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Revision: 1.216
Committed: Tue Apr 22 23:50:23 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.215: +2 -2 lines
Log Message:
unapply items does not update client; update copyright

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 elmex 1.1
38 root 1.108 objectvec objects;
39     activevec actives;
40 elmex 1.1
41 root 1.203 short freearr_x[SIZEOFFREE] = {
42     0,
43     0, 1, 1, 1, 0, -1, -1, -1,
44     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
45     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46 root 1.24 };
47 root 1.203 short freearr_y[SIZEOFFREE] = {
48     0,
49     -1, -1, 0, 1, 1, 1, 0, -1,
50     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52 root 1.24 };
53 root 1.203 int maxfree[SIZEOFFREE] = {
54     0,
55     9, 10, 13, 14, 17, 18, 21, 22,
56     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58 root 1.24 };
59     int freedir[SIZEOFFREE] = {
60 root 1.203 0,
61     1, 2, 3, 4, 5, 6, 7, 8,
62     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64 root 1.24 };
65 elmex 1.1
66 root 1.39 static void
67 root 1.203 write_uuid (uval64 skip, bool sync)
68 root 1.39 {
69 root 1.203 CALL_BEGIN (2);
70     CALL_ARG_SV (newSVval64 (skip));
71     CALL_ARG_SV (boolSV (sync));
72     CALL_CALL ("cf::write_uuid", G_DISCARD);
73     CALL_END;
74 root 1.39 }
75    
76     static void
77     read_uuid (void)
78     {
79     char filename[MAX_BUF];
80    
81     sprintf (filename, "%s/uuid", settings.localdir);
82    
83 root 1.204 seq_next_save = 0;
84    
85 root 1.39 FILE *fp;
86    
87     if (!(fp = fopen (filename, "r")))
88     {
89     if (errno == ENOENT)
90     {
91     LOG (llevInfo, "RESET uid to 1\n");
92 root 1.202 UUID::cur.seq = 0;
93 root 1.204 write_uuid (UUID_GAP, true);
94 root 1.39 return;
95     }
96    
97     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98     _exit (1);
99     }
100    
101 root 1.203 UUID::BUF buf;
102     buf[0] = 0;
103     fgets (buf, sizeof (buf), fp);
104    
105     if (!UUID::cur.parse (buf))
106 root 1.39 {
107 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 root 1.39 _exit (1);
109     }
110    
111 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112    
113 root 1.204 write_uuid (UUID_GAP, true);
114 root 1.39 fclose (fp);
115     }
116    
117     UUID
118 root 1.202 UUID::gen ()
119 root 1.39 {
120     UUID uid;
121    
122 root 1.202 uid.seq = ++cur.seq;
123 root 1.39
124 root 1.204 if (expect_false (cur.seq >= seq_next_save))
125     {
126     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127     write_uuid (UUID_GAP, false);
128     }
129    
130 root 1.39
131     return uid;
132     }
133    
134     void
135 root 1.202 UUID::init ()
136 root 1.39 {
137     read_uuid ();
138     }
139    
140 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141 root 1.205 static bool
142 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
143     {
144     key_value *wants_field;
145    
146     /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
147     * objects with lists are rare, and lists stay short. If not, use a
148     * different structure or at least keep the lists sorted...
149     */
150    
151     /* For each field in wants, */
152 root 1.86 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
153 root 1.24 {
154     key_value *has_field;
155    
156     /* Look for a field in has with the same key. */
157     has_field = get_ob_key_link (has, wants_field->key);
158    
159 root 1.205 if (!has_field)
160     return 0; /* No field with that name. */
161 root 1.24
162     /* Found the matching field. */
163     if (has_field->value != wants_field->value)
164 root 1.205 return 0; /* Values don't match, so this half of the comparison is false. */
165 root 1.24
166     /* If we get here, we found a match. Now for the next field in wants. */
167 elmex 1.1 }
168 root 1.24
169     /* If we get here, every field in wants has a matching field in has. */
170 root 1.205 return 1;
171 elmex 1.1 }
172    
173     /* Returns TRUE if ob1 has the same key_values as ob2. */
174 root 1.205 static bool
175 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
176     {
177     /* However, there may be fields in has which aren't partnered in wants,
178     * so we need to run the comparison *twice*. :(
179     */
180     return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
181 elmex 1.1 }
182    
183     /* Function examines the 2 objects given to it, and returns true if
184     * they can be merged together.
185     *
186     * Note that this function appears a lot longer than the macro it
187     * replaces - this is mostly for clarity - a decent compiler should hopefully
188     * reduce this to the same efficiency.
189     *
190 root 1.66 * Check nrof variable *before* calling can_merge()
191 elmex 1.1 *
192     * Improvements made with merge: Better checking on potion, and also
193     * check weight
194     */
195 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
196 root 1.16 {
197     /* A couple quicksanity checks */
198 root 1.66 if (ob1 == ob2
199     || ob1->type != ob2->type
200     || ob1->speed != ob2->speed
201     || ob1->value != ob2->value
202     || ob1->name != ob2->name)
203 root 1.16 return 0;
204    
205 root 1.205 /* Do not merge objects if nrof would overflow. First part checks
206 root 1.208 * for unsigned overflow (2c), second part checks whether the result
207 root 1.205 * would fit into a 32 bit signed int, which is often used to hold
208     * nrof values.
209 root 1.16 */
210 root 1.205 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
211 root 1.16 return 0;
212    
213     /* If the objects have been identified, set the BEEN_APPLIED flag.
214 root 1.205 * This is to the comparison of the flags below will be OK. We
215 root 1.16 * just can't ignore the been applied or identified flags, as they
216     * are not equal - just if it has been identified, the been_applied
217     * flags lose any meaning.
218     */
219     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
220     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
221    
222     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
223     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
224 elmex 1.1
225 root 1.208 if (ob1->arch->name != ob2->arch->name
226 root 1.68 || ob1->name != ob2->name
227     || ob1->title != ob2->title
228     || ob1->msg != ob2->msg
229     || ob1->weight != ob2->weight
230     || ob1->attacktype != ob2->attacktype
231     || ob1->magic != ob2->magic
232     || ob1->slaying != ob2->slaying
233     || ob1->skill != ob2->skill
234     || ob1->value != ob2->value
235     || ob1->animation_id != ob2->animation_id
236     || ob1->client_type != ob2->client_type
237     || ob1->materialname != ob2->materialname
238     || ob1->lore != ob2->lore
239     || ob1->subtype != ob2->subtype
240     || ob1->move_type != ob2->move_type
241     || ob1->move_block != ob2->move_block
242     || ob1->move_allow != ob2->move_allow
243     || ob1->move_on != ob2->move_on
244     || ob1->move_off != ob2->move_off
245     || ob1->move_slow != ob2->move_slow
246 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
247     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
249     return 0;
250    
251     if ((ob1->flag ^ ob2->flag)
252     .reset (FLAG_INV_LOCKED)
253     .reset (FLAG_CLIENT_SENT)
254     .reset (FLAG_REMOVED)
255     .any ())
256 root 1.16 return 0;
257    
258 root 1.205 /* This is really a spellbook check - we should in general
259     * not merge objects with real inventories, as splitting them
260     * is hard.
261 root 1.16 */
262     if (ob1->inv || ob2->inv)
263     {
264 root 1.193 if (!(ob1->inv && ob2->inv))
265     return 0; /* inventories differ in length */
266    
267     if (ob1->inv->below || ob2->inv->below)
268     return 0; /* more than one object in inv */
269 root 1.16
270 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
271 root 1.205 return 0; /* inventory objects differ */
272 root 1.16
273     /* inventory ok - still need to check rest of this object to see
274     * if it is valid.
275     */
276     }
277 elmex 1.1
278 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
279     * it is possible for most any character to have more than one of
280     * some items equipped, and we don't want those to merge.
281     */
282     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
283     return 0;
284 elmex 1.1
285 root 1.16 /* Note sure why the following is the case - either the object has to
286     * be animated or have a very low speed. Is this an attempted monster
287     * check?
288     */
289 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
290 root 1.16 return 0;
291 elmex 1.1
292 root 1.16 switch (ob1->type)
293     {
294 root 1.29 case SCROLL:
295     if (ob1->level != ob2->level)
296     return 0;
297     break;
298 root 1.16 }
299 elmex 1.1
300 root 1.205 if (ob1->key_values || ob2->key_values)
301 root 1.16 {
302     /* At least one of these has key_values. */
303 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
304 root 1.208 return 0; /* One has fields, but the other one doesn't. */
305    
306     if (!compare_ob_value_lists (ob1, ob2))
307 root 1.24 return 0;
308 elmex 1.1 }
309 root 1.16
310     if (ob1->self || ob2->self)
311     {
312     ob1->optimise ();
313     ob2->optimise ();
314    
315     if (ob1->self || ob2->self)
316 root 1.192 {
317 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319 root 1.192
320     if (k1 != k2)
321     return 0;
322 root 1.208
323     if (k1 == 0)
324 root 1.192 return 1;
325 root 1.208
326     if (!cfperl_can_merge (ob1, ob2))
327 root 1.192 return 0;
328     }
329 elmex 1.1 }
330    
331 root 1.16 /* Everything passes, must be OK. */
332     return 1;
333 elmex 1.1 }
334 root 1.24
335 root 1.214 // find player who can see this object
336     object *
337     object::visible_to () const
338     {
339     if (!flag [FLAG_REMOVED])
340     {
341     // see if we are in a container of sorts
342     if (env)
343     {
344     // the player inventory itself is always visible
345     if (env->type == PLAYER)
346     return env;
347    
348     // else a player could have our env open
349     object *envest = env->outer_env ();
350    
351     // the player itself is always on a map, so we will find him here
352     // even if our inv is in a player.
353     if (envest->is_on_map ())
354     if (object *pl = envest->ms ().player ())
355     if (pl->container == env)
356     return pl;
357     }
358     else
359     {
360     // maybe there is a player standing on the same mapspace
361     // this will catch the case where "this" is a player
362     if (object *pl = ms ().player ())
363     return pl;
364     }
365     }
366    
367     return 0;
368     }
369    
370 root 1.208 // adjust weight per container type ("of holding")
371 root 1.207 static sint32
372     weight_adjust (object *op, sint32 weight)
373     {
374     return op->type == CONTAINER
375     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376     : weight;
377     }
378    
379 elmex 1.1 /*
380 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
381 root 1.207 * and also updates how much the environment(s) is/are carrying.
