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Revision: 1.268
Committed: Fri Dec 26 13:33:22 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.267: +4 -4 lines
Log Message:
use dakrlevel, not darkness

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 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
145 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
146     * different structure or at least keep the lists sorted...
147     */
148    
149     /* For each field in wants, */
150 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
151     if (has->kv_get (kv->key) != kv->value)
152     return false;
153 root 1.24
154     /* If we get here, every field in wants has a matching field in has. */
155 root 1.228 return true;
156 elmex 1.1 }
157    
158     /* Returns TRUE if ob1 has the same key_values as ob2. */
159 root 1.205 static bool
160 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
161     {
162     /* However, there may be fields in has which aren't partnered in wants,
163     * so we need to run the comparison *twice*. :(
164     */
165 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
166     && compare_ob_value_lists_one (ob2, ob1);
167 elmex 1.1 }
168    
169     /* Function examines the 2 objects given to it, and returns true if
170     * they can be merged together.
171     *
172     * Note that this function appears a lot longer than the macro it
173     * replaces - this is mostly for clarity - a decent compiler should hopefully
174     * reduce this to the same efficiency.
175     *
176 root 1.66 * Check nrof variable *before* calling can_merge()
177 elmex 1.1 *
178     * Improvements made with merge: Better checking on potion, and also
179     * check weight
180     */
181 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
182 root 1.16 {
183     /* A couple quicksanity checks */
184 root 1.66 if (ob1 == ob2
185     || ob1->type != ob2->type
186     || ob1->speed != ob2->speed
187     || ob1->value != ob2->value
188     || ob1->name != ob2->name)
189 root 1.16 return 0;
190    
191 root 1.254 /* Do not merge objects if nrof would overflow, assume nrof
192     * is always 0 .. 2**31-1 */
193     if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 root 1.16 return 0;
195    
196     /* If the objects have been identified, set the BEEN_APPLIED flag.
197 root 1.205 * This is to the comparison of the flags below will be OK. We
198 root 1.16 * just can't ignore the been applied or identified flags, as they
199     * are not equal - just if it has been identified, the been_applied
200     * flags lose any meaning.
201     */
202     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
203     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
204    
205     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
206     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
207 elmex 1.1
208 root 1.243 if (ob1->arch->archname != ob2->arch->archname
209 root 1.68 || ob1->name != ob2->name
210     || ob1->title != ob2->title
211     || ob1->msg != ob2->msg
212     || ob1->weight != ob2->weight
213     || ob1->attacktype != ob2->attacktype
214     || ob1->magic != ob2->magic
215     || ob1->slaying != ob2->slaying
216     || ob1->skill != ob2->skill
217     || ob1->value != ob2->value
218     || ob1->animation_id != ob2->animation_id
219 root 1.243 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
220 root 1.68 || ob1->client_type != ob2->client_type
221     || ob1->materialname != ob2->materialname
222     || ob1->lore != ob2->lore
223     || ob1->subtype != ob2->subtype
224     || ob1->move_type != ob2->move_type
225     || ob1->move_block != ob2->move_block
226     || ob1->move_allow != ob2->move_allow
227     || ob1->move_on != ob2->move_on
228     || ob1->move_off != ob2->move_off
229     || ob1->move_slow != ob2->move_slow
230 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
231     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233     return 0;
234    
235     if ((ob1->flag ^ ob2->flag)
236     .reset (FLAG_INV_LOCKED)
237     .reset (FLAG_REMOVED)
238     .any ())
239 root 1.16 return 0;
240    
241 root 1.205 /* This is really a spellbook check - we should in general
242     * not merge objects with real inventories, as splitting them
243     * is hard.
244 root 1.16 */
245     if (ob1->inv || ob2->inv)
246     {
247 root 1.193 if (!(ob1->inv && ob2->inv))
248     return 0; /* inventories differ in length */
249    
250     if (ob1->inv->below || ob2->inv->below)
251     return 0; /* more than one object in inv */
252 root 1.16
253 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
254 root 1.205 return 0; /* inventory objects differ */
255 root 1.16
256     /* inventory ok - still need to check rest of this object to see
257     * if it is valid.
258     */
259     }
260 elmex 1.1
261 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
262     * it is possible for most any character to have more than one of
263     * some items equipped, and we don't want those to merge.
264     */
265     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
266     return 0;
267 elmex 1.1
268 root 1.16 /* Note sure why the following is the case - either the object has to
269     * be animated or have a very low speed. Is this an attempted monster
270     * check?
271     */
272 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
273 root 1.16 return 0;
274 elmex 1.1
275 root 1.16 switch (ob1->type)
276     {
277 root 1.29 case SCROLL:
278     if (ob1->level != ob2->level)
279     return 0;
280     break;
281 root 1.16 }
282 elmex 1.1
283 root 1.205 if (ob1->key_values || ob2->key_values)
284 root 1.16 {
285     /* At least one of these has key_values. */
286 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
287 root 1.208 return 0; /* One has fields, but the other one doesn't. */
288    
289     if (!compare_ob_value_lists (ob1, ob2))
290 root 1.24 return 0;
291 elmex 1.1 }
292 root 1.16
293     if (ob1->self || ob2->self)
294     {
295     ob1->optimise ();
296     ob2->optimise ();
297    
298     if (ob1->self || ob2->self)
299 root 1.192 {
300 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302 root 1.192
303     if (k1 != k2)
304     return 0;
305 root 1.208
306     if (k1 == 0)
307 root 1.192 return 1;
308 root 1.208
309     if (!cfperl_can_merge (ob1, ob2))
310 root 1.192 return 0;
311     }
312 elmex 1.1 }
313    
314 root 1.16 /* Everything passes, must be OK. */
315     return 1;
316 elmex 1.1 }
317 root 1.24
318 root 1.214 // find player who can see this object
319     object *
320     object::visible_to () const
321     {
322 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
323 root 1.214 {
324     // see if we are in a container of sorts
325     if (env)
326     {
327     // the player inventory itself is always visible
328     if (env->type == PLAYER)
329     return env;
330    
331     // else a player could have our env open
332     object *envest = env->outer_env ();
333    
334     // the player itself is always on a map, so we will find him here
335     // even if our inv is in a player.
336     if (envest->is_on_map ())
337     if (object *pl = envest->ms ().player ())
338     if (pl->container == env)
339     return pl;
340     }
341     else
342     {
343     // maybe there is a player standing on the same mapspace
344     // this will catch the case where "this" is a player
345     if (object *pl = ms ().player ())
346 root 1.248 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347     || this == pl->container)
348 root 1.220 return pl;
349 root 1.214 }
350     }
351    
352     return 0;
353     }
354    
355 root 1.208 // adjust weight per container type ("of holding")
356 root 1.207 static sint32
357 root 1.233 weight_adjust_for (object *op, sint32 weight)
358 root 1.207 {
359     return op->type == CONTAINER
360     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361     : weight;
362     }
363    
364 elmex 1.1 /*
365 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
366 root 1.207 * and also updates how much the environment(s) is/are carrying.
367 elmex 1.1 */
368 root 1.207 static void
369 root 1.208 adjust_weight (object *op, sint32 weight)
370 root 1.24 {
371 root 1.207 while (op)
372 root 1.24 {
373 root 1.233 // adjust by actual difference to account for rounding errors
374     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375     weight = weight_adjust_for (op, op->carrying)
376     - weight_adjust_for (op, op->carrying - weight);
377 root 1.142
378 root 1.212 if (!weight)
379     return;
380    
381 root 1.207 op->carrying += weight;
382 root 1.212
383     if (object *pl = op->visible_to ())
384 root 1.215 if (pl != op) // player is handled lazily
385     esrv_update_item (UPD_WEIGHT, pl, op);
386 root 1.212
387 root 1.207 op = op->env;
388 root 1.24 }
389 root 1.207 }
390 root 1.37
391 root 1.207 /*
392     * this is a recursive function which calculates the weight
393     * an object is carrying. It goes through op and figures out how much
394     * containers are carrying, and sums it up.
395     */
396     void
397     object::update_weight ()
398     {
399     sint32 sum = 0;
400 root 1.37
401 root 1.207 for (object *op = inv; op; op = op->below)
402     {
403     if (op->inv)
404     op->update_weight ();
405 elmex 1.1
406 root 1.207 sum += op->total_weight ();
407     }
408 elmex 1.1
409 root 1.234 sum = weight_adjust_for (this, sum);
410 root 1.212
411     if (sum != carrying)
412     {
413     carrying = sum;
414    
415     if (object *pl = visible_to ())
416 root 1.215 if (pl != this) // player is handled lazily
417     esrv_update_item (UPD_WEIGHT, pl, this);
418 root 1.212 }
419 elmex 1.1 }
420    
421     /*
422 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
423 elmex 1.1 */
424 root 1.53 char *
425 root 1.24 dump_object (object *op)
426     {
427 root 1.53 if (!op)
428     return strdup ("[NULLOBJ]");
429 elmex 1.1
430 root 1.53 object_freezer freezer;
431 root 1.133 op->write (freezer);
432 root 1.53 return freezer.as_string ();
433 elmex 1.1 }
434    
435     /*
436     * get_nearest_part(multi-object, object 2) returns the part of the
437     * multi-object 1 which is closest to the second object.
438     * If it's not a multi-object, it is returned.
439     */
440 root 1.24 object *
441     get_nearest_part (object *op, const object *pl)
442     {
443     object *tmp, *closest;
444     int last_dist, i;
445    
446 root 1.208 if (!op->more)
447 elmex 1.1 return op;
448 root 1.208
449     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450     tmp;
451     tmp = tmp->more)
452 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
453     closest = tmp, last_dist = i;
454 root 1.208
455 elmex 1.1 return closest;
456     }
457    
458     /*
459     * Returns the object which has the count-variable equal to the argument.
