms ();
1228 1278
1229 /* this has to be done after we translate the coordinates. 1279 /* this has to be done after we translate the coordinates.
1230 */ 1280 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1281 if (op->nrof && !(flag & INS_NO_MERGE))
1232 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1282 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1233 if (object::can_merge (op, tmp)) 1283 if (object::can_merge (op, tmp))
1234 { 1284 {
1235 op->nrof += tmp->nrof; 1285 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1286 tmp->destroy ();
1237 } 1287 }
1254 op->below = originator->below; 1304 op->below = originator->below;
1255 1305
1256 if (op->below) 1306 if (op->below)
1257 op->below->above = op; 1307 op->below->above = op;
1258 else 1308 else
1259 op->ms ().bot = op; 1309 ms.bot = op;
1260 1310
1261 /* since *below* originator, no need to update top */ 1311 /* since *below* originator, no need to update top */
1262 originator->below = op; 1312 originator->below = op;
1263 } 1313 }
1264 else 1314 else
1265 { 1315 {
1316 top = ms.bot;
1317
1266 /* If there are other objects, then */ 1318 /* If there are other objects, then */
1267 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1319 if ((!(flag & INS_MAP_LOAD)) && top)
1268 { 1320 {
1269 object *last = NULL; 1321 object *last = 0;
1270 1322
1271 /* 1323 /*
1272 * If there are multiple objects on this space, we do some trickier handling. 1324 * If there are multiple objects on this space, we do some trickier handling.
1273 * We've already dealt with merging if appropriate. 1325 * We've already dealt with merging if appropriate.
1274 * Generally, we want to put the new object on top. But if 1326 * Generally, we want to put the new object on top. But if
1278 * once we get to them. This reduces the need to traverse over all of 1330 * once we get to them. This reduces the need to traverse over all of
1279 * them when adding another one - this saves quite a bit of cpu time 1331 * them when adding another one - this saves quite a bit of cpu time
1280 * when lots of spells are cast in one area. Currently, it is presumed 1332 * when lots of spells are cast in one area. Currently, it is presumed
1281 * that flying non pickable objects are spell objects. 1333 * that flying non pickable objects are spell objects.
1282 */ 1334 */
1283 1335 for (top = ms.bot; top; top = top->above)
1284 while (top != NULL)
1285 { 1336 {
1286 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1337 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1287 floor = top; 1338 floor = top;
1288 1339
1289 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1340 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1292 top = top->below; 1343 top = top->below;
1293 break; 1344 break;
1294 } 1345 }
1295 1346
1296 last = top; 1347 last = top;
1297 top = top->above;
1298 } 1348 }
1299 1349
1300 /* Don't want top to be NULL, so set it to the last valid object */ 1350 /* Don't want top to be NULL, so set it to the last valid object */
1301 top = last; 1351 top = last;
1302 1352
1304 * looks like instead of lots of conditions here. 1354 * looks like instead of lots of conditions here.
1305 * makes things faster, and effectively the same result. 1355 * makes things faster, and effectively the same result.
1306 */ 1356 */
1307 1357
1308 /* Have object 'fall below' other objects that block view. 1358 /* Have object 'fall below' other objects that block view.
1309 * Unless those objects are exits, type 66 1359 * Unless those objects are exits.
1310 * If INS_ON_TOP is used, don't do this processing 1360 * If INS_ON_TOP is used, don't do this processing
1311 * Need to find the object that in fact blocks view, otherwise 1361 * Need to find the object that in fact blocks view, otherwise
1312 * stacking is a bit odd. 1362 * stacking is a bit odd.
1313 */ 1363 */
1314 if (!(flag & INS_ON_TOP) && 1364 if (!(flag & INS_ON_TOP)
1315 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1365 && ms.flags () & P_BLOCKSVIEW
1366 && (op->face && !faces [op->face].visibility))
1316 { 1367 {
1317 for (last = top; last != floor; last = last->below) 1368 for (last = top; last != floor; last = last->below)
1318 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1369 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1319 break; 1370 break;
1371
1320 /* Check to see if we found the object that blocks view, 1372 /* Check to see if we found the object that blocks view,
1321 * and make sure we have a below pointer for it so that 1373 * and make sure we have a below pointer for it so that
1322 * we can get inserted below this one, which requires we 1374 * we can get inserted below this one, which requires we
1323 * set top to the object below us. 1375 * set top to the object below us.
