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Revision: 1.273
Committed: Sat Dec 27 04:15:56 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.272: +2 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.208 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.157 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.199 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.163 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.116 *
13 root 1.163 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.116 *
18 root 1.163 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.157 *
21 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.116 */
23 elmex 1.1
24     #include <global.h>
25 root 1.28 #include <stdio.h>
26     #include <sys/types.h>
27     #include <sys/uio.h>
28 elmex 1.1 #include <object.h>
29 root 1.146 #include <sproto.h>
30 elmex 1.1 #include <loader.h>
31 root 1.28
32 root 1.68 #include <bitset>
33    
34 root 1.202 UUID UUID::cur;
35 root 1.204 static uint64_t seq_next_save;
36     static const uint64 UUID_GAP = 1<<19;
37 root 1.272 uint32_t mapspace::smellcount = 10000;
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 1.273 if (!flag [FLAG_WIZPASS])
1103     ms.smell = ++mapspace::smellcount; // remember the smell of the player
1104 root 1.270
1105 root 1.220 // leaving a spot always closes any open container on the ground
1106     if (container && !container->env)
1107     // this causes spurious floorbox updates, but it ensures
1108     // that the CLOSE event is being sent.
1109     close_container ();
1110    
1111     --map->players;
1112     map->touch ();
1113     }
1114     else if (pl->container == this)
1115     {
1116     // removing a container should close it
1117     close_container ();
1118     }
1119 root 1.130
1120 root 1.220 esrv_del_item (pl->contr, count);
1121 root 1.96 }
1122    
1123 root 1.29 /* link the object above us */
1124 root 1.236 // re-link, make sure compiler can easily use cmove
1125     *(above ? &above->below : &ms.top) = below;
1126     *(below ? &below->above : &ms.bot) = above;
1127 root 1.26
1128 root 1.59 above = 0;
1129     below = 0;
1130 root 1.26
1131 root 1.265 ms.invalidate ();
1132 root 1.253
1133 root 1.59 if (map->in_memory == MAP_SAVING)
1134 root 1.29 return;
1135 elmex 1.1
1136 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 elmex 1.1
1138 root 1.175 if (object *pl = ms.player ())
1139     {
1140     if (pl->container == this)
1141     /* If a container that the player is currently using somehow gets
1142     * removed (most likely destroyed), update the player view
1143     * appropriately.
1144     */
1145     pl->close_container ();
1146    
1147 root 1.218 //TODO: the floorbox prev/next might need updating
1148 root 1.226 //esrv_del_item (pl->contr, count);
1149     //TODO: update floorbox to preserve ordering
1150     if (pl->contr->ns)
1151     pl->contr->ns->floorbox_update ();
1152 root 1.175 }
1153    
1154 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1155 root 1.24 {
1156 root 1.29 /* No point updating the players look faces if he is the object
1157     * being removed.
1158 root 1.24 */
1159 root 1.29
1160 root 1.96 /* See if object moving off should effect something */
1161 root 1.50 if (check_walk_off
1162 root 1.59 && ((move_type & tmp->move_off)
1163     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1164 root 1.29 {
1165 elmex 1.72 move_apply (tmp, this, 0);
1166 root 1.24
1167 root 1.59 if (destroyed ())
1168 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 root 1.8 }
1170    
1171 root 1.29 last = tmp;
1172     }
1173 root 1.26
1174 root 1.270 if (affects_los ())
1175 root 1.59 update_all_los (map, x, y);
1176 elmex 1.1 }
1177     }
1178    
1179     /*
1180     * merge_ob(op,top):
1181     *
1182     * This function goes through all objects below and including top, and
1183     * merges op to the first matching object.
1184     * If top is NULL, it is calculated.
1185     * Returns pointer to object if it succeded in the merge, otherwise NULL
1186     */
1187 root 1.24 object *
1188     merge_ob (object *op, object *top)
1189     {
1190     if (!op->nrof)
1191 elmex 1.1 return 0;
1192 root 1.29
1193 root 1.194 if (!top)
1194 root 1.82 for (top = op; top && top->above; top = top->above)
1195     ;
1196 root 1.29
1197 root 1.82 for (; top; top = top->below)
1198 root 1.214 if (object::can_merge (op, top))
1199     {
1200     top->nrof += op->nrof;
1201    
1202     if (object *pl = top->visible_to ())
1203     esrv_update_item (UPD_NROF, pl, top);
1204    
1205     op->weight = 0; // cancel the addition above
1206     op->carrying = 0; // must be 0 already
1207 root 1.66
1208 root 1.259 op->destroy ();
1209 root 1.24
1210 root 1.214 return top;
1211     }
1212 root 1.29
1213 root 1.45 return 0;
1214 elmex 1.1 }
1215    
1216 root 1.138 void
1217     object::expand_tail ()
1218     {
1219     if (more)
1220     return;
1221    
1222     object *prev = this;
1223    
1224 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1225 root 1.138 {
1226     object *op = arch_to_object (at);
1227    
1228     op->name = name;
1229     op->name_pl = name_pl;
1230     op->title = title;
1231    
1232     op->head = this;
1233     prev->more = op;
1234    
1235     prev = op;
1236     }
1237     }
1238    
1239 elmex 1.1 /*
1240 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241     * job preparing multi-part monsters.
1242 elmex 1.1 */
1243 root 1.24 object *
1244 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245 root 1.24 {
1246 root 1.244 op->remove ();
1247    
1248 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1249 root 1.24 {
1250 root 1.159 tmp->x = x + tmp->arch->x;
1251     tmp->y = y + tmp->arch->y;
1252 elmex 1.1 }
1253 root 1.29
1254 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1255 elmex 1.1 }
1256    
1257     /*
1258     * insert_ob_in_map (op, map, originator, flag):
1259     * This function inserts the object in the two-way linked list
1260     * which represents what is on a map.
1261     * The second argument specifies the map, and the x and y variables
1262     * in the object about to be inserted specifies the position.
1263     *
1264     * originator: Player, monster or other object that caused 'op' to be inserted
1265     * into 'map'. May be NULL.
1266     *
1267     * flag is a bitmask about special things to do (or not do) when this
1268     * function is called. see the object.h file for the INS_ values.
1269     * Passing 0 for flag gives proper default values, so flag really only needs
1270     * to be set if special handling is needed.