460 root 1.208 * VERRRY slow.
461 elmex 1.1 */
462 root 1.24 object *
463     find_object (tag_t i)
464     {
465 root 1.112 for_all_objects (op)
466     if (op->count == i)
467     return op;
468    
469     return 0;
470 elmex 1.1 }
471    
472     /*
473     * Returns the first object which has a name equal to the argument.
474     * Used only by the patch command, but not all that useful.
475     * Enables features like "patch <name-of-other-player> food 999"
476     */
477 root 1.24 object *
478     find_object_name (const char *str)
479     {
480 root 1.35 shstr_cmp str_ (str);
481 root 1.24
482 root 1.243 if (str_)
483     for_all_objects (op)
484     if (op->name == str_)
485     return op;
486 root 1.11
487 root 1.243 return 0;
488 elmex 1.1 }
489    
490     /*
491     * Sets the owner and sets the skill and exp pointers to owner's current
492     * skill and experience objects.
493 root 1.183 * ACTUALLY NO! investigate! TODO
494 elmex 1.1 */
495 root 1.24 void
496 root 1.30 object::set_owner (object *owner)
497 elmex 1.1 {
498 root 1.183 // allow objects which own objects
499     if (owner)
500     while (owner->owner)
501     owner = owner->owner;
502 elmex 1.1
503 root 1.198 if (flag [FLAG_FREED])
504     {
505     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
506     return;
507     }
508    
509 root 1.30 this->owner = owner;
510 elmex 1.1 }
511    
512 root 1.148 int
513     object::slottype () const
514     {
515     if (type == SKILL)
516     {
517     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
518     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519     }
520     else
521     {
522     if (slot [body_combat].info) return slot_combat;
523     if (slot [body_range ].info) return slot_ranged;
524     }
525    
526     return slot_none;
527     }
528    
529 root 1.147 bool
530     object::change_weapon (object *ob)
531 root 1.144 {
532     if (current_weapon == ob)
533 root 1.147 return true;
534 root 1.146
535 root 1.150 if (chosen_skill)
536     chosen_skill->flag [FLAG_APPLIED] = false;
537    
538 root 1.144 current_weapon = ob;
539 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540 root 1.146
541 root 1.150 if (chosen_skill)
542     chosen_skill->flag [FLAG_APPLIED] = true;
543    
544 root 1.144 update_stats ();
545 root 1.147
546     if (ob)
547     {
548     // now check wether any body locations became invalid, in which case
549     // we cannot apply the weapon at the moment.
550     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551     if (slot[i].used < 0)
552     {
553     current_weapon = chosen_skill = 0;
554     update_stats ();
555    
556     new_draw_info_format (NDI_UNIQUE, 0, this,
557 root 1.156 "You try to balance all your items at once, "
558     "but the %s is just too much for your body. "
559     "[You need to unapply some items first.]", &ob->name);
560 root 1.147 return false;
561     }
562    
563 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 root 1.147 }
565     else
566 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567 root 1.147
568 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
569     {
570     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571     &name, ob->debug_desc ());
572     return false;
573     }
574    
575 root 1.147 return true;
576 root 1.144 }
577    
578 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
579     * refcounts and freeing the links.
580     */
581 root 1.24 static void
582     free_key_values (object *op)
583 root 1.11 {
584 root 1.137 for (key_value *i = op->key_values; i; )
585 root 1.11 {
586     key_value *next = i->next;
587     delete i;
588 root 1.24
589 root 1.11 i = next;
590 elmex 1.1 }
591 root 1.24
592 root 1.11 op->key_values = 0;
593 elmex 1.1 }
594    
595 root 1.227 /*
596     * copy_to first frees everything allocated by the dst object,
597     * and then copies the contents of itself into the second
598     * object, allocating what needs to be allocated. Basically, any
599     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
600     * if the first object is freed, the pointers in the new object
601     * will point at garbage.
602     */
603     void
604     object::copy_to (object *dst)
605 root 1.11 {
606 root 1.227 dst->remove ();
607     *(object_copy *)dst = *this;
608     dst->flag [FLAG_REMOVED] = true;
609 elmex 1.1
610 root 1.11 /* Copy over key_values, if any. */
611 root 1.227 if (key_values)
612 root 1.14 {
613 root 1.23 key_value *tail = 0;
614 root 1.227 dst->key_values = 0;
615 elmex 1.1
616 root 1.227 for (key_value *i = key_values; i; i = i->next)
617 root 1.11 {
618     key_value *new_link = new key_value;
619 root 1.8
620 root 1.227 new_link->next = 0;
621     new_link->key = i->key;
622 root 1.11 new_link->value = i->value;
623    
624     /* Try and be clever here, too. */
625 root 1.227 if (!dst->key_values)
626 root 1.11 {
627 root 1.227 dst->key_values = new_link;
628 root 1.11 tail = new_link;
629 root 1.8 }
630 root 1.11 else
631     {
632     tail->next = new_link;
633     tail = new_link;
634     }
635 root 1.14 }
636     }
637 root 1.137
638     if (speed < 0)
639 root 1.185 dst->speed_left -= rndm ();
640 root 1.2
641 root 1.256 dst->activate ();
642 elmex 1.1 }
643    
644 root 1.133 void
645     object::instantiate ()
646     {
647     if (!uuid.seq) // HACK
648 root 1.202 uuid = UUID::gen ();
649 root 1.133
650     speed_left = -0.1f;
651     /* copy the body_info to the body_used - this is only really
652     * need for monsters, but doesn't hurt to do it for everything.
653     * by doing so, when a monster is created, it has good starting
654     * values for the body_used info, so when items are created
655     * for it, they can be properly equipped.
656     */
657 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
658     slot[i].used = slot[i].info;
659 root 1.133
660     attachable::instantiate ();
661     }
662    
663 root 1.65 object *
664     object::clone ()
665     {
666     object *neu = create ();
667     copy_to (neu);
668 root 1.225 neu->map = map; // not copied by copy_to
669 root 1.65 return neu;
670     }
671    
672 elmex 1.1 /*
673     * If an object with the IS_TURNABLE() flag needs to be turned due
674     * to the closest player being on the other side, this function can
675     * be called to update the face variable, _and_ how it looks on the map.
676     */
677 root 1.24 void
678     update_turn_face (object *op)
679     {
680 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
681 root 1.24 return;
682 root 1.96
683 root 1.24 SET_ANIMATION (op, op->direction);
684     update_object (op, UP_OBJ_FACE);
685 elmex 1.1 }
686    
687     /*
688     * Updates the speed of an object. If the speed changes from 0 to another
689     * value, or vice versa, then add/remove the object from the active list.
690     * This function needs to be called whenever the speed of an object changes.
691     */
692 root 1.24 void
693 root 1.87 object::set_speed (float speed)
694 root 1.24 {
695 root 1.87 if (flag [FLAG_FREED] && speed)
696 root 1.24 {
697 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698     speed = 0;
699 elmex 1.1 }
700 root 1.31
701 root 1.87 this->speed = speed;
702    
703 elmex 1.97 if (has_active_speed ())
704 root 1.98 activate ();
705 root 1.24 else
706 root 1.98 deactivate ();
707 elmex 1.1 }
708    
709     /*
710 root 1.75 * update_object() updates the the map.
711 elmex 1.1 * It takes into account invisible objects (and represent squares covered
712     * by invisible objects by whatever is below them (unless it's another
713     * invisible object, etc...)
714     * If the object being updated is beneath a player, the look-window
715     * of that player is updated (this might be a suboptimal way of
716     * updating that window, though, since update_object() is called _often_)
717     *
718     * action is a hint of what the caller believes need to be done.
719     * current action are:
720     * UP_OBJ_INSERT: op was inserted
721     * UP_OBJ_REMOVE: op was removed
722     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
723     * as that is easier than trying to look at what may have changed.
724     * UP_OBJ_FACE: only the objects face has changed.
725     */
726 root 1.24 void
727     update_object (object *op, int action)
728     {
729 root 1.222 if (!op)
730 root 1.24 {
731     /* this should never happen */
732 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
733 root 1.24 return;
734 elmex 1.1 }
735 root 1.24
736 root 1.222 if (!op->is_on_map ())
737 root 1.24 {
738     /* Animation is currently handled by client, so nothing
739     * to do in this case.
740     */
741     return;
742 elmex 1.1 }
743    
744 root 1.24 /* make sure the object is within map boundaries */
745 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
746 root 1.24 {
747     LOG (llevError, "update_object() called for object out of map!\n");
748 elmex 1.1 #ifdef MANY_CORES
749 root 1.24 abort ();
750 elmex 1.1 #endif
751 root 1.24 return;
752 elmex 1.1 }
753    
754 root 1.76 mapspace &m = op->ms ();
755 elmex 1.1
756 root 1.99 if (!(m.flags_ & P_UPTODATE))
757 root 1.75 /* nop */;
758     else if (action == UP_OBJ_INSERT)
759     {
760     // this is likely overkill, TODO: revisit (schmorp)
761     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
762     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
763 root 1.253 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
764 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
766     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
767     || (m.move_on | op->move_on ) != m.move_on
768     || (m.move_off | op->move_off ) != m.move_off
769     || (m.move_slow | op->move_slow) != m.move_slow
770     /* This isn't perfect, but I don't expect a lot of objects to
771 root 1.252 * have move_allow right now.
772 root 1.75 */
773     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
774     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
775 root 1.265 m.invalidate ();
776 root 1.75 }
777     /* if the object is being removed, we can't make intelligent
778     * decisions, because remove_ob can't really pass the object
779     * that is being removed.
