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Revision: 1.217
Committed: Wed Apr 23 07:13:23 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.216: +8 -11 lines
Log Message:
do less full floorbox updates, just send/delete item

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 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
923 root 1.94 // 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 root 1.217 inv->destroy_inv (false);
940 root 1.92 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 1.217 op->destroy (true);
956 root 1.89 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 deactivate ();
983     unlink ();
984 root 1.92
985 root 1.82 flag [FLAG_FREED] = 1;
986 root 1.14
987 root 1.57 // hack to ensure that freed objects still have a valid map
988     {
989     static maptile *freed_map; // freed objects are moved here to avoid crashes
990    
991     if (!freed_map)
992     {
993     freed_map = new maptile;
994    
995 root 1.186 freed_map->path = "<freed objects map>";
996 root 1.57 freed_map->name = "/internal/freed_objects_map";
997     freed_map->width = 3;
998     freed_map->height = 3;
999 root 1.201 freed_map->nodrop = 1;
1000 root 1.57
1001 root 1.96 freed_map->alloc ();
1002 root 1.206 freed_map->in_memory = MAP_ACTIVE;
1003 root 1.57 }
1004    
1005     map = freed_map;
1006     x = 1;
1007     y = 1;
1008     }
1009    
1010 root 1.88 if (more)
1011     {
1012     more->destroy ();
1013     more = 0;
1014     }
1015 root 1.82
1016 root 1.162 head = 0;
1017    
1018     // clear those pointers that likely might cause circular references
1019     owner = 0;
1020     enemy = 0;
1021     attacked_by = 0;
1022     current_weapon = 0;
1023 root 1.82 }
1024    
1025     void
1026     object::destroy (bool destroy_inventory)
1027     {
1028     if (destroyed ())
1029     return;
1030    
1031 root 1.217 destroy_inv (!destroy_inventory);
1032 root 1.22
1033 root 1.173 if (is_head ())
1034     if (sound_destroy)
1035     play_sound (sound_destroy);
1036     else if (flag [FLAG_MONSTER])
1037     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1038 root 1.169
1039 root 1.82 attachable::destroy ();
1040 elmex 1.1 }
1041    
1042 root 1.63 /* op->remove ():
1043 elmex 1.1 * This function removes the object op from the linked list of objects
1044     * which it is currently tied to. When this function is done, the
1045     * object will have no environment. If the object previously had an
1046     * environment, the x and y coordinates will be updated to
1047     * the previous environment.
1048     */
1049 root 1.24 void
1050 root 1.128 object::do_remove ()
1051 root 1.24 {
1052 root 1.45 object *tmp, *last = 0;
1053     object *otmp;
1054 root 1.26
1055 root 1.213 if (flag [FLAG_REMOVED])
1056 root 1.29 return;
1057 root 1.24
1058 root 1.82 INVOKE_OBJECT (REMOVE, this);
1059 root 1.26
1060 root 1.213 if (object *pl = visible_to ())
1061     esrv_del_item (pl->contr, count);
1062    
1063     flag [FLAG_REMOVED] = true;
1064    
1065 root 1.59 if (more)
1066     more->remove ();
1067 root 1.24
1068     /*
1069     * In this case, the object to be removed is in someones
1070     * inventory.
1071     */
1072 root 1.59 if (env)
1073 root 1.24 {
1074 root 1.208 adjust_weight (env, -total_weight ());
1075 root 1.24
1076 root 1.208 *(above ? &above->below : &env->inv) = below;
1077 root 1.24
1078 root 1.96 if (below)
1079 root 1.59 below->above = above;
1080 root 1.24
1081     /* we set up values so that it could be inserted into
1082     * the map, but we don't actually do that - it is up
1083     * to the caller to decide what we want to do.
1084     */
1085 root 1.208 map = env->map;
1086     x = env->x;
1087     y = env->y;
1088     above = 0;
1089     below = 0;
1090     env = 0;
1091    
1092     /* NO_FIX_PLAYER is set when a great many changes are being
1093     * made to players inventory. If set, avoiding the call
1094     * to save cpu time.
1095     */
1096     if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1097     otmp->update_stats ();
1098 root 1.59 }
1099     else if (map)
1100     {
1101 root 1.96 if (type == PLAYER)
1102     {
1103 root 1.130 // leaving a spot always closes any open container on the ground
1104     if (container && !container->env)
1105     // this causes spurious floorbox updates, but it ensures
1106     // that the CLOSE event is being sent.
1107     close_container ();
1108    
1109 root 1.96 --map->players;
1110 root 1.100 map->touch ();
1111 root 1.96 }
1112    
1113 root 1.98 map->dirty = true;
1114 root 1.117 mapspace &ms = this->ms ();
1115 elmex 1.1
1116 root 1.29 /* link the object above us */
1117 root 1.59 if (above)
1118     above->below = below;
1119 root 1.29 else
1120 root 1.117 ms.top = below; /* we were top, set new top */
1121 root 1.24
1122 root 1.29 /* Relink the object below us, if there is one */
1123 root 1.59 if (below)
1124     below->above = above;
1125 root 1.29 else
1126     {
1127     /* Nothing below, which means we need to relink map object for this space
1128     * use translated coordinates in case some oddness with map tiling is
1129     * evident
1130     */
1131 root 1.59 if (GET_MAP_OB (map, x, y) != this)
1132 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 ());
1133 elmex 1.1
1134 root 1.117 ms.bot = above; /* goes on above it. */
1135 root 1.8 }
1136 root 1.26
1137 root 1.59 above = 0;
1138     below = 0;
1139 root 1.26
1140 root 1.59 if (map->in_memory == MAP_SAVING)
1141 root 1.29 return;
1142 elmex 1.1
1143 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1144 elmex 1.1
1145 root 1.175 if (object *pl = ms.player ())
1146     {
1147     if (pl->container == this)
1148     /* If a container that the player is currently using somehow gets
1149     * removed (most likely destroyed), update the player view
1150     * appropriately.
1151     */
1152     pl->close_container ();
1153    
1154 root 1.217 esrv_del_item (pl, count);
1155 root 1.175 }
1156    
1157 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1158 root 1.24 {
1159 root 1.29 /* No point updating the players look faces if he is the object
1160     * being removed.
1161 root 1.24 */
1162 root 1.29
1163 root 1.96 /* See if object moving off should effect something */
1164 root 1.50 if (check_walk_off
1165 root 1.59 && ((move_type & tmp->move_off)
1166     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1167 root 1.29 {
1168 elmex 1.72 move_apply (tmp, this, 0);
1169 root 1.24
1170 root 1.59 if (destroyed ())
1171 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 root 1.8 }
1173    
1174 root 1.29 last = tmp;
1175     }
1176 root 1.26
1177 root 1.96 /* last == NULL if there are no objects on this space */
1178     //TODO: this makes little sense, why only update the topmost object?
