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Revision: 1.285
Committed: Tue Sep 1 20:56:05 2009 UTC (14 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.284: +1 -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 1.281 * Copyright (©) 2005,2006,2007,2008,2009 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 root 1.285 object *envest = env->outer_env_or_self ();
334 root 1.214
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 root 1.284 //expmul = 1.0; declared const for the time being
798 root 1.22 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 root 1.279 remove_link ();
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 root 1.274 maptile *newmap = m;
1292     if (!xy_normalise (newmap, op->x, op->y))
1293 root 1.24 {
1294 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1295 root 1.187 return 0;
1296 elmex 1.1 }
1297 root 1.25
1298 root 1.117 if (object *more = op->more)
1299 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1300     return 0;
1301 root 1.25
1302 root 1.283 op->flag [FLAG_REMOVED] = false;
1303     op->env = 0;
1304     op->map = newmap;
1305 root 1.8
1306 root 1.117 mapspace &ms = op->ms ();
1307 root 1.24
1308     /* this has to be done after we translate the coordinates.
1309     */
1310     if (op->nrof && !(flag & INS_NO_MERGE))
1311 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 root 1.66 if (object::can_merge (op, tmp))
1313 root 1.25 {
1314 root 1.237 // TODO: we actually want to update tmp, not op,
1315 root 1.218 // but some caller surely breaks when we return tmp
1316     // from here :/
1317 root 1.25 op->nrof += tmp->nrof;
1318 root 1.259 tmp->destroy ();
1319 root 1.25 }
1320 root 1.24
1321     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1323 root 1.25
1324 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1325     CLEAR_FLAG (op, FLAG_NO_STEAL);
1326    
1327     if (flag & INS_BELOW_ORIGINATOR)
1328     {
1329 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 root 1.24 {
1331     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332     abort ();
1333     }
1334 root 1.25
1335 root 1.241 if (!originator->is_on_map ())
1336 root 1.282 {
1337     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1338     op->debug_desc (), originator->debug_desc ());
1339     abort ();
1340     }
1341 root 1.241
1342 root 1.24 op->above = originator;
1343     op->below = originator->below;
1344 root 1.237 originator->below = op;
1345 root 1.25
1346 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1347 elmex 1.1 }
1348 root 1.24 else
1349     {
1350 root 1.237 object *floor = 0;
1351     object *top = ms.top;
1352 root 1.117
1353 root 1.24 /* If there are other objects, then */
1354 root 1.191 if (top)
1355 root 1.24 {
1356     /*
1357     * If there are multiple objects on this space, we do some trickier handling.
1358     * We've already dealt with merging if appropriate.
1359     * Generally, we want to put the new object on top. But if
1360     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1361     * floor, we want to insert above that and no further.
1362     * Also, if there are spell objects on this space, we stop processing
1363     * once we get to them. This reduces the need to traverse over all of
1364     * them when adding another one - this saves quite a bit of cpu time
1365     * when lots of spells are cast in one area. Currently, it is presumed
1366     * that flying non pickable objects are spell objects.
1367     */
1368 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1369 root 1.24 {
1370 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1371     floor = tmp;
1372 root 1.26
1373 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))
1374 root 1.24 {
1375     /* We insert above top, so we want this object below this */
1376 root 1.237 top = tmp->below;
1377 root 1.24 break;
1378     }
1379 root 1.26
1380 root 1.237 top = tmp;
1381 root 1.24 }
1382 root 1.26
1383 root 1.24 /* We let update_position deal with figuring out what the space
1384     * looks like instead of lots of conditions here.
1385     * makes things faster, and effectively the same result.
1386     */
1387    
1388     /* Have object 'fall below' other objects that block view.
1389 root 1.135 * Unless those objects are exits.
1390 root 1.24 * If INS_ON_TOP is used, don't do this processing
1391     * Need to find the object that in fact blocks view, otherwise
1392     * stacking is a bit odd.
1393     */
1394 root 1.117 if (!(flag & INS_ON_TOP)
1395     && ms.flags () & P_BLOCKSVIEW
1396 root 1.135 && (op->face && !faces [op->face].visibility))
1397 root 1.24 {
1398 root 1.237 object *last;
1399    
1400 root 1.24 for (last = top; last != floor; last = last->below)
1401     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1402     break;
1403 root 1.117
1404 root 1.24 /* Check to see if we found the object that blocks view,
1405     * and make sure we have a below pointer for it so that
1406     * we can get inserted below this one, which requires we
1407     * set top to the object below us.