780     */
781 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
782 root 1.265 m.invalidate ();
783 root 1.24 else if (action == UP_OBJ_FACE)
784 root 1.29 /* Nothing to do for that case */ ;
785 root 1.24 else
786 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
787 elmex 1.1
788 root 1.75 if (op->more)
789 root 1.24 update_object (op->more, action);
790 elmex 1.1 }
791    
792 root 1.21 object::object ()
793     {
794 root 1.22 SET_FLAG (this, FLAG_REMOVED);
795    
796     expmul = 1.0;
797     face = blank_face;
798     }
799    
800     object::~object ()
801     {
802 root 1.121 unlink ();
803 root 1.119
804 root 1.22 free_key_values (this);
805     }
806    
807 root 1.112 static int object_count;
808    
809 root 1.24 void object::link ()
810 root 1.22 {
811 root 1.112 assert (!index);//D
812 root 1.202 uuid = UUID::gen ();
813 root 1.112 count = ++object_count;
814 root 1.21
815 root 1.109 refcnt_inc ();
816 root 1.108 objects.insert (this);
817 root 1.21 }
818    
819 root 1.24 void object::unlink ()
820 root 1.21 {
821 root 1.121 if (!index)
822     return;
823    
824 root 1.108 objects.erase (this);
825 root 1.109 refcnt_dec ();
826 root 1.98 }
827    
828 root 1.96 void
829 root 1.98 object::activate ()
830 root 1.96 {
831 root 1.98 /* If already on active list, don't do anything */
832 root 1.108 if (active)
833 root 1.98 return;
834    
835 root 1.257 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836     if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837 root 1.256
838 elmex 1.97 if (has_active_speed ())
839 root 1.108 actives.insert (this);
840 root 1.98 }
841 root 1.96
842 root 1.98 void
843     object::activate_recursive ()
844     {
845     activate ();
846    
847 root 1.104 for (object *op = inv; op; op = op->below)
848 root 1.98 op->activate_recursive ();
849 root 1.96 }
850    
851     /* This function removes object 'op' from the list of active
852     * objects.
853     * This should only be used for style maps or other such
854     * reference maps where you don't want an object that isn't
855     * in play chewing up cpu time getting processed.
856     * The reverse of this is to call update_ob_speed, which
857     * will do the right thing based on the speed of the object.
858     */
859     void
860 root 1.98 object::deactivate ()
861 root 1.96 {
862     /* If not on the active list, nothing needs to be done */
863 root 1.108 if (!active)
864 root 1.96 return;
865    
866 root 1.108 actives.erase (this);
867 root 1.98 }
868 root 1.96
869 root 1.98 void
870     object::deactivate_recursive ()
871     {
872 root 1.104 for (object *op = inv; op; op = op->below)
873 root 1.98 op->deactivate_recursive ();
874    
875     deactivate ();
876 root 1.96 }
877    
878 root 1.106 void
879     object::set_flag_inv (int flag, int value)
880     {
881     for (object *op = inv; op; op = op->below)
882     {
883     op->flag [flag] = value;
884     op->set_flag_inv (flag, value);
885     }
886     }
887    
888 root 1.89 /*
889     * Remove and free all objects in the inventory of the given object.
890     * object.c ?
891     */
892     void
893     object::destroy_inv (bool drop_to_ground)
894     {
895 root 1.94 // need to check first, because the checks below might segfault
896     // as we might be on an invalid mapspace and crossfire code
897     // is too buggy to ensure that the inventory is empty.
898 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
899 root 1.94 // cf will crash below with off-map x and y
900     if (!inv)
901     return;
902    
903 root 1.89 /* Only if the space blocks everything do we not process -
904     * if some form of movement is allowed, let objects
905     * drop on that space.
906     */
907 root 1.92 if (!drop_to_ground
908     || !map
909 root 1.206 || map->in_memory != MAP_ACTIVE
910 root 1.238 || map->no_drop
911 root 1.95 || ms ().move_block == MOVE_ALL)
912 root 1.89 {
913     while (inv)
914 root 1.259 inv->destroy ();
915 root 1.89 }
916     else
917     { /* Put objects in inventory onto this space */
918     while (inv)
919     {
920     object *op = inv;
921    
922     if (op->flag [FLAG_STARTEQUIP]
923     || op->flag [FLAG_NO_DROP]
924     || op->type == RUNE
925     || op->type == TRAP
926 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
927     || op->flag [FLAG_DESTROY_ON_DEATH])
928 root 1.259 op->destroy ();
929 root 1.89 else
930 root 1.93 map->insert (op, x, y);
931 root 1.89 }
932     }
933     }
934    
935 root 1.21 object *object::create ()
936     {
937 root 1.42 object *op = new object;
938 root 1.22 op->link ();
939     return op;
940 root 1.21 }
941 elmex 1.1
942 root 1.223 static struct freed_map : maptile
943     {
944     freed_map ()
945     {
946 root 1.238 path = "<freed objects map>";
947     name = "/internal/freed_objects_map";
948     width = 3;
949     height = 3;
950     no_drop = 1;
951     no_reset = 1;
952 root 1.223
953     alloc ();
954     in_memory = MAP_ACTIVE;
955     }
956 root 1.229
957     ~freed_map ()
958     {
959     destroy ();
960     }
961 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
962    
963 root 1.82 void
964     object::do_destroy ()
965 root 1.14 {
966 root 1.82 if (flag [FLAG_IS_LINKED])
967     remove_button_link (this);
968 root 1.29
969 root 1.82 if (flag [FLAG_FRIENDLY])
970 root 1.140 remove_friendly_object (this);
971 root 1.32
972 root 1.213 remove ();
973    
974     attachable::do_destroy ();
975 root 1.14
976 root 1.112 deactivate ();
977     unlink ();
978 root 1.92
979 root 1.82 flag [FLAG_FREED] = 1;
980 root 1.14
981 root 1.57 // hack to ensure that freed objects still have a valid map
982 root 1.223 map = &freed_map;
983     x = 1;
984     y = 1;
985 root 1.57
986 root 1.88 if (more)
987     {
988 root 1.259 more->destroy ();
989 root 1.88 more = 0;
990     }
991 root 1.82
992 root 1.162 head = 0;
993    
994     // clear those pointers that likely might cause circular references
995     owner = 0;
996     enemy = 0;
997     attacked_by = 0;
998     current_weapon = 0;
999 root 1.82 }
1000    
1001     void
1002 root 1.260 object::destroy ()
1003 root 1.82 {
1004     if (destroyed ())
1005     return;
1006    
1007 root 1.219 if (!is_head () && !head->destroyed ())
1008     {
1009     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 root 1.260 head->destroy ();
1011 root 1.223 return;
1012 root 1.219 }
1013    
1014 root 1.260 destroy_inv (false);
1015 root 1.22
1016 root 1.173 if (is_head ())
1017     if (sound_destroy)
1018     play_sound (sound_destroy);
1019     else if (flag [FLAG_MONSTER])
1020     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1021 root 1.169
1022 root 1.82 attachable::destroy ();
1023 elmex 1.1 }
1024    
1025 root 1.63 /* op->remove ():
1026 elmex 1.1 * This function removes the object op from the linked list of objects
1027     * which it is currently tied to. When this function is done, the
1028     * object will have no environment. If the object previously had an
1029     * environment, the x and y coordinates will be updated to
1030     * the previous environment.
1031     */
1032 root 1.24 void
1033 root 1.128 object::do_remove ()
1034 root 1.24 {
1035 root 1.45 object *tmp, *last = 0;
1036     object *otmp;
1037 root 1.26
1038 root 1.213 if (flag [FLAG_REMOVED])
1039 root 1.29 return;
1040 root 1.24
1041 root 1.82 INVOKE_OBJECT (REMOVE, this);
1042 root 1.26
1043 root 1.213 flag [FLAG_REMOVED] = true;
1044    
1045 root 1.59 if (more)
1046     more->remove ();
1047 root 1.24
1048     /*
1049     * In this case, the object to be removed is in someones
1050     * inventory.
1051     */
1052 root 1.59 if (env)
1053 root 1.24 {
1054 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 root 1.220 if (object *pl = visible_to ())
1056     esrv_del_item (pl->contr, count);
1057 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058 root 1.220
1059 root 1.208 adjust_weight (env, -total_weight ());
1060 root 1.24
1061 root 1.265 object *pl = in_player ();
1062    
1063 root 1.237 /* we set up values so that it could be inserted into
1064     * the map, but we don't actually do that - it is up
1065     * to the caller to decide what we want to do.
1066     */
1067     map = env->map;
1068     x = env->x;
1069     y = env->y;
1070    
1071 root 1.236 // make sure cmov optimisation is applicable
1072 root 1.208 *(above ? &above->below : &env->inv) = below;
1073 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1074 root 1.24
1075 root 1.236 above = 0;
1076     below = 0;
1077     env = 0;
1078 root 1.24
1079 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1080     * made to players inventory. If set, avoiding the call
1081     * to save cpu time.
1082     */
1083 root 1.265 if (pl)
1084 root 1.267 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1085 root 1.265 {
1086     pl->update_stats ();
1087    
1088 root 1.268 if (glow_radius && pl->is_on_map () && pl->map->darklevel () > 0)
1089 root 1.265 update_all_los (pl->map, pl->x, pl->y);
1090     }
1091 root 1.59 }
1092     else if (map)
1093     {
1094 root 1.220 map->dirty = true;
1095     mapspace &ms = this->ms ();
1096    
1097     if (object *pl = ms.player ())
1098 root 1.96 {
1099 root 1.220 if (type == PLAYER) // this == pl(!)