1179 root 1.59 if (!last)
1180 root 1.99 map->at (x, y).flags_ = 0;
1181 root 1.29 else
1182     update_object (last, UP_OBJ_REMOVE);
1183 root 1.26
1184 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 root 1.59 update_all_los (map, x, y);
1186 elmex 1.1 }
1187     }
1188    
1189     /*
1190     * merge_ob(op,top):
1191     *
1192     * This function goes through all objects below and including top, and
1193     * merges op to the first matching object.
1194     * If top is NULL, it is calculated.
1195     * Returns pointer to object if it succeded in the merge, otherwise NULL
1196     */
1197 root 1.24 object *
1198     merge_ob (object *op, object *top)
1199     {
1200     if (!op->nrof)
1201 elmex 1.1 return 0;
1202 root 1.29
1203 root 1.194 if (!top)
1204 root 1.82 for (top = op; top && top->above; top = top->above)
1205     ;
1206 root 1.29
1207 root 1.82 for (; top; top = top->below)
1208 root 1.214 if (object::can_merge (op, top))
1209     {
1210     top->nrof += op->nrof;
1211    
1212     if (object *pl = top->visible_to ())
1213     esrv_update_item (UPD_NROF, pl, top);
1214    
1215     op->weight = 0; // cancel the addition above
1216     op->carrying = 0; // must be 0 already
1217 root 1.66
1218 root 1.214 op->destroy (1);
1219 root 1.24
1220 root 1.214 return top;
1221     }
1222 root 1.29
1223 root 1.45 return 0;
1224 elmex 1.1 }
1225    
1226 root 1.138 void
1227     object::expand_tail ()
1228     {
1229     if (more)
1230     return;
1231    
1232     object *prev = this;
1233    
1234 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 root 1.138 {
1236     object *op = arch_to_object (at);
1237    
1238     op->name = name;
1239     op->name_pl = name_pl;
1240     op->title = title;
1241    
1242     op->head = this;
1243     prev->more = op;
1244    
1245     prev = op;
1246     }
1247     }
1248    
1249 elmex 1.1 /*
1250 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1251     * job preparing multi-part monsters.
1252 elmex 1.1 */
1253 root 1.24 object *
1254 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255 root 1.24 {
1256 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 root 1.24 {
1258 root 1.159 tmp->x = x + tmp->arch->x;
1259     tmp->y = y + tmp->arch->y;
1260 elmex 1.1 }
1261 root 1.29
1262 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1263 elmex 1.1 }
1264    
1265     /*
1266     * insert_ob_in_map (op, map, originator, flag):
1267     * This function inserts the object in the two-way linked list
1268     * which represents what is on a map.
1269     * The second argument specifies the map, and the x and y variables
1270     * in the object about to be inserted specifies the position.
1271     *
1272     * originator: Player, monster or other object that caused 'op' to be inserted
1273     * into 'map'. May be NULL.
1274     *
1275     * flag is a bitmask about special things to do (or not do) when this
1276     * function is called. see the object.h file for the INS_ values.
1277     * Passing 0 for flag gives proper default values, so flag really only needs
1278     * to be set if special handling is needed.
1279     *
1280     * Return value:
1281     * new object if 'op' was merged with other object
1282     * NULL if 'op' was destroyed
1283     * just 'op' otherwise
1284     */
1285 root 1.24 object *
1286 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287 elmex 1.1 {
1288 root 1.138 assert (!op->flag [FLAG_FREED]);
1289    
1290 root 1.155 object *top, *floor = NULL;
1291 elmex 1.1
1292 root 1.117 op->remove ();
1293    
1294 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1295     * of areas of callers (eg, anything that uses find_free_spot would now
1296     * need extra work
1297     */
1298     if (!xy_normalise (m, op->x, op->y))
1299 root 1.24 {
1300 root 1.217 op->destroy (1);
1301 root 1.187 return 0;
1302 elmex 1.1 }
1303 root 1.25
1304 root 1.117 if (object *more = op->more)
1305 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1306     return 0;
1307 root 1.25
1308 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1309 root 1.8
1310 root 1.117 op->map = m;
1311     mapspace &ms = op->ms ();
1312 root 1.24
1313     /* this has to be done after we translate the coordinates.
1314     */
1315     if (op->nrof && !(flag & INS_NO_MERGE))
1316 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 root 1.66 if (object::can_merge (op, tmp))
1318 root 1.25 {
1319     op->nrof += tmp->nrof;
1320 root 1.208 tmp->destroy (1);
1321 root 1.25 }
1322 root 1.24
1323     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1324     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1325 root 1.25
1326 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1327     CLEAR_FLAG (op, FLAG_NO_STEAL);
1328    
1329     if (flag & INS_BELOW_ORIGINATOR)
1330     {
1331     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1332     {
1333     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1334     abort ();
1335     }
1336 root 1.25
1337 root 1.24 op->above = originator;
1338     op->below = originator->below;
1339 root 1.25
1340 root 1.24 if (op->below)
1341     op->below->above = op;
1342     else
1343 root 1.117 ms.bot = op;
1344 root 1.25
1345 root 1.24 /* since *below* originator, no need to update top */
1346     originator->below = op;
1347 elmex 1.1 }
1348 root 1.24 else
1349     {
1350 root 1.117 top = ms.bot;
1351    
1352 root 1.24 /* If there are other objects, then */
1353 root 1.191 if (top)
1354 root 1.24 {
1355 root 1.96 object *last = 0;
1356 root 1.24
1357     /*
1358     * If there are multiple objects on this space, we do some trickier handling.
1359     * We've already dealt with merging if appropriate.
1360     * Generally, we want to put the new object on top. But if
1361     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1362     * floor, we want to insert above that and no further.
1363     * Also, if there are spell objects on this space, we stop processing
1364     * once we get to them. This reduces the need to traverse over all of
1365     * them when adding another one - this saves quite a bit of cpu time
1366     * when lots of spells are cast in one area. Currently, it is presumed
1367     * that flying non pickable objects are spell objects.
1368     */
1369 root 1.117 for (top = ms.bot; top; top = top->above)
1370 root 1.24 {
1371     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1372     floor = top;
1373 root 1.26
1374 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))
1375     {
1376     /* We insert above top, so we want this object below this */
1377     top = top->below;
1378     break;
1379     }
1380 root 1.26
1381 root 1.24 last = top;
1382     }
1383 root 1.26
1384 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1385     top = last;
1386 root 1.8
1387 root 1.24 /* We let update_position deal with figuring out what the space
1388     * looks like instead of lots of conditions here.
1389     * makes things faster, and effectively the same result.
1390     */
1391    
1392     /* Have object 'fall below' other objects that block view.
1393 root 1.135 * Unless those objects are exits.
1394 root 1.24 * If INS_ON_TOP is used, don't do this processing
1395     * Need to find the object that in fact blocks view, otherwise
1396     * stacking is a bit odd.