1408     */
1409     if (last && last->below && last != floor)
1410     top = last->below;
1411 root 1.8 }
1412 root 1.24 } /* If objects on this space */
1413 root 1.25
1414 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1415     top = floor;
1416    
1417 root 1.240 // insert object above top, or bottom-most if top = 0
1418 root 1.24 if (!top)
1419     {
1420 root 1.239 op->below = 0;
1421     op->above = ms.bot;
1422     ms.bot = op;
1423 root 1.25
1424 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1425 root 1.24 }
1426     else
1427 root 1.240 {
1428 root 1.24 op->above = top->above;
1429 root 1.237 top->above = op;
1430 root 1.25
1431 root 1.24 op->below = top;
1432 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1433 root 1.24 }
1434 root 1.240 }
1435 root 1.8
1436 root 1.270 if (op->is_player ())
1437 root 1.96 {
1438     op->contr->do_los = 1;
1439     ++op->map->players;
1440 root 1.100 op->map->touch ();
1441 root 1.96 }
1442 root 1.24
1443 root 1.98 op->map->dirty = true;
1444    
1445 root 1.191 if (object *pl = ms.player ())
1446 root 1.218 //TODO: the floorbox prev/next might need updating
1447 root 1.226 //esrv_send_item (pl, op);
1448     //TODO: update floorbox to preserve ordering
1449     if (pl->contr->ns)
1450     pl->contr->ns->floorbox_update ();
1451 root 1.24
1452     /* If this object glows, it may affect lighting conditions that are
1453     * visible to others on this map. But update_all_los is really
1454     * an inefficient way to do this, as it means los for all players
1455     * on the map will get recalculated. The players could very well
1456     * be far away from this change and not affected in any way -
1457     * this should get redone to only look for players within range,
1458 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1459 root 1.24 * of effect may be sufficient.
1460     */
1461 root 1.270 if (op->affects_los ())
1462 root 1.265 {
1463     op->ms ().invalidate ();
1464     update_all_los (op->map, op->x, op->y);
1465     }
1466 root 1.24
1467     /* updates flags (blocked, alive, no magic, etc) for this map space */
1468     update_object (op, UP_OBJ_INSERT);
1469    
1470 root 1.82 INVOKE_OBJECT (INSERT, op);
1471    
1472 root 1.24 /* Don't know if moving this to the end will break anything. However,
1473 root 1.70 * we want to have floorbox_update called before calling this.
1474 root 1.24 *
1475     * check_move_on() must be after this because code called from
1476     * check_move_on() depends on correct map flags (so functions like
1477     * blocked() and wall() work properly), and these flags are updated by
1478     * update_object().
1479     */
1480    
1481     /* if this is not the head or flag has been passed, don't check walk on status */
1482 root 1.155 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1483 root 1.24 {
1484     if (check_move_on (op, originator))
1485 root 1.82 return 0;
1486 elmex 1.1
1487 root 1.24 /* If we are a multi part object, lets work our way through the check
1488     * walk on's.
1489     */
1490 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1491 root 1.24 if (check_move_on (tmp, originator))
1492 root 1.82 return 0;
1493 elmex 1.1 }
1494 root 1.25
1495 root 1.24 return op;
1496 elmex 1.1 }
1497    
1498     /* this function inserts an object in the map, but if it
1499 root 1.75 * finds an object of its own type, it'll remove that one first.
1500     * op is the object to insert it under: supplies x and the map.
1501 elmex 1.1 */
1502 root 1.24 void
1503 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1504 root 1.24 {
1505     /* first search for itself and remove any old instances */
1506 elmex 1.1
1507 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1508 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1509 root 1.259 tmp->destroy ();
1510 root 1.208
1511 root 1.277 object *tmp = arch_to_object (archetype::find (archname));
1512 elmex 1.1
1513 root 1.208 tmp->x = op->x;
1514     tmp->y = op->y;
1515 elmex 1.1
1516 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1517 root 1.24 }
1518 elmex 1.1
1519 root 1.93 object *
1520     object::insert_at (object *where, object *originator, int flags)
1521     {
1522 root 1.205 if (where->env)
1523     return where->env->insert (this);
1524     else
1525     return where->map->insert (this, where->x, where->y, originator, flags);
1526 root 1.93 }
1527    
1528 elmex 1.1 /*
1529 root 1.209 * decrease(object, number) decreases a specified number from
1530 root 1.208 * the amount of an object. If the amount reaches 0, the object
1531 elmex 1.1 * is subsequently removed and freed.