1100     {
1101     // leaving a spot always closes any open container on the ground
1102     if (container && !container->env)
1103     // this causes spurious floorbox updates, but it ensures
1104     // that the CLOSE event is being sent.
1105     close_container ();
1106    
1107     --map->players;
1108     map->touch ();
1109     }
1110     else if (pl->container == this)
1111     {
1112     // removing a container should close it
1113     close_container ();
1114     }
1115 root 1.130
1116 root 1.220 esrv_del_item (pl->contr, count);
1117 root 1.96 }
1118    
1119 root 1.29 /* link the object above us */
1120 root 1.236 // re-link, make sure compiler can easily use cmove
1121     *(above ? &above->below : &ms.top) = below;
1122     *(below ? &below->above : &ms.bot) = above;
1123 root 1.26
1124 root 1.59 above = 0;
1125     below = 0;
1126 root 1.26
1127 root 1.265 ms.invalidate ();
1128 root 1.253
1129 root 1.59 if (map->in_memory == MAP_SAVING)
1130 root 1.29 return;
1131 elmex 1.1
1132 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1133 elmex 1.1
1134 root 1.175 if (object *pl = ms.player ())
1135     {
1136     if (pl->container == this)
1137     /* If a container that the player is currently using somehow gets
1138     * removed (most likely destroyed), update the player view
1139     * appropriately.
1140     */
1141     pl->close_container ();
1142    
1143 root 1.218 //TODO: the floorbox prev/next might need updating
1144 root 1.226 //esrv_del_item (pl->contr, count);
1145     //TODO: update floorbox to preserve ordering
1146     if (pl->contr->ns)
1147     pl->contr->ns->floorbox_update ();
1148 root 1.175 }
1149    
1150 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1151 root 1.24 {
1152 root 1.29 /* No point updating the players look faces if he is the object
1153     * being removed.
1154 root 1.24 */
1155 root 1.29
1156 root 1.96 /* See if object moving off should effect something */
1157 root 1.50 if (check_walk_off
1158 root 1.59 && ((move_type & tmp->move_off)
1159     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1160 root 1.29 {
1161 elmex 1.72 move_apply (tmp, this, 0);
1162 root 1.24
1163 root 1.59 if (destroyed ())
1164 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1165 root 1.8 }
1166    
1167 root 1.29 last = tmp;
1168     }
1169 root 1.26
1170 root 1.268 if (affect_los () && map->darklevel () > 0)
1171 root 1.59 update_all_los (map, x, y);
1172 elmex 1.1 }
1173     }
1174    
1175     /*
1176     * merge_ob(op,top):
1177     *
1178     * This function goes through all objects below and including top, and
1179     * merges op to the first matching object.
1180     * If top is NULL, it is calculated.
1181     * Returns pointer to object if it succeded in the merge, otherwise NULL
1182     */
1183 root 1.24 object *
1184     merge_ob (object *op, object *top)
1185     {
1186     if (!op->nrof)
1187 elmex 1.1 return 0;
1188 root 1.29
1189 root 1.194 if (!top)
1190 root 1.82 for (top = op; top && top->above; top = top->above)
1191     ;
1192 root 1.29
1193 root 1.82 for (; top; top = top->below)
1194 root 1.214 if (object::can_merge (op, top))
1195     {
1196     top->nrof += op->nrof;
1197    
1198     if (object *pl = top->visible_to ())
1199     esrv_update_item (UPD_NROF, pl, top);
1200    
1201     op->weight = 0; // cancel the addition above
1202     op->carrying = 0; // must be 0 already
1203 root 1.66
1204 root 1.259 op->destroy ();
1205 root 1.24
1206 root 1.214 return top;
1207     }
1208 root 1.29
1209 root 1.45 return 0;
1210 elmex 1.1 }
1211    
1212 root 1.138 void
1213     object::expand_tail ()
1214     {
1215     if (more)
1216     return;
1217    
1218     object *prev = this;
1219    
1220 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 root 1.138 {
1222     object *op = arch_to_object (at);
1223    
1224     op->name = name;
1225     op->name_pl = name_pl;
1226     op->title = title;
1227    
1228     op->head = this;
1229     prev->more = op;
1230    
1231     prev = op;
1232     }
1233     }
1234    
1235 elmex 1.1 /*
1236 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1237     * job preparing multi-part monsters.
1238 elmex 1.1 */
1239 root 1.24 object *
1240 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1241 root 1.24 {
1242 root 1.244 op->remove ();
1243    
1244 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1245 root 1.24 {
1246 root 1.159 tmp->x = x + tmp->arch->x;
1247     tmp->y = y + tmp->arch->y;
1248 elmex 1.1 }
1249 root 1.29
1250 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1251 elmex 1.1 }
1252    
1253     /*
1254     * insert_ob_in_map (op, map, originator, flag):
1255     * This function inserts the object in the two-way linked list
1256     * which represents what is on a map.
1257     * The second argument specifies the map, and the x and y variables
1258     * in the object about to be inserted specifies the position.
1259     *
1260     * originator: Player, monster or other object that caused 'op' to be inserted
1261     * into 'map'. May be NULL.
1262     *
1263     * flag is a bitmask about special things to do (or not do) when this
1264     * function is called. see the object.h file for the INS_ values.
1265     * Passing 0 for flag gives proper default values, so flag really only needs
1266     * to be set if special handling is needed.
1267     *
1268     * Return value:
1269     * new object if 'op' was merged with other object
1270     * NULL if 'op' was destroyed
1271     * just 'op' otherwise
1272     */
1273 root 1.24 object *
1274 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1275 elmex 1.1 {
1276 root 1.261 op->remove ();
1277 root 1.117
1278 root 1.258 if (m == &freed_map)//D TODO: remove soon
1279 root 1.245 {//D
1280 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1281 root 1.245 }//D
1282    
1283 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1284     * of areas of callers (eg, anything that uses find_free_spot would now
1285     * need extra work
1286     */
1287     if (!xy_normalise (m, op->x, op->y))
1288 root 1.24 {
1289 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1290 root 1.187 return 0;
1291 elmex 1.1 }
1292 root 1.25
1293 root 1.117 if (object *more = op->more)
1294 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1295     return 0;
1296 root 1.25
1297 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1298 root 1.8
1299 root 1.117 op->map = m;
1300     mapspace &ms = op->ms ();
1301 root 1.24
1302     /* this has to be done after we translate the coordinates.
1303     */
1304     if (op->nrof && !(flag & INS_NO_MERGE))
1305 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1306 root 1.66 if (object::can_merge (op, tmp))
1307 root 1.25 {
1308 root 1.237 // TODO: we actually want to update tmp, not op,
1309 root 1.218 // but some caller surely breaks when we return tmp
1310     // from here :/
1311 root 1.25 op->nrof += tmp->nrof;
1312 root 1.259 tmp->destroy ();
1313 root 1.25 }
1314 root 1.24
1315     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1316     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1317 root 1.25
1318 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1319     CLEAR_FLAG (op, FLAG_NO_STEAL);
1320    
1321     if (flag & INS_BELOW_ORIGINATOR)
1322     {
1323 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1324 root 1.24 {
1325     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1326     abort ();
1327     }
1328 root 1.25
1329 root 1.241 if (!originator->is_on_map ())
1330     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1331     op->debug_desc (), originator->debug_desc ());
1332    
1333 root 1.24 op->above = originator;
1334     op->below = originator->below;
1335 root 1.237 originator->below = op;
1336 root 1.25
1337 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1338 elmex 1.1 }
1339 root 1.24 else
1340     {
1341 root 1.237 object *floor = 0;
1342     object *top = ms.top;
1343 root 1.117
1344 root 1.24 /* If there are other objects, then */
1345 root 1.191 if (top)
1346 root 1.24 {
1347     /*
1348     * If there are multiple objects on this space, we do some trickier handling.
1349     * We've already dealt with merging if appropriate.
1350     * Generally, we want to put the new object on top. But if
1351     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1352     * floor, we want to insert above that and no further.
1353     * Also, if there are spell objects on this space, we stop processing
1354     * once we get to them. This reduces the need to traverse over all of
1355     * them when adding another one - this saves quite a bit of cpu time
1356     * when lots of spells are cast in one area. Currently, it is presumed
1357     * that flying non pickable objects are spell objects.
1358     */
1359 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1360 root 1.24 {
1361 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1362     floor = tmp;
1363 root 1.26
1364 root 1.237 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1365 root 1.24 {
1366     /* We insert above top, so we want this object below this */
1367 root 1.237 top = tmp->below;
1368 root 1.24 break;
1369     }
1370 root 1.26
1371 root 1.237 top = tmp;
1372 root 1.24 }
1373 root 1.26
1374 root 1.24 /* We let update_position deal with figuring out what the space
1375     * looks like instead of lots of conditions here.
1376     * makes things faster, and effectively the same result.
1377     */
1378    
1379     /* Have object 'fall below' other objects that block view.
1380 root 1.135 * Unless those objects are exits.
1381 root 1.24 * If INS_ON_TOP is used, don't do this processing
1382     * Need to find the object that in fact blocks view, otherwise
1383     * stacking is a bit odd.
1384     */
1385 root 1.117 if (!(flag & INS_ON_TOP)
1386     && ms.flags () & P_BLOCKSVIEW
1387 root 1.135 && (op->face && !faces [op->face].visibility))
1388 root 1.24 {
1389 root 1.237 object *last;
1390    
1391 root 1.24 for (last = top; last != floor; last = last->below)
1392     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1393     break;
1394 root 1.117
1395 root 1.24 /* Check to see if we found the object that blocks view,
1396     * and make sure we have a below pointer for it so that
1397     * we can get inserted below this one, which requires we
1398     * set top to the object below us.