1271     *
1272     * Return value:
1273     * new object if 'op' was merged with other object
1274     * NULL if 'op' was destroyed
1275     * just 'op' otherwise
1276     */
1277 root 1.24 object *
1278 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1279 elmex 1.1 {
1280 root 1.261 op->remove ();
1281 root 1.117
1282 root 1.258 if (m == &freed_map)//D TODO: remove soon
1283 root 1.245 {//D
1284 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1285 root 1.245 }//D
1286    
1287 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1288     * of areas of callers (eg, anything that uses find_free_spot would now
1289     * need extra work
1290     */
1291     if (!xy_normalise (m, op->x, op->y))
1292 root 1.24 {
1293 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1294 root 1.187 return 0;
1295 elmex 1.1 }
1296 root 1.25
1297 root 1.117 if (object *more = op->more)
1298 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1299     return 0;
1300 root 1.25
1301 root 1.24 CLEAR_FLAG (op, FLAG_REMOVED);
1302 root 1.8
1303 root 1.117 op->map = m;
1304     mapspace &ms = op->ms ();
1305 root 1.24
1306     /* this has to be done after we translate the coordinates.
1307     */
1308     if (op->nrof && !(flag & INS_NO_MERGE))
1309 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1310 root 1.66 if (object::can_merge (op, tmp))
1311 root 1.25 {
1312 root 1.237 // TODO: we actually want to update tmp, not op,
1313 root 1.218 // but some caller surely breaks when we return tmp
1314     // from here :/
1315 root 1.25 op->nrof += tmp->nrof;
1316 root 1.259 tmp->destroy ();
1317 root 1.25 }
1318 root 1.24
1319     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1320     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1321 root 1.25
1322 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1323     CLEAR_FLAG (op, FLAG_NO_STEAL);
1324    
1325     if (flag & INS_BELOW_ORIGINATOR)
1326     {
1327 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1328 root 1.24 {
1329     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1330     abort ();
1331     }
1332 root 1.25
1333 root 1.241 if (!originator->is_on_map ())
1334     LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1335     op->debug_desc (), originator->debug_desc ());
1336    
1337 root 1.24 op->above = originator;
1338     op->below = originator->below;
1339 root 1.237 originator->below = op;
1340 root 1.25
1341 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1342 elmex 1.1 }
1343 root 1.24 else
1344     {
1345 root 1.237 object *floor = 0;
1346     object *top = ms.top;
1347 root 1.117
1348 root 1.24 /* If there are other objects, then */
1349 root 1.191 if (top)
1350 root 1.24 {
1351     /*
1352     * If there are multiple objects on this space, we do some trickier handling.
1353     * We've already dealt with merging if appropriate.
1354     * Generally, we want to put the new object on top. But if
1355     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1356     * floor, we want to insert above that and no further.
1357     * Also, if there are spell objects on this space, we stop processing
1358     * once we get to them. This reduces the need to traverse over all of
1359     * them when adding another one - this saves quite a bit of cpu time
1360     * when lots of spells are cast in one area. Currently, it is presumed
1361     * that flying non pickable objects are spell objects.
1362     */
1363 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1364 root 1.24 {
1365 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1366     floor = tmp;
1367 root 1.26
1368 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))
1369 root 1.24 {
1370     /* We insert above top, so we want this object below this */
1371 root 1.237 top = tmp->below;
1372 root 1.24 break;
1373     }
1374 root 1.26
1375 root 1.237 top = tmp;
1376 root 1.24 }
1377 root 1.26
1378 root 1.24 /* We let update_position deal with figuring out what the space
1379     * looks like instead of lots of conditions here.
1380     * makes things faster, and effectively the same result.
1381     */
1382    
1383     /* Have object 'fall below' other objects that block view.
1384 root 1.135 * Unless those objects are exits.
1385 root 1.24 * If INS_ON_TOP is used, don't do this processing
1386     * Need to find the object that in fact blocks view, otherwise
1387     * stacking is a bit odd.
1388     */
1389 root 1.117 if (!(flag & INS_ON_TOP)
1390     && ms.flags () & P_BLOCKSVIEW
1391 root 1.135 && (op->face && !faces [op->face].visibility))
1392 root 1.24 {
1393 root 1.237 object *last;
1394    
1395 root 1.24 for (last = top; last != floor; last = last->below)
1396     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1397     break;
1398 root 1.117
1399 root 1.24 /* Check to see if we found the object that blocks view,
1400     * and make sure we have a below pointer for it so that
1401     * we can get inserted below this one, which requires we
1402     * set top to the object below us.
1403     */
1404     if (last && last->below && last != floor)
1405     top = last->below;
1406 root 1.8 }
1407 root 1.24 } /* If objects on this space */
1408 root 1.25
1409 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1410     top = floor;
1411    
1412 root 1.240 // insert object above top, or bottom-most if top = 0
1413 root 1.24 if (!top)
1414     {
1415 root 1.239 op->below = 0;
1416     op->above = ms.bot;
1417     ms.bot = op;
1418 root 1.25
1419 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1420 root 1.24 }
1421     else
1422 root 1.240 {
1423 root 1.24 op->above = top->above;
1424 root 1.237 top->above = op;
1425 root 1.25
1426 root 1.24 op->below = top;
1427 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1428 root 1.24 }
1429 root 1.240 }
1430 root 1.8
1431 root 1.270 if (op->is_player ())
1432 root 1.96 {
1433     op->contr->do_los = 1;
1434     ++op->map->players;
1435 root 1.100 op->map->touch ();
1436 root 1.96 }
1437 root 1.24
1438 root 1.98 op->map->dirty = true;
1439    
1440 root 1.191 if (object *pl = ms.player ())
1441 root 1.218 //TODO: the floorbox prev/next might need updating
1442 root 1.226 //esrv_send_item (pl, op);
1443     //TODO: update floorbox to preserve ordering
1444     if (pl->contr->ns)
1445     pl->contr->ns->floorbox_update ();
1446 root 1.24
1447     /* If this object glows, it may affect lighting conditions that are
1448     * visible to others on this map. But update_all_los is really
1449     * an inefficient way to do this, as it means los for all players
1450     * on the map will get recalculated. The players could very well
1451     * be far away from this change and not affected in any way -
1452     * this should get redone to only look for players within range,
1453 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1454 root 1.24 * of effect may be sufficient.