1324 */ 1376 */
1326 top = last->below; 1378 top = last->below;
1327 } 1379 }
1328 } /* If objects on this space */ 1380 } /* If objects on this space */
1329 1381
1330 if (flag & INS_MAP_LOAD) 1382 if (flag & INS_MAP_LOAD)
1331 top = GET_MAP_TOP (op->map, op->x, op->y); 1383 top = ms.top;
1332 1384
1333 if (flag & INS_ABOVE_FLOOR_ONLY) 1385 if (flag & INS_ABOVE_FLOOR_ONLY)
1334 top = floor; 1386 top = floor;
1335 1387
1336 /* Top is the object that our object (op) is going to get inserted above. 1388 /* Top is the object that our object (op) is going to get inserted above.
1337 */ 1389 */
1338 1390
1339 /* First object on this space */ 1391 /* First object on this space */
1340 if (!top) 1392 if (!top)
1341 { 1393 {
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1394 op->above = ms.bot;
1343 1395
1344 if (op->above) 1396 if (op->above)
1345 op->above->below = op; 1397 op->above->below = op;
1346 1398
1347 op->below = NULL; 1399 op->below = 0;
1348 op->ms ().bot = op; 1400 ms.bot = op;
1349 } 1401 }
1350 else 1402 else
1351 { /* get inserted into the stack above top */ 1403 { /* get inserted into the stack above top */
1352 op->above = top->above; 1404 op->above = top->above;
1353 1405
1356 1408
1357 op->below = top; 1409 op->below = top;
1358 top->above = op; 1410 top->above = op;
1359 } 1411 }
1360 1412
1361 if (op->above == NULL) 1413 if (!op->above)
1362 op->ms ().top = op; 1414 ms.top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1415 } /* else not INS_BELOW_ORIGINATOR */
1364 1416
1365 if (op->type == PLAYER) 1417 if (op->type == PLAYER)
1418 {
1366 op->contr->do_los = 1; 1419 op->contr->do_los = 1;
1420 ++op->map->players;
1421 op->map->touch ();
1422 }
1423
1424 op->map->dirty = true;
1367 1425
1368 /* If we have a floor, we know the player, if any, will be above 1426 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1427 * it, so save a few ticks and start from there.
1370 */ 1428 */
1371 if (!(flag & INS_MAP_LOAD)) 1429 if (!(flag & INS_MAP_LOAD))
1372 if (object *pl = op->ms ().player ()) 1430 if (object *pl = ms.player ())
1373 if (pl->contr->ns) 1431 if (pl->contr->ns)
1374 pl->contr->ns->floorbox_update (); 1432 pl->contr->ns->floorbox_update ();
1375 1433
1376 /* If this object glows, it may affect lighting conditions that are 1434 /* If this object glows, it may affect lighting conditions that are
1377 * visible to others on this map. But update_all_los is really 1435 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1436 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1437 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1438 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1439 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1440 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1441 * of effect may be sufficient.
1384 */ 1442 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1443 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1444 update_all_los (op->map, op->x, op->y);
1387 1445
1398 * blocked() and wall() work properly), and these flags are updated by 1456 * blocked() and wall() work properly), and these flags are updated by
1399 * update_object(). 1457 * update_object().
1400 */ 1458 */
1401 1459
1402 /* if this is not the head or flag has been passed, don't check walk on status */ 1460 /* if this is not the head or flag has been passed, don't check walk on status */
1403 if (!(flag & INS_NO_WALK_ON) && !op->head) 1461 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1404 { 1462 {
1405 if (check_move_on (op, originator)) 1463 if (check_move_on (op, originator))
1406 return 0; 1464 return 0;
1407 1465
1408 /* If we are a multi part object, lets work our way through the check 1466 /* If we are a multi part object, lets work our way through the check
1409 * walk on's. 1467 * walk on's.
1410 */ 1468 */
1411 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1469 for (object *tmp = op->more; tmp; tmp = tmp->more)
1412 if (check_move_on (tmp, originator)) 1470 if (check_move_on (tmp, originator))
1413 return 0; 1471 return 0;
1414 } 1472 }
1415 1473
1416 return op; 1474 return op;
1425{ 1483{
1426 object *tmp, *tmp1; 1484 object *tmp, *tmp1;
1427 1485
1428 /* first search for itself and remove any old instances */ 1486 /* first search for itself and remove any old instances */
1429 1487
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1488 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1489 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1432 tmp->destroy (); 1490 tmp->destroy ();
1433 1491
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1492 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1493
1436 tmp1->x = op->x; 1494 tmp1->x = op->x;
1439} 1497}
1440 1498
1441object * 1499object *
1442object::insert_at (object *where, object *originator, int flags) 1500object::insert_at (object *where, object *originator, int flags)
1443{ 1501{
1444 where->map->insert (this, where->x, where->y, originator, flags); 1502 return where->map->insert (this, where->x, where->y, originator, flags);
1445} 1503}
1446 1504
1447/* 1505/*
1448 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1506 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1449 * is returned contains nr objects, and the remaining parts contains 1507 * is returned contains nr objects, and the remaining parts contains
1489 * the amount of an object. If the amount reaches 0, the object 1547 * the amount of an object. If the amount reaches 0, the object
1490 * is subsequently removed and freed. 1548 * is subsequently removed and freed.