1397     */
1398 root 1.117 if (!(flag & INS_ON_TOP)
1399     && ms.flags () & P_BLOCKSVIEW
1400 root 1.135 && (op->face && !faces [op->face].visibility))
1401 root 1.24 {
1402     for (last = top; last != floor; last = last->below)
1403     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404     break;
1405 root 1.117
1406 root 1.24 /* Check to see if we found the object that blocks view,
1407     * and make sure we have a below pointer for it so that
1408     * we can get inserted below this one, which requires we
1409     * set top to the object below us.
1410     */
1411     if (last && last->below && last != floor)
1412     top = last->below;
1413 root 1.8 }
1414 root 1.24 } /* If objects on this space */
1415 root 1.25
1416 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1417     top = floor;
1418    
1419     /* Top is the object that our object (op) is going to get inserted above.
1420     */
1421    
1422     /* First object on this space */
1423     if (!top)
1424     {
1425 root 1.117 op->above = ms.bot;
1426 root 1.25
1427 root 1.24 if (op->above)
1428     op->above->below = op;
1429 root 1.25
1430 root 1.96 op->below = 0;
1431 root 1.117 ms.bot = op;
1432 root 1.24 }
1433     else
1434     { /* get inserted into the stack above top */
1435     op->above = top->above;
1436 root 1.25
1437 root 1.24 if (op->above)
1438     op->above->below = op;
1439 root 1.25
1440 root 1.24 op->below = top;
1441     top->above = op;
1442     }
1443 root 1.25
1444 root 1.96 if (!op->above)
1445 root 1.117 ms.top = op;
1446 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1447 root 1.8
1448 root 1.24 if (op->type == PLAYER)
1449 root 1.96 {
1450     op->contr->do_los = 1;
1451     ++op->map->players;
1452 root 1.100 op->map->touch ();
1453 root 1.96 }
1454 root 1.24
1455 root 1.98 op->map->dirty = true;
1456    
1457 root 1.191 if (object *pl = ms.player ())
1458 root 1.217 esrv_send_item (pl, op);
1459 root 1.24
1460     /* If this object glows, it may affect lighting conditions that are
1461     * visible to others on this map. But update_all_los is really
1462     * an inefficient way to do this, as it means los for all players
1463     * on the map will get recalculated. The players could very well
1464     * be far away from this change and not affected in any way -
1465     * this should get redone to only look for players within range,
1466 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1467 root 1.24 * of effect may be sufficient.
1468     */
1469 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1470 root 1.24 update_all_los (op->map, op->x, op->y);
1471    
1472     /* updates flags (blocked, alive, no magic, etc) for this map space */
1473     update_object (op, UP_OBJ_INSERT);
1474    
1475 root 1.82 INVOKE_OBJECT (INSERT, op);
1476    
1477 root 1.24 /* Don't know if moving this to the end will break anything. However,
1478 root 1.70 * we want to have floorbox_update called before calling this.
1479 root 1.24 *
1480     * check_move_on() must be after this because code called from
1481     * check_move_on() depends on correct map flags (so functions like
1482     * blocked() and wall() work properly), and these flags are updated by
1483     * update_object().
1484     */
1485    
1486     /* if this is not the head or flag has been passed, don't check walk on status */
1487 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1488 root 1.24 {
1489     if (check_move_on (op, originator))
1490 root 1.82 return 0;
1491 elmex 1.1
1492 root 1.24 /* If we are a multi part object, lets work our way through the check
1493     * walk on's.
1494     */
1495 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1496 root 1.24 if (check_move_on (tmp, originator))
1497 root 1.82 return 0;
1498 elmex 1.1 }
1499 root 1.25
1500 root 1.24 return op;
1501 elmex 1.1 }
1502    
1503     /* this function inserts an object in the map, but if it
1504 root 1.75 * finds an object of its own type, it'll remove that one first.
1505     * op is the object to insert it under: supplies x and the map.
1506 elmex 1.1 */
1507 root 1.24 void
1508     replace_insert_ob_in_map (const char *arch_string, object *op)
1509     {
1510     /* first search for itself and remove any old instances */
1511 elmex 1.1
1512 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1513 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1514 root 1.208 tmp->destroy (1);
1515    
1516     object *tmp = arch_to_object (archetype::find (arch_string));
1517 elmex 1.1
1518 root 1.208 tmp->x = op->x;
1519     tmp->y = op->y;
1520 elmex 1.1
1521 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1522 root 1.24 }
1523 elmex 1.1
1524 root 1.93 object *
1525     object::insert_at (object *where, object *originator, int flags)
1526     {
1527 root 1.205 if (where->env)
1528     return where->env->insert (this);
1529     else
1530     return where->map->insert (this, where->x, where->y, originator, flags);
1531 root 1.93 }
1532    
1533 elmex 1.1 /*
1534 root 1.209 * decrease(object, number) decreases a specified number from
1535 root 1.208 * the amount of an object. If the amount reaches 0, the object
1536 elmex 1.1 * is subsequently removed and freed.
1537     *
1538     * Return value: 'op' if something is left, NULL if the amount reached 0
1539     */
1540 root 1.208 bool
1541 root 1.209 object::decrease (sint32 nr)
1542 elmex 1.1 {
1543 root 1.212 if (!nr)
1544     return true;
1545    
1546 root 1.208 nr = min (nr, nrof);
1547 elmex 1.1
1548 root 1.208 nrof -= nr;
1549 root 1.24
1550 root 1.208 if (nrof)
1551 elmex 1.1 {
1552 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1553 elmex 1.1
1554 root 1.212 if (object *pl = visible_to ())
1555     esrv_update_item (UPD_NROF, pl, this);
1556 root 1.29
1557 root 1.212 return true;
1558 elmex 1.1 }
1559 root 1.24 else
1560     {
1561 root 1.212 destroy (1);
1562     return false;
1563 elmex 1.1 }
1564     }
1565    
1566 root 1.209 /*
1567 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1568 root 1.209 * is returned contains nr objects, and the remaining parts contains
1569 root 1.210 * the rest (or is removed and returned if that number is 0).
1570     * On failure, NULL is returned.
1571 root 1.209 */
1572 root 1.208 object *
1573 root 1.209 object::split (sint32 nr)
1574 root 1.208 {
1575 root 1.212 int have = number_of ();
1576    
1577     if (have < nr)
1578 root 1.209 return 0;
1579 root 1.212 else if (have == nr)
1580 root 1.209 {
1581     remove ();
1582     return this;
1583     }
1584     else
1585     {
1586     decrease (nr);
1587    
1588     object *op = object_create_clone (this);
1589     op->nrof = nr;
1590     return op;
1591     }
1592     }
1593    
1594 root 1.24 object *
1595     insert_ob_in_ob (object *op, object *where)
1596     {
1597 root 1.59 if (!where)
1598 root 1.24 {
1599 root 1.53 char *dump = dump_object (op);
1600     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1601     free (dump);
1602 root 1.24 return op;
1603     }
1604 root 1.29
1605 root 1.154 if (where->head_ () != where)
1606 root 1.24 {
1607 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1608 root 1.24 where = where->head;
1609     }
1610 root 1.29
1611 root 1.59 return where->insert (op);
1612     }
1613    
1614     /*
1615     * env->insert (op)
1616     * This function inserts the object op in the linked list
1617     * inside the object environment.