382 elmex 1.1 */
383 root 1.207 static void
384 root 1.208 adjust_weight (object *op, sint32 weight)
385 root 1.24 {
386 root 1.207 while (op)
387 root 1.24 {
388 root 1.207 weight = weight_adjust (op, weight);
389 root 1.142
390 root 1.212 if (!weight)
391     return;
392    
393 root 1.207 op->carrying += weight;
394 root 1.212
395     if (object *pl = op->visible_to ())
396 root 1.215 if (pl != op) // player is handled lazily
397     esrv_update_item (UPD_WEIGHT, pl, op);
398 root 1.212
399 root 1.207 op = op->env;
400 root 1.24 }
401 root 1.207 }
402 root 1.37
403 root 1.207 /*
404     * this is a recursive function which calculates the weight
405     * an object is carrying. It goes through op and figures out how much
406     * containers are carrying, and sums it up.
407     */
408     void
409     object::update_weight ()
410     {
411     sint32 sum = 0;
412 root 1.37
413 root 1.207 for (object *op = inv; op; op = op->below)
414     {
415     if (op->inv)
416     op->update_weight ();
417 elmex 1.1
418 root 1.207 sum += op->total_weight ();
419     }
420 elmex 1.1
421 root 1.212 sum = weight_adjust (this, sum);
422    
423     if (sum != carrying)
424     {
425     carrying = sum;
426    
427     if (object *pl = visible_to ())
428 root 1.215 if (pl != this) // player is handled lazily
429     esrv_update_item (UPD_WEIGHT, pl, this);
430 root 1.212 }
431 elmex 1.1 }
432    
433     /*
434 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
435 elmex 1.1 */
436 root 1.53 char *
437 root 1.24 dump_object (object *op)
438     {
439 root 1.53 if (!op)
440     return strdup ("[NULLOBJ]");
441 elmex 1.1
442 root 1.53 object_freezer freezer;
443 root 1.133 op->write (freezer);
444 root 1.53 return freezer.as_string ();
445 elmex 1.1 }
446    
447     /*
448     * get_nearest_part(multi-object, object 2) returns the part of the
449     * multi-object 1 which is closest to the second object.
450     * If it's not a multi-object, it is returned.
451     */
452 root 1.24 object *
453     get_nearest_part (object *op, const object *pl)
454     {
455     object *tmp, *closest;
456     int last_dist, i;
457    
458 root 1.208 if (!op->more)
459 elmex 1.1 return op;
460 root 1.208
461     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462     tmp;
463     tmp = tmp->more)
464 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
465     closest = tmp, last_dist = i;
466 root 1.208
467 elmex 1.1 return closest;
468     }
469    
470     /*
471     * Returns the object which has the count-variable equal to the argument.
472 root 1.208 * VERRRY slow.
473 elmex 1.1 */
474 root 1.24 object *
475     find_object (tag_t i)
476     {
477 root 1.112 for_all_objects (op)
478     if (op->count == i)
479     return op;
480    
481     return 0;
482 elmex 1.1 }
483    
484     /*
485     * Returns the first object which has a name equal to the argument.
486     * Used only by the patch command, but not all that useful.
487     * Enables features like "patch <name-of-other-player> food 999"
488     */
489 root 1.24 object *
490     find_object_name (const char *str)
491     {
492 root 1.35 shstr_cmp str_ (str);
493 elmex 1.1 object *op;
494 root 1.24
495 root 1.108 for_all_objects (op)
496 root 1.35 if (op->name == str_)
497 elmex 1.1 break;
498 root 1.11
499 elmex 1.1 return op;
500     }
501    
502     /*
503     * Sets the owner and sets the skill and exp pointers to owner's current
504     * skill and experience objects.
505 root 1.183 * ACTUALLY NO! investigate! TODO
506 elmex 1.1 */
507 root 1.24 void
508 root 1.30 object::set_owner (object *owner)
509 elmex 1.1 {
510 root 1.183 // allow objects which own objects
511     if (owner)
512     while (owner->owner)
513     owner = owner->owner;
514 elmex 1.1
515 root 1.198 if (flag [FLAG_FREED])
516     {
517     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518     return;
519     }
520    
521 root 1.30 this->owner = owner;
522 elmex 1.1 }
523    
524 root 1.148 int
525     object::slottype () const
526     {
527     if (type == SKILL)
528     {
529     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531     }
532     else
533     {
534     if (slot [body_combat].info) return slot_combat;
535     if (slot [body_range ].info) return slot_ranged;
536     }
537    
538     return slot_none;
539     }
540    
541 root 1.147 bool
542     object::change_weapon (object *ob)
543 root 1.144 {
544     if (current_weapon == ob)
545 root 1.147 return true;
546 root 1.146
547 root 1.150 if (chosen_skill)
548     chosen_skill->flag [FLAG_APPLIED] = false;
549    
550 root 1.144 current_weapon = ob;
551 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552 root 1.146
553 root 1.150 if (chosen_skill)
554     chosen_skill->flag [FLAG_APPLIED] = true;
555    
556 root 1.144 update_stats ();
557 root 1.147
558     if (ob)
559     {
560     // now check wether any body locations became invalid, in which case
561     // we cannot apply the weapon at the moment.
562     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563     if (slot[i].used < 0)
564     {
565     current_weapon = chosen_skill = 0;
566     update_stats ();
567    
568     new_draw_info_format (NDI_UNIQUE, 0, this,
569 root 1.156 "You try to balance all your items at once, "
570     "but the %s is just too much for your body. "
571     "[You need to unapply some items first.]", &ob->name);
572 root 1.147 return false;
573     }
574    
575 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 root 1.147 }
577     else
578 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579 root 1.147
580 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581     {
582     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583     &name, ob->debug_desc ());
584     return false;
585     }
586    
587 root 1.147 return true;
588 root 1.144 }
589    
590 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
591     * refcounts and freeing the links.
592     */
593 root 1.24 static void
594     free_key_values (object *op)
595 root 1.11 {
596 root 1.137 for (key_value *i = op->key_values; i; )
597 root 1.11 {
598     key_value *next = i->next;
599     delete i;
600 root 1.24
601 root 1.11 i = next;
602 elmex 1.1 }
603 root 1.24
604 root 1.11 op->key_values = 0;
605 elmex 1.1 }
606    
607 root 1.137 object &
608     object::operator =(const object &src)
609 root 1.11 {
610 root 1.137 bool is_freed = flag [FLAG_FREED];
611     bool is_removed = flag [FLAG_REMOVED];
612 root 1.59
613 root 1.137 *(object_copy *)this = src;
614 elmex 1.1
615 root 1.137 flag [FLAG_FREED] = is_freed;
616     flag [FLAG_REMOVED] = is_removed;
617 elmex 1.1
618 root 1.11 /* Copy over key_values, if any. */
619 root 1.137 if (src.key_values)
620 root 1.14 {
621 root 1.23 key_value *tail = 0;
622 root 1.137 key_values = 0;
623 elmex 1.1
624 root 1.137 for (key_value *i = src.key_values; i; i = i->next)
625 root 1.11 {
626     key_value *new_link = new key_value;
627 root 1.8
628 root 1.24 new_link->next = 0;
629     new_link->key = i->key;
630 root 1.11 new_link->value = i->value;
631    
632     /* Try and be clever here, too. */
633 root 1.137 if (!key_values)
634 root 1.11 {
635 root 1.137 key_values = new_link;
636 root 1.11 tail = new_link;
637 root 1.8 }
638 root 1.11 else
639     {
640     tail->next = new_link;
641     tail = new_link;
642     }
643 root 1.14 }
644     }
645 root 1.137 }
646    
647     /*
648     * copy_to first frees everything allocated by the dst object,
649     * and then copies the contents of itself into the second
650     * object, allocating what needs to be allocated. Basically, any
651     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652     * if the first object is freed, the pointers in the new object
653     * will point at garbage.
654     */
655     void
656     object::copy_to (object *dst)
657     {
658     *dst = *this;
659    
660     if (speed < 0)
661 root 1.185 dst->speed_left -= rndm ();
662 root 1.2
663 root 1.87 dst->set_speed (dst->speed);
664 elmex 1.1 }
665    
666 root 1.133 void
667     object::instantiate ()
668     {
669     if (!uuid.seq) // HACK
670 root 1.202 uuid = UUID::gen ();
671 root 1.133
672     speed_left = -0.1f;
673     /* copy the body_info to the body_used - this is only really
674     * need for monsters, but doesn't hurt to do it for everything.
675     * by doing so, when a monster is created, it has good starting
676     * values for the body_used info, so when items are created
677     * for it, they can be properly equipped.
678     */
679 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
680     slot[i].used = slot[i].info;
681 root 1.133
682     attachable::instantiate ();
683     }
684    
685 root 1.65 object *
686     object::clone ()
687     {
688     object *neu = create ();
689     copy_to (neu);
690     return neu;
691     }
692    
693 elmex 1.1 /*
694     * If an object with the IS_TURNABLE() flag needs to be turned due
695     * to the closest player being on the other side, this function can
696     * be called to update the face variable, _and_ how it looks on the map.
697     */
698 root 1.24 void
699     update_turn_face (object *op)
700     {
701 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
702 root 1.24 return;
703 root 1.96
704 root 1.24 SET_ANIMATION (op, op->direction);
705     update_object (op, UP_OBJ_FACE);
706 elmex 1.1 }
707    
708     /*
709     * Updates the speed of an object. If the speed changes from 0 to another
710     * value, or vice versa, then add/remove the object from the active list.
711     * This function needs to be called whenever the speed of an object changes.
712     */
713 root 1.24 void
714 root 1.87 object::set_speed (float speed)
715 root 1.24 {
716 root 1.87 if (flag [FLAG_FREED] && speed)
717 root 1.24 {
718 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
719     speed = 0;
720 elmex 1.1 }
721 root 1.31
722 root 1.87 this->speed = speed;
723    
724 elmex 1.97 if (has_active_speed ())
725 root 1.98 activate ();
726 root 1.24 else
727 root 1.98 deactivate ();
728 elmex 1.1 }
729    
730     /*
731 root 1.75 * update_object() updates the the map.