1491 * 1549 *
1492 * Return value: 'op' if something is left, NULL if the amount reached 0 1550 * Return value: 'op' if something is left, NULL if the amount reached 0
1493 */ 1551 */
1494
1495object * 1552object *
1496decrease_ob_nr (object *op, uint32 i) 1553decrease_ob_nr (object *op, uint32 i)
1497{ 1554{
1498 object *tmp; 1555 object *tmp;
1499 1556
1574 1631
1575/* 1632/*
1576 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1577 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1578 */ 1635 */
1579
1580void 1636void
1581add_weight (object *op, signed long weight) 1637add_weight (object *op, signed long weight)
1582{ 1638{
1583 while (op != NULL) 1639 while (op != NULL)
1584 { 1640 {
1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1655 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1600 free (dump); 1656 free (dump);
1601 return op; 1657 return op;
1602 } 1658 }
1603 1659
1604 if (where->head) 1660 if (where->head_ () != where)
1605 { 1661 {
1606 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); 1662 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1607 where = where->head; 1663 where = where->head;
1608 } 1664 }
1609 1665
1610 return where->insert (op); 1666 return where->insert (op);
1611} 1667}
1616 * inside the object environment. 1672 * inside the object environment.
1617 * 1673 *
1618 * The function returns now pointer to inserted item, and return value can 1674 * The function returns now pointer to inserted item, and return value can
1619 * be != op, if items are merged. -Tero 1675 * be != op, if items are merged. -Tero
1620 */ 1676 */
1621
1622object * 1677object *
1623object::insert (object *op) 1678object::insert (object *op)
1624{ 1679{
1625 object *tmp, *otmp; 1680 object *tmp, *otmp;
1626 1681
1758 1813
1759 /* The objects have to be checked from top to bottom. 1814 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1815 * Hence, we first go to the top:
1761 */ 1816 */
1762 1817
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1818 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1819 {
1765 /* Trim the search when we find the first other spell effect 1820 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1821 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1822 * we don't need to check all of them.
1768 */ 1823 */
1786 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1841 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1842 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1788 { 1843 {
1789 1844
1790 float 1845 float
1791 diff = tmp->move_slow_penalty * FABS (op->speed); 1846 diff = tmp->move_slow_penalty * fabs (op->speed);
1792 1847
1793 if (op->type == PLAYER) 1848 if (op->type == PLAYER)
1794 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1849 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1795 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1850 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1796 diff /= 4.0; 1851 diff /= 4.0;
1826 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
1827 */ 1882 */
1828object * 1883object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1884present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1885{
1831 if (m == NULL || out_of_map (m, x, y)) 1886 if (!m || out_of_map (m, x, y))
1832 { 1887 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1888 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1889 return NULL;
1835 } 1890 }
1836 1891
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1893 if (tmp->arch == at)
1839 return tmp; 1894 return tmp;
1840 1895
1841 return NULL; 1896 return NULL;
1842} 1897}
1853 { 1908 {
1854 LOG (llevError, "Present called outside map.\n"); 1909 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1910 return NULL;
1856 } 1911 }
1857 1912
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1913 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1914 if (tmp->type == type)
1860 return tmp; 1915 return tmp;
1861 1916
1862 return NULL; 1917 return NULL;
1863} 1918}
1940 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 1995 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1941 { 1996 {
1942 CLEAR_FLAG (tmp, flag); 1997 CLEAR_FLAG (tmp, flag);
1943 unflag_inv (tmp, flag); 1998 unflag_inv (tmp, flag);
1944 } 1999 }
1945}
1946
1947/*
1948 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
1949 * all it's inventory (recursively).
1950 * If checksums are used, a player will get set_cheat called for
1951 * him/her-self and all object carried by a call to this function.
