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Revision: 1.271
Committed: Sat Dec 27 04:07:44 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.270: +2 -1 lines
Log Message:
more smell

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 root 1.271 uint32_t mapspace::smellcount;
38 elmex 1.1
39 root 1.108 objectvec objects;
40     activevec actives;
41 elmex 1.1
42 root 1.203 short freearr_x[SIZEOFFREE] = {
43     0,
44     0, 1, 1, 1, 0, -1, -1, -1,
45     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
46     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
47 root 1.24 };
48 root 1.203 short freearr_y[SIZEOFFREE] = {
49     0,
50     -1, -1, 0, 1, 1, 1, 0, -1,
51     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53 root 1.24 };
54 root 1.203 int maxfree[SIZEOFFREE] = {
55     0,
56     9, 10, 13, 14, 17, 18, 21, 22,
57     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59 root 1.24 };
60     int freedir[SIZEOFFREE] = {
61 root 1.203 0,
62     1, 2, 3, 4, 5, 6, 7, 8,
63     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65 root 1.24 };
66 elmex 1.1
67 root 1.39 static void
68 root 1.203 write_uuid (uval64 skip, bool sync)
69 root 1.39 {
70 root 1.203 CALL_BEGIN (2);
71     CALL_ARG_SV (newSVval64 (skip));
72     CALL_ARG_SV (boolSV (sync));
73     CALL_CALL ("cf::write_uuid", G_DISCARD);
74     CALL_END;
75 root 1.39 }
76    
77     static void
78     read_uuid (void)
79     {
80     char filename[MAX_BUF];
81    
82     sprintf (filename, "%s/uuid", settings.localdir);
83    
84 root 1.204 seq_next_save = 0;
85    
86 root 1.39 FILE *fp;
87    
88     if (!(fp = fopen (filename, "r")))
89     {
90     if (errno == ENOENT)
91     {
92     LOG (llevInfo, "RESET uid to 1\n");
93 root 1.202 UUID::cur.seq = 0;
94 root 1.204 write_uuid (UUID_GAP, true);
95 root 1.39 return;
96     }
97    
98     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99     _exit (1);
100     }
101    
102 root 1.203 UUID::BUF buf;
103     buf[0] = 0;
104     fgets (buf, sizeof (buf), fp);
105    
106     if (!UUID::cur.parse (buf))
107 root 1.39 {
108 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 root 1.39 _exit (1);
110     }
111    
112 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113    
114 root 1.204 write_uuid (UUID_GAP, true);
115 root 1.39 fclose (fp);
116     }
117    
118     UUID
119 root 1.202 UUID::gen ()
120 root 1.39 {
121     UUID uid;
122    
123 root 1.202 uid.seq = ++cur.seq;
124 root 1.39
125 root 1.204 if (expect_false (cur.seq >= seq_next_save))
126     {
127     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
128     write_uuid (UUID_GAP, false);
129     }
130    
131 root 1.39
132     return uid;
133     }
134    
135     void
136 root 1.202 UUID::init ()
137 root 1.39 {
138     read_uuid ();
139     }
140    
141 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142 root 1.205 static bool
143 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
144     {
145 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
146 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
147     * different structure or at least keep the lists sorted...
148     */
149    
150     /* For each field in wants, */
151 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
152     if (has->kv_get (kv->key) != kv->value)
153     return false;
154 root 1.24
155     /* If we get here, every field in wants has a matching field in has. */
156 root 1.228 return true;
157 elmex 1.1 }
158    
159     /* Returns TRUE if ob1 has the same key_values as ob2. */
160 root 1.205 static bool
161 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
162     {
163     /* However, there may be fields in has which aren't partnered in wants,
164     * so we need to run the comparison *twice*. :(
165     */
166 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
167     && compare_ob_value_lists_one (ob2, ob1);
168 elmex 1.1 }
169    
170     /* Function examines the 2 objects given to it, and returns true if
171     * they can be merged together.
172     *
173     * Note that this function appears a lot longer than the macro it
174     * replaces - this is mostly for clarity - a decent compiler should hopefully
175     * reduce this to the same efficiency.
176     *
177 root 1.66 * Check nrof variable *before* calling can_merge()
178 elmex 1.1 *
179     * Improvements made with merge: Better checking on potion, and also
180     * check weight
181     */
182 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
183 root 1.16 {
184     /* A couple quicksanity checks */
185 root 1.66 if (ob1 == ob2
186     || ob1->type != ob2->type
187     || ob1->speed != ob2->speed
188     || ob1->value != ob2->value
189     || ob1->name != ob2->name)
190 root 1.16 return 0;
191    
192 root 1.254 /* Do not merge objects if nrof would overflow, assume nrof
193     * is always 0 .. 2**31-1 */
194     if (ob1->nrof > 0x7fffffff - ob2->nrof)
195 root 1.16 return 0;
196    
197     /* If the objects have been identified, set the BEEN_APPLIED flag.
198 root 1.205 * This is to the comparison of the flags below will be OK. We
199 root 1.16 * just can't ignore the been applied or identified flags, as they
200     * are not equal - just if it has been identified, the been_applied
201     * flags lose any meaning.
202     */
203     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
204     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
205    
206     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
207     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
208 elmex 1.1
209 root 1.243 if (ob1->arch->archname != ob2->arch->archname
210 root 1.68 || ob1->name != ob2->name
211     || ob1->title != ob2->title
212     || ob1->msg != ob2->msg
213     || ob1->weight != ob2->weight
214     || ob1->attacktype != ob2->attacktype
215     || ob1->magic != ob2->magic
216     || ob1->slaying != ob2->slaying
217     || ob1->skill != ob2->skill
218     || ob1->value != ob2->value
219     || ob1->animation_id != ob2->animation_id
220 root 1.243 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
221 root 1.68 || ob1->client_type != ob2->client_type
222     || ob1->materialname != ob2->materialname
223     || ob1->lore != ob2->lore
224     || ob1->subtype != ob2->subtype
225     || ob1->move_type != ob2->move_type
226     || ob1->move_block != ob2->move_block
227     || ob1->move_allow != ob2->move_allow
228     || ob1->move_on != ob2->move_on
229     || ob1->move_off != ob2->move_off
230     || ob1->move_slow != ob2->move_slow
231 root 1.208 || ob1->move_slow_penalty != ob2->move_slow_penalty
232     || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234     return 0;
235    
236     if ((ob1->flag ^ ob2->flag)
237     .reset (FLAG_INV_LOCKED)
238     .reset (FLAG_REMOVED)
239     .any ())
240 root 1.16 return 0;
241    
242 root 1.205 /* This is really a spellbook check - we should in general
243     * not merge objects with real inventories, as splitting them
244     * is hard.
245 root 1.16 */
246     if (ob1->inv || ob2->inv)
247     {
248 root 1.193 if (!(ob1->inv && ob2->inv))
249     return 0; /* inventories differ in length */
250    
251     if (ob1->inv->below || ob2->inv->below)
252     return 0; /* more than one object in inv */
253 root 1.16
254 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
255 root 1.205 return 0; /* inventory objects differ */
256 root 1.16
257     /* inventory ok - still need to check rest of this object to see
258     * if it is valid.
259     */
260     }
261 elmex 1.1
262 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
263     * it is possible for most any character to have more than one of
264     * some items equipped, and we don't want those to merge.
265     */
266     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
267     return 0;
268 elmex 1.1
269 root 1.16 /* Note sure why the following is the case - either the object has to
270     * be animated or have a very low speed. Is this an attempted monster
271     * check?
272     */
273 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
274 root 1.16 return 0;
275 elmex 1.1
276 root 1.16 switch (ob1->type)
277     {
278 root 1.29 case SCROLL:
279     if (ob1->level != ob2->level)
280     return 0;
281     break;
282 root 1.16 }
283 elmex 1.1
284 root 1.205 if (ob1->key_values || ob2->key_values)
285 root 1.16 {
286     /* At least one of these has key_values. */
287 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
288 root 1.208 return 0; /* One has fields, but the other one doesn't. */
289    
290     if (!compare_ob_value_lists (ob1, ob2))
291 root 1.24 return 0;
292 elmex 1.1 }
293 root 1.16
294     if (ob1->self || ob2->self)
295     {
296     ob1->optimise ();
297     ob2->optimise ();
298    
299     if (ob1->self || ob2->self)
300 root 1.192 {
301 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
302     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
303 root 1.192
304     if (k1 != k2)
305     return 0;
306 root 1.208
307     if (k1 == 0)
308 root 1.192 return 1;
309 root 1.208
310     if (!cfperl_can_merge (ob1, ob2))
311 root 1.192 return 0;
312     }
313 elmex 1.1 }
314    
315 root 1.16 /* Everything passes, must be OK. */
316     return 1;
317 elmex 1.1 }
318 root 1.24
319 root 1.214 // find player who can see this object
320     object *
321     object::visible_to () const
322     {
323 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
324 root 1.214 {
325     // see if we are in a container of sorts
326     if (env)
327     {
328     // the player inventory itself is always visible
329 root 1.270 if (env->is_player ())
330 root 1.214 return env;
331    
332     // else a player could have our env open
333     object *envest = env->outer_env ();
334    
335     // the player itself is always on a map, so we will find him here
336     // even if our inv is in a player.
337     if (envest->is_on_map ())
338     if (object *pl = envest->ms ().player ())
339     if (pl->container == env)
340     return pl;
341     }
342     else
343     {
344     // maybe there is a player standing on the same mapspace
345     // this will catch the case where "this" is a player
346     if (object *pl = ms ().player ())
347 root 1.248 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
348     || this == pl->container)
349 root 1.220 return pl;
350 root 1.214 }
351     }
352    
353     return 0;
354     }
355    
356 root 1.208 // adjust weight per container type ("of holding")
357 root 1.207 static sint32
358 root 1.233 weight_adjust_for (object *op, sint32 weight)
359 root 1.207 {
360     return op->type == CONTAINER
361     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
362     : weight;
363     }
364    
365 elmex 1.1 /*
366 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
367 root 1.207 * and also updates how much the environment(s) is/are carrying.
