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Revision: 1.218
Committed: Wed Apr 23 07:25:54 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.217: +8 -3 lines
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# 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 1.218 //TODO: the floorbox prev/next might need updating
1155     esrv_del_item (pl->contr, count);
1156 root 1.175 }
1157    
1158 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1159 root 1.24 {
1160 root 1.29 /* No point updating the players look faces if he is the object
1161     * being removed.
1162 root 1.24 */
1163 root 1.29
1164 root 1.96 /* See if object moving off should effect something */
1165 root 1.50 if (check_walk_off
1166 root 1.59 && ((move_type & tmp->move_off)
1167     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1168 root 1.29 {
1169 elmex 1.72 move_apply (tmp, this, 0);
1170 root 1.24
1171 root 1.59 if (destroyed ())
1172 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1173 root 1.8 }
1174    
1175 root 1.29 last = tmp;
1176     }
1177 root 1.26
1178 root 1.96 /* last == NULL if there are no objects on this space */
1179     //TODO: this makes little sense, why only update the topmost object?
1180 root 1.59 if (!last)
1181 root 1.99 map->at (x, y).flags_ = 0;
1182 root 1.29 else
1183     update_object (last, UP_OBJ_REMOVE);
1184 root 1.26
1185 root 1.82 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1186 root 1.59 update_all_los (map, x, y);
1187 elmex 1.1 }
1188     }
1189    
1190     /*
1191     * merge_ob(op,top):
1192     *
1193     * This function goes through all objects below and including top, and
1194     * merges op to the first matching object.
1195     * If top is NULL, it is calculated.
1196     * Returns pointer to object if it succeded in the merge, otherwise NULL
1197     */
1198 root 1.24 object *
1199     merge_ob (object *op, object *top)
1200     {
1201     if (!op->nrof)
1202 elmex 1.1 return 0;
1203 root 1.29
1204 root 1.194 if (!top)
1205 root 1.82 for (top = op; top && top->above; top = top->above)
1206     ;
1207 root 1.29
1208 root 1.82 for (; top; top = top->below)
1209 root 1.214 if (object::can_merge (op, top))
1210     {
1211     top->nrof += op->nrof;
1212    
1213     if (object *pl = top->visible_to ())
1214     esrv_update_item (UPD_NROF, pl, top);
1215    
1216     op->weight = 0; // cancel the addition above
1217     op->carrying = 0; // must be 0 already
1218 root 1.66
1219 root 1.214 op->destroy (1);
1220 root 1.24
1221 root 1.214 return top;
1222     }
1223 root 1.29
1224 root 1.45 return 0;
1225 elmex 1.1 }
1226    
1227 root 1.138 void
1228     object::expand_tail ()
1229     {
1230     if (more)
1231     return;
1232    
1233     object *prev = this;
1234    
1235 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1236 root 1.138 {
1237     object *op = arch_to_object (at);
1238    
1239     op->name = name;
1240     op->name_pl = name_pl;
1241     op->title = title;
1242    
1243     op->head = this;
1244     prev->more = op;
1245    
1246     prev = op;
1247     }
1248     }
1249    
1250 elmex 1.1 /*
1251 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1252     * job preparing multi-part monsters.
1253 elmex 1.1 */
1254 root 1.24 object *
1255 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1256 root 1.24 {
1257 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 root 1.24 {
1259 root 1.159 tmp->x = x + tmp->arch->x;
1260     tmp->y = y + tmp->arch->y;
1261 elmex 1.1 }
1262 root 1.29
1263 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1264 elmex 1.1 }
1265    
1266     /*
1267     * insert_ob_in_map (op, map, originator, flag):
1268     * This function inserts the object in the two-way linked list
1269     * which represents what is on a map.
1270     * The second argument specifies the map, and the x and y variables
1271     * in the object about to be inserted specifies the position.
1272     *
1273     * originator: Player, monster or other object that caused 'op' to be inserted
1274     * into 'map'. May be NULL.
1275     *
1276     * flag is a bitmask about special things to do (or not do) when this
1277     * function is called. see the object.h file for the INS_ values.
1278     * Passing 0 for flag gives proper default values, so flag really only needs
1279     * to be set if special handling is needed.
1280     *
1281     * Return value:
1282     * new object if 'op' was merged with other object
1283     * NULL if 'op' was destroyed
1284     * just 'op' otherwise
1285     */
1286 root 1.24 object *
1287 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288 elmex 1.1 {
1289 root 1.138 assert (!op->flag [FLAG_FREED]);
1290    
1291 root 1.117 op->remove ();
1292    
1293 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1294     * of areas of callers (eg, anything that uses find_free_spot would now
1295     * need extra work
1296     */
1297     if (!xy_normalise (m, op->x, op->y))
1298 root 1.24 {
1299 root 1.217 op->destroy (1);
1300 root 1.187 return 0;
1301 elmex 1.1 }
1302 root 1.25
1303 root 1.117 if (object *more = op->more)
1304 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1305     return 0;
1306 root 1.25
1307 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1308 root 1.8
1309 root 1.117 op->map = m;
1310     mapspace &ms = op->ms ();
1311 root 1.24
1312     /* this has to be done after we translate the coordinates.
1313     */
1314     if (op->nrof && !(flag & INS_NO_MERGE))
1315 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1316 root 1.66 if (object::can_merge (op, tmp))
1317 root 1.25 {
1318 root 1.218 // TODO: we atcually want to update tmp, not op,
1319     // but some caller surely breaks when we return tmp
1320     // from here :/
1321 root 1.25 op->nrof += tmp->nrof;
1322 root 1.208 tmp->destroy (1);
1323 root 1.25 }
1324 root 1.24
1325     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1326     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1327 root 1.25
1328 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1329     CLEAR_FLAG (op, FLAG_NO_STEAL);
1330    
1331     if (flag & INS_BELOW_ORIGINATOR)
1332     {
1333     if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1334     {
1335     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1336     abort ();
1337     }
1338 root 1.25
1339 root 1.24 op->above = originator;
1340     op->below = originator->below;
1341 root 1.25
1342 root 1.24 if (op->below)
1343     op->below->above = op;
1344     else
1345 root 1.117 ms.bot = op;
1346 root 1.25
1347 root 1.24 /* since *below* originator, no need to update top */
1348     originator->below = op;
1349 elmex 1.1 }
1350 root 1.24 else
1351     {
1352 root 1.218 object *top, *floor = NULL;
1353    
1354 root 1.117 top = ms.bot;
1355    
1356 root 1.24 /* If there are other objects, then */
1357 root 1.191 if (top)
1358 root 1.24 {
1359 root 1.96 object *last = 0;
1360 root 1.24
1361     /*
1362     * If there are multiple objects on this space, we do some trickier handling.