732 elmex 1.1 * It takes into account invisible objects (and represent squares covered
733     * by invisible objects by whatever is below them (unless it's another
734     * invisible object, etc...)
735     * If the object being updated is beneath a player, the look-window
736     * of that player is updated (this might be a suboptimal way of
737     * updating that window, though, since update_object() is called _often_)
738     *
739     * action is a hint of what the caller believes need to be done.
740     * current action are:
741     * UP_OBJ_INSERT: op was inserted
742     * UP_OBJ_REMOVE: op was removed
743     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
744     * as that is easier than trying to look at what may have changed.
745     * UP_OBJ_FACE: only the objects face has changed.
746     */
747 root 1.24 void
748     update_object (object *op, int action)
749     {
750     if (op == NULL)
751     {
752     /* this should never happen */
753     LOG (llevDebug, "update_object() called for NULL object.\n");
754     return;
755 elmex 1.1 }
756 root 1.24
757 root 1.75 if (op->env)
758 root 1.24 {
759     /* Animation is currently handled by client, so nothing
760     * to do in this case.
761     */
762     return;
763 elmex 1.1 }
764    
765 root 1.24 /* If the map is saving, don't do anything as everything is
766     * going to get freed anyways.
767     */
768     if (!op->map || op->map->in_memory == MAP_SAVING)
769     return;
770    
771     /* make sure the object is within map boundaries */
772 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 root 1.24 {
774     LOG (llevError, "update_object() called for object out of map!\n");
775 elmex 1.1 #ifdef MANY_CORES
776 root 1.24 abort ();
777 elmex 1.1 #endif
778 root 1.24 return;
779 elmex 1.1 }
780    
781 root 1.76 mapspace &m = op->ms ();
782 elmex 1.1
783 root 1.99 if (!(m.flags_ & P_UPTODATE))
784 root 1.75 /* nop */;
785     else if (action == UP_OBJ_INSERT)
786     {
787     // this is likely overkill, TODO: revisit (schmorp)
788     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
789     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
790     || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
791     || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
793     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
794     || (m.move_on | op->move_on ) != m.move_on
795     || (m.move_off | op->move_off ) != m.move_off
796     || (m.move_slow | op->move_slow) != m.move_slow
797     /* This isn't perfect, but I don't expect a lot of objects to
798     * to have move_allow right now.
799     */
800     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
802 root 1.99 m.flags_ = 0;
803 root 1.75 }
804     /* if the object is being removed, we can't make intelligent
805     * decisions, because remove_ob can't really pass the object
806     * that is being removed.
807     */
808 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
809 root 1.99 m.flags_ = 0;
810 root 1.24 else if (action == UP_OBJ_FACE)
811 root 1.29 /* Nothing to do for that case */ ;
812 root 1.24 else
813 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
814 elmex 1.1
815 root 1.75 if (op->more)
816 root 1.24 update_object (op->more, action);
817 elmex 1.1 }
818    
819 root 1.21 object::object ()
820     {
821 root 1.22 SET_FLAG (this, FLAG_REMOVED);
822    
823     expmul = 1.0;
824     face = blank_face;
825     }
826    
827     object::~object ()
828     {
829 root 1.121 unlink ();
830 root 1.119
831 root 1.22 free_key_values (this);
832     }
833    
834 root 1.112 static int object_count;
835    
836 root 1.24 void object::link ()
837 root 1.22 {
838 root 1.112 assert (!index);//D
839 root 1.202 uuid = UUID::gen ();
840 root 1.112 count = ++object_count;
841 root 1.21
842 root 1.109 refcnt_inc ();
843 root 1.108 objects.insert (this);
844 root 1.21 }
845    
846 root 1.24 void object::unlink ()
847 root 1.21 {
848 root 1.121 if (!index)
849     return;
850    
851 root 1.108 objects.erase (this);
852 root 1.109 refcnt_dec ();
853 root 1.98 }
854    
855 root 1.96 void
856 root 1.98 object::activate ()
857 root 1.96 {
858 root 1.98 /* If already on active list, don't do anything */
859 root 1.108 if (active)
860 root 1.98 return;
861    
862 elmex 1.97 if (has_active_speed ())
863 root 1.108 actives.insert (this);
864 root 1.98 }
865 root 1.96
866 root 1.98 void
867     object::activate_recursive ()
868     {
869     activate ();
870    
871 root 1.104 for (object *op = inv; op; op = op->below)
872 root 1.98 op->activate_recursive ();
873 root 1.96 }
874    
875     /* This function removes object 'op' from the list of active
876     * objects.
877     * This should only be used for style maps or other such
878     * reference maps where you don't want an object that isn't
879     * in play chewing up cpu time getting processed.
880     * The reverse of this is to call update_ob_speed, which
881     * will do the right thing based on the speed of the object.
882     */
883     void
884 root 1.98 object::deactivate ()
885 root 1.96 {
886     /* If not on the active list, nothing needs to be done */
887 root 1.108 if (!active)
888 root 1.96 return;
889    
890 root 1.108 actives.erase (this);
891 root 1.98 }
892 root 1.96
893 root 1.98 void
894     object::deactivate_recursive ()
895     {
896 root 1.104 for (object *op = inv; op; op = op->below)
897 root 1.98 op->deactivate_recursive ();
898    
899     deactivate ();
900 root 1.96 }
901    
902 root 1.106 void
903     object::set_flag_inv (int flag, int value)
904     {
905     for (object *op = inv; op; op = op->below)
906     {
907     op->flag [flag] = value;
908     op->set_flag_inv (flag, value);
909     }
910     }
911    
912 root 1.89 /*
913     * Remove and free all objects in the inventory of the given object.
914     * object.c ?
915     */
916     void
917     object::destroy_inv (bool drop_to_ground)
918     {
919 root 1.94 // need to check first, because the checks below might segfault
920     // as we might be on an invalid mapspace and crossfire code
921     // is too buggy to ensure that the inventory is empty.
922     // corollary: if you create arrows etc. with stuff in tis inventory,
923     // cf will crash below with off-map x and y
924     if (!inv)
925     return;
926    
927 root 1.89 /* Only if the space blocks everything do we not process -
928     * if some form of movement is allowed, let objects
929     * drop on that space.
930     */
931 root 1.92 if (!drop_to_ground
932     || !map
933 root 1.206 || map->in_memory != MAP_ACTIVE
934 root 1.122 || map->nodrop
935 root 1.95 || ms ().move_block == MOVE_ALL)
936 root 1.89 {
937     while (inv)
938 root 1.92 {
939     inv->destroy_inv (drop_to_ground);
940     inv->destroy ();
941     }
942 root 1.89 }
943     else
944     { /* Put objects in inventory onto this space */
945     while (inv)
946     {
947     object *op = inv;
948    
949     if (op->flag [FLAG_STARTEQUIP]
950     || op->flag [FLAG_NO_DROP]
951     || op->type == RUNE
952     || op->type == TRAP
953 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
954     || op->flag [FLAG_DESTROY_ON_DEATH])
955 root 1.89 op->destroy ();
956     else
957 root 1.93 map->insert (op, x, y);
958 root 1.89 }
959     }
960     }
961    
962 root 1.21 object *object::create ()
963     {
964 root 1.42 object *op = new object;
965 root 1.22 op->link ();
966     return op;
967 root 1.21 }
968 elmex 1.1
969 root 1.82 void
970     object::do_destroy ()
971 root 1.14 {
972 root 1.82 if (flag [FLAG_IS_LINKED])
973     remove_button_link (this);
974 root 1.29
975 root 1.82 if (flag [FLAG_FRIENDLY])
976 root 1.140 remove_friendly_object (this);
977 root 1.32
978 root 1.213 remove ();
979    
980     attachable::do_destroy ();
981 root 1.14
982 root 1.112 destroy_inv (true);
983 root 1.14
984 root 1.112 deactivate ();
985     unlink ();
986 root 1.92
987 root 1.82 flag [FLAG_FREED] = 1;
988 root 1.14
989 root 1.57 // hack to ensure that freed objects still have a valid map
990     {
991     static maptile *freed_map; // freed objects are moved here to avoid crashes
992    
993     if (!freed_map)
994     {
995     freed_map = new maptile;
996    
997 root 1.186 freed_map->path = "<freed objects map>";
998 root 1.57 freed_map->name = "/internal/freed_objects_map";
999     freed_map->width = 3;
1000     freed_map->height = 3;
1001 root 1.201 freed_map->nodrop = 1;
1002 root 1.57
1003 root 1.96 freed_map->alloc ();
1004 root 1.206 freed_map->in_memory = MAP_ACTIVE;
1005 root 1.57 }
1006    
1007     map = freed_map;
1008     x = 1;
1009     y = 1;
1010     }
1011    
1012 root 1.88 if (more)
1013     {
1014     more->destroy ();
1015     more = 0;
1016     }
1017 root 1.82
1018 root 1.162 head = 0;
1019    
1020     // clear those pointers that likely might cause circular references
1021     owner = 0;
1022     enemy = 0;
1023     attacked_by = 0;
1024     current_weapon = 0;
1025 root 1.82 }
1026    
1027     void
1028     object::destroy (bool destroy_inventory)
1029     {
1030     if (destroyed ())
1031     return;
1032    
1033     if (destroy_inventory)
1034 root 1.89 destroy_inv (false);
1035 root 1.22
1036 root 1.173 if (is_head ())
1037     if (sound_destroy)
1038     play_sound (sound_destroy);
1039     else if (flag [FLAG_MONSTER])
1040     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1041 root 1.169
1042 root 1.82 attachable::destroy ();
1043 elmex 1.1 }
1044    
1045 root 1.63 /* op->remove ():
1046 elmex 1.1 * This function removes the object op from the linked list of objects
1047     * which it is currently tied to. When this function is done, the
1048     * object will have no environment. If the object previously had an
1049     * environment, the x and y coordinates will be updated to
1050     * the previous environment.