1618     *
1619     * The function returns now pointer to inserted item, and return value can
1620     * be != op, if items are merged. -Tero
1621     */
1622     object *
1623     object::insert (object *op)
1624     {
1625 root 1.24 if (op->more)
1626     {
1627     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1628     return op;
1629     }
1630 root 1.29
1631 root 1.208 op->remove ();
1632    
1633     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634 root 1.182
1635 root 1.24 if (op->nrof)
1636 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1637     if (object::can_merge (tmp, op))
1638     {
1639     /* return the original object and remove inserted object
1640     (client needs the original object) */
1641     tmp->nrof += op->nrof;
1642 root 1.214
1643     if (object *pl = tmp->visible_to ())
1644     esrv_update_item (UPD_NROF, pl, tmp);
1645    
1646 root 1.210 adjust_weight (this, op->total_weight ());
1647    
1648 root 1.208 op->destroy (1);
1649     op = tmp;
1650     goto inserted;
1651     }
1652    
1653     op->owner = 0; // it's his/hers now. period.
1654     op->map = 0;
1655     op->x = 0;
1656     op->y = 0;
1657    
1658     op->above = 0;
1659     op->below = inv;
1660     op->env = this;
1661    
1662     if (inv)
1663     inv->above = op;
1664 root 1.24
1665 root 1.208 inv = op;
1666 elmex 1.1
1667 root 1.208 op->flag [FLAG_REMOVED] = 0;
1668 elmex 1.1
1669 root 1.214 if (object *pl = op->visible_to ())
1670     esrv_send_item (pl, op);
1671    
1672 root 1.208 adjust_weight (this, op->total_weight ());
1673 elmex 1.1
1674 root 1.208 inserted:
1675 elmex 1.1 /* reset the light list and los of the players on the map */
1676 root 1.208 if (op->glow_radius && map && map->darkness)
1677     update_all_los (map, x, y);
1678 elmex 1.1
1679 root 1.214 // if this is a player's inventory, update stats
1680     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1681     update_stats ();
1682 root 1.59
1683 root 1.82 INVOKE_OBJECT (INSERT, this);
1684    
1685 elmex 1.1 return op;
1686     }
1687    
1688     /*
1689     * Checks if any objects has a move_type that matches objects
1690     * that effect this object on this space. Call apply() to process
1691     * these events.
1692     *
1693     * Any speed-modification due to SLOW_MOVE() of other present objects
1694     * will affect the speed_left of the object.
1695     *
1696     * originator: Player, monster or other object that caused 'op' to be inserted
1697     * into 'map'. May be NULL.
1698     *
1699     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1700     *
1701     * 4-21-95 added code to check if appropriate skill was readied - this will
1702     * permit faster movement by the player through this terrain. -b.t.
1703     *
1704     * MSW 2001-07-08: Check all objects on space, not just those below
1705     * object being inserted. insert_ob_in_map may not put new objects
1706     * on top.
1707     */
1708 root 1.24 int
1709     check_move_on (object *op, object *originator)
1710 elmex 1.1 {
1711 root 1.48 object *tmp;
1712 root 1.49 maptile *m = op->map;
1713 root 1.48 int x = op->x, y = op->y;
1714 root 1.26
1715 root 1.48 MoveType move_on, move_slow, move_block;
1716 root 1.24
1717     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1718     return 0;
1719    
1720     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1721     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1722     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1723    
1724     /* if nothing on this space will slow op down or be applied,
1725     * no need to do checking below. have to make sure move_type
1726     * is set, as lots of objects don't have it set - we treat that
1727     * as walking.
1728     */
1729     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1730     return 0;
1731 elmex 1.1
1732 root 1.24 /* This is basically inverse logic of that below - basically,
1733     * if the object can avoid the move on or slow move, they do so,
1734     * but can't do it if the alternate movement they are using is
1735     * blocked. Logic on this seems confusing, but does seem correct.
1736     */
1737     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1738     return 0;
1739    
1740     /* The objects have to be checked from top to bottom.
1741     * Hence, we first go to the top:
1742     */
1743    
1744 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1745 root 1.24 {
1746     /* Trim the search when we find the first other spell effect
1747     * this helps performance so that if a space has 50 spell objects,
1748     * we don't need to check all of them.
1749     */
1750     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1751     break;
1752     }
1753 root 1.26
1754     for (; tmp; tmp = tmp->below)
1755 root 1.24 {
1756     if (tmp == op)
1757     continue; /* Can't apply yourself */
1758 elmex 1.1
1759 root 1.24 /* Check to see if one of the movement types should be slowed down.
1760     * Second check makes sure that the movement types not being slowed
1761     * (~slow_move) is not blocked on this space - just because the
1762     * space doesn't slow down swimming (for example), if you can't actually
1763     * swim on that space, can't use it to avoid the penalty.
1764     */
1765     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1766     {
1767     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1768     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1769     {
1770 elmex 1.1
1771 root 1.29 float
1772 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1773 elmex 1.1
1774 root 1.24 if (op->type == PLAYER)
1775 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1776     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1777     diff /= 4.0;
1778    
1779 root 1.24 op->speed_left -= diff;
1780 root 1.8 }
1781     }
1782 elmex 1.1
1783 root 1.24 /* Basically same logic as above, except now for actual apply. */
1784     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1785     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1786     {
1787 elmex 1.72 move_apply (tmp, op, originator);
1788 root 1.24
1789 root 1.48 if (op->destroyed ())
1790 root 1.24 return 1;
1791    
1792     /* what the person/creature stepped onto has moved the object
1793     * someplace new. Don't process any further - if we did,
1794     * have a feeling strange problems would result.
1795     */
1796     if (op->map != m || op->x != x || op->y != y)
1797     return 0;
1798 root 1.8 }
1799 elmex 1.1 }
1800 root 1.26
1801 root 1.24 return 0;
1802 elmex 1.1 }
1803    
1804     /*
1805     * present_arch(arch, map, x, y) searches for any objects with
1806     * a matching archetype at the given map and coordinates.
1807     * The first matching object is returned, or NULL if none.