368 elmex 1.1 */
369 root 1.207 static void
370 root 1.208 adjust_weight (object *op, sint32 weight)
371 root 1.24 {
372 root 1.207 while (op)
373 root 1.24 {
374 root 1.233 // adjust by actual difference to account for rounding errors
375     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
376     weight = weight_adjust_for (op, op->carrying)
377     - weight_adjust_for (op, op->carrying - weight);
378 root 1.142
379 root 1.212 if (!weight)
380     return;
381    
382 root 1.207 op->carrying += weight;
383 root 1.212
384     if (object *pl = op->visible_to ())
385 root 1.215 if (pl != op) // player is handled lazily
386     esrv_update_item (UPD_WEIGHT, pl, op);
387 root 1.212
388 root 1.207 op = op->env;
389 root 1.24 }
390 root 1.207 }
391 root 1.37
392 root 1.207 /*
393     * this is a recursive function which calculates the weight
394     * an object is carrying. It goes through op and figures out how much
395     * containers are carrying, and sums it up.
396     */
397     void
398     object::update_weight ()
399     {
400     sint32 sum = 0;
401 root 1.37
402 root 1.207 for (object *op = inv; op; op = op->below)
403     {
404     if (op->inv)
405     op->update_weight ();
406 elmex 1.1
407 root 1.207 sum += op->total_weight ();
408     }
409 elmex 1.1
410 root 1.234 sum = weight_adjust_for (this, sum);
411 root 1.212
412     if (sum != carrying)
413     {
414     carrying = sum;
415    
416     if (object *pl = visible_to ())
417 root 1.215 if (pl != this) // player is handled lazily
418     esrv_update_item (UPD_WEIGHT, pl, this);
419 root 1.212 }
420 elmex 1.1 }
421    
422     /*
423 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
424 elmex 1.1 */
425 root 1.53 char *
426 root 1.24 dump_object (object *op)
427     {
428 root 1.53 if (!op)
429     return strdup ("[NULLOBJ]");
430 elmex 1.1
431 root 1.53 object_freezer freezer;
432 root 1.133 op->write (freezer);
433 root 1.53 return freezer.as_string ();
434 elmex 1.1 }
435    
436     /*
437     * get_nearest_part(multi-object, object 2) returns the part of the
438     * multi-object 1 which is closest to the second object.
439     * If it's not a multi-object, it is returned.
440     */
441 root 1.24 object *
442     get_nearest_part (object *op, const object *pl)
443     {
444     object *tmp, *closest;
445     int last_dist, i;
446    
447 root 1.208 if (!op->more)
448 elmex 1.1 return op;
449 root 1.208
450     for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451     tmp;
452     tmp = tmp->more)
453 root 1.24 if ((i = distance (tmp, pl)) < last_dist)
454     closest = tmp, last_dist = i;
455 root 1.208
456 elmex 1.1 return closest;
457     }
458    
459     /*
460     * Returns the object which has the count-variable equal to the argument.
461 root 1.208 * VERRRY slow.
462 elmex 1.1 */
463 root 1.24 object *
464     find_object (tag_t i)
465     {
466 root 1.112 for_all_objects (op)
467     if (op->count == i)
468     return op;
469    
470     return 0;
471 elmex 1.1 }
472    
473     /*
474     * Returns the first object which has a name equal to the argument.
475     * Used only by the patch command, but not all that useful.
476     * Enables features like "patch <name-of-other-player> food 999"
477     */
478 root 1.24 object *
479     find_object_name (const char *str)
480     {
481 root 1.35 shstr_cmp str_ (str);
482 root 1.24
483 root 1.243 if (str_)
484     for_all_objects (op)
485     if (op->name == str_)
486     return op;
487 root 1.11
488 root 1.243 return 0;
489 elmex 1.1 }
490    
491     /*
492     * Sets the owner and sets the skill and exp pointers to owner's current
493     * skill and experience objects.
494 root 1.183 * ACTUALLY NO! investigate! TODO
495 elmex 1.1 */
496 root 1.24 void
497 root 1.30 object::set_owner (object *owner)
498 elmex 1.1 {
499 root 1.183 // allow objects which own objects
500     if (owner)
501     while (owner->owner)
502     owner = owner->owner;
503 elmex 1.1
504 root 1.198 if (flag [FLAG_FREED])
505     {
506     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507     return;
508     }
509    
510 root 1.30 this->owner = owner;
511 elmex 1.1 }
512    
513 root 1.148 int
514     object::slottype () const
515     {
516     if (type == SKILL)
517     {
518     if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519     if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520     }
521     else
522     {
523     if (slot [body_combat].info) return slot_combat;
524     if (slot [body_range ].info) return slot_ranged;
525     }
526    
527     return slot_none;
528     }
529    
530 root 1.147 bool
531     object::change_weapon (object *ob)
532 root 1.144 {
533     if (current_weapon == ob)
534 root 1.147 return true;
535 root 1.146
536 root 1.150 if (chosen_skill)
537     chosen_skill->flag [FLAG_APPLIED] = false;
538    
539 root 1.144 current_weapon = ob;
540 root 1.147 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541 root 1.146
542 root 1.150 if (chosen_skill)
543     chosen_skill->flag [FLAG_APPLIED] = true;
544    
545 root 1.144 update_stats ();
546 root 1.147
547     if (ob)
548     {
549     // now check wether any body locations became invalid, in which case
550     // we cannot apply the weapon at the moment.
551     for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552     if (slot[i].used < 0)
553     {
554     current_weapon = chosen_skill = 0;
555     update_stats ();
556    
557     new_draw_info_format (NDI_UNIQUE, 0, this,
558 root 1.156 "You try to balance all your items at once, "
559     "but the %s is just too much for your body. "
560     "[You need to unapply some items first.]", &ob->name);
561 root 1.147 return false;
562     }
563    
564 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 root 1.147 }
566     else
567 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568 root 1.147
569 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570     {
571     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572     &name, ob->debug_desc ());
573     return false;
574     }
575    
576 root 1.147 return true;
577 root 1.144 }
578    
579 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
580     * refcounts and freeing the links.
581     */
582 root 1.24 static void
583     free_key_values (object *op)
584 root 1.11 {
585 root 1.137 for (key_value *i = op->key_values; i; )
586 root 1.11 {
587     key_value *next = i->next;
588     delete i;
589 root 1.24
590 root 1.11 i = next;
591 elmex 1.1 }
592 root 1.24
593 root 1.11 op->key_values = 0;
594 elmex 1.1 }
595    
596 root 1.227 /*
597     * copy_to first frees everything allocated by the dst object,
598     * and then copies the contents of itself into the second
599     * object, allocating what needs to be allocated. Basically, any
600     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
601     * if the first object is freed, the pointers in the new object
602     * will point at garbage.
603     */
604     void
605     object::copy_to (object *dst)
606 root 1.11 {
607 root 1.227 dst->remove ();
608     *(object_copy *)dst = *this;
609     dst->flag [FLAG_REMOVED] = true;
610 elmex 1.1
611 root 1.11 /* Copy over key_values, if any. */
612 root 1.227 if (key_values)
613 root 1.14 {
614 root 1.23 key_value *tail = 0;
615 root 1.227 dst->key_values = 0;
616 elmex 1.1
617 root 1.227 for (key_value *i = key_values; i; i = i->next)
618 root 1.11 {
619     key_value *new_link = new key_value;
620 root 1.8
621 root 1.227 new_link->next = 0;
622     new_link->key = i->key;
623 root 1.11 new_link->value = i->value;
624    
625     /* Try and be clever here, too. */
626 root 1.227 if (!dst->key_values)
627 root 1.11 {
628 root 1.227 dst->key_values = new_link;
629 root 1.11 tail = new_link;
630 root 1.8 }
631 root 1.11 else
632     {
633     tail->next = new_link;
634     tail = new_link;
635     }
636 root 1.14 }
637     }
638 root 1.137
639     if (speed < 0)
640 root 1.185 dst->speed_left -= rndm ();
641 root 1.2
642 root 1.256 dst->activate ();
643 elmex 1.1 }
644    
645 root 1.133 void
646     object::instantiate ()
647     {
648     if (!uuid.seq) // HACK
649 root 1.202 uuid = UUID::gen ();
650 root 1.133
651     speed_left = -0.1f;
652     /* copy the body_info to the body_used - this is only really
653     * need for monsters, but doesn't hurt to do it for everything.
654     * by doing so, when a monster is created, it has good starting
655     * values for the body_used info, so when items are created
656     * for it, they can be properly equipped.
657     */
658 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
659     slot[i].used = slot[i].info;
660 root 1.133
661     attachable::instantiate ();
662     }
663    
664 root 1.65 object *
665     object::clone ()
666     {
667     object *neu = create ();
668     copy_to (neu);
669 root 1.225 neu->map = map; // not copied by copy_to
670 root 1.65 return neu;
671     }
672    
673 elmex 1.1 /*
674     * If an object with the IS_TURNABLE() flag needs to be turned due
675     * to the closest player being on the other side, this function can
676     * be called to update the face variable, _and_ how it looks on the map.
677     */
678 root 1.24 void
679     update_turn_face (object *op)
680     {
681 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
682 root 1.24 return;
683 root 1.96
684 root 1.24 SET_ANIMATION (op, op->direction);
685     update_object (op, UP_OBJ_FACE);
686 elmex 1.1 }
687    
688     /*
689     * Updates the speed of an object. If the speed changes from 0 to another
690     * value, or vice versa, then add/remove the object from the active list.
691     * This function needs to be called whenever the speed of an object changes.
692     */
693 root 1.24 void
694 root 1.87 object::set_speed (float speed)
695 root 1.24 {
696 root 1.87 if (flag [FLAG_FREED] && speed)
697 root 1.24 {
698 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699     speed = 0;
700 elmex 1.1 }
701 root 1.31
702 root 1.87 this->speed = speed;
703    
704 elmex 1.97 if (has_active_speed ())
705 root 1.98 activate ();
706 root 1.24 else
707 root 1.98 deactivate ();
708 elmex 1.1 }
709    
710     /*
711 root 1.75 * update_object() updates the the map.