1051     */
1052 root 1.24 void
1053 root 1.128 object::do_remove ()
1054 root 1.24 {
1055 root 1.45 object *tmp, *last = 0;
1056     object *otmp;
1057 root 1.26
1058 root 1.213 if (flag [FLAG_REMOVED])
1059 root 1.29 return;
1060 root 1.24
1061 root 1.82 INVOKE_OBJECT (REMOVE, this);
1062 root 1.26
1063 root 1.213 if (object *pl = visible_to ())
1064     esrv_del_item (pl->contr, count);
1065    
1066     flag [FLAG_REMOVED] = true;
1067    
1068 root 1.59 if (more)
1069     more->remove ();
1070 root 1.24
1071     /*
1072     * In this case, the object to be removed is in someones
1073     * inventory.
1074     */
1075 root 1.59 if (env)
1076 root 1.24 {
1077 root 1.208 adjust_weight (env, -total_weight ());
1078 root 1.24
1079 root 1.208 *(above ? &above->below : &env->inv) = below;
1080 root 1.24
1081 root 1.96 if (below)
1082 root 1.59 below->above = above;
1083 root 1.24
1084     /* we set up values so that it could be inserted into
1085     * the map, but we don't actually do that - it is up
1086     * to the caller to decide what we want to do.
1087     */
1088 root 1.208 map = env->map;
1089     x = env->x;
1090     y = env->y;
1091     above = 0;
1092     below = 0;
1093     env = 0;
1094    
1095     /* NO_FIX_PLAYER is set when a great many changes are being
1096     * made to players inventory. If set, avoiding the call
1097     * to save cpu time.
1098     */
1099     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1100     otmp->update_stats ();
1101 root 1.59 }
1102     else if (map)
1103     {
1104 root 1.96 if (type == PLAYER)
1105     {
1106 root 1.130 // leaving a spot always closes any open container on the ground
1107     if (container && !container->env)
1108     // this causes spurious floorbox updates, but it ensures
1109     // that the CLOSE event is being sent.
1110     close_container ();
1111    
1112 root 1.96 --map->players;
1113 root 1.100 map->touch ();
1114 root 1.96 }
1115    
1116 root 1.98 map->dirty = true;
1117 root 1.117 mapspace &ms = this->ms ();
1118 elmex 1.1
1119 root 1.29 /* link the object above us */
1120 root 1.59 if (above)
1121     above->below = below;
1122 root 1.29 else
1123 root 1.117 ms.top = below; /* we were top, set new top */
1124 root 1.24
1125 root 1.29 /* Relink the object below us, if there is one */
1126 root 1.59 if (below)
1127     below->above = above;
1128 root 1.29 else
1129     {
1130     /* Nothing below, which means we need to relink map object for this space
1131     * use translated coordinates in case some oddness with map tiling is
1132     * evident
1133     */
1134 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1135 root 1.117 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1136 elmex 1.1
1137 root 1.117 ms.bot = above; /* goes on above it. */
1138 root 1.8 }
1139 root 1.26
1140 root 1.59 above = 0;
1141     below = 0;
1142 root 1.26
1143 root 1.59 if (map->in_memory == MAP_SAVING)
1144 root 1.29 return;
1145 elmex 1.1
1146 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1147 elmex 1.1
1148 root 1.175 if (object *pl = ms.player ())
1149     {
1150     if (pl->container == this)
1151     /* If a container that the player is currently using somehow gets
1152     * removed (most likely destroyed), update the player view
1153     * appropriately.
1154     */
1155     pl->close_container ();
1156    
1157     pl->contr->ns->floorbox_update ();
1158     }
1159    
1160 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1161 root 1.24 {
1162 root 1.29 /* No point updating the players look faces if he is the object
1163     * being removed.
1164 root 1.24 */
1165 root 1.29
1166 root 1.96 /* See if object moving off should effect something */
1167 root 1.50 if (check_walk_off
1168 root 1.59 && ((move_type & tmp->move_off)
1169     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1170 root 1.29 {
1171 elmex 1.72 move_apply (tmp, this, 0);
1172 root 1.24
1173 root 1.59 if (destroyed ())
1174 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1175 root 1.8 }
1176    
1177 root 1.29 last = tmp;
1178     }
1179 root 1.26
1180 root 1.96 /* last == NULL if there are no objects on this space */
1181     //TODO: this makes little sense, why only update the topmost object?
1182 root 1.59 if (!last)
1183 root 1.99 map->at (x, y).flags_ = 0;
1184 root 1.29 else
1185     update_object (last, UP_OBJ_REMOVE);
1186 root 1.26
1187 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1188 root 1.59 update_all_los (map, x, y);
1189 elmex 1.1 }
1190     }
1191    
1192     /*
1193     * merge_ob(op,top):
1194     *
1195     * This function goes through all objects below and including top, and
1196     * merges op to the first matching object.
1197     * If top is NULL, it is calculated.
1198     * Returns pointer to object if it succeded in the merge, otherwise NULL
1199     */
1200 root 1.24 object *
1201     merge_ob (object *op, object *top)
1202     {
1203     if (!op->nrof)
1204 elmex 1.1 return 0;
1205 root 1.29
1206 root 1.194 if (!top)
1207 root 1.82 for (top = op; top && top->above; top = top->above)
1208     ;
1209 root 1.29
1210 root 1.82 for (; top; top = top->below)
1211 root 1.214 if (object::can_merge (op, top))
1212     {
1213     top->nrof += op->nrof;
1214    
1215     if (object *pl = top->visible_to ())
1216     esrv_update_item (UPD_NROF, pl, top);
1217    
1218     op->weight = 0; // cancel the addition above
1219     op->carrying = 0; // must be 0 already
1220 root 1.66
1221 root 1.214 op->destroy (1);
1222 root 1.24
1223 root 1.214 return top;
1224     }
1225 root 1.29
1226 root 1.45 return 0;
1227 elmex 1.1 }
1228    
1229 root 1.138 void
1230     object::expand_tail ()
1231     {
1232     if (more)
1233     return;
1234    
1235     object *prev = this;
1236    
1237 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1238 root 1.138 {
1239     object *op = arch_to_object (at);
1240    
1241     op->name = name;
1242     op->name_pl = name_pl;
1243     op->title = title;
1244    
1245     op->head = this;
1246     prev->more = op;
1247    
1248     prev = op;
1249     }
1250     }
1251    
1252 elmex 1.1 /*
1253 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1254     * job preparing multi-part monsters.
1255 elmex 1.1 */
1256 root 1.24 object *
1257 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1258 root 1.24 {
1259 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1260 root 1.24 {
1261 root 1.159 tmp->x = x + tmp->arch->x;
1262     tmp->y = y + tmp->arch->y;
1263 elmex 1.1 }
1264 root 1.29
1265 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1266 elmex 1.1 }
1267    
1268     /*
1269     * insert_ob_in_map (op, map, originator, flag):
1270     * This function inserts the object in the two-way linked list
1271     * which represents what is on a map.
1272     * The second argument specifies the map, and the x and y variables
1273     * in the object about to be inserted specifies the position.
1274     *
1275     * originator: Player, monster or other object that caused 'op' to be inserted
1276     * into 'map'. May be NULL.
1277     *
1278     * flag is a bitmask about special things to do (or not do) when this
1279     * function is called. see the object.h file for the INS_ values.
1280     * Passing 0 for flag gives proper default values, so flag really only needs
1281     * to be set if special handling is needed.
1282     *
1283     * Return value:
1284     * new object if 'op' was merged with other object
1285     * NULL if 'op' was destroyed
1286     * just 'op' otherwise
1287     */
1288 root 1.24 object *
1289 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1290 elmex 1.1 {
1291 root 1.138 assert (!op->flag [FLAG_FREED]);
1292    
1293 root 1.155 object *top, *floor = NULL;
1294 elmex 1.1
1295 root 1.117 op->remove ();
1296    
1297 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1298     * of areas of callers (eg, anything that uses find_free_spot would now
1299     * need extra work
1300     */
1301     if (!xy_normalise (m, op->x, op->y))
1302 root 1.24 {
1303 root 1.187 op->destroy ();
1304     return 0;
1305 elmex 1.1 }
1306 root 1.25
1307 root 1.117 if (object *more = op->more)
1308 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1309     return 0;
1310 root 1.25
1311 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1312 root 1.8
1313 root 1.117 op->map = m;
1314     mapspace &ms = op->ms ();
1315 root 1.24
1316     /* this has to be done after we translate the coordinates.
1317     */
1318     if (op->nrof && !(flag & INS_NO_MERGE))
1319 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1320 root 1.66 if (object::can_merge (op, tmp))
1321 root 1.25 {
1322     op->nrof += tmp->nrof;
1323 root 1.208 tmp->destroy (1);
1324 root 1.25 }
1325 root 1.24
1326     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1327     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328 root 1.25
1329 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1330     CLEAR_FLAG (op, FLAG_NO_STEAL);
1331    
1332     if (flag & INS_BELOW_ORIGINATOR)
1333     {
1334     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1335     {
1336     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337     abort ();
1338     }
1339 root 1.25
1340 root 1.24 op->above = originator;
1341     op->below = originator->below;
1342 root 1.25
1343 root 1.24 if (op->below)
1344     op->below->above = op;
1345     else
1346 root 1.117 ms.bot = op;
1347 root 1.25
1348 root 1.24 /* since *below* originator, no need to update top */
1349     originator->below = op;
1350 elmex 1.1 }
1351 root 1.24 else
1352     {
1353 root 1.117 top = ms.bot;
1354    
1355 root 1.24 /* If there are other objects, then */
1356 root 1.191 if (top)
1357 root 1.24 {
1358 root 1.96 object *last = 0;
1359 root 1.24
1360     /*
1361     * If there are multiple objects on this space, we do some trickier handling.
1362     * We've already dealt with merging if appropriate.
1363     * Generally, we want to put the new object on top. But if
1364     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1365     * floor, we want to insert above that and no further.
1366     * Also, if there are spell objects on this space, we stop processing
1367     * once we get to them. This reduces the need to traverse over all of
1368     * them when adding another one - this saves quite a bit of cpu time
1369     * when lots of spells are cast in one area. Currently, it is presumed
1370     * that flying non pickable objects are spell objects.
1371     */
1372 root 1.117 for (top = ms.bot; top; top = top->above)
1373 root 1.24 {
1374     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1375     floor = top;
1376 root 1.26
1377 root 1.24 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1378     {
1379     /* We insert above top, so we want this object below this */
1380     top = top->below;
1381     break;
1382     }
1383 root 1.26
1384 root 1.24 last = top;
1385     }
1386 root 1.26
1387 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1388     top = last;
1389 root 1.8
1390 root 1.24 /* We let update_position deal with figuring out what the space
1391     * looks like instead of lots of conditions here.