1455     */
1456 root 1.270 if (op->affects_los ())
1457 root 1.265 {
1458     op->ms ().invalidate ();
1459     update_all_los (op->map, op->x, op->y);
1460     }
1461 root 1.24
1462     /* updates flags (blocked, alive, no magic, etc) for this map space */
1463     update_object (op, UP_OBJ_INSERT);
1464    
1465 root 1.82 INVOKE_OBJECT (INSERT, op);
1466    
1467 root 1.24 /* Don't know if moving this to the end will break anything. However,
1468 root 1.70 * we want to have floorbox_update called before calling this.
1469 root 1.24 *
1470     * check_move_on() must be after this because code called from
1471     * check_move_on() depends on correct map flags (so functions like
1472     * blocked() and wall() work properly), and these flags are updated by
1473     * update_object().
1474     */
1475    
1476     /* if this is not the head or flag has been passed, don't check walk on status */
1477 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1478 root 1.24 {
1479     if (check_move_on (op, originator))
1480 root 1.82 return 0;
1481 elmex 1.1
1482 root 1.24 /* If we are a multi part object, lets work our way through the check
1483     * walk on's.
1484     */
1485 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1486 root 1.24 if (check_move_on (tmp, originator))
1487 root 1.82 return 0;
1488 elmex 1.1 }
1489 root 1.25
1490 root 1.24 return op;
1491 elmex 1.1 }
1492    
1493     /* this function inserts an object in the map, but if it
1494 root 1.75 * finds an object of its own type, it'll remove that one first.
1495     * op is the object to insert it under: supplies x and the map.
1496 elmex 1.1 */
1497 root 1.24 void
1498     replace_insert_ob_in_map (const char *arch_string, object *op)
1499     {
1500     /* first search for itself and remove any old instances */
1501 elmex 1.1
1502 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1503 root 1.158 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1504 root 1.259 tmp->destroy ();
1505 root 1.208
1506     object *tmp = arch_to_object (archetype::find (arch_string));
1507 elmex 1.1
1508 root 1.208 tmp->x = op->x;
1509     tmp->y = op->y;
1510 elmex 1.1
1511 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1512 root 1.24 }
1513 elmex 1.1
1514 root 1.93 object *
1515     object::insert_at (object *where, object *originator, int flags)
1516     {
1517 root 1.205 if (where->env)
1518     return where->env->insert (this);
1519     else
1520     return where->map->insert (this, where->x, where->y, originator, flags);
1521 root 1.93 }
1522    
1523 elmex 1.1 /*
1524 root 1.209 * decrease(object, number) decreases a specified number from
1525 root 1.208 * the amount of an object. If the amount reaches 0, the object
1526 elmex 1.1 * is subsequently removed and freed.
1527     *
1528     * Return value: 'op' if something is left, NULL if the amount reached 0
1529     */
1530 root 1.208 bool
1531 root 1.209 object::decrease (sint32 nr)
1532 elmex 1.1 {
1533 root 1.212 if (!nr)
1534     return true;
1535    
1536 root 1.208 nr = min (nr, nrof);
1537 elmex 1.1
1538 root 1.251 if (nrof > nr)
1539 elmex 1.1 {
1540 root 1.251 nrof -= nr;
1541 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1542 elmex 1.1
1543 root 1.212 if (object *pl = visible_to ())
1544     esrv_update_item (UPD_NROF, pl, this);
1545 root 1.29
1546 root 1.212 return true;
1547 elmex 1.1 }
1548 root 1.24 else
1549     {
1550 root 1.249 destroy ();
1551 root 1.212 return false;
1552 elmex 1.1 }
1553     }
1554    
1555 root 1.209 /*
1556 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1557 root 1.209 * is returned contains nr objects, and the remaining parts contains
1558 root 1.210 * the rest (or is removed and returned if that number is 0).
1559     * On failure, NULL is returned.
1560 root 1.209 */
1561 root 1.208 object *
1562 root 1.209 object::split (sint32 nr)
1563 root 1.208 {
1564 root 1.212 int have = number_of ();
1565    
1566     if (have < nr)
1567 root 1.209 return 0;
1568 root 1.212 else if (have == nr)
1569 root 1.209 {
1570     remove ();
1571     return this;
1572     }
1573     else
1574     {
1575     decrease (nr);
1576    
1577 root 1.230 object *op = deep_clone ();
1578 root 1.209 op->nrof = nr;
1579     return op;
1580     }
1581     }
1582    
1583 root 1.24 object *
1584     insert_ob_in_ob (object *op, object *where)
1585     {
1586 root 1.59 if (!where)
1587 root 1.24 {
1588 root 1.53 char *dump = dump_object (op);
1589     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1590     free (dump);
1591 root 1.24 return op;
1592     }
1593 root 1.29
1594 root 1.154 if (where->head_ () != where)
1595 root 1.24 {
1596 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1597 root 1.24 where = where->head;
1598     }
1599 root 1.29
1600 root 1.59 return where->insert (op);
1601     }
1602    
1603     /*
1604     * env->insert (op)
1605     * This function inserts the object op in the linked list
1606     * inside the object environment.
1607     *
1608     * The function returns now pointer to inserted item, and return value can
1609     * be != op, if items are merged. -Tero
1610     */
1611     object *
1612     object::insert (object *op)
1613     {
1614 root 1.24 if (op->more)
1615     {
1616     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1617     return op;
1618     }
1619 root 1.29
1620 root 1.208 op->remove ();
1621    
1622     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1623 root 1.182
1624 root 1.24 if (op->nrof)
1625 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1626     if (object::can_merge (tmp, op))
1627     {
1628     /* return the original object and remove inserted object
1629     (client needs the original object) */
1630     tmp->nrof += op->nrof;
1631 root 1.214
1632     if (object *pl = tmp->visible_to ())
1633     esrv_update_item (UPD_NROF, pl, tmp);
1634    
1635 root 1.210 adjust_weight (this, op->total_weight ());
1636    
1637 root 1.259 op->destroy ();
1638 root 1.208 op = tmp;
1639     goto inserted;
1640     }
1641    
1642     op->owner = 0; // it's his/hers now. period.