712 elmex 1.1 * It takes into account invisible objects (and represent squares covered
713     * by invisible objects by whatever is below them (unless it's another
714     * invisible object, etc...)
715     * If the object being updated is beneath a player, the look-window
716     * of that player is updated (this might be a suboptimal way of
717     * updating that window, though, since update_object() is called _often_)
718     *
719     * action is a hint of what the caller believes need to be done.
720     * current action are:
721     * UP_OBJ_INSERT: op was inserted
722     * UP_OBJ_REMOVE: op was removed
723     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
724     * as that is easier than trying to look at what may have changed.
725     * UP_OBJ_FACE: only the objects face has changed.
726     */
727 root 1.24 void
728     update_object (object *op, int action)
729     {
730 root 1.222 if (!op)
731 root 1.24 {
732     /* this should never happen */
733 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
734 root 1.24 return;
735 elmex 1.1 }
736 root 1.24
737 root 1.222 if (!op->is_on_map ())
738 root 1.24 {
739     /* Animation is currently handled by client, so nothing
740     * to do in this case.
741     */
742     return;
743 elmex 1.1 }
744    
745 root 1.24 /* make sure the object is within map boundaries */
746 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
747 root 1.24 {
748     LOG (llevError, "update_object() called for object out of map!\n");
749 elmex 1.1 #ifdef MANY_CORES
750 root 1.24 abort ();
751 elmex 1.1 #endif
752 root 1.24 return;
753 elmex 1.1 }
754    
755 root 1.76 mapspace &m = op->ms ();
756 elmex 1.1
757 root 1.99 if (!(m.flags_ & P_UPTODATE))
758 root 1.75 /* nop */;
759     else if (action == UP_OBJ_INSERT)
760     {
761     // this is likely overkill, TODO: revisit (schmorp)
762     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
763     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
764 root 1.270 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
767     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
768     || (m.move_on | op->move_on ) != m.move_on
769     || (m.move_off | op->move_off ) != m.move_off
770     || (m.move_slow | op->move_slow) != m.move_slow
771     /* This isn't perfect, but I don't expect a lot of objects to
772 root 1.252 * have move_allow right now.
773 root 1.75 */
774     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 root 1.265 m.invalidate ();
777 root 1.75 }
778     /* if the object is being removed, we can't make intelligent
779     * decisions, because remove_ob can't really pass the object
780     * that is being removed.
781     */
782 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 root 1.265 m.invalidate ();
784 root 1.24 else if (action == UP_OBJ_FACE)
785 root 1.29 /* Nothing to do for that case */ ;
786 root 1.24 else
787 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 elmex 1.1
789 root 1.75 if (op->more)
790 root 1.24 update_object (op->more, action);
791 elmex 1.1 }
792    
793 root 1.21 object::object ()
794     {
795 root 1.22 SET_FLAG (this, FLAG_REMOVED);
796    
797     expmul = 1.0;
798     face = blank_face;
799     }
800    
801     object::~object ()
802     {
803 root 1.121 unlink ();
804 root 1.119
805 root 1.22 free_key_values (this);
806     }
807    
808 root 1.112 static int object_count;
809    
810 root 1.24 void object::link ()
811 root 1.22 {
812 root 1.112 assert (!index);//D
813 root 1.202 uuid = UUID::gen ();
814 root 1.112 count = ++object_count;
815 root 1.21
816 root 1.109 refcnt_inc ();
817 root 1.108 objects.insert (this);
818 root 1.21 }
819    
820 root 1.24 void object::unlink ()
821 root 1.21 {
822 root 1.121 if (!index)
823     return;
824    
825 root 1.108 objects.erase (this);
826 root 1.109 refcnt_dec ();
827 root 1.98 }
828    
829 root 1.96 void
830 root 1.98 object::activate ()
831 root 1.96 {
832 root 1.98 /* If already on active list, don't do anything */
833 root 1.108 if (active)
834 root 1.98 return;
835    
836 root 1.257 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837     if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838 root 1.256
839 elmex 1.97 if (has_active_speed ())
840 root 1.108 actives.insert (this);
841 root 1.98 }
842 root 1.96
843 root 1.98 void
844     object::activate_recursive ()
845     {
846     activate ();
847    
848 root 1.104 for (object *op = inv; op; op = op->below)
849 root 1.98 op->activate_recursive ();
850 root 1.96 }
851    
852     /* This function removes object 'op' from the list of active
853     * objects.
854     * This should only be used for style maps or other such
855     * reference maps where you don't want an object that isn't
856     * in play chewing up cpu time getting processed.
857     * The reverse of this is to call update_ob_speed, which
858     * will do the right thing based on the speed of the object.
859     */
860     void
861 root 1.98 object::deactivate ()
862 root 1.96 {
863     /* If not on the active list, nothing needs to be done */
864 root 1.108 if (!active)
865 root 1.96 return;
866    
867 root 1.108 actives.erase (this);
868 root 1.98 }
869 root 1.96
870 root 1.98 void
871     object::deactivate_recursive ()
872     {
873 root 1.104 for (object *op = inv; op; op = op->below)
874 root 1.98 op->deactivate_recursive ();
875    
876     deactivate ();
877 root 1.96 }
878    
879 root 1.106 void
880     object::set_flag_inv (int flag, int value)
881     {
882     for (object *op = inv; op; op = op->below)
883     {
884     op->flag [flag] = value;
885     op->set_flag_inv (flag, value);
886     }
887     }
888    
889 root 1.89 /*
890     * Remove and free all objects in the inventory of the given object.
891     * object.c ?
892     */
893     void
894     object::destroy_inv (bool drop_to_ground)
895     {
896 root 1.94 // need to check first, because the checks below might segfault
897     // as we might be on an invalid mapspace and crossfire code
898     // is too buggy to ensure that the inventory is empty.
899 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
900 root 1.94 // cf will crash below with off-map x and y
901     if (!inv)
902     return;
903    
904 root 1.89 /* Only if the space blocks everything do we not process -
905     * if some form of movement is allowed, let objects
906     * drop on that space.
907     */
908 root 1.92 if (!drop_to_ground
909     || !map
910 root 1.206 || map->in_memory != MAP_ACTIVE
911 root 1.238 || map->no_drop
912 root 1.95 || ms ().move_block == MOVE_ALL)
913 root 1.89 {
914     while (inv)
915 root 1.259 inv->destroy ();
916 root 1.89 }
917     else
918     { /* Put objects in inventory onto this space */
919     while (inv)
920     {
921     object *op = inv;
922    
923     if (op->flag [FLAG_STARTEQUIP]
924     || op->flag [FLAG_NO_DROP]
925     || op->type == RUNE
926     || op->type == TRAP
927 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
928     || op->flag [FLAG_DESTROY_ON_DEATH])
929 root 1.259 op->destroy ();
930 root 1.89 else
931 root 1.93 map->insert (op, x, y);
932 root 1.89 }
933     }
934     }
935    
936 root 1.21 object *object::create ()
937     {
938 root 1.42 object *op = new object;
939 root 1.22 op->link ();
940     return op;
941 root 1.21 }
942 elmex 1.1
943 root 1.223 static struct freed_map : maptile
944     {
945     freed_map ()
946     {
947 root 1.238 path = "<freed objects map>";
948     name = "/internal/freed_objects_map";
949     width = 3;
950     height = 3;
951     no_drop = 1;
952     no_reset = 1;
953 root 1.223
954     alloc ();
955     in_memory = MAP_ACTIVE;
956     }
957 root 1.229
958     ~freed_map ()
959     {
960     destroy ();
961     }
962 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
963    
964 root 1.82 void
965     object::do_destroy ()
966 root 1.14 {
967 root 1.82 if (flag [FLAG_IS_LINKED])
968     remove_button_link (this);
969 root 1.29
970 root 1.82 if (flag [FLAG_FRIENDLY])
971 root 1.140 remove_friendly_object (this);
972 root 1.32
973 root 1.213 remove ();
974    
975     attachable::do_destroy ();
976 root 1.14
977 root 1.112 deactivate ();
978     unlink ();
979 root 1.92
980 root 1.82 flag [FLAG_FREED] = 1;
981 root 1.14
982 root 1.57 // hack to ensure that freed objects still have a valid map
983 root 1.223 map = &freed_map;
984     x = 1;
985     y = 1;
986 root 1.57
987 root 1.88 if (more)
988     {
989 root 1.259 more->destroy ();
990 root 1.88 more = 0;
991     }
992 root 1.82
993 root 1.162 head = 0;
994    
995     // clear those pointers that likely might cause circular references
996     owner = 0;
997     enemy = 0;
998     attacked_by = 0;
999     current_weapon = 0;
1000 root 1.82 }
1001    
1002     void
1003 root 1.260 object::destroy ()
1004 root 1.82 {
1005     if (destroyed ())
1006     return;
1007    
1008 root 1.219 if (!is_head () && !head->destroyed ())
1009     {
1010     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 root 1.260 head->destroy ();
1012 root 1.223 return;
1013 root 1.219 }
1014    
1015 root 1.260 destroy_inv (false);
1016 root 1.22
1017 root 1.173 if (is_head ())
1018     if (sound_destroy)
1019     play_sound (sound_destroy);
1020     else if (flag [FLAG_MONSTER])
1021     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1022 root 1.169
1023 root 1.82 attachable::destroy ();
1024 elmex 1.1 }
1025    
1026 root 1.63 /* op->remove ():
1027 elmex 1.1 * This function removes the object op from the linked list of objects
1028     * which it is currently tied to. When this function is done, the
1029     * object will have no environment. If the object previously had an
1030     * environment, the x and y coordinates will be updated to
1031     * the previous environment.