1363     * We've already dealt with merging if appropriate.
1364     * Generally, we want to put the new object on top. But if
1365     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1366     * floor, we want to insert above that and no further.
1367     * Also, if there are spell objects on this space, we stop processing
1368     * once we get to them. This reduces the need to traverse over all of
1369     * them when adding another one - this saves quite a bit of cpu time
1370     * when lots of spells are cast in one area. Currently, it is presumed
1371     * that flying non pickable objects are spell objects.
1372     */
1373 root 1.117 for (top = ms.bot; top; top = top->above)
1374 root 1.24 {
1375     if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1376     floor = top;
1377 root 1.26
1378 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))
1379     {
1380     /* We insert above top, so we want this object below this */
1381     top = top->below;
1382     break;
1383     }
1384 root 1.26
1385 root 1.24 last = top;
1386     }
1387 root 1.26
1388 root 1.24 /* Don't want top to be NULL, so set it to the last valid object */
1389     top = last;
1390 root 1.8
1391 root 1.24 /* We let update_position deal with figuring out what the space
1392     * looks like instead of lots of conditions here.
1393     * makes things faster, and effectively the same result.
1394     */
1395    
1396     /* Have object 'fall below' other objects that block view.
1397 root 1.135 * Unless those objects are exits.
1398 root 1.24 * If INS_ON_TOP is used, don't do this processing
1399     * Need to find the object that in fact blocks view, otherwise
1400     * stacking is a bit odd.
1401     */
1402 root 1.117 if (!(flag & INS_ON_TOP)
1403     && ms.flags () & P_BLOCKSVIEW
1404 root 1.135 && (op->face && !faces [op->face].visibility))
1405 root 1.24 {
1406     for (last = top; last != floor; last = last->below)
1407     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1408     break;
1409 root 1.117
1410 root 1.24 /* Check to see if we found the object that blocks view,
1411     * and make sure we have a below pointer for it so that
1412     * we can get inserted below this one, which requires we
1413     * set top to the object below us.
1414     */
1415     if (last && last->below && last != floor)
1416     top = last->below;
1417 root 1.8 }
1418 root 1.24 } /* If objects on this space */
1419 root 1.25
1420 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1421     top = floor;
1422    
1423     /* Top is the object that our object (op) is going to get inserted above.
1424     */
1425    
1426     /* First object on this space */
1427     if (!top)
1428     {
1429 root 1.117 op->above = ms.bot;
1430 root 1.25
1431 root 1.24 if (op->above)
1432     op->above->below = op;
1433 root 1.25
1434 root 1.96 op->below = 0;
1435 root 1.117 ms.bot = op;
1436 root 1.24 }
1437     else
1438     { /* get inserted into the stack above top */
1439     op->above = top->above;
1440 root 1.25
1441 root 1.24 if (op->above)
1442     op->above->below = op;
1443 root 1.25
1444 root 1.24 op->below = top;
1445     top->above = op;
1446     }
1447 root 1.25
1448 root 1.96 if (!op->above)
1449 root 1.117 ms.top = op;
1450 root 1.24 } /* else not INS_BELOW_ORIGINATOR */
1451 root 1.8
1452 root 1.24 if (op->type == PLAYER)
1453 root 1.96 {
1454     op->contr->do_los = 1;
1455     ++op->map->players;
1456 root 1.100 op->map->touch ();
1457 root 1.96 }
1458 root 1.24
1459 root 1.98 op->map->dirty = true;
1460    
1461 root 1.191 if (object *pl = ms.player ())
1462 root 1.218 //TODO: the floorbox prev/next might need updating
1463 root 1.217 esrv_send_item (pl, op);
1464 root 1.24
1465     /* If this object glows, it may affect lighting conditions that are
1466     * visible to others on this map. But update_all_los is really
1467     * an inefficient way to do this, as it means los for all players
1468     * on the map will get recalculated. The players could very well
1469     * be far away from this change and not affected in any way -
1470     * this should get redone to only look for players within range,
1471 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1472 root 1.24 * of effect may be sufficient.
1473     */
1474 root 1.84 if (op->map->darkness && (op->glow_radius != 0))
1475 root 1.24 update_all_los (op->map, op->x, op->y);
1476    
1477     /* updates flags (blocked, alive, no magic, etc) for this map space */
1478     update_object (op, UP_OBJ_INSERT);
1479    
1480 root 1.82 INVOKE_OBJECT (INSERT, op);
1481    
1482 root 1.24 /* Don't know if moving this to the end will break anything. However,
1483 root 1.70 * we want to have floorbox_update called before calling this.
1484 root 1.24 *
1485     * check_move_on() must be after this because code called from
1486     * check_move_on() depends on correct map flags (so functions like
1487     * blocked() and wall() work properly), and these flags are updated by
1488     * update_object().
1489     */
1490    
1491     /* if this is not the head or flag has been passed, don't check walk on status */
1492 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1493 root 1.24 {
1494     if (check_move_on (op, originator))
1495 root 1.82 return 0;
1496 elmex 1.1
1497 root 1.24 /* If we are a multi part object, lets work our way through the check
1498     * walk on's.
1499     */
1500 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1501 root 1.24 if (check_move_on (tmp, originator))
1502 root 1.82 return 0;
1503 elmex 1.1 }
1504 root 1.25
1505 root 1.24 return op;
1506 elmex 1.1 }
1507    
1508     /* this function inserts an object in the map, but if it
1509 root 1.75 * finds an object of its own type, it'll remove that one first.
1510     * op is the object to insert it under: supplies x and the map.