1643     op->map = 0;
1644     op->x = 0;
1645     op->y = 0;
1646    
1647     op->above = 0;
1648     op->below = inv;
1649     op->env = this;
1650    
1651     if (inv)
1652     inv->above = op;
1653 root 1.24
1654 root 1.208 inv = op;
1655 elmex 1.1
1656 root 1.208 op->flag [FLAG_REMOVED] = 0;
1657 elmex 1.1
1658 root 1.214 if (object *pl = op->visible_to ())
1659     esrv_send_item (pl, op);
1660    
1661 root 1.208 adjust_weight (this, op->total_weight ());
1662 elmex 1.1
1663 root 1.208 inserted:
1664 elmex 1.1 /* reset the light list and los of the players on the map */
1665 root 1.270 if (op->glow_radius && is_on_map ())
1666 root 1.265 {
1667     update_stats ();
1668     update_all_los (map, x, y);
1669     }
1670 root 1.270 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1671 root 1.265 // if this is a player's inventory, update stats
1672 root 1.214 update_stats ();
1673 root 1.59
1674 root 1.82 INVOKE_OBJECT (INSERT, this);
1675    
1676 elmex 1.1 return op;
1677     }
1678    
1679     /*
1680     * Checks if any objects has a move_type that matches objects
1681     * that effect this object on this space. Call apply() to process
1682     * these events.
1683     *
1684     * Any speed-modification due to SLOW_MOVE() of other present objects
1685     * will affect the speed_left of the object.
1686     *
1687     * originator: Player, monster or other object that caused 'op' to be inserted
1688     * into 'map'. May be NULL.
1689     *
1690     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1691     *
1692     * 4-21-95 added code to check if appropriate skill was readied - this will
1693     * permit faster movement by the player through this terrain. -b.t.
1694     *
1695     * MSW 2001-07-08: Check all objects on space, not just those below
1696     * object being inserted. insert_ob_in_map may not put new objects
1697     * on top.
1698     */
1699 root 1.24 int
1700     check_move_on (object *op, object *originator)
1701 elmex 1.1 {
1702 root 1.48 object *tmp;
1703 root 1.49 maptile *m = op->map;
1704 root 1.48 int x = op->x, y = op->y;
1705 root 1.26
1706 root 1.48 MoveType move_on, move_slow, move_block;
1707 root 1.24
1708     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1709     return 0;
1710    
1711     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1712     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1713     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1714    
1715     /* if nothing on this space will slow op down or be applied,
1716     * no need to do checking below. have to make sure move_type
1717     * is set, as lots of objects don't have it set - we treat that
1718     * as walking.
1719     */
1720     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1721     return 0;
1722 elmex 1.1
1723 root 1.24 /* This is basically inverse logic of that below - basically,
1724     * if the object can avoid the move on or slow move, they do so,
1725     * but can't do it if the alternate movement they are using is
1726     * blocked. Logic on this seems confusing, but does seem correct.
1727     */
1728     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1729     return 0;
1730    
1731     /* The objects have to be checked from top to bottom.
1732     * Hence, we first go to the top:
1733     */
1734    
1735 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1736 root 1.24 {
1737     /* Trim the search when we find the first other spell effect
1738     * this helps performance so that if a space has 50 spell objects,
1739     * we don't need to check all of them.
1740     */
1741     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1742     break;
1743     }
1744 root 1.26
1745     for (; tmp; tmp = tmp->below)
1746 root 1.24 {
1747     if (tmp == op)
1748     continue; /* Can't apply yourself */
1749 elmex 1.1
1750 root 1.24 /* Check to see if one of the movement types should be slowed down.
1751     * Second check makes sure that the movement types not being slowed
1752     * (~slow_move) is not blocked on this space - just because the
1753     * space doesn't slow down swimming (for example), if you can't actually
1754     * swim on that space, can't use it to avoid the penalty.
1755     */
1756     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1757     {
1758     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1759     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1760     {
1761 elmex 1.1
1762 root 1.29 float
1763 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1764 elmex 1.1
1765 root 1.270 if (op->is_player ())
1766 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1767     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1768     diff /= 4.0;
1769    
1770 root 1.24 op->speed_left -= diff;
1771 root 1.8 }
1772     }
1773 elmex 1.1
1774 root 1.24 /* Basically same logic as above, except now for actual apply. */
1775     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1776     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1777     {
1778 elmex 1.72 move_apply (tmp, op, originator);
1779 root 1.24
1780 root 1.48 if (op->destroyed ())
1781 root 1.24 return 1;
1782    
1783     /* what the person/creature stepped onto has moved the object
1784     * someplace new. Don't process any further - if we did,
1785     * have a feeling strange problems would result.
1786     */
1787     if (op->map != m || op->x != x || op->y != y)
1788     return 0;
1789 root 1.8 }
1790 elmex 1.1 }
1791 root 1.26
1792 root 1.24 return 0;
1793 elmex 1.1 }
1794    
1795     /*
1796     * present_arch(arch, map, x, y) searches for any objects with
1797     * a matching archetype at the given map and coordinates.
1798     * The first matching object is returned, or NULL if none.
1799     */
1800 root 1.24 object *
1801 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1802 root 1.24 {
1803 root 1.104 if (!m || out_of_map (m, x, y))
1804 root 1.24 {
1805     LOG (llevError, "Present_arch called outside map.\n");
1806     return NULL;
1807     }
1808 root 1.84
1809 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1810 root 1.231 if (tmp->arch->archname == at->archname)
1811 elmex 1.1 return tmp;
1812 root 1.84
1813 elmex 1.1 return NULL;
1814     }
1815    
1816     /*
1817     * present(type, map, x, y) searches for any objects with
1818     * a matching type variable at the given map and coordinates.
1819     * The first matching object is returned, or NULL if none.
1820     */
1821 root 1.24 object *
1822 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1823 root 1.24 {
1824     if (out_of_map (m, x, y))
1825     {
1826     LOG (llevError, "Present called outside map.\n");
1827     return NULL;
1828     }
1829 root 1.84
1830 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1831 root 1.24 if (tmp->type == type)
1832 elmex 1.1 return tmp;
1833 root 1.84
1834 elmex 1.1 return NULL;
1835     }
1836    
1837     /*
1838     * present_in_ob(type, object) searches for any objects with
1839     * a matching type variable in the inventory of the given object.