1032     */
1033 root 1.24 void
1034 root 1.128 object::do_remove ()
1035 root 1.24 {
1036 root 1.45 object *tmp, *last = 0;
1037     object *otmp;
1038 root 1.26
1039 root 1.213 if (flag [FLAG_REMOVED])
1040 root 1.29 return;
1041 root 1.24
1042 root 1.82 INVOKE_OBJECT (REMOVE, this);
1043 root 1.26
1044 root 1.213 flag [FLAG_REMOVED] = true;
1045    
1046 root 1.59 if (more)
1047     more->remove ();
1048 root 1.24
1049     /*
1050     * In this case, the object to be removed is in someones
1051     * inventory.
1052     */
1053 root 1.59 if (env)
1054 root 1.24 {
1055 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 root 1.220 if (object *pl = visible_to ())
1057     esrv_del_item (pl->contr, count);
1058 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 root 1.220
1060 root 1.208 adjust_weight (env, -total_weight ());
1061 root 1.24
1062 root 1.265 object *pl = in_player ();
1063    
1064 root 1.237 /* we set up values so that it could be inserted into
1065     * the map, but we don't actually do that - it is up
1066     * to the caller to decide what we want to do.
1067     */
1068     map = env->map;
1069     x = env->x;
1070     y = env->y;
1071    
1072 root 1.236 // make sure cmov optimisation is applicable
1073 root 1.208 *(above ? &above->below : &env->inv) = below;
1074 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075 root 1.24
1076 root 1.236 above = 0;
1077     below = 0;
1078     env = 0;
1079 root 1.24
1080 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1081     * made to players inventory. If set, avoiding the call
1082     * to save cpu time.
1083     */
1084 root 1.265 if (pl)
1085 root 1.267 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 root 1.265 {
1087     pl->update_stats ();
1088    
1089 root 1.270 if (glow_radius && pl->is_on_map ())
1090 root 1.265 update_all_los (pl->map, pl->x, pl->y);
1091     }
1092 root 1.59 }
1093     else if (map)
1094     {
1095 root 1.220 map->dirty = true;
1096     mapspace &ms = this->ms ();
1097    
1098     if (object *pl = ms.player ())
1099 root 1.96 {
1100 root 1.270 if (is_player ())
1101 root 1.220 {
1102 root 1.271 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103 root 1.270
1104 root 1.220 // leaving a spot always closes any open container on the ground
1105     if (container && !container->env)
1106     // this causes spurious floorbox updates, but it ensures
1107     // that the CLOSE event is being sent.
1108     close_container ();
1109    
1110     --map->players;
1111     map->touch ();
1112     }
1113     else if (pl->container == this)
1114     {
1115     // removing a container should close it
1116     close_container ();
1117     }
1118 root 1.130
1119 root 1.220 esrv_del_item (pl->contr, count);
1120 root 1.96 }
1121    
1122 root 1.29 /* link the object above us */
1123 root 1.236 // re-link, make sure compiler can easily use cmove
1124     *(above ? &above->below : &ms.top) = below;
1125     *(below ? &below->above : &ms.bot) = above;
1126 root 1.26
1127 root 1.59 above = 0;
1128     below = 0;
1129 root 1.26
1130 root 1.265 ms.invalidate ();
1131 root 1.253
1132 root 1.59 if (map->in_memory == MAP_SAVING)
1133 root 1.29 return;
1134 elmex 1.1
1135 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1136 elmex 1.1
1137 root 1.175 if (object *pl = ms.player ())
1138     {
1139     if (pl->container == this)
1140     /* If a container that the player is currently using somehow gets
1141     * removed (most likely destroyed), update the player view
1142     * appropriately.
1143     */
1144     pl->close_container ();
1145    
1146 root 1.218 //TODO: the floorbox prev/next might need updating
1147 root 1.226 //esrv_del_item (pl->contr, count);
1148     //TODO: update floorbox to preserve ordering
1149     if (pl->contr->ns)
1150     pl->contr->ns->floorbox_update ();
1151 root 1.175 }
1152    
1153 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1154 root 1.24 {
1155 root 1.29 /* No point updating the players look faces if he is the object
1156     * being removed.
1157 root 1.24 */
1158 root 1.29
1159 root 1.96 /* See if object moving off should effect something */
1160 root 1.50 if (check_walk_off
1161 root 1.59 && ((move_type & tmp->move_off)
1162     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1163 root 1.29 {
1164 elmex 1.72 move_apply (tmp, this, 0);
1165 root 1.24
1166 root 1.59 if (destroyed ())
1167 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1168 root 1.8 }
1169    
1170 root 1.29 last = tmp;
1171     }
1172 root 1.26
1173 root 1.270 if (affects_los ())
1174 root 1.59 update_all_los (map, x, y);
1175 elmex 1.1 }
1176     }
1177    
1178     /*
1179     * merge_ob(op,top):
1180     *
1181     * This function goes through all objects below and including top, and
1182     * merges op to the first matching object.
1183     * If top is NULL, it is calculated.
1184     * Returns pointer to object if it succeded in the merge, otherwise NULL
1185     */
1186 root 1.24 object *
1187     merge_ob (object *op, object *top)
1188     {
1189     if (!op->nrof)
1190 elmex 1.1 return 0;
1191 root 1.29
1192 root 1.194 if (!top)
1193 root 1.82 for (top = op; top && top->above; top = top->above)
1194     ;
1195 root 1.29
1196 root 1.82 for (; top; top = top->below)
1197 root 1.214 if (object::can_merge (op, top))
1198     {
1199     top->nrof += op->nrof;
1200    
1201     if (object *pl = top->visible_to ())
1202     esrv_update_item (UPD_NROF, pl, top);
1203    
1204     op->weight = 0; // cancel the addition above
1205     op->carrying = 0; // must be 0 already
1206 root 1.66
1207 root 1.259 op->destroy ();
1208 root 1.24
1209 root 1.214 return top;
1210     }
1211 root 1.29
1212 root 1.45 return 0;
1213 elmex 1.1 }
1214    
1215 root 1.138 void
1216     object::expand_tail ()
1217     {
1218     if (more)
1219     return;
1220    
1221     object *prev = this;
1222    
1223 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 root 1.138 {
1225     object *op = arch_to_object (at);
1226    
1227     op->name = name;
1228     op->name_pl = name_pl;
1229     op->title = title;
1230    
1231     op->head = this;
1232     prev->more = op;
1233    
1234     prev = op;
1235     }
1236     }
1237    
1238 elmex 1.1 /*
1239 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1240     * job preparing multi-part monsters.
1241 elmex 1.1 */
1242 root 1.24 object *
1243 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1244 root 1.24 {
1245 root 1.244 op->remove ();
1246    
1247 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1248 root 1.24 {
1249 root 1.159 tmp->x = x + tmp->arch->x;
1250     tmp->y = y + tmp->arch->y;
1251 elmex 1.1 }
1252 root 1.29
1253 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1254 elmex 1.1 }
1255    
1256     /*
1257     * insert_ob_in_map (op, map, originator, flag):
1258     * This function inserts the object in the two-way linked list
1259     * which represents what is on a map.
1260     * The second argument specifies the map, and the x and y variables
1261     * in the object about to be inserted specifies the position.
1262     *
1263     * originator: Player, monster or other object that caused 'op' to be inserted
1264     * into 'map'. May be NULL.
1265     *
1266     * flag is a bitmask about special things to do (or not do) when this
1267     * function is called. see the object.h file for the INS_ values.
1268     * Passing 0 for flag gives proper default values, so flag really only needs
1269     * to be set if special handling is needed.
1270     *
1271     * Return value:
1272     * new object if 'op' was merged with other object
1273     * NULL if 'op' was destroyed
1274     * just 'op' otherwise
1275     */
1276 root 1.24 object *
1277 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278 elmex 1.1 {
1279 root 1.261 op->remove ();
1280 root 1.117
1281 root 1.258 if (m == &freed_map)//D TODO: remove soon
1282 root 1.245 {//D
1283 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1284 root 1.245 }//D
1285    
1286 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1287     * of areas of callers (eg, anything that uses find_free_spot would now
1288     * need extra work
1289     */
1290     if (!xy_normalise (m, op->x, op->y))
1291 root 1.24 {
1292 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 root 1.187 return 0;
1294 elmex 1.1 }
1295 root 1.25
1296 root 1.117 if (object *more = op->more)
1297 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1298     return 0;
1299 root 1.25
1300 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1301 root 1.8
1302 root 1.117 op->map = m;
1303     mapspace &ms = op->ms ();
1304 root 1.24
1305     /* this has to be done after we translate the coordinates.
1306     */
1307     if (op->nrof && !(flag & INS_NO_MERGE))
1308 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1309 root 1.66 if (object::can_merge (op, tmp))
1310 root 1.25 {
1311 root 1.237 // TODO: we actually want to update tmp, not op,
1312 root 1.218 // but some caller surely breaks when we return tmp
1313     // from here :/
1314 root 1.25 op->nrof += tmp->nrof;
1315 root 1.259 tmp->destroy ();
1316 root 1.25 }
1317 root 1.24
1318     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1319     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1320 root 1.25
1321 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1322     CLEAR_FLAG (op, FLAG_NO_STEAL);
1323    
1324     if (flag & INS_BELOW_ORIGINATOR)
1325     {
1326 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1327 root 1.24 {
1328     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329     abort ();
1330     }
1331 root 1.25
1332 root 1.241 if (!originator->is_on_map ())
1333     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334     op->debug_desc (), originator->debug_desc ());
1335    
1336 root 1.24 op->above = originator;
1337     op->below = originator->below;
1338 root 1.237 originator->below = op;
1339 root 1.25
1340 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1341 elmex 1.1 }
1342 root 1.24 else
1343     {
1344 root 1.237 object *floor = 0;
1345     object *top = ms.top;
1346 root 1.117
1347 root 1.24 /* If there are other objects, then */
1348 root 1.191 if (top)
1349 root 1.24 {
1350     /*
1351     * If there are multiple objects on this space, we do some trickier handling.
1352     * We've already dealt with merging if appropriate.
1353     * Generally, we want to put the new object on top. But if
1354     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355     * floor, we want to insert above that and no further.