1511 elmex 1.1 */
1512 root 1.24 void
1513     replace_insert_ob_in_map (const char *arch_string, object *op)
1514     {
1515     /* first search for itself and remove any old instances */
1516 elmex 1.1
1517 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1518 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1519 root 1.208 tmp->destroy (1);
1520    
1521     object *tmp = arch_to_object (archetype::find (arch_string));
1522 elmex 1.1
1523 root 1.208 tmp->x = op->x;
1524     tmp->y = op->y;
1525 elmex 1.1
1526 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1527 root 1.24 }
1528 elmex 1.1
1529 root 1.93 object *
1530     object::insert_at (object *where, object *originator, int flags)
1531     {
1532 root 1.205 if (where->env)
1533     return where->env->insert (this);
1534     else
1535     return where->map->insert (this, where->x, where->y, originator, flags);
1536 root 1.93 }
1537    
1538 elmex 1.1 /*
1539 root 1.209 * decrease(object, number) decreases a specified number from
1540 root 1.208 * the amount of an object. If the amount reaches 0, the object
1541 elmex 1.1 * is subsequently removed and freed.
1542     *
1543     * Return value: 'op' if something is left, NULL if the amount reached 0
1544     */
1545 root 1.208 bool
1546 root 1.209 object::decrease (sint32 nr)
1547 elmex 1.1 {
1548 root 1.212 if (!nr)
1549     return true;
1550    
1551 root 1.208 nr = min (nr, nrof);
1552 elmex 1.1
1553 root 1.208 nrof -= nr;
1554 root 1.24
1555 root 1.208 if (nrof)
1556 elmex 1.1 {
1557 root 1.208 adjust_weight (env, -weight * nr); // carrying == 0
1558 elmex 1.1
1559 root 1.212 if (object *pl = visible_to ())
1560     esrv_update_item (UPD_NROF, pl, this);
1561 root 1.29
1562 root 1.212 return true;
1563 elmex 1.1 }
1564 root 1.24 else
1565     {
1566 root 1.212 destroy (1);
1567     return false;
1568 elmex 1.1 }
1569     }
1570    
1571 root 1.209 /*
1572 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1573 root 1.209 * is returned contains nr objects, and the remaining parts contains
1574 root 1.210 * the rest (or is removed and returned if that number is 0).
1575     * On failure, NULL is returned.
1576 root 1.209 */
1577 root 1.208 object *
1578 root 1.209 object::split (sint32 nr)
1579 root 1.208 {
1580 root 1.212 int have = number_of ();
1581    
1582     if (have < nr)
1583 root 1.209 return 0;
1584 root 1.212 else if (have == nr)
1585 root 1.209 {
1586     remove ();
1587     return this;
1588     }
1589     else
1590     {
1591     decrease (nr);
1592    
1593     object *op = object_create_clone (this);
1594     op->nrof = nr;
1595     return op;
1596     }
1597     }
1598    
1599 root 1.24 object *
1600     insert_ob_in_ob (object *op, object *where)
1601     {
1602 root 1.59 if (!where)
1603 root 1.24 {
1604 root 1.53 char *dump = dump_object (op);
1605     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1606     free (dump);
1607 root 1.24 return op;
1608     }
1609 root 1.29
1610 root 1.154 if (where->head_ () != where)
1611 root 1.24 {
1612 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1613 root 1.24 where = where->head;
1614     }
1615 root 1.29
1616 root 1.59 return where->insert (op);
1617     }
1618    
1619     /*
1620     * env->insert (op)
1621     * This function inserts the object op in the linked list
1622     * inside the object environment.
1623     *
1624     * The function returns now pointer to inserted item, and return value can
1625     * be != op, if items are merged. -Tero
1626     */
1627     object *
1628     object::insert (object *op)
1629     {
1630 root 1.24 if (op->more)
1631     {
1632     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1633     return op;
1634     }
1635 root 1.29
1636 root 1.208 op->remove ();
1637    
1638     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1639 root 1.182
1640 root 1.24 if (op->nrof)
1641 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1642     if (object::can_merge (tmp, op))
1643     {
1644     /* return the original object and remove inserted object
1645     (client needs the original object) */
1646     tmp->nrof += op->nrof;
1647 root 1.214
1648     if (object *pl = tmp->visible_to ())
1649     esrv_update_item (UPD_NROF, pl, tmp);
1650    
1651 root 1.210 adjust_weight (this, op->total_weight ());
1652    
1653 root 1.208 op->destroy (1);
1654     op = tmp;
1655     goto inserted;
1656     }
1657    
1658     op->owner = 0; // it's his/hers now. period.
1659     op->map = 0;
1660     op->x = 0;
1661     op->y = 0;
1662    
1663     op->above = 0;
1664     op->below = inv;
1665     op->env = this;
1666    
1667     if (inv)
1668     inv->above = op;
1669 root 1.24
1670 root 1.208 inv = op;
1671 elmex 1.1
1672 root 1.208 op->flag [FLAG_REMOVED] = 0;
1673 elmex 1.1
1674 root 1.214 if (object *pl = op->visible_to ())
1675     esrv_send_item (pl, op);
1676    
1677 root 1.208 adjust_weight (this, op->total_weight ());
1678 elmex 1.1
1679 root 1.208 inserted:
1680 elmex 1.1 /* reset the light list and los of the players on the map */
1681 root 1.208 if (op->glow_radius && map && map->darkness)
1682     update_all_los (map, x, y);
1683 elmex 1.1
1684 root 1.214 // if this is a player's inventory, update stats
1685     if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1686     update_stats ();
1687 root 1.59
1688 root 1.82 INVOKE_OBJECT (INSERT, this);
1689    
1690 elmex 1.1 return op;
1691     }
1692    
1693     /*
1694     * Checks if any objects has a move_type that matches objects
1695     * that effect this object on this space. Call apply() to process
1696     * these events.
1697     *
1698     * Any speed-modification due to SLOW_MOVE() of other present objects
1699     * will affect the speed_left of the object.
1700     *
1701     * originator: Player, monster or other object that caused 'op' to be inserted
1702     * into 'map'. May be NULL.
1703     *
1704     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1705     *
1706     * 4-21-95 added code to check if appropriate skill was readied - this will
1707     * permit faster movement by the player through this terrain. -b.t.
1708     *
1709     * MSW 2001-07-08: Check all objects on space, not just those below
1710     * object being inserted. insert_ob_in_map may not put new objects
1711     * on top.