1840     * The first matching object is returned, or NULL if none.
1841     */
1842 root 1.24 object *
1843     present_in_ob (unsigned char type, const object *op)
1844     {
1845 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1846 root 1.24 if (tmp->type == type)
1847 elmex 1.1 return tmp;
1848 root 1.84
1849 elmex 1.1 return NULL;
1850     }
1851    
1852     /*
1853     * present_in_ob (type, str, object) searches for any objects with
1854     * a matching type & name variable in the inventory of the given object.
1855     * The first matching object is returned, or NULL if none.
1856     * This is mostly used by spell effect code, so that we only
1857     * have one spell effect at a time.
1858     * type can be used to narrow the search - if type is set,
1859     * the type must also match. -1 can be passed for the type,
1860     * in which case the type does not need to pass.
1861     * str is the string to match against. Note that we match against
1862     * the object name, not the archetype name. this is so that the
1863     * spell code can use one object type (force), but change it's name
1864     * to be unique.
1865     */
1866 root 1.24 object *
1867     present_in_ob_by_name (int type, const char *str, const object *op)
1868     {
1869 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1870 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1871     return tmp;
1872 elmex 1.1
1873 root 1.82 return 0;
1874 elmex 1.1 }
1875    
1876     /*
1877     * present_arch_in_ob(archetype, object) searches for any objects with
1878     * a matching archetype in the inventory of the given object.
1879     * The first matching object is returned, or NULL if none.
1880     */
1881 root 1.24 object *
1882     present_arch_in_ob (const archetype *at, const object *op)
1883     {
1884 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1885     if (tmp->arch->archname == at->archname)
1886 elmex 1.1 return tmp;
1887 root 1.82
1888 elmex 1.1 return NULL;
1889     }
1890    
1891     /*
1892     * activate recursively a flag on an object inventory
1893     */
1894 root 1.24 void
1895     flag_inv (object *op, int flag)
1896     {
1897 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898     {
1899     SET_FLAG (tmp, flag);
1900     flag_inv (tmp, flag);
1901     }
1902 root 1.82 }
1903    
1904     /*
1905     * deactivate recursively a flag on an object inventory
1906     */
1907 root 1.24 void
1908     unflag_inv (object *op, int flag)
1909     {
1910 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911     {
1912     CLEAR_FLAG (tmp, flag);
1913     unflag_inv (tmp, flag);
1914     }
1915 elmex 1.1 }
1916    
1917     /*
1918     * find_free_spot(object, map, x, y, start, stop) will search for
1919     * a spot at the given map and coordinates which will be able to contain
1920     * the given object. start and stop specifies how many squares
1921     * to search (see the freearr_x/y[] definition).
1922     * It returns a random choice among the alternatives found.
1923     * start and stop are where to start relative to the free_arr array (1,9
1924     * does all 4 immediate directions). This returns the index into the
1925     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1926 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1927 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1928     * necessary, so the caller shouldn't need to do any special work.
1929     * Note - updated to take an object instead of archetype - this is necessary
1930     * because arch_blocked (now ob_blocked) needs to know the movement type
1931     * to know if the space in question will block the object. We can't use
1932     * the archetype because that isn't correct if the monster has been
1933     * customized, changed states, etc.
1934     */
1935 root 1.24 int
1936 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1937 root 1.24 {
1938 root 1.190 int altern[SIZEOFFREE];
1939 root 1.82 int index = 0, flag;
1940 root 1.24
1941 root 1.82 for (int i = start; i < stop; i++)
1942 root 1.24 {
1943 root 1.188 mapxy pos (m, x, y); pos.move (i);
1944    
1945     if (!pos.normalise ())
1946     continue;
1947    
1948     mapspace &ms = *pos;
1949 root 1.189
1950     if (ms.flags () & P_IS_ALIVE)
1951     continue;
1952 root 1.188
1953     /* However, often
1954     * ob doesn't have any move type (when used to place exits)
1955     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1956     */
1957 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1958 root 1.190 {
1959     altern [index++] = i;
1960     continue;
1961     }
1962 root 1.24
1963     /* Basically, if we find a wall on a space, we cut down the search size.
1964     * In this way, we won't return spaces that are on another side of a wall.
1965     * This mostly work, but it cuts down the search size in all directions -
1966     * if the space being examined only has a wall to the north and empty
1967     * spaces in all the other directions, this will reduce the search space
1968     * to only the spaces immediately surrounding the target area, and
1969     * won't look 2 spaces south of the target space.
1970     */
1971 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1972     {
1973     stop = maxfree[i];
1974     continue;
1975     }
1976    
1977     /* Note it is intentional that we check ob - the movement type of the
1978     * head of the object should correspond for the entire object.
1979     */
1980     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1981     continue;
1982    
1983 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
1984 root 1.196 continue;
1985    
1986 root 1.188 altern [index++] = i;
1987 elmex 1.1 }
1988 root 1.74
1989 root 1.24 if (!index)
1990     return -1;
1991 root 1.74
1992 root 1.124 return altern [rndm (index)];
1993 elmex 1.1 }
1994    
1995     /*
1996 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1997 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1998     * But it will return the first available spot, not a random choice.
1999     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2000     */
2001 root 1.24 int
2002 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2003 root 1.24 {
2004 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2005 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2006 root 1.82 return i;
2007 root 1.24
2008     return -1;
2009 elmex 1.1 }
2010    
2011     /*
2012     * The function permute(arr, begin, end) randomly reorders the array
2013     * arr[begin..end-1].
2014 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2015 elmex 1.1 */
2016 root 1.24 static void
2017     permute (int *arr, int begin, int end)
2018 elmex 1.1 {
2019 root 1.82 arr += begin;
2020     end -= begin;
2021    
2022     while (--end)
2023 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2024 elmex 1.1 }
2025    
2026     /* new function to make monster searching more efficient, and effective!
2027     * This basically returns a randomized array (in the passed pointer) of
2028     * the spaces to find monsters. In this way, it won't always look for
2029     * monsters to the north first. However, the size of the array passed
2030     * covers all the spaces, so within that size, all the spaces within
2031     * the 3x3 area will be searched, just not in a predictable order.