1356     * Also, if there are spell objects on this space, we stop processing
1357     * once we get to them. This reduces the need to traverse over all of
1358     * them when adding another one - this saves quite a bit of cpu time
1359     * when lots of spells are cast in one area. Currently, it is presumed
1360     * that flying non pickable objects are spell objects.
1361     */
1362 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1363 root 1.24 {
1364 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1365     floor = tmp;
1366 root 1.26
1367 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))
1368 root 1.24 {
1369     /* We insert above top, so we want this object below this */
1370 root 1.237 top = tmp->below;
1371 root 1.24 break;
1372     }
1373 root 1.26
1374 root 1.237 top = tmp;
1375 root 1.24 }
1376 root 1.26
1377 root 1.24 /* We let update_position deal with figuring out what the space
1378     * looks like instead of lots of conditions here.
1379     * makes things faster, and effectively the same result.
1380     */
1381    
1382     /* Have object 'fall below' other objects that block view.
1383 root 1.135 * Unless those objects are exits.
1384 root 1.24 * If INS_ON_TOP is used, don't do this processing
1385     * Need to find the object that in fact blocks view, otherwise
1386     * stacking is a bit odd.
1387     */
1388 root 1.117 if (!(flag & INS_ON_TOP)
1389     && ms.flags () & P_BLOCKSVIEW
1390 root 1.135 && (op->face && !faces [op->face].visibility))
1391 root 1.24 {
1392 root 1.237 object *last;
1393    
1394 root 1.24 for (last = top; last != floor; last = last->below)
1395     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1396     break;
1397 root 1.117
1398 root 1.24 /* Check to see if we found the object that blocks view,
1399     * and make sure we have a below pointer for it so that
1400     * we can get inserted below this one, which requires we
1401     * set top to the object below us.
1402     */
1403     if (last && last->below && last != floor)
1404     top = last->below;
1405 root 1.8 }
1406 root 1.24 } /* If objects on this space */
1407 root 1.25
1408 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1409     top = floor;
1410    
1411 root 1.240 // insert object above top, or bottom-most if top = 0
1412 root 1.24 if (!top)
1413     {
1414 root 1.239 op->below = 0;
1415     op->above = ms.bot;
1416     ms.bot = op;
1417 root 1.25
1418 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1419 root 1.24 }
1420     else
1421 root 1.240 {
1422 root 1.24 op->above = top->above;
1423 root 1.237 top->above = op;
1424 root 1.25
1425 root 1.24 op->below = top;
1426 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1427 root 1.24 }
1428 root 1.240 }
1429 root 1.8
1430 root 1.270 if (op->is_player ())
1431 root 1.96 {
1432     op->contr->do_los = 1;
1433     ++op->map->players;
1434 root 1.100 op->map->touch ();
1435 root 1.96 }
1436 root 1.24
1437 root 1.98 op->map->dirty = true;
1438    
1439 root 1.191 if (object *pl = ms.player ())
1440 root 1.218 //TODO: the floorbox prev/next might need updating
1441 root 1.226 //esrv_send_item (pl, op);
1442     //TODO: update floorbox to preserve ordering
1443     if (pl->contr->ns)
1444     pl->contr->ns->floorbox_update ();
1445 root 1.24
1446     /* If this object glows, it may affect lighting conditions that are
1447     * visible to others on this map. But update_all_los is really
1448     * an inefficient way to do this, as it means los for all players
1449     * on the map will get recalculated. The players could very well
1450     * be far away from this change and not affected in any way -
1451     * this should get redone to only look for players within range,
1452 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1453 root 1.24 * of effect may be sufficient.
1454     */
1455 root 1.270 if (op->affects_los ())
1456 root 1.265 {
1457     op->ms ().invalidate ();
1458     update_all_los (op->map, op->x, op->y);
1459     }
1460 root 1.24
1461     /* updates flags (blocked, alive, no magic, etc) for this map space */
1462     update_object (op, UP_OBJ_INSERT);
1463    
1464 root 1.82 INVOKE_OBJECT (INSERT, op);
1465    
1466 root 1.24 /* Don't know if moving this to the end will break anything. However,
1467 root 1.70 * we want to have floorbox_update called before calling this.
1468 root 1.24 *
1469     * check_move_on() must be after this because code called from
1470     * check_move_on() depends on correct map flags (so functions like
1471     * blocked() and wall() work properly), and these flags are updated by
1472     * update_object().
1473     */
1474    
1475     /* if this is not the head or flag has been passed, don't check walk on status */
1476 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1477 root 1.24 {
1478     if (check_move_on (op, originator))
1479 root 1.82 return 0;
1480 elmex 1.1
1481 root 1.24 /* If we are a multi part object, lets work our way through the check
1482     * walk on's.
1483     */
1484 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1485 root 1.24 if (check_move_on (tmp, originator))
1486 root 1.82 return 0;
1487 elmex 1.1 }
1488 root 1.25
1489 root 1.24 return op;
1490 elmex 1.1 }
1491    
1492     /* this function inserts an object in the map, but if it
1493 root 1.75 * finds an object of its own type, it'll remove that one first.
1494     * op is the object to insert it under: supplies x and the map.
1495 elmex 1.1 */
1496 root 1.24 void
1497     replace_insert_ob_in_map (const char *arch_string, object *op)
1498     {
1499     /* first search for itself and remove any old instances */
1500 elmex 1.1
1501 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1502 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1503 root 1.259 tmp->destroy ();
1504 root 1.208
1505     object *tmp = arch_to_object (archetype::find (arch_string));
1506 elmex 1.1
1507 root 1.208 tmp->x = op->x;
1508     tmp->y = op->y;
1509 elmex 1.1
1510 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1511 root 1.24 }
1512 elmex 1.1
1513 root 1.93 object *
1514     object::insert_at (object *where, object *originator, int flags)
1515     {
1516 root 1.205 if (where->env)
1517     return where->env->insert (this);
1518     else
1519     return where->map->insert (this, where->x, where->y, originator, flags);
1520 root 1.93 }
1521    
1522 elmex 1.1 /*
1523 root 1.209 * decrease(object, number) decreases a specified number from
1524 root 1.208 * the amount of an object. If the amount reaches 0, the object
1525 elmex 1.1 * is subsequently removed and freed.
1526     *
1527     * Return value: 'op' if something is left, NULL if the amount reached 0
1528     */
1529 root 1.208 bool
1530 root 1.209 object::decrease (sint32 nr)
1531 elmex 1.1 {
1532 root 1.212 if (!nr)
1533     return true;
1534    
1535 root 1.208 nr = min (nr, nrof);
1536 elmex 1.1
1537 root 1.251 if (nrof > nr)
1538 elmex 1.1 {
1539 root 1.251 nrof -= nr;
1540 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541 elmex 1.1
1542 root 1.212 if (object *pl = visible_to ())
1543     esrv_update_item (UPD_NROF, pl, this);
1544 root 1.29
1545 root 1.212 return true;
1546 elmex 1.1 }
1547 root 1.24 else
1548     {
1549 root 1.249 destroy ();
1550 root 1.212 return false;
1551 elmex 1.1 }
1552     }
1553    
1554 root 1.209 /*
1555 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1556 root 1.209 * is returned contains nr objects, and the remaining parts contains
1557 root 1.210 * the rest (or is removed and returned if that number is 0).
1558     * On failure, NULL is returned.
1559 root 1.209 */
1560 root 1.208 object *
1561 root 1.209 object::split (sint32 nr)
1562 root 1.208 {
1563 root 1.212 int have = number_of ();
1564    
1565     if (have < nr)
1566 root 1.209 return 0;
1567 root 1.212 else if (have == nr)
1568 root 1.209 {
1569     remove ();
1570     return this;
1571     }
1572     else
1573     {
1574     decrease (nr);
1575    
1576 root 1.230 object *op = deep_clone ();
1577 root 1.209 op->nrof = nr;
1578     return op;
1579     }
1580     }
1581    
1582 root 1.24 object *
1583     insert_ob_in_ob (object *op, object *where)
1584     {
1585 root 1.59 if (!where)
1586 root 1.24 {
1587 root 1.53 char *dump = dump_object (op);
1588     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1589     free (dump);
1590 root 1.24 return op;
1591     }
1592 root 1.29
1593 root 1.154 if (where->head_ () != where)
1594 root 1.24 {
1595 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1596 root 1.24 where = where->head;
1597     }
1598 root 1.29
1599 root 1.59 return where->insert (op);
1600     }
1601    
1602     /*
1603     * env->insert (op)
1604     * This function inserts the object op in the linked list
1605     * inside the object environment.
1606     *
1607     * The function returns now pointer to inserted item, and return value can
1608     * be != op, if items are merged. -Tero
1609     */
1610     object *
1611     object::insert (object *op)
1612     {
1613 root 1.24 if (op->more)
1614     {
1615     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1616     return op;
1617     }
1618 root 1.29
1619 root 1.208 op->remove ();
1620    
1621     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1622 root 1.182
1623 root 1.24 if (op->nrof)
1624 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1625     if (object::can_merge (tmp, op))
1626     {
1627     /* return the original object and remove inserted object
1628     (client needs the original object) */
1629     tmp->nrof += op->nrof;
1630 root 1.214
1631     if (object *pl = tmp->visible_to ())
1632     esrv_update_item (UPD_NROF, pl, tmp);
1633    
1634 root 1.210 adjust_weight (this, op->total_weight ());
1635    
1636 root 1.259 op->destroy ();
1637 root 1.208 op = tmp;
1638     goto inserted;
1639     }
1640    
1641     op->owner = 0; // it's his/hers now. period.