1712     */
1713 root 1.24 int
1714     check_move_on (object *op, object *originator)
1715 elmex 1.1 {
1716 root 1.48 object *tmp;
1717 root 1.49 maptile *m = op->map;
1718 root 1.48 int x = op->x, y = op->y;
1719 root 1.26
1720 root 1.48 MoveType move_on, move_slow, move_block;
1721 root 1.24
1722     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1723     return 0;
1724    
1725     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1726     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1727     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1728    
1729     /* if nothing on this space will slow op down or be applied,
1730     * no need to do checking below. have to make sure move_type
1731     * is set, as lots of objects don't have it set - we treat that
1732     * as walking.
1733     */
1734     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1735     return 0;
1736 elmex 1.1
1737 root 1.24 /* This is basically inverse logic of that below - basically,
1738     * if the object can avoid the move on or slow move, they do so,
1739     * but can't do it if the alternate movement they are using is
1740     * blocked. Logic on this seems confusing, but does seem correct.
1741     */
1742     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1743     return 0;
1744    
1745     /* The objects have to be checked from top to bottom.
1746     * Hence, we first go to the top:
1747     */
1748    
1749 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1750 root 1.24 {
1751     /* Trim the search when we find the first other spell effect
1752     * this helps performance so that if a space has 50 spell objects,
1753     * we don't need to check all of them.
1754     */
1755     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1756     break;
1757     }
1758 root 1.26
1759     for (; tmp; tmp = tmp->below)
1760 root 1.24 {
1761     if (tmp == op)
1762     continue; /* Can't apply yourself */
1763 elmex 1.1
1764 root 1.24 /* Check to see if one of the movement types should be slowed down.
1765     * Second check makes sure that the movement types not being slowed
1766     * (~slow_move) is not blocked on this space - just because the
1767     * space doesn't slow down swimming (for example), if you can't actually
1768     * swim on that space, can't use it to avoid the penalty.
1769     */
1770     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1771     {
1772     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1773     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1774     {
1775 elmex 1.1
1776 root 1.29 float
1777 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1778 elmex 1.1
1779 root 1.24 if (op->type == PLAYER)
1780 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1781     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1782     diff /= 4.0;
1783    
1784 root 1.24 op->speed_left -= diff;
1785 root 1.8 }
1786     }
1787 elmex 1.1
1788 root 1.24 /* Basically same logic as above, except now for actual apply. */
1789     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1790     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1791     {
1792 elmex 1.72 move_apply (tmp, op, originator);
1793 root 1.24
1794 root 1.48 if (op->destroyed ())
1795 root 1.24 return 1;
1796    
1797     /* what the person/creature stepped onto has moved the object
1798     * someplace new. Don't process any further - if we did,
1799     * have a feeling strange problems would result.
1800     */
1801     if (op->map != m || op->x != x || op->y != y)
1802     return 0;
1803 root 1.8 }
1804 elmex 1.1 }
1805 root 1.26
1806 root 1.24 return 0;
1807 elmex 1.1 }
1808    
1809     /*
1810     * present_arch(arch, map, x, y) searches for any objects with
1811     * a matching archetype at the given map and coordinates.
1812     * The first matching object is returned, or NULL if none.
1813     */
1814 root 1.24 object *
1815 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1816 root 1.24 {
1817 root 1.104 if (!m || out_of_map (m, x, y))
1818 root 1.24 {
1819     LOG (llevError, "Present_arch called outside map.\n");
1820     return NULL;
1821     }
1822 root 1.84
1823 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1824 root 1.24 if (tmp->arch == at)
1825 elmex 1.1 return tmp;
1826 root 1.84
1827 elmex 1.1 return NULL;
1828     }
1829    
1830     /*
1831     * present(type, map, x, y) searches for any objects with
1832     * a matching type variable at the given map and coordinates.
1833     * The first matching object is returned, or NULL if none.
1834     */
1835 root 1.24 object *
1836 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1837 root 1.24 {
1838     if (out_of_map (m, x, y))
1839     {
1840     LOG (llevError, "Present called outside map.\n");
1841     return NULL;
1842     }
1843 root 1.84
1844 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1845 root 1.24 if (tmp->type == type)
1846 elmex 1.1 return tmp;
1847 root 1.84
1848 elmex 1.1 return NULL;
1849     }
1850    
1851     /*
1852     * present_in_ob(type, object) searches for any objects with
1853     * a matching type variable in the inventory of the given object.
1854     * The first matching object is returned, or NULL if none.
1855     */
1856 root 1.24 object *
1857     present_in_ob (unsigned char type, const object *op)
1858     {
1859 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1860 root 1.24 if (tmp->type == type)
1861 elmex 1.1 return tmp;
1862 root 1.84
1863 elmex 1.1 return NULL;
1864     }
1865    
1866     /*
1867     * present_in_ob (type, str, object) searches for any objects with
1868     * a matching type & name variable in the inventory of the given object.
1869     * The first matching object is returned, or NULL if none.
1870     * This is mostly used by spell effect code, so that we only
1871     * have one spell effect at a time.
1872     * type can be used to narrow the search - if type is set,
1873     * the type must also match. -1 can be passed for the type,
1874     * in which case the type does not need to pass.
1875     * str is the string to match against. Note that we match against
1876     * the object name, not the archetype name. this is so that the
1877     * spell code can use one object type (force), but change it's name
1878     * to be unique.
1879     */
1880 root 1.24 object *
1881     present_in_ob_by_name (int type, const char *str, const object *op)
1882     {
1883 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1885     return tmp;
1886 elmex 1.1
1887 root 1.82 return 0;
1888 elmex 1.1 }
1889    
1890     /*
1891     * present_arch_in_ob(archetype, object) searches for any objects with
1892     * a matching archetype in the inventory of the given object.
1893     * The first matching object is returned, or NULL if none.