1532     *
1533     * Return value: 'op' if something is left, NULL if the amount reached 0
1534     */
1535 root 1.208 bool
1536 root 1.209 object::decrease (sint32 nr)
1537 elmex 1.1 {
1538 root 1.212 if (!nr)
1539     return true;
1540    
1541 root 1.208 nr = min (nr, nrof);
1542 elmex 1.1
1543 root 1.251 if (nrof > nr)
1544 elmex 1.1 {
1545 root 1.251 nrof -= nr;
1546 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1547 elmex 1.1
1548 root 1.212 if (object *pl = visible_to ())
1549     esrv_update_item (UPD_NROF, pl, this);
1550 root 1.29
1551 root 1.212 return true;
1552 elmex 1.1 }
1553 root 1.24 else
1554     {
1555 root 1.249 destroy ();
1556 root 1.212 return false;
1557 elmex 1.1 }
1558     }
1559    
1560 root 1.209 /*
1561 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1562 root 1.209 * is returned contains nr objects, and the remaining parts contains
1563 root 1.210 * the rest (or is removed and returned if that number is 0).
1564     * On failure, NULL is returned.
1565 root 1.209 */
1566 root 1.208 object *
1567 root 1.209 object::split (sint32 nr)
1568 root 1.208 {
1569 root 1.212 int have = number_of ();
1570    
1571     if (have < nr)
1572 root 1.209 return 0;
1573 root 1.212 else if (have == nr)
1574 root 1.209 {
1575     remove ();
1576     return this;
1577     }
1578     else
1579     {
1580     decrease (nr);
1581    
1582 root 1.230 object *op = deep_clone ();
1583 root 1.209 op->nrof = nr;
1584     return op;
1585     }
1586     }
1587    
1588 root 1.24 object *
1589     insert_ob_in_ob (object *op, object *where)
1590     {
1591 root 1.59 if (!where)
1592 root 1.24 {
1593 root 1.53 char *dump = dump_object (op);
1594     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1595     free (dump);
1596 root 1.24 return op;
1597     }
1598 root 1.29
1599 root 1.154 if (where->head_ () != where)
1600 root 1.24 {
1601 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1602 root 1.24 where = where->head;
1603     }
1604 root 1.29
1605 root 1.59 return where->insert (op);
1606     }
1607    
1608     /*
1609     * env->insert (op)
1610     * This function inserts the object op in the linked list
1611     * inside the object environment.
1612     *
1613     * The function returns now pointer to inserted item, and return value can
1614     * be != op, if items are merged. -Tero
1615     */
1616     object *
1617     object::insert (object *op)
1618     {
1619 root 1.24 if (op->more)
1620     {
1621     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1622     return op;
1623     }
1624 root 1.29
1625 root 1.208 op->remove ();
1626    
1627     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628 root 1.182
1629 root 1.24 if (op->nrof)
1630 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1631     if (object::can_merge (tmp, op))
1632     {
1633     /* return the original object and remove inserted object
1634     (client needs the original object) */
1635     tmp->nrof += op->nrof;
1636 root 1.214
1637     if (object *pl = tmp->visible_to ())
1638     esrv_update_item (UPD_NROF, pl, tmp);
1639    
1640 root 1.210 adjust_weight (this, op->total_weight ());
1641    
1642 root 1.259 op->destroy ();
1643 root 1.208 op = tmp;
1644     goto inserted;
1645     }
1646    
1647     op->owner = 0; // it's his/hers now. period.
1648     op->map = 0;
1649     op->x = 0;
1650     op->y = 0;
1651    
1652     op->above = 0;
1653     op->below = inv;
1654     op->env = this;
1655    
1656     if (inv)
1657     inv->above = op;
1658 root 1.24
1659 root 1.208 inv = op;
1660 elmex 1.1
1661 root 1.208 op->flag [FLAG_REMOVED] = 0;
1662 elmex 1.1
1663 root 1.214 if (object *pl = op->visible_to ())
1664     esrv_send_item (pl, op);
1665    
1666 root 1.208 adjust_weight (this, op->total_weight ());
1667 elmex 1.1
1668 root 1.208 inserted:
1669 elmex 1.1 /* reset the light list and los of the players on the map */
1670 root 1.270 if (op->glow_radius && is_on_map ())
1671 root 1.265 {
1672     update_stats ();
1673     update_all_los (map, x, y);
1674     }
1675 root 1.270 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1676 root 1.265 // if this is a player's inventory, update stats
1677 root 1.214 update_stats ();
1678 root 1.59
1679 root 1.82 INVOKE_OBJECT (INSERT, this);
1680    
1681 elmex 1.1 return op;
1682     }
1683    
1684     /*
1685     * Checks if any objects has a move_type that matches objects
1686     * that effect this object on this space. Call apply() to process
1687     * these events.
1688     *
1689     * Any speed-modification due to SLOW_MOVE() of other present objects
1690     * will affect the speed_left of the object.
1691     *
1692     * originator: Player, monster or other object that caused 'op' to be inserted
1693     * into 'map'. May be NULL.
1694     *
1695     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1696     *
1697     * 4-21-95 added code to check if appropriate skill was readied - this will
1698     * permit faster movement by the player through this terrain. -b.t.