1642     op->map = 0;
1643     op->x = 0;
1644     op->y = 0;
1645    
1646     op->above = 0;
1647     op->below = inv;
1648     op->env = this;
1649    
1650     if (inv)
1651     inv->above = op;
1652 root 1.24
1653 root 1.208 inv = op;
1654 elmex 1.1
1655 root 1.208 op->flag [FLAG_REMOVED] = 0;
1656 elmex 1.1
1657 root 1.214 if (object *pl = op->visible_to ())
1658     esrv_send_item (pl, op);
1659    
1660 root 1.208 adjust_weight (this, op->total_weight ());
1661 elmex 1.1
1662 root 1.208 inserted:
1663 elmex 1.1 /* reset the light list and los of the players on the map */
1664 root 1.270 if (op->glow_radius && is_on_map ())
1665 root 1.265 {
1666     update_stats ();
1667     update_all_los (map, x, y);
1668     }
1669 root 1.270 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1670 root 1.265 // if this is a player's inventory, update stats
1671 root 1.214 update_stats ();
1672 root 1.59
1673 root 1.82 INVOKE_OBJECT (INSERT, this);
1674    
1675 elmex 1.1 return op;
1676     }
1677    
1678     /*
1679     * Checks if any objects has a move_type that matches objects
1680     * that effect this object on this space. Call apply() to process
1681     * these events.
1682     *
1683     * Any speed-modification due to SLOW_MOVE() of other present objects
1684     * will affect the speed_left of the object.
1685     *
1686     * originator: Player, monster or other object that caused 'op' to be inserted
1687     * into 'map'. May be NULL.
1688     *
1689     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1690     *
1691     * 4-21-95 added code to check if appropriate skill was readied - this will
1692     * permit faster movement by the player through this terrain. -b.t.
1693     *
1694     * MSW 2001-07-08: Check all objects on space, not just those below
1695     * object being inserted. insert_ob_in_map may not put new objects
1696     * on top.
1697     */
1698 root 1.24 int
1699     check_move_on (object *op, object *originator)
1700 elmex 1.1 {
1701 root 1.48 object *tmp;
1702 root 1.49 maptile *m = op->map;
1703 root 1.48 int x = op->x, y = op->y;
1704 root 1.26
1705 root 1.48 MoveType move_on, move_slow, move_block;
1706 root 1.24
1707     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1708     return 0;
1709    
1710     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1711     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1712     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1713    
1714     /* if nothing on this space will slow op down or be applied,
1715     * no need to do checking below. have to make sure move_type
1716     * is set, as lots of objects don't have it set - we treat that
1717     * as walking.
1718     */
1719     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1720     return 0;
1721 elmex 1.1
1722 root 1.24 /* This is basically inverse logic of that below - basically,
1723     * if the object can avoid the move on or slow move, they do so,
1724     * but can't do it if the alternate movement they are using is
1725     * blocked. Logic on this seems confusing, but does seem correct.
1726     */
1727     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1728     return 0;
1729    
1730     /* The objects have to be checked from top to bottom.
1731     * Hence, we first go to the top:
1732     */
1733    
1734 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 root 1.24 {
1736     /* Trim the search when we find the first other spell effect
1737     * this helps performance so that if a space has 50 spell objects,
1738     * we don't need to check all of them.
1739     */
1740     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741     break;
1742     }
1743 root 1.26
1744     for (; tmp; tmp = tmp->below)
1745 root 1.24 {
1746     if (tmp == op)
1747     continue; /* Can't apply yourself */
1748 elmex 1.1
1749 root 1.24 /* Check to see if one of the movement types should be slowed down.
1750     * Second check makes sure that the movement types not being slowed
1751     * (~slow_move) is not blocked on this space - just because the
1752     * space doesn't slow down swimming (for example), if you can't actually
1753     * swim on that space, can't use it to avoid the penalty.
1754     */
1755     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1756     {
1757     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759     {
1760 elmex 1.1
1761 root 1.29 float
1762 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1763 elmex 1.1
1764 root 1.270 if (op->is_player ())
1765 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1766     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1767     diff /= 4.0;
1768    
1769 root 1.24 op->speed_left -= diff;
1770 root 1.8 }
1771     }
1772 elmex 1.1
1773 root 1.24 /* Basically same logic as above, except now for actual apply. */
1774     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776     {
1777 elmex 1.72 move_apply (tmp, op, originator);
1778 root 1.24
1779 root 1.48 if (op->destroyed ())
1780 root 1.24 return 1;
1781    
1782     /* what the person/creature stepped onto has moved the object
1783     * someplace new. Don't process any further - if we did,
1784     * have a feeling strange problems would result.
1785     */
1786     if (op->map != m || op->x != x || op->y != y)
1787     return 0;
1788 root 1.8 }
1789 elmex 1.1 }
1790 root 1.26
1791 root 1.24 return 0;
1792 elmex 1.1 }
1793    
1794     /*
1795     * present_arch(arch, map, x, y) searches for any objects with
1796     * a matching archetype at the given map and coordinates.
1797     * The first matching object is returned, or NULL if none.
1798     */
1799 root 1.24 object *
1800 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1801 root 1.24 {
1802 root 1.104 if (!m || out_of_map (m, x, y))
1803 root 1.24 {
1804     LOG (llevError, "Present_arch called outside map.\n");
1805     return NULL;
1806     }
1807 root 1.84
1808 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 root 1.231 if (tmp->arch->archname == at->archname)
1810 elmex 1.1 return tmp;
1811 root 1.84
1812 elmex 1.1 return NULL;
1813     }
1814    
1815     /*
1816     * present(type, map, x, y) searches for any objects with
1817     * a matching type variable at the given map and coordinates.
1818     * The first matching object is returned, or NULL if none.
1819     */
1820 root 1.24 object *
1821 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1822 root 1.24 {
1823     if (out_of_map (m, x, y))
1824     {
1825     LOG (llevError, "Present called outside map.\n");
1826     return NULL;
1827     }
1828 root 1.84
1829 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 root 1.24 if (tmp->type == type)
1831 elmex 1.1 return tmp;
1832 root 1.84
1833 elmex 1.1 return NULL;
1834     }
1835    
1836     /*
1837     * present_in_ob(type, object) searches for any objects with
1838     * a matching type variable in the inventory of the given object.
1839     * The first matching object is returned, or NULL if none.
1840     */
1841 root 1.24 object *
1842     present_in_ob (unsigned char type, const object *op)
1843     {
1844 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
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, str, object) searches for any objects with
1853     * a matching type & name variable in the inventory of the given object.
1854     * The first matching object is returned, or NULL if none.
1855     * This is mostly used by spell effect code, so that we only
1856     * have one spell effect at a time.
1857     * type can be used to narrow the search - if type is set,
1858     * the type must also match. -1 can be passed for the type,
1859     * in which case the type does not need to pass.
1860     * str is the string to match against. Note that we match against
1861     * the object name, not the archetype name. this is so that the
1862     * spell code can use one object type (force), but change it's name
1863     * to be unique.
1864     */
1865 root 1.24 object *
1866     present_in_ob_by_name (int type, const char *str, const object *op)
1867     {
1868 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1870     return tmp;
1871 elmex 1.1
1872 root 1.82 return 0;
1873 elmex 1.1 }
1874    
1875     /*
1876     * present_arch_in_ob(archetype, object) searches for any objects with
1877     * a matching archetype in the inventory of the given object.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880 root 1.24 object *
1881     present_arch_in_ob (const archetype *at, const object *op)
1882     {
1883 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884     if (tmp->arch->archname == at->archname)
1885 elmex 1.1 return tmp;
1886 root 1.82
1887 elmex 1.1 return NULL;
1888     }
1889    
1890     /*
1891     * activate recursively a flag on an object inventory
1892     */
1893 root 1.24 void
1894     flag_inv (object *op, int flag)
1895     {
1896 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897     {
1898     SET_FLAG (tmp, flag);
1899     flag_inv (tmp, flag);
1900     }
1901 root 1.82 }
1902    
1903     /*
1904     * deactivate recursively a flag on an object inventory
1905     */
1906 root 1.24 void
1907     unflag_inv (object *op, int flag)
1908     {
1909 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910     {
1911     CLEAR_FLAG (tmp, flag);
1912     unflag_inv (tmp, flag);
1913     }
1914 elmex 1.1 }
1915    
1916     /*
1917     * find_free_spot(object, map, x, y, start, stop) will search for
1918     * a spot at the given map and coordinates which will be able to contain
1919     * the given object. start and stop specifies how many squares
1920     * to search (see the freearr_x/y[] definition).
1921     * It returns a random choice among the alternatives found.
1922     * start and stop are where to start relative to the free_arr array (1,9
1923     * does all 4 immediate directions). This returns the index into the
1924     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1925 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1926 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1927     * necessary, so the caller shouldn't need to do any special work.
1928     * Note - updated to take an object instead of archetype - this is necessary
1929     * because arch_blocked (now ob_blocked) needs to know the movement type
1930     * to know if the space in question will block the object. We can't use
1931     * the archetype because that isn't correct if the monster has been
1932     * customized, changed states, etc.
1933     */
1934 root 1.24 int
1935 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936 root 1.24 {
1937 root 1.190 int altern[SIZEOFFREE];
1938 root 1.82 int index = 0, flag;
1939 root 1.24
1940 root 1.82 for (int i = start; i < stop; i++)
1941 root 1.24 {
1942 root 1.188 mapxy pos (m, x, y); pos.move (i);
1943    
1944     if (!pos.normalise ())
1945     continue;
1946    
1947     mapspace &ms = *pos;
1948 root 1.189
1949     if (ms.flags () & P_IS_ALIVE)
1950     continue;
1951 root 1.188
1952     /* However, often
1953     * ob doesn't have any move type (when used to place exits)
1954     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955     */
1956 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 root 1.190 {
1958     altern [index++] = i;
1959     continue;
1960     }
1961 root 1.24
1962     /* Basically, if we find a wall on a space, we cut down the search size.
1963     * In this way, we won't return spaces that are on another side of a wall.
1964     * This mostly work, but it cuts down the search size in all directions -
1965     * if the space being examined only has a wall to the north and empty
1966     * spaces in all the other directions, this will reduce the search space
1967     * to only the spaces immediately surrounding the target area, and
1968     * won't look 2 spaces south of the target space.
1969     */
1970 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971     {
1972     stop = maxfree[i];
1973     continue;
1974     }
1975    
1976     /* Note it is intentional that we check ob - the movement type of the
1977     * head of the object should correspond for the entire object.