1392     * makes things faster, and effectively the same result.
1393     */
1394    
1395     /* Have object 'fall below' other objects that block view.
1396 root 1.135 * Unless those objects are exits.
1397 root 1.24 * If INS_ON_TOP is used, don't do this processing
1398     * Need to find the object that in fact blocks view, otherwise
1399     * stacking is a bit odd.
1400     */
1401 root 1.117 if (!(flag & INS_ON_TOP)
1402     && ms.flags () & P_BLOCKSVIEW
1403 root 1.135 && (op->face && !faces [op->face].visibility))
1404 root 1.24 {
1405     for (last = top; last != floor; last = last->below)
1406     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407     break;
1408 root 1.117
1409 root 1.24 /* Check to see if we found the object that blocks view,
1410     * and make sure we have a below pointer for it so that
1411     * we can get inserted below this one, which requires we
1412     * set top to the object below us.
1413     */
1414     if (last && last->below && last != floor)
1415     top = last->below;
1416 root 1.8 }
1417 root 1.24 } /* If objects on this space */
1418 root 1.25
1419 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1420     top = floor;
1421    
1422     /* Top is the object that our object (op) is going to get inserted above.
1423     */
1424    
1425     /* First object on this space */
1426     if (!top)
1427     {
1428 root 1.117 op->above = ms.bot;
1429 root 1.25
1430 root 1.24 if (op->above)
1431     op->above->below = op;
1432 root 1.25
1433 root 1.96 op->below = 0;
1434 root 1.117 ms.bot = op;
1435 root 1.24 }
1436     else
1437     { /* get inserted into the stack above top */
1438     op->above = top->above;
1439 root 1.25
1440 root 1.24 if (op->above)
1441     op->above->below = op;
1442 root 1.25
1443 root 1.24 op->below = top;
1444     top->above = op;
1445     }
1446 root 1.25
1447 root 1.96 if (!op->above)
1448 root 1.117 ms.top = op;
1449 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1450 root 1.8
1451 root 1.24 if (op->type == PLAYER)
1452 root 1.96 {
1453     op->contr->do_los = 1;
1454     ++op->map->players;
1455 root 1.100 op->map->touch ();
1456 root 1.96 }
1457 root 1.24
1458 root 1.98 op->map->dirty = true;
1459    
1460 root 1.191 if (object *pl = ms.player ())
1461     pl->contr->ns->floorbox_update ();
1462 root 1.24
1463     /* If this object glows, it may affect lighting conditions that are
1464     * visible to others on this map. But update_all_los is really
1465     * an inefficient way to do this, as it means los for all players
1466     * on the map will get recalculated. The players could very well
1467     * be far away from this change and not affected in any way -
1468     * this should get redone to only look for players within range,
1469 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1470 root 1.24 * of effect may be sufficient.
1471     */
1472 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1473 root 1.24 update_all_los (op->map, op->x, op->y);
1474    
1475     /* updates flags (blocked, alive, no magic, etc) for this map space */
1476     update_object (op, UP_OBJ_INSERT);
1477    
1478 root 1.82 INVOKE_OBJECT (INSERT, op);
1479    
1480 root 1.24 /* Don't know if moving this to the end will break anything. However,
1481 root 1.70 * we want to have floorbox_update called before calling this.
1482 root 1.24 *
1483     * check_move_on() must be after this because code called from
1484     * check_move_on() depends on correct map flags (so functions like
1485     * blocked() and wall() work properly), and these flags are updated by
1486     * update_object().
1487     */
1488    
1489     /* if this is not the head or flag has been passed, don't check walk on status */
1490 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1491 root 1.24 {
1492     if (check_move_on (op, originator))
1493 root 1.82 return 0;
1494 elmex 1.1
1495 root 1.24 /* If we are a multi part object, lets work our way through the check
1496     * walk on's.
1497     */
1498 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1499 root 1.24 if (check_move_on (tmp, originator))
1500 root 1.82 return 0;
1501 elmex 1.1 }
1502 root 1.25
1503 root 1.24 return op;
1504 elmex 1.1 }
1505    
1506     /* this function inserts an object in the map, but if it
1507 root 1.75 * finds an object of its own type, it'll remove that one first.
1508     * op is the object to insert it under: supplies x and the map.
1509 elmex 1.1 */
1510 root 1.24 void
1511     replace_insert_ob_in_map (const char *arch_string, object *op)
1512     {
1513     /* first search for itself and remove any old instances */
1514 elmex 1.1
1515 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1516 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1517 root 1.208 tmp->destroy (1);
1518    
1519     object *tmp = arch_to_object (archetype::find (arch_string));
1520 elmex 1.1
1521 root 1.208 tmp->x = op->x;
1522     tmp->y = op->y;
1523 elmex 1.1
1524 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1525 root 1.24 }
1526 elmex 1.1
1527 root 1.93 object *
1528     object::insert_at (object *where, object *originator, int flags)
1529     {
1530 root 1.205 if (where->env)
1531     return where->env->insert (this);
1532     else
1533     return where->map->insert (this, where->x, where->y, originator, flags);
1534 root 1.93 }
1535    
1536 elmex 1.1 /*
1537 root 1.209 * decrease(object, number) decreases a specified number from
1538 root 1.208 * the amount of an object. If the amount reaches 0, the object
1539 elmex 1.1 * is subsequently removed and freed.
1540     *
1541     * Return value: 'op' if something is left, NULL if the amount reached 0
1542     */
1543 root 1.208 bool
1544 root 1.209 object::decrease (sint32 nr)
1545 elmex 1.1 {
1546 root 1.212 if (!nr)
1547     return true;
1548    
1549 root 1.208 nr = min (nr, nrof);
1550 elmex 1.1
1551 root 1.208 nrof -= nr;
1552 root 1.24
1553 root 1.208 if (nrof)
1554 elmex 1.1 {
1555 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1556 elmex 1.1
1557 root 1.212 if (object *pl = visible_to ())
1558     esrv_update_item (UPD_NROF, pl, this);
1559 root 1.29
1560 root 1.212 return true;
1561 elmex 1.1 }
1562 root 1.24 else
1563     {
1564 root 1.212 destroy (1);
1565     return false;
1566 elmex 1.1 }
1567     }
1568    
1569 root 1.209 /*
1570 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1571 root 1.209 * is returned contains nr objects, and the remaining parts contains
1572 root 1.210 * the rest (or is removed and returned if that number is 0).
1573     * On failure, NULL is returned.
1574 root 1.209 */
1575 root 1.208 object *
1576 root 1.209 object::split (sint32 nr)
1577 root 1.208 {
1578 root 1.212 int have = number_of ();
1579    
1580     if (have < nr)
1581 root 1.209 return 0;
1582 root 1.212 else if (have == nr)
1583 root 1.209 {
1584     remove ();
1585     return this;
1586     }
1587     else
1588     {
1589     decrease (nr);
1590    
1591     object *op = object_create_clone (this);
1592     op->nrof = nr;
1593     return op;
1594     }
1595     }
1596    
1597 root 1.24 object *
1598     insert_ob_in_ob (object *op, object *where)
1599     {
1600 root 1.59 if (!where)
1601 root 1.24 {
1602 root 1.53 char *dump = dump_object (op);
1603     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1604     free (dump);
1605 root 1.24 return op;
1606     }
1607 root 1.29
1608 root 1.154 if (where->head_ () != where)
1609 root 1.24 {
1610 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1611 root 1.24 where = where->head;
1612     }
1613 root 1.29
1614 root 1.59 return where->insert (op);
1615     }
1616    
1617     /*
1618     * env->insert (op)
1619     * This function inserts the object op in the linked list
1620     * inside the object environment.
1621     *
1622     * The function returns now pointer to inserted item, and return value can
1623     * be != op, if items are merged. -Tero
1624     */
1625     object *
1626     object::insert (object *op)
1627     {
1628 root 1.24 if (op->more)
1629     {
1630     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1631     return op;
1632     }
1633 root 1.29
1634 root 1.208 op->remove ();
1635    
1636     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1637 root 1.182
1638 root 1.24 if (op->nrof)
1639 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1640     if (object::can_merge (tmp, op))
1641     {
1642     /* return the original object and remove inserted object
1643     (client needs the original object) */
1644     tmp->nrof += op->nrof;
1645 root 1.214
1646     if (object *pl = tmp->visible_to ())
1647     esrv_update_item (UPD_NROF, pl, tmp);
1648    
1649 root 1.210 adjust_weight (this, op->total_weight ());
1650    
1651 root 1.208 op->destroy (1);
1652     op = tmp;
1653     goto inserted;
1654     }
1655    
1656     op->owner = 0; // it's his/hers now. period.
1657     op->map = 0;
1658     op->x = 0;
1659     op->y = 0;
1660    
1661     op->above = 0;
1662     op->below = inv;
1663     op->env = this;
1664    
1665     if (inv)
1666     inv->above = op;
1667 root 1.24
1668 root 1.208 inv = op;
1669 elmex 1.1
1670 root 1.208 op->flag [FLAG_REMOVED] = 0;
1671 elmex 1.1
1672 root 1.214 if (object *pl = op->visible_to ())
1673     esrv_send_item (pl, op);
1674    
1675 root 1.208 adjust_weight (this, op->total_weight ());
1676 elmex 1.1
1677 root 1.208 inserted:
1678 elmex 1.1 /* reset the light list and los of the players on the map */
1679 root 1.208 if (op->glow_radius && map && map->darkness)
1680     update_all_los (map, x, y);
1681 elmex 1.1
1682 root 1.214 // if this is a player's inventory, update stats
1683     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1684     update_stats ();
1685 root 1.59
1686 root 1.82 INVOKE_OBJECT (INSERT, this);
1687    
1688 elmex 1.1 return op;
1689     }
1690    
1691     /*
1692     * Checks if any objects has a move_type that matches objects
1693     * that effect this object on this space. Call apply() to process
1694     * these events.
1695     *
1696     * Any speed-modification due to SLOW_MOVE() of other present objects
1697     * will affect the speed_left of the object.
1698     *
1699     * originator: Player, monster or other object that caused 'op' to be inserted
1700     * into 'map'. May be NULL.