1808     */
1809 root 1.24 object *
1810 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1811 root 1.24 {
1812 root 1.104 if (!m || out_of_map (m, x, y))
1813 root 1.24 {
1814     LOG (llevError, "Present_arch called outside map.\n");
1815     return NULL;
1816     }
1817 root 1.84
1818 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1819 root 1.24 if (tmp->arch == at)
1820 elmex 1.1 return tmp;
1821 root 1.84
1822 elmex 1.1 return NULL;
1823     }
1824    
1825     /*
1826     * present(type, map, x, y) searches for any objects with
1827     * a matching type variable at the given map and coordinates.
1828     * The first matching object is returned, or NULL if none.
1829     */
1830 root 1.24 object *
1831 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1832 root 1.24 {
1833     if (out_of_map (m, x, y))
1834     {
1835     LOG (llevError, "Present called outside map.\n");
1836     return NULL;
1837     }
1838 root 1.84
1839 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1840 root 1.24 if (tmp->type == type)
1841 elmex 1.1 return tmp;
1842 root 1.84
1843 elmex 1.1 return NULL;
1844     }
1845    
1846     /*
1847     * present_in_ob(type, object) searches for any objects with
1848     * a matching type variable in the inventory of the given object.
1849     * The first matching object is returned, or NULL if none.
1850     */
1851 root 1.24 object *
1852     present_in_ob (unsigned char type, const object *op)
1853     {
1854 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1855 root 1.24 if (tmp->type == type)
1856 elmex 1.1 return tmp;
1857 root 1.84
1858 elmex 1.1 return NULL;
1859     }
1860    
1861     /*
1862     * present_in_ob (type, str, object) searches for any objects with
1863     * a matching type & name variable in the inventory of the given object.
1864     * The first matching object is returned, or NULL if none.
1865     * This is mostly used by spell effect code, so that we only
1866     * have one spell effect at a time.
1867     * type can be used to narrow the search - if type is set,
1868     * the type must also match. -1 can be passed for the type,
1869     * in which case the type does not need to pass.
1870     * str is the string to match against. Note that we match against
1871     * the object name, not the archetype name. this is so that the
1872     * spell code can use one object type (force), but change it's name
1873     * to be unique.
1874     */
1875 root 1.24 object *
1876     present_in_ob_by_name (int type, const char *str, const object *op)
1877     {
1878 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1879 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1880     return tmp;
1881 elmex 1.1
1882 root 1.82 return 0;
1883 elmex 1.1 }
1884    
1885     /*
1886     * present_arch_in_ob(archetype, object) searches for any objects with
1887     * a matching archetype in the inventory of the given object.
1888     * The first matching object is returned, or NULL if none.
1889     */
1890 root 1.24 object *
1891     present_arch_in_ob (const archetype *at, const object *op)
1892     {
1893 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1894 root 1.24 if (tmp->arch == at)
1895 elmex 1.1 return tmp;
1896 root 1.82
1897 elmex 1.1 return NULL;
1898     }
1899    
1900     /*
1901     * activate recursively a flag on an object inventory
1902     */
1903 root 1.24 void
1904     flag_inv (object *op, int flag)
1905     {
1906 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907     {
1908     SET_FLAG (tmp, flag);
1909     flag_inv (tmp, flag);
1910     }
1911 root 1.82 }
1912    
1913     /*
1914     * deactivate recursively a flag on an object inventory
1915     */
1916 root 1.24 void
1917     unflag_inv (object *op, int flag)
1918     {
1919 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1920     {
1921     CLEAR_FLAG (tmp, flag);
1922     unflag_inv (tmp, flag);
1923     }
1924 elmex 1.1 }
1925    
1926     /*
1927     * find_free_spot(object, map, x, y, start, stop) will search for
1928     * a spot at the given map and coordinates which will be able to contain
1929     * the given object. start and stop specifies how many squares
1930     * to search (see the freearr_x/y[] definition).
1931     * It returns a random choice among the alternatives found.
1932     * start and stop are where to start relative to the free_arr array (1,9
1933     * does all 4 immediate directions). This returns the index into the
1934     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1935 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1936 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1937     * necessary, so the caller shouldn't need to do any special work.
1938     * Note - updated to take an object instead of archetype - this is necessary
1939     * because arch_blocked (now ob_blocked) needs to know the movement type
1940     * to know if the space in question will block the object. We can't use
1941     * the archetype because that isn't correct if the monster has been
1942     * customized, changed states, etc.
1943     */
1944 root 1.24 int
1945 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1946 root 1.24 {
1947 root 1.190 int altern[SIZEOFFREE];
1948 root 1.82 int index = 0, flag;
1949 root 1.24
1950 root 1.82 for (int i = start; i < stop; i++)
1951 root 1.24 {
1952 root 1.188 mapxy pos (m, x, y); pos.move (i);
1953    
1954     if (!pos.normalise ())
1955     continue;
1956    
1957     mapspace &ms = *pos;
1958 root 1.189
1959     if (ms.flags () & P_IS_ALIVE)
1960     continue;
1961 root 1.188
1962     /* However, often
1963     * ob doesn't have any move type (when used to place exits)
1964     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1965     */
1966 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1967 root 1.190 {
1968     altern [index++] = i;
1969     continue;
1970     }
1971 root 1.24
1972     /* Basically, if we find a wall on a space, we cut down the search size.
1973     * In this way, we won't return spaces that are on another side of a wall.
1974     * This mostly work, but it cuts down the search size in all directions -
1975     * if the space being examined only has a wall to the north and empty
1976     * spaces in all the other directions, this will reduce the search space
1977     * to only the spaces immediately surrounding the target area, and
1978     * won't look 2 spaces south of the target space.
1979     */
1980 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1981     {
1982     stop = maxfree[i];
1983     continue;
1984     }
1985    
1986     /* Note it is intentional that we check ob - the movement type of the
1987     * head of the object should correspond for the entire object.
1988     */
1989     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990     continue;
1991    
1992 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1993     continue;
1994    
1995 root 1.188 altern [index++] = i;
1996 elmex 1.1 }
1997 root 1.74
1998 root 1.24 if (!index)
1999     return -1;
2000 root 1.74
2001 root 1.124 return altern [rndm (index)];
2002 elmex 1.1 }
2003    
2004     /*
2005 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2006 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2007     * But it will return the first available spot, not a random choice.
2008     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2009     */
2010 root 1.24 int
2011 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2012 root 1.24 {
2013 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2014 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2015 root 1.82 return i;
2016 root 1.24
2017     return -1;
2018 elmex 1.1 }
2019    
2020     /*
2021     * The function permute(arr, begin, end) randomly reorders the array
2022     * arr[begin..end-1].
2023 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2024 elmex 1.1 */
2025 root 1.24 static void
2026     permute (int *arr, int begin, int end)
2027 elmex 1.1 {
2028 root 1.82 arr += begin;
2029     end -= begin;
2030    
2031     while (--end)
2032 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2033 elmex 1.1 }
2034    
2035     /* new function to make monster searching more efficient, and effective!