1978     */
1979     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980     continue;
1981    
1982 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
1983 root 1.196 continue;
1984    
1985 root 1.188 altern [index++] = i;
1986 elmex 1.1 }
1987 root 1.74
1988 root 1.24 if (!index)
1989     return -1;
1990 root 1.74
1991 root 1.124 return altern [rndm (index)];
1992 elmex 1.1 }
1993    
1994     /*
1995 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1996 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1997     * But it will return the first available spot, not a random choice.
1998     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1999     */
2000 root 1.24 int
2001 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002 root 1.24 {
2003 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2004 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 root 1.82 return i;
2006 root 1.24
2007     return -1;
2008 elmex 1.1 }
2009    
2010     /*
2011     * The function permute(arr, begin, end) randomly reorders the array
2012     * arr[begin..end-1].
2013 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2014 elmex 1.1 */
2015 root 1.24 static void
2016     permute (int *arr, int begin, int end)
2017 elmex 1.1 {
2018 root 1.82 arr += begin;
2019     end -= begin;
2020    
2021     while (--end)
2022 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2023 elmex 1.1 }
2024    
2025     /* new function to make monster searching more efficient, and effective!
2026     * This basically returns a randomized array (in the passed pointer) of
2027     * the spaces to find monsters. In this way, it won't always look for
2028     * monsters to the north first. However, the size of the array passed
2029     * covers all the spaces, so within that size, all the spaces within
2030     * the 3x3 area will be searched, just not in a predictable order.
2031     */
2032 root 1.24 void
2033     get_search_arr (int *search_arr)
2034 elmex 1.1 {
2035 root 1.82 int i;
2036 elmex 1.1
2037 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2038 root 1.82 search_arr[i] = i;
2039 elmex 1.1
2040 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2041     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2042     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2043 elmex 1.1 }
2044    
2045     /*
2046     * find_dir(map, x, y, exclude) will search some close squares in the
2047     * given map at the given coordinates for live objects.
2048     * It will not considered the object given as exclude among possible
2049     * live objects.
2050     * It returns the direction toward the first/closest live object if finds
2051     * any, otherwise 0.
2052     * Perhaps incorrectly, but I'm making the assumption that exclude
2053     * is actually want is going to try and move there. We need this info
2054     * because we have to know what movement the thing looking to move
2055     * there is capable of.
2056     */
2057 root 1.24 int
2058 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2059 root 1.24 {
2060 root 1.82 int i, max = SIZEOFFREE, mflags;
2061 root 1.29
2062     sint16 nx, ny;
2063 root 1.82 object *tmp;
2064     maptile *mp;
2065 root 1.29
2066     MoveType blocked, move_type;
2067 root 1.24
2068 root 1.155 if (exclude && exclude->head_ () != exclude)
2069 root 1.24 {
2070     exclude = exclude->head;
2071     move_type = exclude->move_type;
2072     }
2073     else
2074     {
2075     /* If we don't have anything, presume it can use all movement types. */
2076     move_type = MOVE_ALL;
2077     }
2078    
2079     for (i = 1; i < max; i++)
2080     {
2081     mp = m;
2082     nx = x + freearr_x[i];
2083     ny = y + freearr_y[i];
2084    
2085     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086 root 1.75
2087 root 1.24 if (mflags & P_OUT_OF_MAP)
2088 root 1.75 max = maxfree[i];
2089 root 1.24 else
2090     {
2091 root 1.82 mapspace &ms = mp->at (nx, ny);
2092    
2093     blocked = ms.move_block;
2094 root 1.24
2095     if ((move_type & blocked) == move_type)
2096 root 1.75 max = maxfree[i];
2097 root 1.24 else if (mflags & P_IS_ALIVE)
2098     {
2099 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 root 1.75 break;
2103    
2104 root 1.24 if (tmp)
2105 root 1.75 return freedir[i];
2106 root 1.8 }
2107     }
2108 elmex 1.1 }
2109 root 1.75
2110 root 1.24 return 0;
2111 elmex 1.1 }
2112    
2113     /*
2114     * distance(object 1, object 2) will return the square of the
2115     * distance between the two given objects.
2116     */
2117 root 1.24 int
2118     distance (const object *ob1, const object *ob2)
2119     {
2120 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2121 elmex 1.1 }
2122    
2123     /*
2124     * find_dir_2(delta-x,delta-y) will return a direction in which
2125     * an object which has subtracted the x and y coordinates of another
2126     * object, needs to travel toward it.
2127     */
2128 root 1.24 int
2129     find_dir_2 (int x, int y)
2130     {
2131 root 1.75 int q;
2132 elmex 1.1
2133 root 1.24 if (y)
2134     q = x * 100 / y;
2135 elmex 1.1 else if (x)
2136 root 1.24 q = -300 * x;
2137 elmex 1.1 else
2138     return 0;
2139    
2140 root 1.24 if (y > 0)
2141     {
2142     if (q < -242)
2143     return 3;
2144     if (q < -41)
2145     return 2;
2146     if (q < 41)
2147     return 1;
2148     if (q < 242)
2149     return 8;
2150     return 7;
2151     }
2152 elmex 1.1
2153     if (q < -242)
2154 root 1.24 return 7;
2155 elmex 1.1 if (q < -41)
2156 root 1.24 return 6;
2157 elmex 1.1 if (q < 41)
2158 root 1.24 return 5;
2159 elmex 1.1 if (q < 242)
2160 root 1.24 return 4;
2161 elmex 1.1
2162 root 1.24 return 3;
2163 elmex 1.1 }
2164    
2165     /*
2166     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2167     * between two directions (which are expected to be absolute (see absdir())
2168     */
2169 root 1.24 int
2170     dirdiff (int dir1, int dir2)
2171     {
2172 root 1.82 int d;
2173 root 1.24
2174     d = abs (dir1 - dir2);
2175     if (d > 4)
2176 elmex 1.1 d = 8 - d;
2177 root 1.82
2178 elmex 1.1 return d;
2179     }
2180    
2181     /* peterm:
2182     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2183     * Basically, this is a table of directions, and what directions
2184     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2185     * This basically means that if direction is 15, then it could either go
2186     * direction 4, 14, or 16 to get back to where we are.
2187     * Moved from spell_util.c to object.c with the other related direction
2188     * functions.
2189     */
2190 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2191 root 1.24 {0, 0, 0}, /* 0 */
2192     {0, 0, 0}, /* 1 */
2193     {0, 0, 0}, /* 2 */
2194     {0, 0, 0}, /* 3 */
2195     {0, 0, 0}, /* 4 */
2196     {0, 0, 0}, /* 5 */
2197     {0, 0, 0}, /* 6 */
2198     {0, 0, 0}, /* 7 */
2199     {0, 0, 0}, /* 8 */
2200     {8, 1, 2}, /* 9 */
2201     {1, 2, -1}, /* 10 */
2202     {2, 10, 12}, /* 11 */
2203     {2, 3, -1}, /* 12 */
2204     {2, 3, 4}, /* 13 */
2205     {3, 4, -1}, /* 14 */
2206     {4, 14, 16}, /* 15 */
2207     {5, 4, -1}, /* 16 */
2208     {4, 5, 6}, /* 17 */
2209     {6, 5, -1}, /* 18 */
2210     {6, 20, 18}, /* 19 */
2211     {7, 6, -1}, /* 20 */
2212     {6, 7, 8}, /* 21 */
2213     {7, 8, -1}, /* 22 */
2214     {8, 22, 24}, /* 23 */
2215     {8, 1, -1}, /* 24 */
2216     {24, 9, 10}, /* 25 */
2217     {9, 10, -1}, /* 26 */
2218     {10, 11, -1}, /* 27 */
2219     {27, 11, 29}, /* 28 */
2220     {11, 12, -1}, /* 29 */
2221     {12, 13, -1}, /* 30 */
2222     {12, 13, 14}, /* 31 */
2223     {13, 14, -1}, /* 32 */
2224     {14, 15, -1}, /* 33 */
2225     {33, 15, 35}, /* 34 */
2226     {16, 15, -1}, /* 35 */
2227     {17, 16, -1}, /* 36 */
2228     {18, 17, 16}, /* 37 */
2229     {18, 17, -1}, /* 38 */
2230     {18, 19, -1}, /* 39 */
2231     {41, 19, 39}, /* 40 */
2232     {19, 20, -1}, /* 41 */
2233     {20, 21, -1}, /* 42 */
2234     {20, 21, 22}, /* 43 */
2235     {21, 22, -1}, /* 44 */
2236     {23, 22, -1}, /* 45 */
2237     {45, 47, 23}, /* 46 */
2238     {23, 24, -1}, /* 47 */
2239     {24, 9, -1}
2240     }; /* 48 */
2241 elmex 1.1
2242     /* Recursive routine to step back and see if we can
2243     * find a path to that monster that we found. If not,
2244     * we don't bother going toward it. Returns 1 if we
2245     * can see a direct way to get it
2246     * Modified to be map tile aware -.MSW
2247     */
2248 root 1.24 int
2249 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2250 root 1.24 {
2251 root 1.29 sint16 dx, dy;
2252 root 1.75 int mflags;
2253 root 1.24
2254     if (dir < 0)
2255     return 0; /* exit condition: invalid direction */
2256    
2257     dx = x + freearr_x[dir];
2258     dy = y + freearr_y[dir];
2259    
2260     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2261    
2262     /* This functional arguably was incorrect before - it was
2263     * checking for P_WALL - that was basically seeing if
2264     * we could move to the monster - this is being more
2265     * literal on if we can see it. To know if we can actually
2266     * move to the monster, we'd need the monster passed in or
2267     * at least its move type.
2268     */
2269     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2270     return 0;
2271    
2272     /* yes, can see. */
2273     if (dir < 9)
2274     return 1;
2275 root 1.75
2276     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2277     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2278     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2279 root 1.24 }
2280    
2281 elmex 1.1 /*
2282     * can_pick(picker, item): finds out if an object is possible to be
2283     * picked up by the picker. Returnes 1 if it can be
2284     * picked up, otherwise 0.