1399     */
1400     if (last && last->below && last != floor)
1401     top = last->below;
1402 root 1.8 }
1403 root 1.24 } /* If objects on this space */
1404 root 1.25
1405 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1406     top = floor;
1407    
1408 root 1.240 // insert object above top, or bottom-most if top = 0
1409 root 1.24 if (!top)
1410     {
1411 root 1.239 op->below = 0;
1412     op->above = ms.bot;
1413     ms.bot = op;
1414 root 1.25
1415 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1416 root 1.24 }
1417     else
1418 root 1.240 {
1419 root 1.24 op->above = top->above;
1420 root 1.237 top->above = op;
1421 root 1.25
1422 root 1.24 op->below = top;
1423 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1424 root 1.24 }
1425 root 1.240 }
1426 root 1.8
1427 root 1.24 if (op->type == PLAYER)
1428 root 1.96 {
1429     op->contr->do_los = 1;
1430     ++op->map->players;
1431 root 1.100 op->map->touch ();
1432 root 1.96 }
1433 root 1.24
1434 root 1.98 op->map->dirty = true;
1435    
1436 root 1.191 if (object *pl = ms.player ())
1437 root 1.218 //TODO: the floorbox prev/next might need updating
1438 root 1.226 //esrv_send_item (pl, op);
1439     //TODO: update floorbox to preserve ordering
1440     if (pl->contr->ns)
1441     pl->contr->ns->floorbox_update ();
1442 root 1.24
1443     /* If this object glows, it may affect lighting conditions that are
1444     * visible to others on this map. But update_all_los is really
1445     * an inefficient way to do this, as it means los for all players
1446     * on the map will get recalculated. The players could very well
1447     * be far away from this change and not affected in any way -
1448     * this should get redone to only look for players within range,
1449 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1450 root 1.24 * of effect may be sufficient.
1451     */
1452 root 1.268 if (op->affects_los () && op->map->darklevel () > 0)
1453 root 1.265 {
1454     op->ms ().invalidate ();
1455     update_all_los (op->map, op->x, op->y);
1456     }
1457 root 1.24
1458     /* updates flags (blocked, alive, no magic, etc) for this map space */
1459     update_object (op, UP_OBJ_INSERT);
1460    
1461 root 1.82 INVOKE_OBJECT (INSERT, op);
1462    
1463 root 1.24 /* Don't know if moving this to the end will break anything. However,
1464 root 1.70 * we want to have floorbox_update called before calling this.
1465 root 1.24 *
1466     * check_move_on() must be after this because code called from
1467     * check_move_on() depends on correct map flags (so functions like
1468     * blocked() and wall() work properly), and these flags are updated by
1469     * update_object().
1470     */
1471    
1472     /* if this is not the head or flag has been passed, don't check walk on status */
1473 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1474 root 1.24 {
1475     if (check_move_on (op, originator))
1476 root 1.82 return 0;
1477 elmex 1.1
1478 root 1.24 /* If we are a multi part object, lets work our way through the check
1479     * walk on's.
1480     */
1481 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1482 root 1.24 if (check_move_on (tmp, originator))
1483 root 1.82 return 0;
1484 elmex 1.1 }
1485 root 1.25
1486 root 1.24 return op;
1487 elmex 1.1 }
1488    
1489     /* this function inserts an object in the map, but if it
1490 root 1.75 * finds an object of its own type, it'll remove that one first.
1491     * op is the object to insert it under: supplies x and the map.
1492 elmex 1.1 */
1493 root 1.24 void
1494     replace_insert_ob_in_map (const char *arch_string, object *op)
1495     {
1496     /* first search for itself and remove any old instances */
1497 elmex 1.1
1498 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1499 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1500 root 1.259 tmp->destroy ();
1501 root 1.208
1502     object *tmp = arch_to_object (archetype::find (arch_string));
1503 elmex 1.1
1504 root 1.208 tmp->x = op->x;
1505     tmp->y = op->y;
1506 elmex 1.1
1507 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1508 root 1.24 }
1509 elmex 1.1
1510 root 1.93 object *
1511     object::insert_at (object *where, object *originator, int flags)
1512     {
1513 root 1.205 if (where->env)
1514     return where->env->insert (this);
1515     else
1516     return where->map->insert (this, where->x, where->y, originator, flags);
1517 root 1.93 }
1518    
1519 elmex 1.1 /*
1520 root 1.209 * decrease(object, number) decreases a specified number from
1521 root 1.208 * the amount of an object. If the amount reaches 0, the object
1522 elmex 1.1 * is subsequently removed and freed.
1523     *
1524     * Return value: 'op' if something is left, NULL if the amount reached 0
1525     */
1526 root 1.208 bool
1527 root 1.209 object::decrease (sint32 nr)
1528 elmex 1.1 {
1529 root 1.212 if (!nr)
1530     return true;
1531    
1532 root 1.208 nr = min (nr, nrof);
1533 elmex 1.1
1534 root 1.251 if (nrof > nr)
1535 elmex 1.1 {
1536 root 1.251 nrof -= nr;
1537 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1538 elmex 1.1
1539 root 1.212 if (object *pl = visible_to ())
1540     esrv_update_item (UPD_NROF, pl, this);
1541 root 1.29
1542 root 1.212 return true;
1543 elmex 1.1 }
1544 root 1.24 else
1545     {
1546 root 1.249 destroy ();
1547 root 1.212 return false;
1548 elmex 1.1 }
1549     }
1550    
1551 root 1.209 /*
1552 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1553 root 1.209 * is returned contains nr objects, and the remaining parts contains
1554 root 1.210 * the rest (or is removed and returned if that number is 0).
1555     * On failure, NULL is returned.
1556 root 1.209 */
1557 root 1.208 object *
1558 root 1.209 object::split (sint32 nr)
1559 root 1.208 {
1560 root 1.212 int have = number_of ();
1561    
1562     if (have < nr)
1563 root 1.209 return 0;
1564 root 1.212 else if (have == nr)
1565 root 1.209 {
1566     remove ();
1567     return this;
1568     }
1569     else
1570     {
1571     decrease (nr);
1572    
1573 root 1.230 object *op = deep_clone ();
1574 root 1.209 op->nrof = nr;
1575     return op;
1576     }
1577     }
1578    
1579 root 1.24 object *
1580     insert_ob_in_ob (object *op, object *where)
1581     {
1582 root 1.59 if (!where)
1583 root 1.24 {
1584 root 1.53 char *dump = dump_object (op);
1585     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1586     free (dump);
1587 root 1.24 return op;
1588     }
1589 root 1.29
1590 root 1.154 if (where->head_ () != where)
1591 root 1.24 {
1592 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1593 root 1.24 where = where->head;
1594     }
1595 root 1.29
1596 root 1.59 return where->insert (op);
1597     }
1598    
1599     /*
1600     * env->insert (op)
1601     * This function inserts the object op in the linked list
1602     * inside the object environment.
1603     *
1604     * The function returns now pointer to inserted item, and return value can
1605     * be != op, if items are merged. -Tero
1606     */
1607     object *
1608     object::insert (object *op)
1609     {
1610 root 1.24 if (op->more)
1611     {
1612     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1613     return op;
1614     }
1615 root 1.29
1616 root 1.208 op->remove ();
1617    
1618     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1619 root 1.182
1620 root 1.24 if (op->nrof)
1621 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1622     if (object::can_merge (tmp, op))
1623     {
1624     /* return the original object and remove inserted object
1625     (client needs the original object) */
1626     tmp->nrof += op->nrof;
1627 root 1.214
1628     if (object *pl = tmp->visible_to ())
1629     esrv_update_item (UPD_NROF, pl, tmp);
1630    
1631 root 1.210 adjust_weight (this, op->total_weight ());
1632    
1633 root 1.259 op->destroy ();
1634 root 1.208 op = tmp;
1635     goto inserted;
1636     }
1637    
1638     op->owner = 0; // it's his/hers now. period.
1639     op->map = 0;
1640     op->x = 0;
1641     op->y = 0;
1642    
1643     op->above = 0;
1644     op->below = inv;
1645     op->env = this;
1646    
1647     if (inv)
1648     inv->above = op;
1649 root 1.24
1650 root 1.208 inv = op;
1651 elmex 1.1
1652 root 1.208 op->flag [FLAG_REMOVED] = 0;
1653 elmex 1.1
1654 root 1.214 if (object *pl = op->visible_to ())
1655     esrv_send_item (pl, op);
1656    
1657 root 1.208 adjust_weight (this, op->total_weight ());
1658 elmex 1.1
1659 root 1.208 inserted:
1660 elmex 1.1 /* reset the light list and los of the players on the map */
1661 root 1.268 if (op->glow_radius && is_on_map () && map->darklevel () > 0)
1662 root 1.265 {
1663     update_stats ();
1664     update_all_los (map, x, y);
1665     }
1666     else if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1667     // if this is a player's inventory, update stats
1668 root 1.214 update_stats ();
1669 root 1.59
1670 root 1.82 INVOKE_OBJECT (INSERT, this);
1671    
1672 elmex 1.1 return op;
1673     }
1674    
1675     /*
1676     * Checks if any objects has a move_type that matches objects
1677     * that effect this object on this space. Call apply() to process
1678     * these events.
1679     *
1680     * Any speed-modification due to SLOW_MOVE() of other present objects
1681     * will affect the speed_left of the object.
1682     *
1683     * originator: Player, monster or other object that caused 'op' to be inserted
1684     * into 'map'. May be NULL.