2036     * This basically returns a randomized array (in the passed pointer) of
2037     * the spaces to find monsters. In this way, it won't always look for
2038     * monsters to the north first. However, the size of the array passed
2039     * covers all the spaces, so within that size, all the spaces within
2040     * the 3x3 area will be searched, just not in a predictable order.
2041     */
2042 root 1.24 void
2043     get_search_arr (int *search_arr)
2044 elmex 1.1 {
2045 root 1.82 int i;
2046 elmex 1.1
2047 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2048 root 1.82 search_arr[i] = i;
2049 elmex 1.1
2050 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2051     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2052     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2053 elmex 1.1 }
2054    
2055     /*
2056     * find_dir(map, x, y, exclude) will search some close squares in the
2057     * given map at the given coordinates for live objects.
2058     * It will not considered the object given as exclude among possible
2059     * live objects.
2060     * It returns the direction toward the first/closest live object if finds
2061     * any, otherwise 0.
2062     * Perhaps incorrectly, but I'm making the assumption that exclude
2063     * is actually want is going to try and move there. We need this info
2064     * because we have to know what movement the thing looking to move
2065     * there is capable of.
2066     */
2067 root 1.24 int
2068 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2069 root 1.24 {
2070 root 1.82 int i, max = SIZEOFFREE, mflags;
2071 root 1.29
2072     sint16 nx, ny;
2073 root 1.82 object *tmp;
2074     maptile *mp;
2075 root 1.29
2076     MoveType blocked, move_type;
2077 root 1.24
2078 root 1.155 if (exclude && exclude->head_ () != exclude)
2079 root 1.24 {
2080     exclude = exclude->head;
2081     move_type = exclude->move_type;
2082     }
2083     else
2084     {
2085     /* If we don't have anything, presume it can use all movement types. */
2086     move_type = MOVE_ALL;
2087     }
2088    
2089     for (i = 1; i < max; i++)
2090     {
2091     mp = m;
2092     nx = x + freearr_x[i];
2093     ny = y + freearr_y[i];
2094    
2095     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2096 root 1.75
2097 root 1.24 if (mflags & P_OUT_OF_MAP)
2098 root 1.75 max = maxfree[i];
2099 root 1.24 else
2100     {
2101 root 1.82 mapspace &ms = mp->at (nx, ny);
2102    
2103     blocked = ms.move_block;
2104 root 1.24
2105     if ((move_type & blocked) == move_type)
2106 root 1.75 max = maxfree[i];
2107 root 1.24 else if (mflags & P_IS_ALIVE)
2108     {
2109 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2110 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2111 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2112 root 1.75 break;
2113    
2114 root 1.24 if (tmp)
2115 root 1.75 return freedir[i];
2116 root 1.8 }
2117     }
2118 elmex 1.1 }
2119 root 1.75
2120 root 1.24 return 0;
2121 elmex 1.1 }
2122    
2123     /*
2124     * distance(object 1, object 2) will return the square of the
2125     * distance between the two given objects.
2126     */
2127 root 1.24 int
2128     distance (const object *ob1, const object *ob2)
2129     {
2130 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2131 elmex 1.1 }
2132    
2133     /*
2134     * find_dir_2(delta-x,delta-y) will return a direction in which
2135     * an object which has subtracted the x and y coordinates of another
2136     * object, needs to travel toward it.
2137     */
2138 root 1.24 int
2139     find_dir_2 (int x, int y)
2140     {
2141 root 1.75 int q;
2142 elmex 1.1
2143 root 1.24 if (y)
2144     q = x * 100 / y;
2145 elmex 1.1 else if (x)
2146 root 1.24 q = -300 * x;
2147 elmex 1.1 else
2148     return 0;
2149    
2150 root 1.24 if (y > 0)
2151     {
2152     if (q < -242)
2153     return 3;
2154     if (q < -41)
2155     return 2;
2156     if (q < 41)
2157     return 1;
2158     if (q < 242)
2159     return 8;
2160     return 7;
2161     }
2162 elmex 1.1
2163     if (q < -242)
2164 root 1.24 return 7;
2165 elmex 1.1 if (q < -41)
2166 root 1.24 return 6;
2167 elmex 1.1 if (q < 41)
2168 root 1.24 return 5;
2169 elmex 1.1 if (q < 242)
2170 root 1.24 return 4;
2171 elmex 1.1
2172 root 1.24 return 3;
2173 elmex 1.1 }
2174    
2175     /*
2176     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2177     * between two directions (which are expected to be absolute (see absdir())
2178     */
2179 root 1.24 int
2180     dirdiff (int dir1, int dir2)
2181     {
2182 root 1.82 int d;
2183 root 1.24
2184     d = abs (dir1 - dir2);
2185     if (d > 4)
2186 elmex 1.1 d = 8 - d;
2187 root 1.82
2188 elmex 1.1 return d;
2189     }
2190    
2191     /* peterm:
2192     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2193     * Basically, this is a table of directions, and what directions
2194     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2195     * This basically means that if direction is 15, then it could either go
2196     * direction 4, 14, or 16 to get back to where we are.
2197     * Moved from spell_util.c to object.c with the other related direction
2198     * functions.