1894     */
1895 root 1.24 object *
1896     present_arch_in_ob (const archetype *at, const object *op)
1897     {
1898 root 1.82 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1899 root 1.24 if (tmp->arch == at)
1900 elmex 1.1 return tmp;
1901 root 1.82
1902 elmex 1.1 return NULL;
1903     }
1904    
1905     /*
1906     * activate recursively a flag on an object inventory
1907     */
1908 root 1.24 void
1909     flag_inv (object *op, int flag)
1910     {
1911 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912     {
1913     SET_FLAG (tmp, flag);
1914     flag_inv (tmp, flag);
1915     }
1916 root 1.82 }
1917    
1918     /*
1919     * deactivate recursively a flag on an object inventory
1920     */
1921 root 1.24 void
1922     unflag_inv (object *op, int flag)
1923     {
1924 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925     {
1926     CLEAR_FLAG (tmp, flag);
1927     unflag_inv (tmp, flag);
1928     }
1929 elmex 1.1 }
1930    
1931     /*
1932     * find_free_spot(object, map, x, y, start, stop) will search for
1933     * a spot at the given map and coordinates which will be able to contain
1934     * the given object. start and stop specifies how many squares
1935     * to search (see the freearr_x/y[] definition).
1936     * It returns a random choice among the alternatives found.
1937     * start and stop are where to start relative to the free_arr array (1,9
1938     * does all 4 immediate directions). This returns the index into the
1939     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1940 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1941 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1942     * necessary, so the caller shouldn't need to do any special work.
1943     * Note - updated to take an object instead of archetype - this is necessary
1944     * because arch_blocked (now ob_blocked) needs to know the movement type
1945     * to know if the space in question will block the object. We can't use
1946     * the archetype because that isn't correct if the monster has been
1947     * customized, changed states, etc.
1948     */
1949 root 1.24 int
1950 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1951 root 1.24 {
1952 root 1.190 int altern[SIZEOFFREE];
1953 root 1.82 int index = 0, flag;
1954 root 1.24
1955 root 1.82 for (int i = start; i < stop; i++)
1956 root 1.24 {
1957 root 1.188 mapxy pos (m, x, y); pos.move (i);
1958    
1959     if (!pos.normalise ())
1960     continue;
1961    
1962     mapspace &ms = *pos;
1963 root 1.189
1964     if (ms.flags () & P_IS_ALIVE)
1965     continue;
1966 root 1.188
1967     /* However, often
1968     * ob doesn't have any move type (when used to place exits)
1969     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1970     */
1971 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1972 root 1.190 {
1973     altern [index++] = i;
1974     continue;
1975     }
1976 root 1.24
1977     /* Basically, if we find a wall on a space, we cut down the search size.
1978     * In this way, we won't return spaces that are on another side of a wall.
1979     * This mostly work, but it cuts down the search size in all directions -
1980     * if the space being examined only has a wall to the north and empty
1981     * spaces in all the other directions, this will reduce the search space
1982     * to only the spaces immediately surrounding the target area, and
1983     * won't look 2 spaces south of the target space.
1984     */
1985 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1986     {
1987     stop = maxfree[i];
1988     continue;
1989     }
1990    
1991     /* Note it is intentional that we check ob - the movement type of the
1992     * head of the object should correspond for the entire object.
1993     */
1994     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1995     continue;
1996    
1997 root 1.196 if (ob->blocked (m, pos.x, pos.y))
1998     continue;
1999    
2000 root 1.188 altern [index++] = i;
2001 elmex 1.1 }
2002 root 1.74
2003 root 1.24 if (!index)
2004     return -1;
2005 root 1.74
2006 root 1.124 return altern [rndm (index)];
2007 elmex 1.1 }
2008    
2009     /*
2010 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2011 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2012     * But it will return the first available spot, not a random choice.
2013     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2014     */
2015 root 1.24 int
2016 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2017 root 1.24 {
2018 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2019 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2020 root 1.82 return i;
2021 root 1.24
2022     return -1;
2023 elmex 1.1 }
2024    
2025     /*
2026     * The function permute(arr, begin, end) randomly reorders the array
2027     * arr[begin..end-1].
2028 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2029 elmex 1.1 */
2030 root 1.24 static void
2031     permute (int *arr, int begin, int end)
2032 elmex 1.1 {
2033 root 1.82 arr += begin;
2034     end -= begin;
2035    
2036     while (--end)
2037 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2038 elmex 1.1 }
2039    
2040     /* new function to make monster searching more efficient, and effective!
2041     * This basically returns a randomized array (in the passed pointer) of
2042     * the spaces to find monsters. In this way, it won't always look for
2043     * monsters to the north first. However, the size of the array passed
2044     * covers all the spaces, so within that size, all the spaces within
2045     * the 3x3 area will be searched, just not in a predictable order.
2046     */
2047 root 1.24 void
2048     get_search_arr (int *search_arr)
2049 elmex 1.1 {
2050 root 1.82 int i;
2051 elmex 1.1
2052 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2053 root 1.82 search_arr[i] = i;
2054 elmex 1.1
2055 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2056     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2057     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2058 elmex 1.1 }
2059    
2060     /*
2061     * find_dir(map, x, y, exclude) will search some close squares in the
2062     * given map at the given coordinates for live objects.
2063     * It will not considered the object given as exclude among possible
2064     * live objects.
2065     * It returns the direction toward the first/closest live object if finds
2066     * any, otherwise 0.
2067     * Perhaps incorrectly, but I'm making the assumption that exclude
2068     * is actually want is going to try and move there. We need this info
2069     * because we have to know what movement the thing looking to move
2070     * there is capable of.
2071     */
2072 root 1.24 int
2073 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2074 root 1.24 {
2075 root 1.82 int i, max = SIZEOFFREE, mflags;
2076 root 1.29
2077     sint16 nx, ny;
2078 root 1.82 object *tmp;
2079     maptile *mp;
2080 root 1.29
2081     MoveType blocked, move_type;
2082 root 1.24
2083 root 1.155 if (exclude && exclude->head_ () != exclude)
2084 root 1.24 {
2085     exclude = exclude->head;
2086     move_type = exclude->move_type;
2087     }
2088     else
2089     {
2090     /* If we don't have anything, presume it can use all movement types. */
2091     move_type = MOVE_ALL;
2092     }
2093    
2094     for (i = 1; i < max; i++)
2095     {
2096     mp = m;
2097     nx = x + freearr_x[i];
2098     ny = y + freearr_y[i];
2099    
2100     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2101 root 1.75
2102 root 1.24 if (mflags & P_OUT_OF_MAP)
2103 root 1.75 max = maxfree[i];
2104 root 1.24 else
2105     {
2106 root 1.82 mapspace &ms = mp->at (nx, ny);
2107    
2108     blocked = ms.move_block;
2109 root 1.24
2110     if ((move_type & blocked) == move_type)
2111 root 1.75 max = maxfree[i];
2112 root 1.24 else if (mflags & P_IS_ALIVE)
2113     {
2114 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2115 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2116 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2117 root 1.75 break;
2118    
2119 root 1.24 if (tmp)
2120 root 1.75 return freedir[i];
2121 root 1.8 }
2122     }
2123 elmex 1.1 }
2124 root 1.75
2125 root 1.24 return 0;
2126 elmex 1.1 }
2127    
2128     /*
2129     * distance(object 1, object 2) will return the square of the
2130     * distance between the two given objects.