2032     */
2033 root 1.24 void
2034     get_search_arr (int *search_arr)
2035 elmex 1.1 {
2036 root 1.82 int i;
2037 elmex 1.1
2038 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2039 root 1.82 search_arr[i] = i;
2040 elmex 1.1
2041 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2042     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2043     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2044 elmex 1.1 }
2045    
2046     /*
2047     * find_dir(map, x, y, exclude) will search some close squares in the
2048     * given map at the given coordinates for live objects.
2049     * It will not considered the object given as exclude among possible
2050     * live objects.
2051     * It returns the direction toward the first/closest live object if finds
2052     * any, otherwise 0.
2053     * Perhaps incorrectly, but I'm making the assumption that exclude
2054     * is actually want is going to try and move there. We need this info
2055     * because we have to know what movement the thing looking to move
2056     * there is capable of.
2057     */
2058 root 1.24 int
2059 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2060 root 1.24 {
2061 root 1.82 int i, max = SIZEOFFREE, mflags;
2062 root 1.29
2063     sint16 nx, ny;
2064 root 1.82 object *tmp;
2065     maptile *mp;
2066 root 1.29
2067     MoveType blocked, move_type;
2068 root 1.24
2069 root 1.155 if (exclude && exclude->head_ () != exclude)
2070 root 1.24 {
2071     exclude = exclude->head;
2072     move_type = exclude->move_type;
2073     }
2074     else
2075     {
2076     /* If we don't have anything, presume it can use all movement types. */
2077     move_type = MOVE_ALL;
2078     }
2079    
2080     for (i = 1; i < max; i++)
2081     {
2082     mp = m;
2083     nx = x + freearr_x[i];
2084     ny = y + freearr_y[i];
2085    
2086     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2087 root 1.75
2088 root 1.24 if (mflags & P_OUT_OF_MAP)
2089 root 1.75 max = maxfree[i];
2090 root 1.24 else
2091     {
2092 root 1.82 mapspace &ms = mp->at (nx, ny);
2093    
2094     blocked = ms.move_block;
2095 root 1.24
2096     if ((move_type & blocked) == move_type)
2097 root 1.75 max = maxfree[i];
2098 root 1.24 else if (mflags & P_IS_ALIVE)
2099     {
2100 root 1.84 for (tmp = ms.bot; tmp; tmp = tmp->above)
2101 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2102 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2103 root 1.75 break;
2104    
2105 root 1.24 if (tmp)
2106 root 1.75 return freedir[i];
2107 root 1.8 }
2108     }
2109 elmex 1.1 }
2110 root 1.75
2111 root 1.24 return 0;
2112 elmex 1.1 }
2113    
2114     /*
2115     * distance(object 1, object 2) will return the square of the
2116     * distance between the two given objects.
2117     */
2118 root 1.24 int
2119     distance (const object *ob1, const object *ob2)
2120     {
2121 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2122 elmex 1.1 }
2123    
2124     /*
2125     * find_dir_2(delta-x,delta-y) will return a direction in which
2126     * an object which has subtracted the x and y coordinates of another
2127     * object, needs to travel toward it.
2128     */
2129 root 1.24 int
2130     find_dir_2 (int x, int y)
2131     {
2132 root 1.75 int q;
2133 elmex 1.1
2134 root 1.24 if (y)
2135     q = x * 100 / y;
2136 elmex 1.1 else if (x)
2137 root 1.24 q = -300 * x;
2138 elmex 1.1 else
2139     return 0;
2140    
2141 root 1.24 if (y > 0)
2142     {
2143     if (q < -242)
2144     return 3;
2145     if (q < -41)
2146     return 2;
2147     if (q < 41)
2148     return 1;
2149     if (q < 242)
2150     return 8;
2151     return 7;
2152     }
2153 elmex 1.1
2154     if (q < -242)
2155 root 1.24 return 7;
2156 elmex 1.1 if (q < -41)
2157 root 1.24 return 6;
2158 elmex 1.1 if (q < 41)
2159 root 1.24 return 5;
2160 elmex 1.1 if (q < 242)
2161 root 1.24 return 4;
2162 elmex 1.1
2163 root 1.24 return 3;
2164 elmex 1.1 }
2165    
2166     /*
2167     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2168     * between two directions (which are expected to be absolute (see absdir())
2169     */
2170 root 1.24 int
2171     dirdiff (int dir1, int dir2)
2172     {
2173 root 1.82 int d;
2174 root 1.24
2175     d = abs (dir1 - dir2);
2176     if (d > 4)
2177 elmex 1.1 d = 8 - d;
2178 root 1.82
2179 elmex 1.1 return d;
2180     }
2181    
2182     /* peterm:
2183     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2184     * Basically, this is a table of directions, and what directions
2185     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2186     * This basically means that if direction is 15, then it could either go
2187     * direction 4, 14, or 16 to get back to where we are.
2188     * Moved from spell_util.c to object.c with the other related direction
2189     * functions.