1952 */
1953void
1954set_cheat (object *op)
1955{
1956 SET_FLAG (op, FLAG_WAS_WIZ);
1957 flag_inv (op, FLAG_WAS_WIZ);
1958} 2000}
1959 2001
1960/* 2002/*
1961 * find_free_spot(object, map, x, y, start, stop) will search for 2003 * find_free_spot(object, map, x, y, start, stop) will search for
1962 * a spot at the given map and coordinates which will be able to contain 2004 * a spot at the given map and coordinates which will be able to contain
2003 } 2045 }
2004 2046
2005 if (!index) 2047 if (!index)
2006 return -1; 2048 return -1;
2007 2049
2008 return altern[RANDOM () % index]; 2050 return altern [rndm (index)];
2009} 2051}
2010 2052
2011/* 2053/*
2012 * find_first_free_spot(archetype, maptile, x, y) works like 2054 * find_first_free_spot(archetype, maptile, x, y) works like
2013 * find_free_spot(), but it will search max number of squares. 2055 * find_free_spot(), but it will search max number of squares.
2034{ 2076{
2035 arr += begin; 2077 arr += begin;
2036 end -= begin; 2078 end -= begin;
2037 2079
2038 while (--end) 2080 while (--end)
2039 swap (arr [end], arr [RANDOM () % (end + 1)]); 2081 swap (arr [end], arr [rndm (end + 1)]);
2040} 2082}
2041 2083
2042/* new function to make monster searching more efficient, and effective! 2084/* new function to make monster searching more efficient, and effective!
2043 * This basically returns a randomized array (in the passed pointer) of 2085 * This basically returns a randomized array (in the passed pointer) of
2044 * the spaces to find monsters. In this way, it won't always look for 2086 * the spaces to find monsters. In this way, it won't always look for
2080 object *tmp; 2122 object *tmp;
2081 maptile *mp; 2123 maptile *mp;
2082 2124
2083 MoveType blocked, move_type; 2125 MoveType blocked, move_type;
2084 2126
2085 if (exclude && exclude->head) 2127 if (exclude && exclude->head_ () != exclude)
2086 { 2128 {
2087 exclude = exclude->head; 2129 exclude = exclude->head;
2088 move_type = exclude->move_type; 2130 move_type = exclude->move_type;
2089 } 2131 }
2090 else 2132 else
2113 max = maxfree[i]; 2155 max = maxfree[i];
2114 else if (mflags & P_IS_ALIVE) 2156 else if (mflags & P_IS_ALIVE)
2115 { 2157 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2158 for (tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2159 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2118 && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2160 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break; 2161 break;
2120 2162
2121 if (tmp) 2163 if (tmp)
2122 return freedir[i]; 2164 return freedir[i];
2123 } 2165 }
2178 2220
2179 return 3; 2221 return 3;
2180} 2222}
2181 2223
2182/* 2224/*
2183 * absdir(int): Returns a number between 1 and 8, which represent
2184 * the "absolute" direction of a number (it actually takes care of
2185 * "overflow" in previous calculations of a direction).
2186 */
2187
2188int
2189absdir (int d)
2190{
2191 while (d < 1)
2192 d += 8;
2193
2194 while (d > 8)
2195 d -= 8;
2196
2197 return d;
2198}
2199
2200/*
2201 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2225 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2202 * between two directions (which are expected to be absolute (see absdir()) 2226 * between two directions (which are expected to be absolute (see absdir())
2203 */ 2227 */
2204
2205int 2228int
2206dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2207{ 2230{
2208 int d; 2231 int d;
2209 2232
2337 * create clone from object to another 2360 * create clone from object to another
2338 */ 2361 */
2339object * 2362object *
2340object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2341{ 2364{
2342 object *dst = 0, *tmp, *src, *part, *prev, *item; 2365 object *dst = 0, *tmp, *src, *prev, *item;
2343 2366
2344 if (!asrc) 2367 if (!asrc)
2345 return 0; 2368 return 0;
2346 2369
2347 src = asrc;
2348 if (src->head)
2349 src = src->head; 2370 src = asrc->head_ ();
2350 2371
2351 prev = 0; 2372 prev = 0;
2352 for (part = src; part; part = part->more) 2373 for (object *part = src; part; part = part->more)
2353 { 2374 {
2354 tmp = part->clone (); 2375 tmp = part->clone ();
2355 tmp->x -= src->x; 2376 tmp->x -= src->x;
2356 tmp->y -= src->y; 2377 tmp->y -= src->y;
2357 2378
2375 insert_ob_in_ob (object_create_clone (item), dst); 2396 insert_ob_in_ob (object_create_clone (item), dst);
2376 2397
2377 return dst; 2398 return dst;
2378} 2399}
2379 2400
2380/* GROS - Creates an object using a string representing its content. */