2131     */
2132 root 1.24 int
2133     distance (const object *ob1, const object *ob2)
2134     {
2135 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2136 elmex 1.1 }
2137    
2138     /*
2139     * find_dir_2(delta-x,delta-y) will return a direction in which
2140     * an object which has subtracted the x and y coordinates of another
2141     * object, needs to travel toward it.
2142     */
2143 root 1.24 int
2144     find_dir_2 (int x, int y)
2145     {
2146 root 1.75 int q;
2147 elmex 1.1
2148 root 1.24 if (y)
2149     q = x * 100 / y;
2150 elmex 1.1 else if (x)
2151 root 1.24 q = -300 * x;
2152 elmex 1.1 else
2153     return 0;
2154    
2155 root 1.24 if (y > 0)
2156     {
2157     if (q < -242)
2158     return 3;
2159     if (q < -41)
2160     return 2;
2161     if (q < 41)
2162     return 1;
2163     if (q < 242)
2164     return 8;
2165     return 7;
2166     }
2167 elmex 1.1
2168     if (q < -242)
2169 root 1.24 return 7;
2170 elmex 1.1 if (q < -41)
2171 root 1.24 return 6;
2172 elmex 1.1 if (q < 41)
2173 root 1.24 return 5;
2174 elmex 1.1 if (q < 242)
2175 root 1.24 return 4;
2176 elmex 1.1
2177 root 1.24 return 3;
2178 elmex 1.1 }
2179    
2180     /*
2181     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182     * between two directions (which are expected to be absolute (see absdir())
2183     */
2184 root 1.24 int
2185     dirdiff (int dir1, int dir2)
2186     {
2187 root 1.82 int d;
2188 root 1.24
2189     d = abs (dir1 - dir2);
2190     if (d > 4)
2191 elmex 1.1 d = 8 - d;
2192 root 1.82
2193 elmex 1.1 return d;
2194     }
2195    
2196     /* peterm:
2197     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198     * Basically, this is a table of directions, and what directions
2199     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2200     * This basically means that if direction is 15, then it could either go
2201     * direction 4, 14, or 16 to get back to where we are.
2202     * Moved from spell_util.c to object.c with the other related direction
2203     * functions.
2204     */
2205 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2206 root 1.24 {0, 0, 0}, /* 0 */
2207     {0, 0, 0}, /* 1 */
2208     {0, 0, 0}, /* 2 */
2209     {0, 0, 0}, /* 3 */
2210     {0, 0, 0}, /* 4 */
2211     {0, 0, 0}, /* 5 */
2212     {0, 0, 0}, /* 6 */
2213     {0, 0, 0}, /* 7 */
2214     {0, 0, 0}, /* 8 */
2215     {8, 1, 2}, /* 9 */
2216     {1, 2, -1}, /* 10 */
2217     {2, 10, 12}, /* 11 */
2218     {2, 3, -1}, /* 12 */
2219     {2, 3, 4}, /* 13 */
2220     {3, 4, -1}, /* 14 */
2221     {4, 14, 16}, /* 15 */
2222     {5, 4, -1}, /* 16 */
2223     {4, 5, 6}, /* 17 */
2224     {6, 5, -1}, /* 18 */
2225     {6, 20, 18}, /* 19 */
2226     {7, 6, -1}, /* 20 */
2227     {6, 7, 8}, /* 21 */
2228     {7, 8, -1}, /* 22 */
2229     {8, 22, 24}, /* 23 */
2230     {8, 1, -1}, /* 24 */
2231     {24, 9, 10}, /* 25 */
2232     {9, 10, -1}, /* 26 */
2233     {10, 11, -1}, /* 27 */
2234     {27, 11, 29}, /* 28 */
2235     {11, 12, -1}, /* 29 */
2236     {12, 13, -1}, /* 30 */
2237     {12, 13, 14}, /* 31 */
2238     {13, 14, -1}, /* 32 */
2239     {14, 15, -1}, /* 33 */
2240     {33, 15, 35}, /* 34 */
2241     {16, 15, -1}, /* 35 */
2242     {17, 16, -1}, /* 36 */
2243     {18, 17, 16}, /* 37 */
2244     {18, 17, -1}, /* 38 */
2245     {18, 19, -1}, /* 39 */
2246     {41, 19, 39}, /* 40 */
2247     {19, 20, -1}, /* 41 */
2248     {20, 21, -1}, /* 42 */
2249     {20, 21, 22}, /* 43 */
2250     {21, 22, -1}, /* 44 */
2251     {23, 22, -1}, /* 45 */
2252     {45, 47, 23}, /* 46 */
2253     {23, 24, -1}, /* 47 */
2254     {24, 9, -1}
2255     }; /* 48 */
2256 elmex 1.1
2257     /* Recursive routine to step back and see if we can
2258     * find a path to that monster that we found. If not,
2259     * we don't bother going toward it. Returns 1 if we
2260     * can see a direct way to get it
2261     * Modified to be map tile aware -.MSW
2262     */
2263 root 1.24 int
2264 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2265 root 1.24 {
2266 root 1.29 sint16 dx, dy;
2267 root 1.75 int mflags;
2268 root 1.24
2269     if (dir < 0)
2270     return 0; /* exit condition: invalid direction */
2271    
2272     dx = x + freearr_x[dir];
2273     dy = y + freearr_y[dir];
2274    
2275     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2276    
2277     /* This functional arguably was incorrect before - it was
2278     * checking for P_WALL - that was basically seeing if
2279     * we could move to the monster - this is being more
2280     * literal on if we can see it. To know if we can actually
2281     * move to the monster, we'd need the monster passed in or
2282     * at least its move type.