2190     */
2191 root 1.82 int reduction_dir[SIZEOFFREE][3] = {
2192 root 1.24 {0, 0, 0}, /* 0 */
2193     {0, 0, 0}, /* 1 */
2194     {0, 0, 0}, /* 2 */
2195     {0, 0, 0}, /* 3 */
2196     {0, 0, 0}, /* 4 */
2197     {0, 0, 0}, /* 5 */
2198     {0, 0, 0}, /* 6 */
2199     {0, 0, 0}, /* 7 */
2200     {0, 0, 0}, /* 8 */
2201     {8, 1, 2}, /* 9 */
2202     {1, 2, -1}, /* 10 */
2203     {2, 10, 12}, /* 11 */
2204     {2, 3, -1}, /* 12 */
2205     {2, 3, 4}, /* 13 */
2206     {3, 4, -1}, /* 14 */
2207     {4, 14, 16}, /* 15 */
2208     {5, 4, -1}, /* 16 */
2209     {4, 5, 6}, /* 17 */
2210     {6, 5, -1}, /* 18 */
2211     {6, 20, 18}, /* 19 */
2212     {7, 6, -1}, /* 20 */
2213     {6, 7, 8}, /* 21 */
2214     {7, 8, -1}, /* 22 */
2215     {8, 22, 24}, /* 23 */
2216     {8, 1, -1}, /* 24 */
2217     {24, 9, 10}, /* 25 */
2218     {9, 10, -1}, /* 26 */
2219     {10, 11, -1}, /* 27 */
2220     {27, 11, 29}, /* 28 */
2221     {11, 12, -1}, /* 29 */
2222     {12, 13, -1}, /* 30 */
2223     {12, 13, 14}, /* 31 */
2224     {13, 14, -1}, /* 32 */
2225     {14, 15, -1}, /* 33 */
2226     {33, 15, 35}, /* 34 */
2227     {16, 15, -1}, /* 35 */
2228     {17, 16, -1}, /* 36 */
2229     {18, 17, 16}, /* 37 */
2230     {18, 17, -1}, /* 38 */
2231     {18, 19, -1}, /* 39 */
2232     {41, 19, 39}, /* 40 */
2233     {19, 20, -1}, /* 41 */
2234     {20, 21, -1}, /* 42 */
2235     {20, 21, 22}, /* 43 */
2236     {21, 22, -1}, /* 44 */
2237     {23, 22, -1}, /* 45 */
2238     {45, 47, 23}, /* 46 */
2239     {23, 24, -1}, /* 47 */
2240     {24, 9, -1}
2241     }; /* 48 */
2242 elmex 1.1
2243     /* Recursive routine to step back and see if we can
2244     * find a path to that monster that we found. If not,
2245     * we don't bother going toward it. Returns 1 if we
2246     * can see a direct way to get it
2247     * Modified to be map tile aware -.MSW
2248     */
2249 root 1.24 int
2250 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2251 root 1.24 {
2252 root 1.29 sint16 dx, dy;
2253 root 1.75 int mflags;
2254 root 1.24
2255     if (dir < 0)
2256     return 0; /* exit condition: invalid direction */
2257    
2258     dx = x + freearr_x[dir];
2259     dy = y + freearr_y[dir];
2260    
2261     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2262    
2263     /* This functional arguably was incorrect before - it was
2264     * checking for P_WALL - that was basically seeing if
2265     * we could move to the monster - this is being more
2266     * literal on if we can see it. To know if we can actually
2267     * move to the monster, we'd need the monster passed in or
2268     * at least its move type.
2269     */
2270     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2271     return 0;
2272    
2273     /* yes, can see. */
2274     if (dir < 9)
2275     return 1;
2276 root 1.75
2277     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2278     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2279     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2280 root 1.24 }
2281    
2282 elmex 1.1 /*
2283     * can_pick(picker, item): finds out if an object is possible to be
2284     * picked up by the picker. Returnes 1 if it can be
2285     * picked up, otherwise 0.
2286     *
2287     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2288     * core dumps if they do.
2289     *
2290     * Add a check so we can't pick up invisible objects (0.93.8)
2291     */
2292 root 1.24 int
2293     can_pick (const object *who, const object *item)
2294     {
2295     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2296     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2297 root 1.270 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2298 elmex 1.1 }
2299    
2300     /*
2301     * create clone from object to another
2302     */
2303 root 1.24 object *
2304 root 1.230 object::deep_clone ()
2305 root 1.24 {
2306 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2307 elmex 1.1
2308 root 1.230 object *dst = clone ();
2309 root 1.24
2310 root 1.230 object *prev = dst;
2311     for (object *part = this->more; part; part = part->more)
2312 root 1.24 {
2313 root 1.224 object *tmp = part->clone ();
2314 root 1.230 tmp->head = dst;
2315     prev->more = tmp;
2316 root 1.24 prev = tmp;
2317 elmex 1.1 }
2318 root 1.24
2319 root 1.230 for (object *item = inv; item; item = item->below)
2320     insert_ob_in_ob (item->deep_clone (), dst);
2321 elmex 1.1
2322 root 1.24 return dst;
2323 elmex 1.1 }
2324    
2325     /* This returns the first object in who's inventory that
2326     * has the same type and subtype match.
2327     * returns NULL if no match.
2328     */
2329 root 1.24 object *
2330     find_obj_by_type_subtype (const object *who, int type, int subtype)
2331 elmex 1.1 {
2332 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2333 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2334     return tmp;
2335 elmex 1.1
2336 root 1.82 return 0;
2337 elmex 1.1 }
2338    
2339 root 1.228 const shstr &
2340     object::kv_get (const shstr &key) const
2341 root 1.24 {
2342 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2343     if (kv->key == key)
2344     return kv->value;
2345 root 1.24
2346 root 1.228 return shstr_null;
2347 root 1.24 }
2348 elmex 1.1
2349 root 1.228 void
2350     object::kv_set (const shstr &key, const shstr &value)
2351 root 1.24 {
2352 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2353     if (kv->key == key)
2354     {
2355     kv->value = value;
2356     return;
2357     }
2358 root 1.24
2359 root 1.228 key_value *kv = new key_value;
2360 elmex 1.1
2361 root 1.228 kv->next = key_values;
2362     kv->key = key;
2363     kv->value = value;
2364 root 1.35
2365 root 1.228 key_values = kv;
2366 elmex 1.1 }
2367    
2368 root 1.228 void
2369     object::kv_del (const shstr &key)
2370 root 1.24 {
2371 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2372     if ((*kvp)->key == key)
2373     {
2374     key_value *kv = *kvp;
2375     *kvp = (*kvp)->next;
2376     delete kv;
2377     return;
2378     }
2379 elmex 1.1 }
2380 root 1.31
2381 root 1.34 object::depth_iterator::depth_iterator (object *container)
2382     : iterator_base (container)
2383     {
2384     while (item->inv)
2385     item = item->inv;
2386     }
2387    
2388 root 1.31 void
2389 root 1.34 object::depth_iterator::next ()
2390 root 1.31 {
2391 root 1.34 if (item->below)
2392     {
2393     item = item->below;
2394    
2395     while (item->inv)
2396     item = item->inv;
2397     }
2398 root 1.31 else
2399 root 1.34 item = item->env;
2400 root 1.31 }
2401 root 1.34
2402 elmex 1.97 const char *
2403     object::flag_desc (char *desc, int len) const
2404     {
2405     char *p = desc;
2406     bool first = true;
2407    
2408 root 1.101 *p = 0;
2409    
2410 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2411     {
2412     if (len <= 10) // magic constant!