1685     *
1686     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1687     *
1688     * 4-21-95 added code to check if appropriate skill was readied - this will
1689     * permit faster movement by the player through this terrain. -b.t.
1690     *
1691     * MSW 2001-07-08: Check all objects on space, not just those below
1692     * object being inserted. insert_ob_in_map may not put new objects
1693     * on top.
1694     */
1695 root 1.24 int
1696     check_move_on (object *op, object *originator)
1697 elmex 1.1 {
1698 root 1.48 object *tmp;
1699 root 1.49 maptile *m = op->map;
1700 root 1.48 int x = op->x, y = op->y;
1701 root 1.26
1702 root 1.48 MoveType move_on, move_slow, move_block;
1703 root 1.24
1704     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1705     return 0;
1706    
1707     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1708     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1709     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1710    
1711     /* if nothing on this space will slow op down or be applied,
1712     * no need to do checking below. have to make sure move_type
1713     * is set, as lots of objects don't have it set - we treat that
1714     * as walking.
1715     */
1716     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1717     return 0;
1718 elmex 1.1
1719 root 1.24 /* This is basically inverse logic of that below - basically,
1720     * if the object can avoid the move on or slow move, they do so,
1721     * but can't do it if the alternate movement they are using is
1722     * blocked. Logic on this seems confusing, but does seem correct.
1723     */
1724     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1725     return 0;
1726    
1727     /* The objects have to be checked from top to bottom.
1728     * Hence, we first go to the top:
1729     */
1730    
1731 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1732 root 1.24 {
1733     /* Trim the search when we find the first other spell effect
1734     * this helps performance so that if a space has 50 spell objects,
1735     * we don't need to check all of them.
1736     */
1737     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1738     break;
1739     }
1740 root 1.26
1741     for (; tmp; tmp = tmp->below)
1742 root 1.24 {
1743     if (tmp == op)
1744     continue; /* Can't apply yourself */
1745 elmex 1.1
1746 root 1.24 /* Check to see if one of the movement types should be slowed down.
1747     * Second check makes sure that the movement types not being slowed
1748     * (~slow_move) is not blocked on this space - just because the
1749     * space doesn't slow down swimming (for example), if you can't actually
1750     * swim on that space, can't use it to avoid the penalty.
1751     */
1752     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1753     {
1754     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1755     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1756     {
1757 elmex 1.1
1758 root 1.29 float
1759 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1760 elmex 1.1
1761 root 1.24 if (op->type == PLAYER)
1762 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1763     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1764     diff /= 4.0;
1765    
1766 root 1.24 op->speed_left -= diff;
1767 root 1.8 }
1768     }
1769 elmex 1.1
1770 root 1.24 /* Basically same logic as above, except now for actual apply. */
1771     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1772     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1773     {
1774 elmex 1.72 move_apply (tmp, op, originator);
1775 root 1.24
1776 root 1.48 if (op->destroyed ())
1777 root 1.24 return 1;
1778    
1779     /* what the person/creature stepped onto has moved the object
1780     * someplace new. Don't process any further - if we did,
1781     * have a feeling strange problems would result.
1782     */
1783     if (op->map != m || op->x != x || op->y != y)
1784     return 0;
1785 root 1.8 }
1786 elmex 1.1 }
1787 root 1.26
1788 root 1.24 return 0;
1789 elmex 1.1 }
1790    
1791     /*
1792     * present_arch(arch, map, x, y) searches for any objects with
1793     * a matching archetype at the given map and coordinates.
1794     * The first matching object is returned, or NULL if none.
1795     */
1796 root 1.24 object *
1797 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1798 root 1.24 {
1799 root 1.104 if (!m || out_of_map (m, x, y))
1800 root 1.24 {
1801     LOG (llevError, "Present_arch called outside map.\n");
1802     return NULL;
1803     }
1804 root 1.84
1805 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1806 root 1.231 if (tmp->arch->archname == at->archname)
1807 elmex 1.1 return tmp;
1808 root 1.84
1809 elmex 1.1 return NULL;
1810     }
1811    
1812     /*
1813     * present(type, map, x, y) searches for any objects with
1814     * a matching type variable at the given map and coordinates.
1815     * The first matching object is returned, or NULL if none.
1816     */
1817 root 1.24 object *
1818 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1819 root 1.24 {
1820     if (out_of_map (m, x, y))
1821     {
1822     LOG (llevError, "Present called outside map.\n");
1823     return NULL;
1824     }
1825 root 1.84
1826 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1827 root 1.24 if (tmp->type == type)
1828 elmex 1.1 return tmp;
1829 root 1.84
1830 elmex 1.1 return NULL;
1831     }
1832    
1833     /*
1834     * present_in_ob(type, object) searches for any objects with
1835     * a matching type variable in the inventory of the given object.
1836     * The first matching object is returned, or NULL if none.
1837     */
1838 root 1.24 object *
1839     present_in_ob (unsigned char type, const object *op)
1840     {
1841 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1842 root 1.24 if (tmp->type == type)
1843 elmex 1.1 return tmp;
1844 root 1.84
1845 elmex 1.1 return NULL;
1846     }
1847    
1848     /*
1849     * present_in_ob (type, str, object) searches for any objects with
1850     * a matching type & name variable in the inventory of the given object.
1851     * The first matching object is returned, or NULL if none.
1852     * This is mostly used by spell effect code, so that we only
1853     * have one spell effect at a time.
1854     * type can be used to narrow the search - if type is set,
1855     * the type must also match. -1 can be passed for the type,
1856     * in which case the type does not need to pass.
1857     * str is the string to match against. Note that we match against
1858     * the object name, not the archetype name. this is so that the
1859     * spell code can use one object type (force), but change it's name
1860     * to be unique.
1861     */
1862 root 1.24 object *
1863     present_in_ob_by_name (int type, const char *str, const object *op)
1864     {
1865 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1866 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1867     return tmp;
1868 elmex 1.1
1869 root 1.82 return 0;
1870 elmex 1.1 }
1871    
1872     /*
1873     * present_arch_in_ob(archetype, object) searches for any objects with
1874     * a matching archetype in the inventory of the given object.
1875     * The first matching object is returned, or NULL if none.
1876     */
1877 root 1.24 object *
1878     present_arch_in_ob (const archetype *at, const object *op)
1879     {
1880 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1881     if (tmp->arch->archname == at->archname)
1882 elmex 1.1 return tmp;
1883 root 1.82
1884 elmex 1.1 return NULL;
1885     }
1886    
1887     /*
1888     * activate recursively a flag on an object inventory
1889     */
1890 root 1.24 void
1891     flag_inv (object *op, int flag)
1892     {
1893 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894     {
1895     SET_FLAG (tmp, flag);
1896     flag_inv (tmp, flag);
1897     }
1898 root 1.82 }
1899    
1900     /*
1901     * deactivate recursively a flag on an object inventory
1902     */
1903 root 1.24 void
1904     unflag_inv (object *op, int flag)
1905     {
1906 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1907     {
1908     CLEAR_FLAG (tmp, flag);
1909     unflag_inv (tmp, flag);
1910     }
1911 elmex 1.1 }
1912    
1913     /*
1914     * find_free_spot(object, map, x, y, start, stop) will search for
1915     * a spot at the given map and coordinates which will be able to contain
1916     * the given object. start and stop specifies how many squares
1917     * to search (see the freearr_x/y[] definition).
1918     * It returns a random choice among the alternatives found.
1919     * start and stop are where to start relative to the free_arr array (1,9
1920     * does all 4 immediate directions). This returns the index into the
1921     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1922 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1923 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1924     * necessary, so the caller shouldn't need to do any special work.
1925     * Note - updated to take an object instead of archetype - this is necessary
1926     * because arch_blocked (now ob_blocked) needs to know the movement type
1927     * to know if the space in question will block the object. We can't use
1928     * the archetype because that isn't correct if the monster has been
1929     * customized, changed states, etc.
1930     */
1931 root 1.24 int
1932 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1933 root 1.24 {
1934 root 1.190 int altern[SIZEOFFREE];
1935 root 1.82 int index = 0, flag;
1936 root 1.24
1937 root 1.82 for (int i = start; i < stop; i++)
1938 root 1.24 {
1939 root 1.188 mapxy pos (m, x, y); pos.move (i);
1940    
1941     if (!pos.normalise ())
1942     continue;
1943    
1944     mapspace &ms = *pos;
1945 root 1.189
1946     if (ms.flags () & P_IS_ALIVE)
1947     continue;
1948 root 1.188
1949     /* However, often
1950     * ob doesn't have any move type (when used to place exits)
1951     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1952     */
1953 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1954 root 1.190 {
1955     altern [index++] = i;
1956     continue;
1957     }
1958 root 1.24
1959     /* Basically, if we find a wall on a space, we cut down the search size.
1960     * In this way, we won't return spaces that are on another side of a wall.
1961     * This mostly work, but it cuts down the search size in all directions -
1962     * if the space being examined only has a wall to the north and empty
1963     * spaces in all the other directions, this will reduce the search space
1964     * to only the spaces immediately surrounding the target area, and
1965     * won't look 2 spaces south of the target space.
1966     */
1967 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1968     {
1969     stop = maxfree[i];
1970     continue;
1971     }
1972    
1973     /* Note it is intentional that we check ob - the movement type of the
1974     * head of the object should correspond for the entire object.
1975     */
1976     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1977     continue;
1978    
1979 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
1980 root 1.196 continue;
1981    
1982 root 1.188 altern [index++] = i;
1983 elmex 1.1 }
1984 root 1.74
1985 root 1.24 if (!index)
1986     return -1;
1987 root 1.74
1988 root 1.124 return altern [rndm (index)];
1989 elmex 1.1 }
1990    
1991     /*
1992 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1993 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1994     * But it will return the first available spot, not a random choice.