2283     */
2284     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2285     return 0;
2286    
2287     /* yes, can see. */
2288     if (dir < 9)
2289     return 1;
2290 root 1.75
2291     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2292     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2294 root 1.24 }
2295    
2296 elmex 1.1 /*
2297     * can_pick(picker, item): finds out if an object is possible to be
2298     * picked up by the picker. Returnes 1 if it can be
2299     * picked up, otherwise 0.
2300     *
2301     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302     * core dumps if they do.
2303     *
2304     * Add a check so we can't pick up invisible objects (0.93.8)
2305     */
2306 root 1.24 int
2307     can_pick (const object *who, const object *item)
2308     {
2309     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2312 elmex 1.1 }
2313    
2314     /*
2315     * create clone from object to another
2316     */
2317 root 1.24 object *
2318     object_create_clone (object *asrc)
2319     {
2320 root 1.155 object *dst = 0, *tmp, *src, *prev, *item;
2321 elmex 1.1
2322 root 1.24 if (!asrc)
2323 root 1.62 return 0;
2324    
2325 root 1.155 src = asrc->head_ ();
2326 root 1.24
2327 root 1.62 prev = 0;
2328 root 1.155 for (object *part = src; part; part = part->more)
2329 root 1.24 {
2330 root 1.65 tmp = part->clone ();
2331 root 1.24 tmp->x -= src->x;
2332     tmp->y -= src->y;
2333 root 1.62
2334 root 1.24 if (!part->head)
2335     {
2336     dst = tmp;
2337 root 1.62 tmp->head = 0;
2338 root 1.24 }
2339     else
2340 root 1.75 tmp->head = dst;
2341 root 1.62
2342     tmp->more = 0;
2343    
2344 root 1.24 if (prev)
2345     prev->more = tmp;
2346 root 1.62
2347 root 1.24 prev = tmp;
2348 elmex 1.1 }
2349 root 1.24
2350     for (item = src->inv; item; item = item->below)
2351 root 1.48 insert_ob_in_ob (object_create_clone (item), dst);
2352 elmex 1.1
2353 root 1.24 return dst;
2354 elmex 1.1 }
2355    
2356     /* This returns the first object in who's inventory that
2357     * has the same type and subtype match.
2358     * returns NULL if no match.
2359     */
2360 root 1.24 object *
2361     find_obj_by_type_subtype (const object *who, int type, int subtype)
2362 elmex 1.1 {
2363 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2364 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2365     return tmp;
2366 elmex 1.1
2367 root 1.82 return 0;
2368 elmex 1.1 }
2369    
2370     /* If ob has a field named key, return the link from the list,
2371     * otherwise return NULL.
2372     *
2373     * key must be a passed in shared string - otherwise, this won't
2374     * do the desired thing.
2375     */
2376 root 1.24 key_value *
2377     get_ob_key_link (const object *ob, const char *key)
2378     {
2379 root 1.82 for (key_value *link = ob->key_values; link; link = link->next)
2380 root 1.48 if (link->key == key)
2381     return link;
2382 root 1.24
2383 root 1.82 return 0;
2384 root 1.24 }
2385 elmex 1.1
2386     /*
2387     * Returns the value of op has an extra_field for key, or NULL.
2388     *
2389     * The argument doesn't need to be a shared string.
2390     *
2391     * The returned string is shared.
2392     */
2393 root 1.24 const char *
2394     get_ob_key_value (const object *op, const char *const key)
2395     {
2396 root 1.35 key_value *link;
2397     shstr_cmp canonical_key (key);
2398 root 1.24
2399 root 1.35 if (!canonical_key)
2400 root 1.24 {
2401     /* 1. There being a field named key on any object
2402     * implies there'd be a shared string to find.
2403     * 2. Since there isn't, no object has this field.
2404     * 3. Therefore, *this* object doesn't have this field.
2405     */
2406 root 1.35 return 0;
2407 elmex 1.1 }
2408    
2409 root 1.24 /* This is copied from get_ob_key_link() above -
2410     * only 4 lines, and saves the function call overhead.
2411     */
2412 root 1.35 for (link = op->key_values; link; link = link->next)
2413     if (link->key == canonical_key)
2414     return link->value;
2415    
2416     return 0;
2417 elmex 1.1 }
2418    
2419     /*
2420     * Updates the canonical_key in op to value.
2421     *
2422     * canonical_key is a shared string (value doesn't have to be).
2423     *
2424     * Unless add_key is TRUE, it won't add fields, only change the value of existing
2425     * keys.
2426     *
2427     * Returns TRUE on success.
2428     */
2429 root 1.24 int
2430     set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2431     {
2432 root 1.82 key_value *field = NULL, *last = NULL;
2433 root 1.24
2434     for (field = op->key_values; field != NULL; field = field->next)
2435     {
2436     if (field->key != canonical_key)
2437     {
2438     last = field;
2439     continue;
2440     }
2441    
2442     if (value)
2443     field->value = value;
2444     else
2445     {
2446     /* Basically, if the archetype has this key set,
2447     * we need to store the null value so when we save
2448     * it, we save the empty value so that when we load,
2449     * we get this value back again.
2450     */
2451 root 1.159 if (get_ob_key_link (op->arch, canonical_key))
2452 root 1.24 field->value = 0;
2453     else
2454     {
2455     if (last)
2456     last->next = field->next;
2457     else
2458     op->key_values = field->next;
2459    
2460 root 1.29 delete field;
2461 root 1.24 }
2462     }
2463     return TRUE;
2464     }
2465     /* IF we get here, key doesn't exist */
2466    
2467     /* No field, we'll have to add it. */
2468    
2469     if (!add_key)
2470 root 1.82 return FALSE;
2471    
2472 root 1.24 /* There isn't any good reason to store a null
2473     * value in the key/value list. If the archetype has
2474     * this key, then we should also have it, so shouldn't
2475     * be here. If user wants to store empty strings,
2476     * should pass in ""
2477     */
2478     if (value == NULL)
2479 elmex 1.1 return TRUE;
2480 root 1.24
2481     field = new key_value;
2482    
2483     field->key = canonical_key;
2484     field->value = value;
2485     /* Usual prepend-addition. */
2486     field->next = op->key_values;
2487     op->key_values = field;
2488    
2489     return TRUE;
2490 elmex 1.1 }
2491    
2492     /*
2493     * Updates the key in op to value.