2413     {
2414     snprintf (p, len, ",...");
2415     break;
2416     }
2417    
2418 root 1.101 if (flag [i])
2419 elmex 1.97 {
2420     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2421     len -= cnt;
2422     p += cnt;
2423     first = false;
2424     }
2425     }
2426    
2427     return desc;
2428     }
2429    
2430 root 1.101 // return a suitable string describing an object in enough detail to find it
2431 root 1.36 const char *
2432     object::debug_desc (char *info) const
2433     {
2434 elmex 1.97 char flagdesc[512];
2435     char info2[256 * 4];
2436 root 1.36 char *p = info;
2437    
2438 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2439 root 1.203 count,
2440     uuid.c_str (),
2441 root 1.36 &name,
2442 elmex 1.242 title ? ",title:\"" : "",
2443 elmex 1.97 title ? (const char *)title : "",
2444 elmex 1.242 title ? "\"" : "",
2445 elmex 1.97 flag_desc (flagdesc, 512), type);
2446 root 1.36
2447 root 1.217 if (!flag[FLAG_REMOVED] && env)
2448 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2449    
2450     if (map)
2451 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2452 root 1.36
2453     return info;
2454     }
2455    
2456     const char *
2457     object::debug_desc () const
2458     {
2459 root 1.143 static char info[3][256 * 4];
2460     static int info_idx;
2461 root 1.36
2462 root 1.143 return debug_desc (info [++info_idx % 3]);
2463 root 1.114 }
2464    
2465 root 1.125 struct region *
2466     object::region () const
2467     {
2468     return map ? map->region (x, y)
2469     : region::default_region ();
2470     }
2471    
2472 root 1.129 const materialtype_t *
2473     object::dominant_material () const
2474     {
2475 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2476     return mt;
2477 root 1.129
2478 root 1.165 return name_to_material (shstr_unknown);
2479 root 1.129 }
2480    
2481 root 1.130 void
2482     object::open_container (object *new_container)
2483     {
2484     if (container == new_container)
2485     return;
2486    
2487 root 1.220 object *old_container = container;
2488    
2489     if (old_container)
2490 root 1.130 {
2491     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2492     return;
2493    
2494     #if 0
2495     // remove the "Close old_container" object.
2496     if (object *closer = old_container->inv)
2497     if (closer->type == CLOSE_CON)
2498 root 1.259 closer->destroy ();
2499 root 1.130 #endif
2500    
2501 root 1.220 // make sure the container is available
2502     esrv_send_item (this, old_container);
2503    
2504 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2505 root 1.130 container = 0;
2506    
2507 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2508 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2509 root 1.220
2510 root 1.130 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2511 root 1.177 play_sound (sound_find ("chest_close"));
2512 root 1.130 }
2513    
2514     if (new_container)
2515     {
2516     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2517     return;
2518    
2519     // TODO: this does not seem to serve any purpose anymore?
2520     #if 0
2521     // insert the "Close Container" object.
2522     if (archetype *closer = new_container->other_arch)
2523     {
2524     object *closer = arch_to_object (new_container->other_arch);
2525     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2526     new_container->insert (closer);
2527     }
2528     #endif
2529    
2530 root 1.132 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2531    
2532 root 1.220 // make sure the container is available, client bug requires this to be separate
2533     esrv_send_item (this, new_container);
2534    
2535 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2536 root 1.130 container = new_container;
2537    
2538 root 1.220 // client needs flag change
2539 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2540 root 1.131 esrv_send_inventory (this, new_container);
2541 root 1.177 play_sound (sound_find ("chest_open"));
2542 root 1.130 }
2543 root 1.220 // else if (!old_container->env && contr && contr->ns)
2544     // contr->ns->floorbox_reset ();
2545 root 1.130 }
2546    
2547 root 1.164 object *
2548     object::force_find (const shstr name)
2549     {
2550     /* cycle through his inventory to look for the MARK we want to
2551     * place
2552     */
2553     for (object *tmp = inv; tmp; tmp = tmp->below)
2554     if (tmp->type == FORCE && tmp->slaying == name)
2555     return splay (tmp);
2556    
2557     return 0;
2558     }
2559    
2560 root 1.265 object *
2561 root 1.164 object::force_add (const shstr name, int duration)
2562     {
2563     if (object *force = force_find (name))
2564 root 1.259 force->destroy ();
2565 root 1.164
2566     object *force = get_archetype (FORCE_NAME);
2567    
2568     force->slaying = name;
2569     force->stats.food = 1;
2570     force->speed_left = -1.f;
2571    
2572     force->set_speed (duration ? 1.f / duration : 0.f);
2573     force->flag [FLAG_IS_USED_UP] = true;
2574     force->flag [FLAG_APPLIED] = true;
2575    
2576 root 1.265 return insert (force);
2577 root 1.164 }
2578    
2579 root 1.178 void
2580 root 1.208 object::play_sound (faceidx sound)
2581 root 1.178 {
2582     if (!sound)
2583     return;
2584    
2585     if (flag [FLAG_REMOVED])
2586     return;
2587    
2588     if (env)
2589     {
2590     if (object *pl = in_player ())
2591     pl->contr->play_sound (sound);
2592     }
2593     else
2594     map->play_sound (sound, x, y);
2595     }
2596    
2597 root 1.265 void
2598     object::make_noise ()
2599     {
2600     // we do not model noise in the map, so instead put
2601     // a temporary light into the noise source
2602     // could use the map instead, but that's less reliable for our
2603     // goal, which is to make invisibility a bit harder to exploit
2604    
2605 root 1.266 // currently only works sensibly for players
2606     if (!is_player ())
2607     return;
2608    
2609 root 1.265 // find old force, or create new one
2610     object *force = force_find (shstr_noise_force);
2611    
2612     if (force)
2613 root 1.269 force->speed_left = -1.f; // patch old speed up
2614 root 1.265 else
2615 root 1.269 {
2616     force = archetype::get (shstr_noise_force);
2617    
2618     force->slaying = shstr_noise_force;
2619     force->stats.food = 1;
2620     force->speed_left = -1.f;
2621    
2622     force->set_speed (1.f / 4.f);
2623     force->flag [FLAG_IS_USED_UP] = true;
2624     force->flag [FLAG_APPLIED] = true;
2625    
2626     insert (force);
2627     }
2628 root 1.265 }
2629