1701     *
1702     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1703     *
1704     * 4-21-95 added code to check if appropriate skill was readied - this will
1705     * permit faster movement by the player through this terrain. -b.t.
1706     *
1707     * MSW 2001-07-08: Check all objects on space, not just those below
1708     * object being inserted. insert_ob_in_map may not put new objects
1709     * on top.
1710     */
1711 root 1.24 int
1712     check_move_on (object *op, object *originator)
1713 elmex 1.1 {
1714 root 1.48 object *tmp;
1715 root 1.49 maptile *m = op->map;
1716 root 1.48 int x = op->x, y = op->y;
1717 root 1.26
1718 root 1.48 MoveType move_on, move_slow, move_block;
1719 root 1.24
1720     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1721     return 0;
1722    
1723     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1724     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1725     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1726    
1727     /* if nothing on this space will slow op down or be applied,
1728     * no need to do checking below. have to make sure move_type
1729     * is set, as lots of objects don't have it set - we treat that
1730     * as walking.
1731     */
1732     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1733     return 0;
1734 elmex 1.1
1735 root 1.24 /* This is basically inverse logic of that below - basically,
1736     * if the object can avoid the move on or slow move, they do so,
1737     * but can't do it if the alternate movement they are using is
1738     * blocked. Logic on this seems confusing, but does seem correct.
1739     */
1740     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1741     return 0;
1742    
1743     /* The objects have to be checked from top to bottom.
1744     * Hence, we first go to the top:
1745     */
1746    
1747 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1748 root 1.24 {
1749     /* Trim the search when we find the first other spell effect
1750     * this helps performance so that if a space has 50 spell objects,
1751     * we don't need to check all of them.
1752     */
1753     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1754     break;
1755     }
1756 root 1.26
1757     for (; tmp; tmp = tmp->below)
1758 root 1.24 {
1759     if (tmp == op)
1760     continue; /* Can't apply yourself */
1761 elmex 1.1
1762 root 1.24 /* Check to see if one of the movement types should be slowed down.
1763     * Second check makes sure that the movement types not being slowed
1764     * (~slow_move) is not blocked on this space - just because the
1765     * space doesn't slow down swimming (for example), if you can't actually
1766     * swim on that space, can't use it to avoid the penalty.
1767     */
1768     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1769     {
1770     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1771     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1772     {
1773 elmex 1.1
1774 root 1.29 float
1775 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1776 elmex 1.1
1777 root 1.24 if (op->type == PLAYER)
1778 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1779     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1780     diff /= 4.0;
1781    
1782 root 1.24 op->speed_left -= diff;
1783 root 1.8 }
1784     }
1785 elmex 1.1
1786 root 1.24 /* Basically same logic as above, except now for actual apply. */
1787     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1788     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1789     {
1790 elmex 1.72 move_apply (tmp, op, originator);
1791 root 1.24
1792 root 1.48 if (op->destroyed ())
1793 root 1.24 return 1;
1794    
1795     /* what the person/creature stepped onto has moved the object
1796     * someplace new. Don't process any further - if we did,
1797     * have a feeling strange problems would result.
1798     */
1799     if (op->map != m || op->x != x || op->y != y)
1800     return 0;
1801 root 1.8 }
1802 elmex 1.1 }
1803 root 1.26
1804 root 1.24 return 0;
1805 elmex 1.1 }
1806    
1807     /*
1808     * present_arch(arch, map, x, y) searches for any objects with
1809     * a matching archetype at the given map and coordinates.
1810     * The first matching object is returned, or NULL if none.
1811     */
1812 root 1.24 object *
1813 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1814 root 1.24 {
1815 root 1.104 if (!m || out_of_map (m, x, y))
1816 root 1.24 {
1817     LOG (llevError, "Present_arch called outside map.\n");
1818     return NULL;
1819     }
1820 root 1.84
1821 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1822 root 1.24 if (tmp->arch == at)
1823 elmex 1.1 return tmp;
1824 root 1.84
1825 elmex 1.1 return NULL;
1826     }
1827    
1828     /*
1829     * present(type, map, x, y) searches for any objects with
1830     * a matching type variable at the given map and coordinates.
1831     * The first matching object is returned, or NULL if none.
1832     */
1833 root 1.24 object *
1834 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1835 root 1.24 {
1836     if (out_of_map (m, x, y))
1837     {
1838     LOG (llevError, "Present called outside map.\n");
1839     return NULL;
1840     }
1841 root 1.84
1842 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1843 root 1.24 if (tmp->type == type)
1844 elmex 1.1 return tmp;
1845 root 1.84
1846 elmex 1.1 return NULL;
1847     }
1848    
1849     /*
1850     * present_in_ob(type, object) searches for any objects with
1851     * a matching type variable in the inventory of the given object.
1852     * The first matching object is returned, or NULL if none.
1853     */
1854 root 1.24 object *
1855     present_in_ob (unsigned char type, const object *op)
1856     {
1857 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1858 root 1.24 if (tmp->type == type)
1859 elmex 1.1 return tmp;
1860 root 1.84
1861 elmex 1.1 return NULL;
1862     }
1863    
1864     /*
1865     * present_in_ob (type, str, object) searches for any objects with
1866     * a matching type & name variable in the inventory of the given object.
1867     * The first matching object is returned, or NULL if none.
1868     * This is mostly used by spell effect code, so that we only
1869     * have one spell effect at a time.
1870     * type can be used to narrow the search - if type is set,
1871     * the type must also match. -1 can be passed for the type,
1872     * in which case the type does not need to pass.
1873     * str is the string to match against. Note that we match against
1874     * the object name, not the archetype name. this is so that the
1875     * spell code can use one object type (force), but change it's name
1876     * to be unique.
1877     */
1878 root 1.24 object *
1879     present_in_ob_by_name (int type, const char *str, const object *op)
1880     {
1881 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1882 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1883     return tmp;
1884 elmex 1.1
1885 root 1.82 return 0;
1886 elmex 1.1 }
1887    
1888     /*
1889     * present_arch_in_ob(archetype, object) searches for any objects with
1890     * a matching archetype in the inventory of the given object.
1891     * The first matching object is returned, or NULL if none.
1892     */
1893 root 1.24 object *
1894     present_arch_in_ob (const archetype *at, const object *op)
1895     {
1896 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1897 root 1.24 if (tmp->arch == at)
1898 elmex 1.1 return tmp;
1899 root 1.82
1900 elmex 1.1 return NULL;
1901     }
1902    
1903     /*
1904     * activate recursively a flag on an object inventory
1905     */
1906 root 1.24 void
1907     flag_inv (object *op, int flag)
1908     {
1909 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910     {
1911     SET_FLAG (tmp, flag);
1912     flag_inv (tmp, flag);
1913     }
1914 root 1.82 }
1915    
1916     /*
1917     * deactivate recursively a flag on an object inventory
1918     */
1919 root 1.24 void
1920     unflag_inv (object *op, int flag)
1921     {
1922 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923     {
1924     CLEAR_FLAG (tmp, flag);
1925     unflag_inv (tmp, flag);
1926     }
1927 elmex 1.1 }
1928    
1929     /*
1930     * find_free_spot(object, map, x, y, start, stop) will search for
1931     * a spot at the given map and coordinates which will be able to contain
1932     * the given object. start and stop specifies how many squares
1933     * to search (see the freearr_x/y[] definition).
1934     * It returns a random choice among the alternatives found.
1935     * start and stop are where to start relative to the free_arr array (1,9
1936     * does all 4 immediate directions). This returns the index into the
1937     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1938 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1939 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1940     * necessary, so the caller shouldn't need to do any special work.
1941     * Note - updated to take an object instead of archetype - this is necessary
1942     * because arch_blocked (now ob_blocked) needs to know the movement type
1943     * to know if the space in question will block the object. We can't use
1944     * the archetype because that isn't correct if the monster has been
1945     * customized, changed states, etc.
1946     */
1947 root 1.24 int
1948 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1949 root 1.24 {
1950 root 1.190 int altern[SIZEOFFREE];
1951 root 1.82 int index = 0, flag;
1952 root 1.24
1953 root 1.82 for (int i = start; i < stop; i++)
1954 root 1.24 {
1955 root 1.188 mapxy pos (m, x, y); pos.move (i);
1956    
1957     if (!pos.normalise ())
1958     continue;
1959    
1960     mapspace &ms = *pos;
1961 root 1.189
1962     if (ms.flags () & P_IS_ALIVE)
1963     continue;
1964 root 1.188
1965     /* However, often
1966     * ob doesn't have any move type (when used to place exits)
1967     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1968     */
1969 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1970 root 1.190 {
1971     altern [index++] = i;
1972     continue;
1973     }
1974 root 1.24
1975     /* Basically, if we find a wall on a space, we cut down the search size.
1976     * In this way, we won't return spaces that are on another side of a wall.
1977     * This mostly work, but it cuts down the search size in all directions -
1978     * if the space being examined only has a wall to the north and empty
1979     * spaces in all the other directions, this will reduce the search space
1980     * to only the spaces immediately surrounding the target area, and
1981     * won't look 2 spaces south of the target space.
1982     */
1983 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1984     {
1985     stop = maxfree[i];
1986     continue;
1987     }
1988    
1989     /* Note it is intentional that we check ob - the movement type of the
1990     * head of the object should correspond for the entire object.
1991     */
1992     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1993     continue;
1994    
1995 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1996     continue;
1997    
1998 root 1.188 altern [index++] = i;
1999 elmex 1.1 }
2000 root 1.74
2001 root 1.24 if (!index)
2002     return -1;
2003 root 1.74
2004 root 1.124 return altern [rndm (index)];
2005 elmex 1.1 }
2006    
2007     /*
2008 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2009 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2010     * But it will return the first available spot, not a random choice.
2011     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2012     */
2013 root 1.24 int
2014 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2015 root 1.24 {
2016 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2017 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2018 root 1.82 return i;
2019 root 1.24
2020     return -1;
2021 elmex 1.1 }
2022    
2023     /*
2024     * The function permute(arr, begin, end) randomly reorders the array
2025     * arr[begin..end-1].