2494     *
2495     * If add_key is FALSE, this will only update existing keys,
2496     * and not add new ones.
2497     * In general, should be little reason FALSE is ever passed in for add_key
2498     *
2499     * Returns TRUE on success.
2500     */
2501 root 1.24 int
2502     set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2503 root 1.11 {
2504 root 1.29 shstr key_ (key);
2505 root 1.24
2506 root 1.11 return set_ob_key_value_s (op, key_, value, add_key);
2507 elmex 1.1 }
2508 root 1.31
2509 root 1.34 object::depth_iterator::depth_iterator (object *container)
2510     : iterator_base (container)
2511     {
2512     while (item->inv)
2513     item = item->inv;
2514     }
2515    
2516 root 1.31 void
2517 root 1.34 object::depth_iterator::next ()
2518 root 1.31 {
2519 root 1.34 if (item->below)
2520     {
2521     item = item->below;
2522    
2523     while (item->inv)
2524     item = item->inv;
2525     }
2526 root 1.31 else
2527 root 1.34 item = item->env;
2528 root 1.31 }
2529 root 1.34
2530 elmex 1.97 const char *
2531     object::flag_desc (char *desc, int len) const
2532     {
2533     char *p = desc;
2534     bool first = true;
2535    
2536 root 1.101 *p = 0;
2537    
2538 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2539     {
2540     if (len <= 10) // magic constant!
2541     {
2542     snprintf (p, len, ",...");
2543     break;
2544     }
2545    
2546 root 1.101 if (flag [i])
2547 elmex 1.97 {
2548     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2549     len -= cnt;
2550     p += cnt;
2551     first = false;
2552     }
2553     }
2554    
2555     return desc;
2556     }
2557    
2558 root 1.101 // return a suitable string describing an object in enough detail to find it
2559 root 1.36 const char *
2560     object::debug_desc (char *info) const
2561     {
2562 elmex 1.97 char flagdesc[512];
2563     char info2[256 * 4];
2564 root 1.36 char *p = info;
2565    
2566 root 1.203 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2567     count,
2568     uuid.c_str (),
2569 root 1.36 &name,
2570 root 1.117 title ? "\",title:\"" : "",
2571 elmex 1.97 title ? (const char *)title : "",
2572     flag_desc (flagdesc, 512), type);
2573 root 1.36
2574 root 1.217 if (!flag[FLAG_REMOVED] && env)
2575 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2576    
2577     if (map)
2578 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2579 root 1.36
2580     return info;
2581     }
2582    
2583     const char *
2584     object::debug_desc () const
2585     {
2586 root 1.143 static char info[3][256 * 4];
2587     static int info_idx;
2588 root 1.36
2589 root 1.143 return debug_desc (info [++info_idx % 3]);
2590 root 1.114 }
2591    
2592 root 1.125 struct region *
2593     object::region () const
2594     {
2595     return map ? map->region (x, y)
2596     : region::default_region ();
2597     }
2598    
2599 root 1.129 const materialtype_t *
2600     object::dominant_material () const
2601     {
2602 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2603     return mt;
2604 root 1.129
2605 root 1.165 return name_to_material (shstr_unknown);
2606 root 1.129 }
2607    
2608 root 1.130 void
2609     object::open_container (object *new_container)
2610     {
2611     if (container == new_container)
2612     return;
2613    
2614     if (object *old_container = container)
2615     {
2616     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2617     return;
2618    
2619     #if 0
2620     // remove the "Close old_container" object.
2621     if (object *closer = old_container->inv)
2622     if (closer->type == CLOSE_CON)
2623     closer->destroy ();
2624     #endif
2625    
2626 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2627 root 1.130 container = 0;
2628    
2629     esrv_update_item (UPD_FLAGS, this, old_container);
2630     new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2631 root 1.177 play_sound (sound_find ("chest_close"));
2632 root 1.130 }
2633    
2634     if (new_container)
2635     {
2636     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2637     return;
2638    
2639     // TODO: this does not seem to serve any purpose anymore?
2640     #if 0
2641     // insert the "Close Container" object.
2642     if (archetype *closer = new_container->other_arch)
2643     {
2644     object *closer = arch_to_object (new_container->other_arch);
2645     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2646     new_container->insert (closer);
2647     }
2648     #endif
2649    
2650 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2651    
2652 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2653 root 1.130 container = new_container;
2654    
2655     esrv_update_item (UPD_FLAGS, this, new_container);
2656 root 1.131 esrv_send_inventory (this, new_container);
2657 root 1.177 play_sound (sound_find ("chest_open"));
2658 root 1.130 }
2659     }
2660    
2661 root 1.164 object *
2662     object::force_find (const shstr name)
2663     {
2664     /* cycle through his inventory to look for the MARK we want to
2665     * place
2666     */
2667     for (object *tmp = inv; tmp; tmp = tmp->below)
2668     if (tmp->type == FORCE && tmp->slaying == name)
2669     return splay (tmp);
2670    
2671     return 0;
2672     }
2673    
2674     void
2675     object::force_add (const shstr name, int duration)
2676     {
2677     if (object *force = force_find (name))
2678     force->destroy ();
2679    
2680     object *force = get_archetype (FORCE_NAME);
2681    
2682     force->slaying = name;
2683     force->stats.food = 1;
2684     force->speed_left = -1.f;
2685    
2686     force->set_speed (duration ? 1.f / duration : 0.f);
2687     force->flag [FLAG_IS_USED_UP] = true;
2688     force->flag [FLAG_APPLIED] = true;
2689    
2690     insert (force);
2691     }
2692    
2693 root 1.178 void
2694 root 1.208 object::play_sound (faceidx sound)
2695 root 1.178 {
2696     if (!sound)
2697     return;
2698    
2699     if (flag [FLAG_REMOVED])
2700     return;
2701    
2702     if (env)
2703     {
2704     if (object *pl = in_player ())
2705     pl->contr->play_sound (sound);
2706     }
2707     else
2708     map->play_sound (sound, x, y);
2709     }
2710