1995     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1996     */
1997 root 1.24 int
1998 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
1999 root 1.24 {
2000 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2001 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2002 root 1.82 return i;
2003 root 1.24
2004     return -1;
2005 elmex 1.1 }
2006    
2007     /*
2008     * The function permute(arr, begin, end) randomly reorders the array
2009     * arr[begin..end-1].
2010 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2011 elmex 1.1 */
2012 root 1.24 static void
2013     permute (int *arr, int begin, int end)
2014 elmex 1.1 {
2015 root 1.82 arr += begin;
2016     end -= begin;
2017    
2018     while (--end)
2019 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2020 elmex 1.1 }
2021    
2022     /* new function to make monster searching more efficient, and effective!
2023     * This basically returns a randomized array (in the passed pointer) of
2024     * the spaces to find monsters. In this way, it won't always look for
2025     * monsters to the north first. However, the size of the array passed
2026     * covers all the spaces, so within that size, all the spaces within
2027     * the 3x3 area will be searched, just not in a predictable order.
2028     */
2029 root 1.24 void
2030     get_search_arr (int *search_arr)
2031 elmex 1.1 {
2032 root 1.82 int i;
2033 elmex 1.1
2034 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2035 root 1.82 search_arr[i] = i;
2036 elmex 1.1
2037 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2038     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2039     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2040 elmex 1.1 }
2041    
2042     /*
2043     * find_dir(map, x, y, exclude) will search some close squares in the
2044     * given map at the given coordinates for live objects.
2045     * It will not considered the object given as exclude among possible
2046     * live objects.
2047     * It returns the direction toward the first/closest live object if finds
2048     * any, otherwise 0.
2049     * Perhaps incorrectly, but I'm making the assumption that exclude
2050     * is actually want is going to try and move there. We need this info
2051     * because we have to know what movement the thing looking to move
2052     * there is capable of.
2053     */
2054 root 1.24 int
2055 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2056 root 1.24 {
2057 root 1.82 int i, max = SIZEOFFREE, mflags;
2058 root 1.29
2059     sint16 nx, ny;
2060 root 1.82 object *tmp;
2061     maptile *mp;
2062 root 1.29
2063     MoveType blocked, move_type;
2064 root 1.24
2065 root 1.155 if (exclude && exclude->head_ () != exclude)
2066 root 1.24 {
2067     exclude = exclude->head;
2068     move_type = exclude->move_type;
2069     }
2070     else
2071     {
2072     /* If we don't have anything, presume it can use all movement types. */
2073     move_type = MOVE_ALL;
2074     }
2075    
2076     for (i = 1; i < max; i++)
2077     {
2078     mp = m;
2079     nx = x + freearr_x[i];
2080     ny = y + freearr_y[i];
2081    
2082     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083 root 1.75
2084 root 1.24 if (mflags & P_OUT_OF_MAP)
2085 root 1.75 max = maxfree[i];
2086 root 1.24 else
2087     {
2088 root 1.82 mapspace &ms = mp->at (nx, ny);
2089    
2090     blocked = ms.move_block;
2091 root 1.24
2092     if ((move_type & blocked) == move_type)
2093 root 1.75 max = maxfree[i];
2094 root 1.24 else if (mflags & P_IS_ALIVE)
2095     {
2096 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2097 root 1.82 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2098 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2099 root 1.75 break;
2100    
2101 root 1.24 if (tmp)
2102 root 1.75 return freedir[i];
2103 root 1.8 }
2104     }
2105 elmex 1.1 }
2106 root 1.75
2107 root 1.24 return 0;
2108 elmex 1.1 }
2109    
2110     /*
2111     * distance(object 1, object 2) will return the square of the
2112     * distance between the two given objects.
2113     */
2114 root 1.24 int
2115     distance (const object *ob1, const object *ob2)
2116     {
2117 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2118 elmex 1.1 }
2119    
2120     /*
2121     * find_dir_2(delta-x,delta-y) will return a direction in which
2122     * an object which has subtracted the x and y coordinates of another
2123     * object, needs to travel toward it.
2124     */
2125 root 1.24 int
2126     find_dir_2 (int x, int y)
2127     {
2128 root 1.75 int q;
2129 elmex 1.1
2130 root 1.24 if (y)
2131     q = x * 100 / y;
2132 elmex 1.1 else if (x)
2133 root 1.24 q = -300 * x;
2134 elmex 1.1 else
2135     return 0;
2136    
2137 root 1.24 if (y > 0)
2138     {
2139     if (q < -242)
2140     return 3;
2141     if (q < -41)
2142     return 2;
2143     if (q < 41)
2144     return 1;
2145     if (q < 242)
2146     return 8;
2147     return 7;
2148     }
2149 elmex 1.1
2150     if (q < -242)
2151 root 1.24 return 7;
2152 elmex 1.1 if (q < -41)
2153 root 1.24 return 6;
2154 elmex 1.1 if (q < 41)
2155 root 1.24 return 5;
2156 elmex 1.1 if (q < 242)
2157 root 1.24 return 4;
2158 elmex 1.1
2159 root 1.24 return 3;
2160 elmex 1.1 }
2161    
2162     /*
2163     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2164     * between two directions (which are expected to be absolute (see absdir())
2165     */
2166 root 1.24 int
2167     dirdiff (int dir1, int dir2)
2168     {
2169 root 1.82 int d;
2170 root 1.24
2171     d = abs (dir1 - dir2);
2172     if (d > 4)
2173 elmex 1.1 d = 8 - d;
2174 root 1.82
2175 elmex 1.1 return d;
2176     }
2177    
2178     /* peterm:
2179     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2180     * Basically, this is a table of directions, and what directions
2181     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2182     * This basically means that if direction is 15, then it could either go
2183     * direction 4, 14, or 16 to get back to where we are.
2184     * Moved from spell_util.c to object.c with the other related direction
2185     * functions.
2186     */
2187 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2188 root 1.24 {0, 0, 0}, /* 0 */
2189     {0, 0, 0}, /* 1 */
2190     {0, 0, 0}, /* 2 */
2191     {0, 0, 0}, /* 3 */
2192     {0, 0, 0}, /* 4 */
2193     {0, 0, 0}, /* 5 */
2194     {0, 0, 0}, /* 6 */
2195     {0, 0, 0}, /* 7 */
2196     {0, 0, 0}, /* 8 */
2197     {8, 1, 2}, /* 9 */
2198     {1, 2, -1}, /* 10 */
2199     {2, 10, 12}, /* 11 */
2200     {2, 3, -1}, /* 12 */
2201     {2, 3, 4}, /* 13 */
2202     {3, 4, -1}, /* 14 */
2203     {4, 14, 16}, /* 15 */
2204     {5, 4, -1}, /* 16 */
2205     {4, 5, 6}, /* 17 */
2206     {6, 5, -1}, /* 18 */
2207     {6, 20, 18}, /* 19 */
2208     {7, 6, -1}, /* 20 */
2209     {6, 7, 8}, /* 21 */
2210     {7, 8, -1}, /* 22 */
2211     {8, 22, 24}, /* 23 */
2212     {8, 1, -1}, /* 24 */
2213     {24, 9, 10}, /* 25 */
2214     {9, 10, -1}, /* 26 */
2215     {10, 11, -1}, /* 27 */
2216     {27, 11, 29}, /* 28 */
2217     {11, 12, -1}, /* 29 */
2218     {12, 13, -1}, /* 30 */
2219     {12, 13, 14}, /* 31 */
2220     {13, 14, -1}, /* 32 */
2221     {14, 15, -1}, /* 33 */
2222     {33, 15, 35}, /* 34 */
2223     {16, 15, -1}, /* 35 */
2224     {17, 16, -1}, /* 36 */
2225     {18, 17, 16}, /* 37 */
2226     {18, 17, -1}, /* 38 */
2227     {18, 19, -1}, /* 39 */
2228     {41, 19, 39}, /* 40 */
2229     {19, 20, -1}, /* 41 */
2230     {20, 21, -1}, /* 42 */
2231     {20, 21, 22}, /* 43 */
2232     {21, 22, -1}, /* 44 */
2233     {23, 22, -1}, /* 45 */
2234     {45, 47, 23}, /* 46 */
2235     {23, 24, -1}, /* 47 */
2236     {24, 9, -1}
2237     }; /* 48 */
2238 elmex 1.1
2239     /* Recursive routine to step back and see if we can
2240     * find a path to that monster that we found. If not,
2241     * we don't bother going toward it. Returns 1 if we
2242     * can see a direct way to get it
2243     * Modified to be map tile aware -.MSW
2244     */
2245 root 1.24 int
2246 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2247 root 1.24 {
2248 root 1.29 sint16 dx, dy;
2249 root 1.75 int mflags;
2250 root 1.24
2251     if (dir < 0)
2252     return 0; /* exit condition: invalid direction */
2253    
2254     dx = x + freearr_x[dir];
2255     dy = y + freearr_y[dir];
2256    
2257     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2258    
2259     /* This functional arguably was incorrect before - it was
2260     * checking for P_WALL - that was basically seeing if
2261     * we could move to the monster - this is being more
2262     * literal on if we can see it. To know if we can actually
2263     * move to the monster, we'd need the monster passed in or
2264     * at least its move type.
2265     */
2266     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2267     return 0;
2268    
2269     /* yes, can see. */
2270     if (dir < 9)
2271     return 1;
2272 root 1.75
2273     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2274     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2275     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2276 root 1.24 }
2277    
2278 elmex 1.1 /*
2279     * can_pick(picker, item): finds out if an object is possible to be
2280     * picked up by the picker. Returnes 1 if it can be
2281     * picked up, otherwise 0.