2285     *
2286     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2287     * core dumps if they do.
2288     *
2289     * Add a check so we can't pick up invisible objects (0.93.8)
2290     */
2291 root 1.24 int
2292     can_pick (const object *who, const object *item)
2293     {
2294     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2295     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2296 root 1.270 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297 elmex 1.1 }
2298    
2299     /*
2300     * create clone from object to another
2301     */
2302 root 1.24 object *
2303 root 1.230 object::deep_clone ()
2304 root 1.24 {
2305 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2306 elmex 1.1
2307 root 1.230 object *dst = clone ();
2308 root 1.24
2309 root 1.230 object *prev = dst;
2310     for (object *part = this->more; part; part = part->more)
2311 root 1.24 {
2312 root 1.224 object *tmp = part->clone ();
2313 root 1.230 tmp->head = dst;
2314     prev->more = tmp;
2315 root 1.24 prev = tmp;
2316 elmex 1.1 }
2317 root 1.24
2318 root 1.230 for (object *item = inv; item; item = item->below)
2319     insert_ob_in_ob (item->deep_clone (), dst);
2320 elmex 1.1
2321 root 1.24 return dst;
2322 elmex 1.1 }
2323    
2324     /* This returns the first object in who's inventory that
2325     * has the same type and subtype match.
2326     * returns NULL if no match.
2327     */
2328 root 1.24 object *
2329     find_obj_by_type_subtype (const object *who, int type, int subtype)
2330 elmex 1.1 {
2331 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2332 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2333     return tmp;
2334 elmex 1.1
2335 root 1.82 return 0;
2336 elmex 1.1 }
2337    
2338 root 1.228 const shstr &
2339     object::kv_get (const shstr &key) const
2340 root 1.24 {
2341 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2342     if (kv->key == key)
2343     return kv->value;
2344 root 1.24
2345 root 1.228 return shstr_null;
2346 root 1.24 }
2347 elmex 1.1
2348 root 1.228 void
2349     object::kv_set (const shstr &key, const shstr &value)
2350 root 1.24 {
2351 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2352     if (kv->key == key)
2353     {
2354     kv->value = value;
2355     return;
2356     }
2357 root 1.24
2358 root 1.228 key_value *kv = new key_value;
2359 elmex 1.1
2360 root 1.228 kv->next = key_values;
2361     kv->key = key;
2362     kv->value = value;
2363 root 1.35
2364 root 1.228 key_values = kv;
2365 elmex 1.1 }
2366    
2367 root 1.228 void
2368     object::kv_del (const shstr &key)
2369 root 1.24 {
2370 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2371     if ((*kvp)->key == key)
2372     {
2373     key_value *kv = *kvp;
2374     *kvp = (*kvp)->next;
2375     delete kv;
2376     return;
2377     }
2378 elmex 1.1 }
2379 root 1.31
2380 root 1.34 object::depth_iterator::depth_iterator (object *container)
2381     : iterator_base (container)
2382     {
2383     while (item->inv)
2384     item = item->inv;
2385     }
2386    
2387 root 1.31 void
2388 root 1.34 object::depth_iterator::next ()
2389 root 1.31 {
2390 root 1.34 if (item->below)
2391     {
2392     item = item->below;
2393    
2394     while (item->inv)
2395     item = item->inv;
2396     }
2397 root 1.31 else
2398 root 1.34 item = item->env;
2399 root 1.31 }
2400 root 1.34
2401 elmex 1.97 const char *
2402     object::flag_desc (char *desc, int len) const
2403     {
2404     char *p = desc;
2405     bool first = true;
2406    
2407 root 1.101 *p = 0;
2408    
2409 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2410     {
2411     if (len <= 10) // magic constant!
2412     {
2413     snprintf (p, len, ",...");
2414     break;
2415     }
2416    
2417 root 1.101 if (flag [i])
2418 elmex 1.97 {
2419     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2420     len -= cnt;
2421     p += cnt;
2422     first = false;
2423     }
2424     }
2425    
2426     return desc;
2427     }
2428    
2429 root 1.101 // return a suitable string describing an object in enough detail to find it
2430 root 1.36 const char *
2431     object::debug_desc (char *info) const
2432     {
2433 elmex 1.97 char flagdesc[512];
2434     char info2[256 * 4];
2435 root 1.36 char *p = info;
2436    
2437 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2438 root 1.203 count,
2439     uuid.c_str (),
2440 root 1.36 &name,
2441 elmex 1.242 title ? ",title:\"" : "",
2442 elmex 1.97 title ? (const char *)title : "",
2443 elmex 1.242 title ? "\"" : "",
2444 elmex 1.97 flag_desc (flagdesc, 512), type);
2445 root 1.36
2446 root 1.217 if (!flag[FLAG_REMOVED] && env)
2447 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2448    
2449     if (map)
2450 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2451 root 1.36
2452     return info;
2453     }
2454    
2455     const char *
2456     object::debug_desc () const
2457     {
2458 root 1.143 static char info[3][256 * 4];
2459     static int info_idx;
2460 root 1.36
2461 root 1.143 return debug_desc (info [++info_idx % 3]);
2462 root 1.114 }
2463    
2464 root 1.125 struct region *
2465     object::region () const
2466     {
2467     return map ? map->region (x, y)
2468     : region::default_region ();
2469     }
2470    
2471 root 1.129 const materialtype_t *
2472     object::dominant_material () const
2473     {
2474 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2475     return mt;
2476 root 1.129
2477 root 1.165 return name_to_material (shstr_unknown);
2478 root 1.129 }
2479    
2480 root 1.130 void
2481     object::open_container (object *new_container)
2482     {
2483     if (container == new_container)
2484     return;
2485    
2486 root 1.220 object *old_container = container;
2487    
2488     if (old_container)
2489 root 1.130 {
2490     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2491     return;
2492    
2493     #if 0
2494     // remove the "Close old_container" object.
2495     if (object *closer = old_container->inv)
2496     if (closer->type == CLOSE_CON)
2497 root 1.259 closer->destroy ();
2498 root 1.130 #endif
2499    
2500 root 1.220 // make sure the container is available
2501     esrv_send_item (this, old_container);
2502    
2503 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2504 root 1.130 container = 0;
2505    
2506 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2507 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2508 root 1.220
2509 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2510 root 1.177 play_sound (sound_find ("chest_close"));
2511 root 1.130 }
2512    
2513     if (new_container)
2514     {
2515     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2516     return;
2517    
2518     // TODO: this does not seem to serve any purpose anymore?
2519     #if 0
2520     // insert the "Close Container" object.
2521     if (archetype *closer = new_container->other_arch)
2522     {
2523     object *closer = arch_to_object (new_container->other_arch);
2524     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525     new_container->insert (closer);
2526     }
2527     #endif
2528    
2529 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2530    
2531 root 1.220 // make sure the container is available, client bug requires this to be separate
2532     esrv_send_item (this, new_container);
2533    
2534 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2535 root 1.130 container = new_container;
2536    
2537 root 1.220 // client needs flag change
2538 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2539 root 1.131 esrv_send_inventory (this, new_container);
2540 root 1.177 play_sound (sound_find ("chest_open"));
2541 root 1.130 }
2542 root 1.220 // else if (!old_container->env && contr && contr->ns)
2543     // contr->ns->floorbox_reset ();
2544 root 1.130 }
2545    
2546 root 1.164 object *
2547     object::force_find (const shstr name)
2548     {
2549     /* cycle through his inventory to look for the MARK we want to
2550     * place
2551     */
2552     for (object *tmp = inv; tmp; tmp = tmp->below)
2553     if (tmp->type == FORCE && tmp->slaying == name)
2554     return splay (tmp);
2555    
2556     return 0;
2557     }
2558    
2559 root 1.265 object *
2560 root 1.164 object::force_add (const shstr name, int duration)
2561     {
2562     if (object *force = force_find (name))
2563 root 1.259 force->destroy ();
2564 root 1.164
2565     object *force = get_archetype (FORCE_NAME);
2566    
2567     force->slaying = name;
2568     force->stats.food = 1;
2569     force->speed_left = -1.f;
2570    
2571     force->set_speed (duration ? 1.f / duration : 0.f);
2572     force->flag [FLAG_IS_USED_UP] = true;
2573     force->flag [FLAG_APPLIED] = true;
2574    
2575 root 1.265 return insert (force);
2576 root 1.164 }
2577    
2578 root 1.178 void
2579 root 1.208 object::play_sound (faceidx sound)
2580 root 1.178 {
2581     if (!sound)
2582     return;
2583    
2584     if (flag [FLAG_REMOVED])
2585     return;
2586    
2587     if (env)
2588     {
2589     if (object *pl = in_player ())
2590     pl->contr->play_sound (sound);
2591     }
2592     else
2593     map->play_sound (sound, x, y);
2594     }
2595    
2596 root 1.265 void
2597     object::make_noise ()
2598     {
2599     // we do not model noise in the map, so instead put
2600     // a temporary light into the noise source
2601     // could use the map instead, but that's less reliable for our
2602     // goal, which is to make invisibility a bit harder to exploit
2603    
2604 root 1.266 // currently only works sensibly for players
2605     if (!is_player ())
2606     return;
2607    
2608 root 1.265 // find old force, or create new one
2609     object *force = force_find (shstr_noise_force);
2610    
2611     if (force)
2612 root 1.269 force->speed_left = -1.f; // patch old speed up
2613 root 1.265 else
2614 root 1.269 {
2615     force = archetype::get (shstr_noise_force);
2616    
2617     force->slaying = shstr_noise_force;
2618     force->stats.food = 1;
2619     force->speed_left = -1.f;
2620    
2621     force->set_speed (1.f / 4.f);
2622     force->flag [FLAG_IS_USED_UP] = true;
2623     force->flag [FLAG_APPLIED] = true;
2624    
2625     insert (force);
2626     }
2627 root 1.265 }
2628