2026 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2027 elmex 1.1 */
2028 root 1.24 static void
2029     permute (int *arr, int begin, int end)
2030 elmex 1.1 {
2031 root 1.82 arr += begin;
2032     end -= begin;
2033    
2034     while (--end)
2035 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2036 elmex 1.1 }
2037    
2038     /* new function to make monster searching more efficient, and effective!
2039     * This basically returns a randomized array (in the passed pointer) of
2040     * the spaces to find monsters. In this way, it won't always look for
2041     * monsters to the north first. However, the size of the array passed
2042     * covers all the spaces, so within that size, all the spaces within
2043     * the 3x3 area will be searched, just not in a predictable order.
2044     */
2045 root 1.24 void
2046     get_search_arr (int *search_arr)
2047 elmex 1.1 {
2048 root 1.82 int i;
2049 elmex 1.1
2050 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2051 root 1.82 search_arr[i] = i;
2052 elmex 1.1
2053 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2054     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2055     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2056 elmex 1.1 }
2057    
2058     /*
2059     * find_dir(map, x, y, exclude) will search some close squares in the
2060     * given map at the given coordinates for live objects.
2061     * It will not considered the object given as exclude among possible
2062     * live objects.
2063     * It returns the direction toward the first/closest live object if finds
2064     * any, otherwise 0.
2065     * Perhaps incorrectly, but I'm making the assumption that exclude
2066     * is actually want is going to try and move there. We need this info
2067     * because we have to know what movement the thing looking to move
2068     * there is capable of.
2069     */
2070 root 1.24 int
2071 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2072 root 1.24 {
2073 root 1.82 int i, max = SIZEOFFREE, mflags;
2074 root 1.29
2075     sint16 nx, ny;
2076 root 1.82 object *tmp;
2077     maptile *mp;
2078 root 1.29
2079     MoveType blocked, move_type;
2080 root 1.24
2081 root 1.155 if (exclude && exclude->head_ () != exclude)
2082 root 1.24 {
2083     exclude = exclude->head;
2084     move_type = exclude->move_type;
2085     }
2086     else
2087     {
2088     /* If we don't have anything, presume it can use all movement types. */
2089     move_type = MOVE_ALL;
2090     }
2091    
2092     for (i = 1; i < max; i++)
2093     {
2094     mp = m;
2095     nx = x + freearr_x[i];
2096     ny = y + freearr_y[i];
2097    
2098     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2099 root 1.75
2100 root 1.24 if (mflags & P_OUT_OF_MAP)
2101 root 1.75 max = maxfree[i];
2102 root 1.24 else
2103     {
2104 root 1.82 mapspace &ms = mp->at (nx, ny);
2105    
2106     blocked = ms.move_block;
2107 root 1.24
2108     if ((move_type & blocked) == move_type)
2109 root 1.75 max = maxfree[i];
2110 root 1.24 else if (mflags & P_IS_ALIVE)
2111     {
2112 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2113 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2114 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2115 root 1.75 break;
2116    
2117 root 1.24 if (tmp)
2118 root 1.75 return freedir[i];
2119 root 1.8 }
2120     }
2121 elmex 1.1 }
2122 root 1.75
2123 root 1.24 return 0;
2124 elmex 1.1 }
2125    
2126     /*
2127     * distance(object 1, object 2) will return the square of the
2128     * distance between the two given objects.
2129     */
2130 root 1.24 int
2131     distance (const object *ob1, const object *ob2)
2132     {
2133 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2134 elmex 1.1 }
2135    
2136     /*
2137     * find_dir_2(delta-x,delta-y) will return a direction in which
2138     * an object which has subtracted the x and y coordinates of another
2139     * object, needs to travel toward it.
2140     */
2141 root 1.24 int
2142     find_dir_2 (int x, int y)
2143     {
2144 root 1.75 int q;
2145 elmex 1.1
2146 root 1.24 if (y)
2147     q = x * 100 / y;
2148 elmex 1.1 else if (x)
2149 root 1.24 q = -300 * x;
2150 elmex 1.1 else
2151     return 0;
2152    
2153 root 1.24 if (y > 0)
2154     {
2155     if (q < -242)
2156     return 3;
2157     if (q < -41)
2158     return 2;
2159     if (q < 41)
2160     return 1;
2161     if (q < 242)
2162     return 8;
2163     return 7;
2164     }
2165 elmex 1.1
2166     if (q < -242)
2167 root 1.24 return 7;
2168 elmex 1.1 if (q < -41)
2169 root 1.24 return 6;
2170 elmex 1.1 if (q < 41)
2171 root 1.24 return 5;
2172 elmex 1.1 if (q < 242)
2173 root 1.24 return 4;
2174 elmex 1.1
2175 root 1.24 return 3;
2176 elmex 1.1 }
2177    
2178     /*
2179     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2180     * between two directions (which are expected to be absolute (see absdir())
2181     */
2182 root 1.24 int
2183     dirdiff (int dir1, int dir2)
2184     {
2185 root 1.82 int d;
2186 root 1.24
2187     d = abs (dir1 - dir2);
2188     if (d > 4)
2189 elmex 1.1 d = 8 - d;
2190 root 1.82
2191 elmex 1.1 return d;
2192     }
2193    
2194     /* peterm:
2195     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2196     * Basically, this is a table of directions, and what directions
2197     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2198     * This basically means that if direction is 15, then it could either go
2199     * direction 4, 14, or 16 to get back to where we are.
2200     * Moved from spell_util.c to object.c with the other related direction
2201     * functions.
2202     */
2203 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2204 root 1.24 {0, 0, 0}, /* 0 */
2205     {0, 0, 0}, /* 1 */
2206     {0, 0, 0}, /* 2 */
2207     {0, 0, 0}, /* 3 */
2208     {0, 0, 0}, /* 4 */
2209     {0, 0, 0}, /* 5 */
2210     {0, 0, 0}, /* 6 */
2211     {0, 0, 0}, /* 7 */
2212     {0, 0, 0}, /* 8 */
2213     {8, 1, 2}, /* 9 */
2214     {1, 2, -1}, /* 10 */
2215     {2, 10, 12}, /* 11 */
2216     {2, 3, -1}, /* 12 */
2217     {2, 3, 4}, /* 13 */
2218     {3, 4, -1}, /* 14 */
2219     {4, 14, 16}, /* 15 */
2220     {5, 4, -1}, /* 16 */
2221     {4, 5, 6}, /* 17 */
2222     {6, 5, -1}, /* 18 */
2223     {6, 20, 18}, /* 19 */
2224     {7, 6, -1}, /* 20 */
2225     {6, 7, 8}, /* 21 */
2226     {7, 8, -1}, /* 22 */
2227     {8, 22, 24}, /* 23 */
2228     {8, 1, -1}, /* 24 */
2229     {24, 9, 10}, /* 25 */
2230     {9, 10, -1}, /* 26 */
2231     {10, 11, -1}, /* 27 */
2232     {27, 11, 29}, /* 28 */
2233     {11, 12, -1}, /* 29 */
2234     {12, 13, -1}, /* 30 */
2235     {12, 13, 14}, /* 31 */
2236     {13, 14, -1}, /* 32 */
2237     {14, 15, -1}, /* 33 */
2238     {33, 15, 35}, /* 34 */
2239     {16, 15, -1}, /* 35 */
2240     {17, 16, -1}, /* 36 */
2241     {18, 17, 16}, /* 37 */
2242     {18, 17, -1}, /* 38 */
2243     {18, 19, -1}, /* 39 */
2244     {41, 19, 39}, /* 40 */
2245     {19, 20, -1}, /* 41 */
2246     {20, 21, -1}, /* 42 */
2247     {20, 21, 22}, /* 43 */
2248     {21, 22, -1}, /* 44 */
2249     {23, 22, -1}, /* 45 */
2250     {45, 47, 23}, /* 46 */
2251     {23, 24, -1}, /* 47 */
2252     {24, 9, -1}
2253     }; /* 48 */
2254 elmex 1.1
2255     /* Recursive routine to step back and see if we can
2256     * find a path to that monster that we found. If not,
2257     * we don't bother going toward it. Returns 1 if we
2258     * can see a direct way to get it
2259     * Modified to be map tile aware -.MSW
2260     */
2261 root 1.24 int
2262 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2263 root 1.24 {
2264 root 1.29 sint16 dx, dy;
2265 root 1.75 int mflags;
2266 root 1.24
2267     if (dir < 0)
2268     return 0; /* exit condition: invalid direction */
2269    
2270     dx = x + freearr_x[dir];
2271     dy = y + freearr_y[dir];
2272    
2273     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2274    
2275     /* This functional arguably was incorrect before - it was
2276     * checking for P_WALL - that was basically seeing if
2277     * we could move to the monster - this is being more
2278     * literal on if we can see it. To know if we can actually
2279     * move to the monster, we'd need the monster passed in or
2280     * at least its move type.
2281     */
2282     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2283     return 0;
2284    
2285     /* yes, can see. */
2286     if (dir < 9)
2287     return 1;
2288 root 1.75
2289     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2290     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2291     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2292 root 1.24 }
2293    
2294 elmex 1.1 /*
2295     * can_pick(picker, item): finds out if an object is possible to be
2296     * picked up by the picker. Returnes 1 if it can be
2297     * picked up, otherwise 0.
2298     *
2299     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2300     * core dumps if they do.
2301     *
2302     * Add a check so we can't pick up invisible objects (0.93.8)
2303     */
2304 root 1.24 int
2305     can_pick (const object *who, const object *item)
2306     {
2307     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2308     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2309     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2310 elmex 1.1 }
2311    
2312     /*
2313     * create clone from object to another
2314     */
2315 root 1.24 object *
2316     object_create_clone (object *asrc)
2317     {
2318 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2319 elmex 1.1
2320 root 1.24 if (!asrc)
2321 root 1.62 return 0;
2322    
2323 root 1.155 src = asrc->head_ ();
2324 root 1.24
2325 root 1.62 prev = 0;
2326 root 1.155 for (object *part = src; part; part = part->more)
2327 root 1.24 {
2328 root 1.65 tmp = part->clone ();
2329 root 1.24 tmp->x -= src->x;
2330     tmp->y -= src->y;
2331 root 1.62
2332 root 1.24 if (!part->head)
2333     {
2334     dst = tmp;
2335 root 1.62 tmp->head = 0;
2336 root 1.24 }
2337     else
2338 root 1.75 tmp->head = dst;
2339 root 1.62
2340     tmp->more = 0;
2341    
2342 root 1.24 if (prev)
2343     prev->more = tmp;
2344 root 1.62
2345 root 1.24 prev = tmp;
2346 elmex 1.1 }
2347 root 1.24
2348     for (item = src->inv; item; item = item->below)
2349 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2350 elmex 1.1
2351 root 1.24 return dst;
2352 elmex 1.1 }
2353    
2354     /* This returns the first object in who's inventory that
2355     * has the same type and subtype match.