2381/* Basically, we save the content of the string to a temp file, then call */
2382/* load_object on it. I admit it is a highly inefficient way to make things, */
2383/* but it was simple to make and allows reusing the load_object function. */
2384/* Remember not to use load_object_str in a time-critical situation. */
2385/* Also remember that multiparts objects are not supported for now. */
2386object *
2387load_object_str (const char *obstr)
2388{
2389 object *op;
2390 char filename[MAX_BUF];
2391
2392 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2393
2394 FILE *tempfile = fopen (filename, "w");
2395
2396 if (tempfile == NULL)
2397 {
2398 LOG (llevError, "Error - Unable to access load object temp file\n");
2399 return NULL;
2400 }
2401
2402 fprintf (tempfile, obstr);
2403 fclose (tempfile);
2404
2405 op = object::create ();
2406
2407 object_thawer thawer (filename);
2408
2409 if (thawer)
2410 load_object (thawer, op, 0);
2411
2412 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2413 CLEAR_FLAG (op, FLAG_REMOVED);
2414
2415 return op;
2416}
2417
2418/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2419 * has the same type and subtype match. 2402 * has the same type and subtype match.
2420 * returns NULL if no match. 2403 * returns NULL if no match.
2421 */ 2404 */
2422object * 2405object *
2475 if (link->key == canonical_key) 2458 if (link->key == canonical_key)
2476 return link->value; 2459 return link->value;
2477 2460
2478 return 0; 2461 return 0;
2479} 2462}
2480
2481 2463
2482/* 2464/*
2483 * Updates the canonical_key in op to value. 2465 * Updates the canonical_key in op to value.
2484 * 2466 *
2485 * canonical_key is a shared string (value doesn't have to be). 2467 * canonical_key is a shared string (value doesn't have to be).
2509 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2510 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2511 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2512 * we get this value back again. 2494 * we get this value back again.
2513 */ 2495 */
2514 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (op->arch, canonical_key))
2515 field->value = 0; 2497 field->value = 0;
2516 else 2498 else
2517 { 2499 {
2518 if (last) 2500 if (last)
2519 last->next = field->next; 2501 last->next = field->next;
2588 } 2570 }
2589 else 2571 else
2590 item = item->env; 2572 item = item->env;
2591} 2573}
2592 2574
2575const char *
2576object::flag_desc (char *desc, int len) const
2577{
2578 char *p = desc;
2579 bool first = true;
2580
2581 *p = 0;
2582
2583 for (int i = 0; i < NUM_FLAGS; i++)
2584 {
2585 if (len <= 10) // magic constant!
2586 {
2587 snprintf (p, len, ",...");
2588 break;
2589 }
2590
2591 if (flag [i])
2592 {
2593 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2594 len -= cnt;
2595 p += cnt;
2596 first = false;
2597 }
2598 }
2599
2600 return desc;
2601}
2602
2593// return a suitable string describing an objetc in enough detail to find it 2603// return a suitable string describing an object in enough detail to find it
2594const char * 2604const char *
2595object::debug_desc (char *info) const 2605object::debug_desc (char *info) const
2596{ 2606{
2607 char flagdesc[512];
2597 char info2[256 * 3]; 2608 char info2[256 * 4];
2598 char *p = info; 2609 char *p = info;
2599 2610
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2611 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2601 count, 2612 count, uuid.seq,
2602 &name, 2613 &name,
2603 title ? " " : "", 2614 title ? "\",title:\"" : "",
2604 title ? (const char *)title : ""); 2615 title ? (const char *)title : "",
2616 flag_desc (flagdesc, 512), type);
2605 2617
2606 if (env) 2618 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2619 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2620
2609 if (map) 2621 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2622 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2623
2612 return info; 2624 return info;
2613} 2625}
2614 2626
2615const char * 2627const char *
2616object::debug_desc () const 2628object::debug_desc () const
2617{ 2629{
2618 static char info[256 * 3]; 2630 static char info[3][256 * 4];
2631 static int info_idx;
2632
2619 return debug_desc (info); 2633 return debug_desc (info [++info_idx % 3]);
2620} 2634}
2621 2635
2636struct region *
2637object::region () const
2638{
2639 return map ? map->region (x, y)
2640 : region::default_region ();
2641}
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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