2199     */
2200 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2201 root 1.24 {0, 0, 0}, /* 0 */
2202     {0, 0, 0}, /* 1 */
2203     {0, 0, 0}, /* 2 */
2204     {0, 0, 0}, /* 3 */
2205     {0, 0, 0}, /* 4 */
2206     {0, 0, 0}, /* 5 */
2207     {0, 0, 0}, /* 6 */
2208     {0, 0, 0}, /* 7 */
2209     {0, 0, 0}, /* 8 */
2210     {8, 1, 2}, /* 9 */
2211     {1, 2, -1}, /* 10 */
2212     {2, 10, 12}, /* 11 */
2213     {2, 3, -1}, /* 12 */
2214     {2, 3, 4}, /* 13 */
2215     {3, 4, -1}, /* 14 */
2216     {4, 14, 16}, /* 15 */
2217     {5, 4, -1}, /* 16 */
2218     {4, 5, 6}, /* 17 */
2219     {6, 5, -1}, /* 18 */
2220     {6, 20, 18}, /* 19 */
2221     {7, 6, -1}, /* 20 */
2222     {6, 7, 8}, /* 21 */
2223     {7, 8, -1}, /* 22 */
2224     {8, 22, 24}, /* 23 */
2225     {8, 1, -1}, /* 24 */
2226     {24, 9, 10}, /* 25 */
2227     {9, 10, -1}, /* 26 */
2228     {10, 11, -1}, /* 27 */
2229     {27, 11, 29}, /* 28 */
2230     {11, 12, -1}, /* 29 */
2231     {12, 13, -1}, /* 30 */
2232     {12, 13, 14}, /* 31 */
2233     {13, 14, -1}, /* 32 */
2234     {14, 15, -1}, /* 33 */
2235     {33, 15, 35}, /* 34 */
2236     {16, 15, -1}, /* 35 */
2237     {17, 16, -1}, /* 36 */
2238     {18, 17, 16}, /* 37 */
2239     {18, 17, -1}, /* 38 */
2240     {18, 19, -1}, /* 39 */
2241     {41, 19, 39}, /* 40 */
2242     {19, 20, -1}, /* 41 */
2243     {20, 21, -1}, /* 42 */
2244     {20, 21, 22}, /* 43 */
2245     {21, 22, -1}, /* 44 */
2246     {23, 22, -1}, /* 45 */
2247     {45, 47, 23}, /* 46 */
2248     {23, 24, -1}, /* 47 */
2249     {24, 9, -1}
2250     }; /* 48 */
2251 elmex 1.1
2252     /* Recursive routine to step back and see if we can
2253     * find a path to that monster that we found. If not,
2254     * we don't bother going toward it. Returns 1 if we
2255     * can see a direct way to get it
2256     * Modified to be map tile aware -.MSW
2257     */
2258 root 1.24 int
2259 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2260 root 1.24 {
2261 root 1.29 sint16 dx, dy;
2262 root 1.75 int mflags;
2263 root 1.24
2264     if (dir < 0)
2265     return 0; /* exit condition: invalid direction */
2266    
2267     dx = x + freearr_x[dir];
2268     dy = y + freearr_y[dir];
2269    
2270     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2271    
2272     /* This functional arguably was incorrect before - it was
2273     * checking for P_WALL - that was basically seeing if
2274     * we could move to the monster - this is being more
2275     * literal on if we can see it. To know if we can actually
2276     * move to the monster, we'd need the monster passed in or
2277     * at least its move type.
2278     */
2279     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2280     return 0;
2281    
2282     /* yes, can see. */
2283     if (dir < 9)
2284     return 1;
2285 root 1.75
2286     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2287     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2288     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2289 root 1.24 }
2290    
2291 elmex 1.1 /*
2292     * can_pick(picker, item): finds out if an object is possible to be
2293     * picked up by the picker. Returnes 1 if it can be
2294     * picked up, otherwise 0.
2295     *
2296     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2297     * core dumps if they do.
2298     *
2299     * Add a check so we can't pick up invisible objects (0.93.8)
2300     */
2301 root 1.24 int
2302     can_pick (const object *who, const object *item)
2303     {
2304     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2305     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2306     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2307 elmex 1.1 }
2308    
2309     /*
2310     * create clone from object to another
2311     */
2312 root 1.24 object *
2313     object_create_clone (object *asrc)
2314     {
2315 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2316 elmex 1.1
2317 root 1.24 if (!asrc)
2318 root 1.62 return 0;
2319    
2320 root 1.155 src = asrc->head_ ();
2321 root 1.24
2322 root 1.62 prev = 0;
2323 root 1.155 for (object *part = src; part; part = part->more)
2324 root 1.24 {
2325 root 1.65 tmp = part->clone ();
2326 root 1.24 tmp->x -= src->x;
2327     tmp->y -= src->y;
2328 root 1.62
2329 root 1.24 if (!part->head)
2330     {
2331     dst = tmp;
2332 root 1.62 tmp->head = 0;
2333 root 1.24 }
2334     else
2335 root 1.75 tmp->head = dst;
2336 root 1.62
2337     tmp->more = 0;
2338    
2339 root 1.24 if (prev)
2340     prev->more = tmp;
2341 root 1.62
2342 root 1.24 prev = tmp;
2343 elmex 1.1 }
2344 root 1.24
2345     for (item = src->inv; item; item = item->below)
2346 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2347 elmex 1.1
2348 root 1.24 return dst;
2349 elmex 1.1 }
2350    
2351     /* This returns the first object in who's inventory that
2352     * has the same type and subtype match.
2353     * returns NULL if no match.
2354     */
2355 root 1.24 object *
2356     find_obj_by_type_subtype (const object *who, int type, int subtype)
2357 elmex 1.1 {
2358 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2359 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2360     return tmp;
2361 elmex 1.1
2362 root 1.82 return 0;
2363 elmex 1.1 }
2364    
2365     /* If ob has a field named key, return the link from the list,
2366     * otherwise return NULL.
2367     *
2368     * key must be a passed in shared string - otherwise, this won't
2369     * do the desired thing.
2370     */
2371 root 1.24 key_value *
2372     get_ob_key_link (const object *ob, const char *key)
2373     {
2374 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2375 root 1.48 if (link->key == key)
2376     return link;
2377 root 1.24
2378 root 1.82 return 0;
2379 root 1.24 }
2380 elmex 1.1
2381     /*
2382     * Returns the value of op has an extra_field for key, or NULL.
2383     *
2384     * The argument doesn't need to be a shared string.
2385     *
2386     * The returned string is shared.
2387     */
2388 root 1.24 const char *
2389     get_ob_key_value (const object *op, const char *const key)
2390     {
2391 root 1.35 key_value *link;
2392     shstr_cmp canonical_key (key);
2393 root 1.24
2394 root 1.35 if (!canonical_key)
2395 root 1.24 {
2396     /* 1. There being a field named key on any object
2397     * implies there'd be a shared string to find.
2398     * 2. Since there isn't, no object has this field.
2399     * 3. Therefore, *this* object doesn't have this field.
2400     */
2401 root 1.35 return 0;
2402 elmex 1.1 }
2403    
2404 root 1.24 /* This is copied from get_ob_key_link() above -
2405     * only 4 lines, and saves the function call overhead.
2406     */
2407 root 1.35 for (link = op->key_values; link; link = link->next)
2408     if (link->key == canonical_key)
2409     return link->value;
2410    
2411     return 0;
2412 elmex 1.1 }
2413    
2414     /*
2415     * Updates the canonical_key in op to value.
2416     *
2417     * canonical_key is a shared string (value doesn't have to be).
2418     *
2419     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2420     * keys.
2421     *
2422     * Returns TRUE on success.
2423     */
2424 root 1.24 int
2425     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2426     {
2427 root 1.82 key_value *field = NULL, *last = NULL;
2428 root 1.24
2429     for (field = op->key_values; field != NULL; field = field->next)
2430     {
2431     if (field->key != canonical_key)
2432     {
2433     last = field;
2434     continue;
2435     }
2436    
2437     if (value)
2438     field->value = value;
2439     else
2440     {
2441     /* Basically, if the archetype has this key set,
2442     * we need to store the null value so when we save
2443     * it, we save the empty value so that when we load,
2444     * we get this value back again.