2356     * returns NULL if no match.
2357     */
2358 root 1.24 object *
2359     find_obj_by_type_subtype (const object *who, int type, int subtype)
2360 elmex 1.1 {
2361 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2362 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2363     return tmp;
2364 elmex 1.1
2365 root 1.82 return 0;
2366 elmex 1.1 }
2367    
2368     /* If ob has a field named key, return the link from the list,
2369     * otherwise return NULL.
2370     *
2371     * key must be a passed in shared string - otherwise, this won't
2372     * do the desired thing.
2373     */
2374 root 1.24 key_value *
2375     get_ob_key_link (const object *ob, const char *key)
2376     {
2377 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2378 root 1.48 if (link->key == key)
2379     return link;
2380 root 1.24
2381 root 1.82 return 0;
2382 root 1.24 }
2383 elmex 1.1
2384     /*
2385     * Returns the value of op has an extra_field for key, or NULL.
2386     *
2387     * The argument doesn't need to be a shared string.
2388     *
2389     * The returned string is shared.
2390     */
2391 root 1.24 const char *
2392     get_ob_key_value (const object *op, const char *const key)
2393     {
2394 root 1.35 key_value *link;
2395     shstr_cmp canonical_key (key);
2396 root 1.24
2397 root 1.35 if (!canonical_key)
2398 root 1.24 {
2399     /* 1. There being a field named key on any object
2400     * implies there'd be a shared string to find.
2401     * 2. Since there isn't, no object has this field.
2402     * 3. Therefore, *this* object doesn't have this field.
2403     */
2404 root 1.35 return 0;
2405 elmex 1.1 }
2406    
2407 root 1.24 /* This is copied from get_ob_key_link() above -
2408     * only 4 lines, and saves the function call overhead.
2409     */
2410 root 1.35 for (link = op->key_values; link; link = link->next)
2411     if (link->key == canonical_key)
2412     return link->value;
2413    
2414     return 0;
2415 elmex 1.1 }
2416    
2417     /*
2418     * Updates the canonical_key in op to value.
2419     *
2420     * canonical_key is a shared string (value doesn't have to be).
2421     *
2422     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2423     * keys.
2424     *
2425     * Returns TRUE on success.
2426     */
2427 root 1.24 int
2428     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2429     {
2430 root 1.82 key_value *field = NULL, *last = NULL;
2431 root 1.24
2432     for (field = op->key_values; field != NULL; field = field->next)
2433     {
2434     if (field->key != canonical_key)
2435     {
2436     last = field;
2437     continue;
2438     }
2439    
2440     if (value)
2441     field->value = value;
2442     else
2443     {
2444     /* Basically, if the archetype has this key set,
2445     * we need to store the null value so when we save
2446     * it, we save the empty value so that when we load,
2447     * we get this value back again.
2448     */
2449 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2450 root 1.24 field->value = 0;
2451     else
2452     {
2453     if (last)
2454     last->next = field->next;
2455     else
2456     op->key_values = field->next;
2457    
2458 root 1.29 delete field;
2459 root 1.24 }
2460     }
2461     return TRUE;
2462     }
2463     /* IF we get here, key doesn't exist */
2464    
2465     /* No field, we'll have to add it. */
2466    
2467     if (!add_key)
2468 root 1.82 return FALSE;
2469    
2470 root 1.24 /* There isn't any good reason to store a null
2471     * value in the key/value list. If the archetype has
2472     * this key, then we should also have it, so shouldn't
2473     * be here. If user wants to store empty strings,
2474     * should pass in ""
2475     */
2476     if (value == NULL)
2477 elmex 1.1 return TRUE;
2478 root 1.24
2479     field = new key_value;
2480    
2481     field->key = canonical_key;
2482     field->value = value;
2483     /* Usual prepend-addition. */
2484     field->next = op->key_values;
2485     op->key_values = field;
2486    
2487     return TRUE;
2488 elmex 1.1 }
2489    
2490     /*
2491     * Updates the key in op to value.
2492     *
2493     * If add_key is FALSE, this will only update existing keys,
2494     * and not add new ones.
2495     * In general, should be little reason FALSE is ever passed in for add_key
2496     *
2497     * Returns TRUE on success.
2498     */
2499 root 1.24 int
2500     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2501 root 1.11 {
2502 root 1.29 shstr key_ (key);
2503 root 1.24
2504 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2505 elmex 1.1 }
2506 root 1.31
2507 root 1.34 object::depth_iterator::depth_iterator (object *container)
2508     : iterator_base (container)
2509     {
2510     while (item->inv)
2511     item = item->inv;
2512     }
2513    
2514 root 1.31 void
2515 root 1.34 object::depth_iterator::next ()
2516 root 1.31 {
2517 root 1.34 if (item->below)
2518     {
2519     item = item->below;
2520    
2521     while (item->inv)
2522     item = item->inv;
2523     }
2524 root 1.31 else
2525 root 1.34 item = item->env;
2526 root 1.31 }
2527 root 1.34
2528 elmex 1.97 const char *
2529     object::flag_desc (char *desc, int len) const
2530     {
2531     char *p = desc;
2532     bool first = true;
2533    
2534 root 1.101 *p = 0;
2535    
2536 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2537     {
2538     if (len <= 10) // magic constant!
2539     {
2540     snprintf (p, len, ",...");
2541     break;
2542     }
2543    
2544 root 1.101 if (flag [i])
2545 elmex 1.97 {
2546     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2547     len -= cnt;
2548     p += cnt;
2549     first = false;
2550     }
2551     }
2552    
2553     return desc;
2554     }
2555    
2556 root 1.101 // return a suitable string describing an object in enough detail to find it
2557 root 1.36 const char *
2558     object::debug_desc (char *info) const
2559     {
2560 elmex 1.97 char flagdesc[512];
2561     char info2[256 * 4];
2562 root 1.36 char *p = info;
2563    
2564 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2565     count,
2566     uuid.c_str (),
2567 root 1.36 &name,
2568 root 1.117 title ? "\",title:\"" : "",
2569 elmex 1.97 title ? (const char *)title : "",
2570     flag_desc (flagdesc, 512), type);
2571 root 1.36
2572 elmex 1.181 if (!this->flag[FLAG_REMOVED] && env)
2573 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2574    
2575     if (map)
2576 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2577 root 1.36
2578     return info;
2579     }
2580    
2581     const char *
2582     object::debug_desc () const
2583     {
2584 root 1.143 static char info[3][256 * 4];
2585     static int info_idx;
2586 root 1.36
2587 root 1.143 return debug_desc (info [++info_idx % 3]);
2588 root 1.114 }
2589    
2590 root 1.125 struct region *
2591     object::region () const
2592     {
2593     return map ? map->region (x, y)
2594     : region::default_region ();
2595     }
2596    
2597 root 1.129 const materialtype_t *
2598     object::dominant_material () const
2599     {
2600 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2601     return mt;
2602 root 1.129
2603 root 1.165 return name_to_material (shstr_unknown);
2604 root 1.129 }
2605    
2606 root 1.130 void
2607     object::open_container (object *new_container)
2608     {
2609     if (container == new_container)
2610     return;
2611    
2612     if (object *old_container = container)
2613     {
2614     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2615     return;
2616    
2617     #if 0
2618     // remove the "Close old_container" object.
2619     if (object *closer = old_container->inv)
2620     if (closer->type == CLOSE_CON)
2621     closer->destroy ();
2622     #endif
2623    
2624 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2625 root 1.130 container = 0;
2626    
2627     esrv_update_item (UPD_FLAGS, this, old_container);
2628     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2629 root 1.177 play_sound (sound_find ("chest_close"));
2630 root 1.130 }
2631    
2632     if (new_container)
2633     {
2634     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2635     return;
2636    
2637     // TODO: this does not seem to serve any purpose anymore?
2638     #if 0
2639     // insert the "Close Container" object.
2640     if (archetype *closer = new_container->other_arch)
2641     {
2642     object *closer = arch_to_object (new_container->other_arch);
2643     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2644     new_container->insert (closer);
2645     }
2646     #endif
2647    
2648 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2649    
2650 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2651 root 1.130 container = new_container;
2652    
2653     esrv_update_item (UPD_FLAGS, this, new_container);
2654 root 1.131 esrv_send_inventory (this, new_container);
2655 root 1.177 play_sound (sound_find ("chest_open"));
2656 root 1.130 }
2657     }
2658    
2659 root 1.164 object *
2660     object::force_find (const shstr name)
2661     {
2662     /* cycle through his inventory to look for the MARK we want to
2663     * place
2664     */
2665     for (object *tmp = inv; tmp; tmp = tmp->below)
2666     if (tmp->type == FORCE && tmp->slaying == name)
2667     return splay (tmp);
2668    
2669     return 0;
2670     }
2671    
2672     void
2673     object::force_add (const shstr name, int duration)
2674     {
2675     if (object *force = force_find (name))
2676     force->destroy ();
2677    
2678     object *force = get_archetype (FORCE_NAME);
2679    
2680     force->slaying = name;
2681     force->stats.food = 1;
2682     force->speed_left = -1.f;
2683    
2684     force->set_speed (duration ? 1.f / duration : 0.f);
2685     force->flag [FLAG_IS_USED_UP] = true;
2686     force->flag [FLAG_APPLIED] = true;
2687    
2688     insert (force);
2689     }
2690    
2691 root 1.178 void
2692 root 1.208 object::play_sound (faceidx sound)
2693 root 1.178 {
2694     if (!sound)
2695     return;
2696    
2697     if (flag [FLAG_REMOVED])
2698     return;
2699    
2700     if (env)
2701     {
2702     if (object *pl = in_player ())
2703     pl->contr->play_sound (sound);
2704     }
2705     else
2706     map->play_sound (sound, x, y);
2707     }
2708