2282     *
2283     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2284     * core dumps if they do.
2285     *
2286     * Add a check so we can't pick up invisible objects (0.93.8)
2287     */
2288 root 1.24 int
2289     can_pick (const object *who, const object *item)
2290     {
2291     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2292     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2293     !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2294 elmex 1.1 }
2295    
2296     /*
2297     * create clone from object to another
2298     */
2299 root 1.24 object *
2300 root 1.230 object::deep_clone ()
2301 root 1.24 {
2302 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2303 elmex 1.1
2304 root 1.230 object *dst = clone ();
2305 root 1.24
2306 root 1.230 object *prev = dst;
2307     for (object *part = this->more; part; part = part->more)
2308 root 1.24 {
2309 root 1.224 object *tmp = part->clone ();
2310 root 1.230 tmp->head = dst;
2311     prev->more = tmp;
2312 root 1.24 prev = tmp;
2313 elmex 1.1 }
2314 root 1.24
2315 root 1.230 for (object *item = inv; item; item = item->below)
2316     insert_ob_in_ob (item->deep_clone (), dst);
2317 elmex 1.1
2318 root 1.24 return dst;
2319 elmex 1.1 }
2320    
2321     /* This returns the first object in who's inventory that
2322     * has the same type and subtype match.
2323     * returns NULL if no match.
2324     */
2325 root 1.24 object *
2326     find_obj_by_type_subtype (const object *who, int type, int subtype)
2327 elmex 1.1 {
2328 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2329 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2330     return tmp;
2331 elmex 1.1
2332 root 1.82 return 0;
2333 elmex 1.1 }
2334    
2335 root 1.228 const shstr &
2336     object::kv_get (const shstr &key) const
2337 root 1.24 {
2338 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2339     if (kv->key == key)
2340     return kv->value;
2341 root 1.24
2342 root 1.228 return shstr_null;
2343 root 1.24 }
2344 elmex 1.1
2345 root 1.228 void
2346     object::kv_set (const shstr &key, const shstr &value)
2347 root 1.24 {
2348 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2349     if (kv->key == key)
2350     {
2351     kv->value = value;
2352     return;
2353     }
2354 root 1.24
2355 root 1.228 key_value *kv = new key_value;
2356 elmex 1.1
2357 root 1.228 kv->next = key_values;
2358     kv->key = key;
2359     kv->value = value;
2360 root 1.35
2361 root 1.228 key_values = kv;
2362 elmex 1.1 }
2363    
2364 root 1.228 void
2365     object::kv_del (const shstr &key)
2366 root 1.24 {
2367 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2368     if ((*kvp)->key == key)
2369     {
2370     key_value *kv = *kvp;
2371     *kvp = (*kvp)->next;
2372     delete kv;
2373     return;
2374     }
2375 elmex 1.1 }
2376 root 1.31
2377 root 1.34 object::depth_iterator::depth_iterator (object *container)
2378     : iterator_base (container)
2379     {
2380     while (item->inv)
2381     item = item->inv;
2382     }
2383    
2384 root 1.31 void
2385 root 1.34 object::depth_iterator::next ()
2386 root 1.31 {
2387 root 1.34 if (item->below)
2388     {
2389     item = item->below;
2390    
2391     while (item->inv)
2392     item = item->inv;
2393     }
2394 root 1.31 else
2395 root 1.34 item = item->env;
2396 root 1.31 }
2397 root 1.34
2398 elmex 1.97 const char *
2399     object::flag_desc (char *desc, int len) const
2400     {
2401     char *p = desc;
2402     bool first = true;
2403    
2404 root 1.101 *p = 0;
2405    
2406 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2407     {
2408     if (len <= 10) // magic constant!
2409     {
2410     snprintf (p, len, ",...");
2411     break;
2412     }
2413    
2414 root 1.101 if (flag [i])
2415 elmex 1.97 {
2416     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2417     len -= cnt;
2418     p += cnt;
2419     first = false;
2420     }
2421     }
2422    
2423     return desc;
2424     }
2425    
2426 root 1.101 // return a suitable string describing an object in enough detail to find it
2427 root 1.36 const char *
2428     object::debug_desc (char *info) const
2429     {
2430 elmex 1.97 char flagdesc[512];
2431     char info2[256 * 4];
2432 root 1.36 char *p = info;
2433    
2434 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2435 root 1.203 count,
2436     uuid.c_str (),
2437 root 1.36 &name,
2438 elmex 1.242 title ? ",title:\"" : "",
2439 elmex 1.97 title ? (const char *)title : "",
2440 elmex 1.242 title ? "\"" : "",
2441 elmex 1.97 flag_desc (flagdesc, 512), type);
2442 root 1.36
2443 root 1.217 if (!flag[FLAG_REMOVED] && env)
2444 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2445    
2446     if (map)
2447 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2448 root 1.36
2449     return info;
2450     }
2451    
2452     const char *
2453     object::debug_desc () const
2454     {
2455 root 1.143 static char info[3][256 * 4];
2456     static int info_idx;
2457 root 1.36
2458 root 1.143 return debug_desc (info [++info_idx % 3]);
2459 root 1.114 }
2460    
2461 root 1.125 struct region *
2462     object::region () const
2463     {
2464     return map ? map->region (x, y)
2465     : region::default_region ();
2466     }
2467    
2468 root 1.129 const materialtype_t *
2469     object::dominant_material () const
2470     {
2471 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2472     return mt;
2473 root 1.129
2474 root 1.165 return name_to_material (shstr_unknown);
2475 root 1.129 }
2476    
2477 root 1.130 void
2478     object::open_container (object *new_container)
2479     {
2480     if (container == new_container)
2481     return;
2482    
2483 root 1.220 object *old_container = container;
2484    
2485     if (old_container)
2486 root 1.130 {
2487     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2488     return;
2489    
2490     #if 0
2491     // remove the "Close old_container" object.
2492     if (object *closer = old_container->inv)
2493     if (closer->type == CLOSE_CON)
2494 root 1.259 closer->destroy ();
2495 root 1.130 #endif
2496    
2497 root 1.220 // make sure the container is available
2498     esrv_send_item (this, old_container);
2499    
2500 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2501 root 1.130 container = 0;
2502    
2503 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2504 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2505 root 1.220
2506 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2507 root 1.177 play_sound (sound_find ("chest_close"));
2508 root 1.130 }
2509    
2510     if (new_container)
2511     {
2512     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2513     return;
2514    
2515     // TODO: this does not seem to serve any purpose anymore?
2516     #if 0
2517     // insert the "Close Container" object.
2518     if (archetype *closer = new_container->other_arch)
2519     {
2520     object *closer = arch_to_object (new_container->other_arch);
2521     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2522     new_container->insert (closer);
2523     }
2524     #endif
2525    
2526 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2527    
2528 root 1.220 // make sure the container is available, client bug requires this to be separate
2529     esrv_send_item (this, new_container);
2530    
2531 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2532 root 1.130 container = new_container;
2533    
2534 root 1.220 // client needs flag change
2535 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2536 root 1.131 esrv_send_inventory (this, new_container);
2537 root 1.177 play_sound (sound_find ("chest_open"));
2538 root 1.130 }
2539 root 1.220 // else if (!old_container->env && contr && contr->ns)
2540     // contr->ns->floorbox_reset ();
2541 root 1.130 }
2542    
2543 root 1.164 object *
2544     object::force_find (const shstr name)
2545     {
2546     /* cycle through his inventory to look for the MARK we want to
2547     * place
2548     */
2549     for (object *tmp = inv; tmp; tmp = tmp->below)
2550     if (tmp->type == FORCE && tmp->slaying == name)
2551     return splay (tmp);
2552    
2553     return 0;
2554     }
2555    
2556 root 1.265 object *
2557 root 1.164 object::force_add (const shstr name, int duration)
2558     {
2559     if (object *force = force_find (name))
2560 root 1.259 force->destroy ();
2561 root 1.164
2562     object *force = get_archetype (FORCE_NAME);
2563    
2564     force->slaying = name;
2565     force->stats.food = 1;
2566     force->speed_left = -1.f;
2567    
2568     force->set_speed (duration ? 1.f / duration : 0.f);
2569     force->flag [FLAG_IS_USED_UP] = true;
2570     force->flag [FLAG_APPLIED] = true;
2571    
2572 root 1.265 return insert (force);
2573 root 1.164 }
2574    
2575 root 1.178 void
2576 root 1.208 object::play_sound (faceidx sound)
2577 root 1.178 {
2578     if (!sound)
2579     return;
2580    
2581     if (flag [FLAG_REMOVED])
2582     return;
2583    
2584     if (env)
2585     {
2586     if (object *pl = in_player ())
2587     pl->contr->play_sound (sound);
2588     }
2589     else
2590     map->play_sound (sound, x, y);
2591     }
2592    
2593 root 1.265 void
2594     object::make_noise ()
2595     {
2596     // we do not model noise in the map, so instead put
2597     // a temporary light into the noise source
2598     // could use the map instead, but that's less reliable for our
2599     // goal, which is to make invisibility a bit harder to exploit
2600    
2601 root 1.266 // currently only works sensibly for players
2602     if (!is_player ())
2603     return;
2604    
2605 root 1.265 // find old force, or create new one
2606     object *force = force_find (shstr_noise_force);
2607    
2608     if (force)
2609     force->speed = 1.f / 4; // patch old speed up
2610     else
2611 root 1.266 force_add (shstr_noise_force, 4);
2612 root 1.265 }
2613