2445     */
2446 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2447 root 1.24 field->value = 0;
2448     else
2449     {
2450     if (last)
2451     last->next = field->next;
2452     else
2453     op->key_values = field->next;
2454    
2455 root 1.29 delete field;
2456 root 1.24 }
2457     }
2458     return TRUE;
2459     }
2460     /* IF we get here, key doesn't exist */
2461    
2462     /* No field, we'll have to add it. */
2463    
2464     if (!add_key)
2465 root 1.82 return FALSE;
2466    
2467 root 1.24 /* There isn't any good reason to store a null
2468     * value in the key/value list. If the archetype has
2469     * this key, then we should also have it, so shouldn't
2470     * be here. If user wants to store empty strings,
2471     * should pass in ""
2472     */
2473     if (value == NULL)
2474 elmex 1.1 return TRUE;
2475 root 1.24
2476     field = new key_value;
2477    
2478     field->key = canonical_key;
2479     field->value = value;
2480     /* Usual prepend-addition. */
2481     field->next = op->key_values;
2482     op->key_values = field;
2483    
2484     return TRUE;
2485 elmex 1.1 }
2486    
2487     /*
2488     * Updates the key in op to value.
2489     *
2490     * If add_key is FALSE, this will only update existing keys,
2491     * and not add new ones.
2492     * In general, should be little reason FALSE is ever passed in for add_key
2493     *
2494     * Returns TRUE on success.
2495     */
2496 root 1.24 int
2497     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2498 root 1.11 {
2499 root 1.29 shstr key_ (key);
2500 root 1.24
2501 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2502 elmex 1.1 }
2503 root 1.31
2504 root 1.34 object::depth_iterator::depth_iterator (object *container)
2505     : iterator_base (container)
2506     {
2507     while (item->inv)
2508     item = item->inv;
2509     }
2510    
2511 root 1.31 void
2512 root 1.34 object::depth_iterator::next ()
2513 root 1.31 {
2514 root 1.34 if (item->below)
2515     {
2516     item = item->below;
2517    
2518     while (item->inv)
2519     item = item->inv;
2520     }
2521 root 1.31 else
2522 root 1.34 item = item->env;
2523 root 1.31 }
2524 root 1.34
2525 elmex 1.97 const char *
2526     object::flag_desc (char *desc, int len) const
2527     {
2528     char *p = desc;
2529     bool first = true;
2530    
2531 root 1.101 *p = 0;
2532    
2533 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2534     {
2535     if (len <= 10) // magic constant!
2536     {
2537     snprintf (p, len, ",...");
2538     break;
2539     }
2540    
2541 root 1.101 if (flag [i])
2542 elmex 1.97 {
2543     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2544     len -= cnt;
2545     p += cnt;
2546     first = false;
2547     }
2548     }
2549    
2550     return desc;
2551     }
2552    
2553 root 1.101 // return a suitable string describing an object in enough detail to find it
2554 root 1.36 const char *
2555     object::debug_desc (char *info) const
2556     {
2557 elmex 1.97 char flagdesc[512];
2558     char info2[256 * 4];
2559 root 1.36 char *p = info;
2560    
2561 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2562     count,
2563     uuid.c_str (),
2564 root 1.36 &name,
2565 root 1.117 title ? "\",title:\"" : "",
2566 elmex 1.97 title ? (const char *)title : "",
2567     flag_desc (flagdesc, 512), type);
2568 root 1.36
2569 root 1.217 if (!flag[FLAG_REMOVED] && env)
2570 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2571    
2572     if (map)
2573 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2574 root 1.36
2575     return info;
2576     }
2577    
2578     const char *
2579     object::debug_desc () const
2580     {
2581 root 1.143 static char info[3][256 * 4];
2582     static int info_idx;
2583 root 1.36
2584 root 1.143 return debug_desc (info [++info_idx % 3]);
2585 root 1.114 }
2586    
2587 root 1.125 struct region *
2588     object::region () const
2589     {
2590     return map ? map->region (x, y)
2591     : region::default_region ();
2592     }
2593    
2594 root 1.129 const materialtype_t *
2595     object::dominant_material () const
2596     {
2597 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2598     return mt;
2599 root 1.129
2600 root 1.165 return name_to_material (shstr_unknown);
2601 root 1.129 }
2602    
2603 root 1.130 void
2604     object::open_container (object *new_container)
2605     {
2606     if (container == new_container)
2607     return;
2608    
2609     if (object *old_container = container)
2610     {
2611     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612     return;
2613    
2614     #if 0
2615     // remove the "Close old_container" object.
2616     if (object *closer = old_container->inv)
2617     if (closer->type == CLOSE_CON)
2618     closer->destroy ();
2619     #endif
2620    
2621 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2622 root 1.130 container = 0;
2623    
2624     esrv_update_item (UPD_FLAGS, this, old_container);
2625     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2626 root 1.177 play_sound (sound_find ("chest_close"));
2627 root 1.130 }
2628    
2629     if (new_container)
2630     {
2631     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2632     return;
2633    
2634     // TODO: this does not seem to serve any purpose anymore?
2635     #if 0
2636     // insert the "Close Container" object.
2637     if (archetype *closer = new_container->other_arch)
2638     {
2639     object *closer = arch_to_object (new_container->other_arch);
2640     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641     new_container->insert (closer);
2642     }
2643     #endif
2644    
2645 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2646    
2647 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2648 root 1.130 container = new_container;
2649    
2650     esrv_update_item (UPD_FLAGS, this, new_container);
2651 root 1.131 esrv_send_inventory (this, new_container);
2652 root 1.177 play_sound (sound_find ("chest_open"));
2653 root 1.130 }
2654     }
2655    
2656 root 1.164 object *
2657     object::force_find (const shstr name)
2658     {
2659     /* cycle through his inventory to look for the MARK we want to
2660     * place
2661     */
2662     for (object *tmp = inv; tmp; tmp = tmp->below)
2663     if (tmp->type == FORCE && tmp->slaying == name)
2664     return splay (tmp);
2665    
2666     return 0;
2667     }
2668    
2669     void
2670     object::force_add (const shstr name, int duration)
2671     {
2672     if (object *force = force_find (name))
2673     force->destroy ();
2674    
2675     object *force = get_archetype (FORCE_NAME);
2676    
2677     force->slaying = name;
2678     force->stats.food = 1;
2679     force->speed_left = -1.f;
2680    
2681     force->set_speed (duration ? 1.f / duration : 0.f);
2682     force->flag [FLAG_IS_USED_UP] = true;
2683     force->flag [FLAG_APPLIED] = true;
2684    
2685     insert (force);
2686     }
2687    
2688 root 1.178 void
2689 root 1.208 object::play_sound (faceidx sound)
2690 root 1.178 {
2691     if (!sound)
2692     return;
2693    
2694     if (flag [FLAG_REMOVED])
2695     return;
2696    
2697     if (env)
2698     {
2699     if (object *pl = in_player ())
2700     pl->contr->play_sound (sound);
2701     }
2702     else
2703     map->play_sound (sound, x, y);
2704     }
2705