1699     *
1700     * MSW 2001-07-08: Check all objects on space, not just those below
1701     * object being inserted. insert_ob_in_map may not put new objects
1702     * on top.
1703     */
1704 root 1.24 int
1705     check_move_on (object *op, object *originator)
1706 elmex 1.1 {
1707 root 1.48 object *tmp;
1708 root 1.49 maptile *m = op->map;
1709 root 1.48 int x = op->x, y = op->y;
1710 root 1.26
1711 root 1.48 MoveType move_on, move_slow, move_block;
1712 root 1.24
1713     if (QUERY_FLAG (op, FLAG_NO_APPLY))
1714     return 0;
1715    
1716     move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1717     move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1718     move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1719    
1720     /* if nothing on this space will slow op down or be applied,
1721     * no need to do checking below. have to make sure move_type
1722     * is set, as lots of objects don't have it set - we treat that
1723     * as walking.
1724     */
1725     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1726     return 0;
1727 elmex 1.1
1728 root 1.24 /* This is basically inverse logic of that below - basically,
1729     * if the object can avoid the move on or slow move, they do so,
1730     * but can't do it if the alternate movement they are using is
1731     * blocked. Logic on this seems confusing, but does seem correct.
1732     */
1733     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1734     return 0;
1735    
1736     /* The objects have to be checked from top to bottom.
1737     * Hence, we first go to the top:
1738     */
1739    
1740 root 1.104 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1741 root 1.24 {
1742     /* Trim the search when we find the first other spell effect
1743     * this helps performance so that if a space has 50 spell objects,
1744     * we don't need to check all of them.
1745     */
1746     if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1747     break;
1748     }
1749 root 1.26
1750     for (; tmp; tmp = tmp->below)
1751 root 1.24 {
1752     if (tmp == op)
1753     continue; /* Can't apply yourself */
1754 elmex 1.1
1755 root 1.24 /* Check to see if one of the movement types should be slowed down.
1756     * Second check makes sure that the movement types not being slowed
1757     * (~slow_move) is not blocked on this space - just because the
1758     * space doesn't slow down swimming (for example), if you can't actually
1759     * swim on that space, can't use it to avoid the penalty.
1760     */
1761     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1762     {
1763     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1764     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1765     {
1766 elmex 1.1
1767 root 1.29 float
1768 root 1.120 diff = tmp->move_slow_penalty * fabs (op->speed);
1769 elmex 1.1
1770 root 1.270 if (op->is_player ())
1771 root 1.26 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1772     (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1773     diff /= 4.0;
1774    
1775 root 1.24 op->speed_left -= diff;
1776 root 1.8 }
1777     }
1778 elmex 1.1
1779 root 1.24 /* Basically same logic as above, except now for actual apply. */
1780     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1781     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1782     {
1783 elmex 1.72 move_apply (tmp, op, originator);
1784 root 1.24
1785 root 1.48 if (op->destroyed ())
1786 root 1.24 return 1;
1787    
1788     /* what the person/creature stepped onto has moved the object
1789     * someplace new. Don't process any further - if we did,
1790     * have a feeling strange problems would result.
1791     */
1792     if (op->map != m || op->x != x || op->y != y)
1793     return 0;
1794 root 1.8 }
1795 elmex 1.1 }
1796 root 1.26
1797 root 1.24 return 0;
1798 elmex 1.1 }
1799    
1800     /*
1801     * present_arch(arch, map, x, y) searches for any objects with
1802     * a matching archetype at the given map and coordinates.
1803     * The first matching object is returned, or NULL if none.
1804     */
1805 root 1.24 object *
1806 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1807 root 1.24 {
1808 root 1.104 if (!m || out_of_map (m, x, y))
1809 root 1.24 {
1810     LOG (llevError, "Present_arch called outside map.\n");
1811     return NULL;
1812     }
1813 root 1.84
1814 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1815 root 1.231 if (tmp->arch->archname == at->archname)
1816 elmex 1.1 return tmp;
1817 root 1.84
1818 elmex 1.1 return NULL;
1819     }
1820    
1821     /*
1822     * present(type, map, x, y) searches for any objects with
1823     * a matching type variable at the given map and coordinates.
1824     * The first matching object is returned, or NULL if none.
1825     */
1826 root 1.24 object *
1827 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1828 root 1.24 {
1829     if (out_of_map (m, x, y))
1830     {
1831     LOG (llevError, "Present called outside map.\n");
1832     return NULL;
1833     }
1834 root 1.84
1835 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1836 root 1.24 if (tmp->type == type)
1837 elmex 1.1 return tmp;
1838 root 1.84
1839 elmex 1.1 return NULL;
1840     }
1841    
1842     /*
1843     * present_in_ob(type, object) searches for any objects with
1844     * a matching type variable in the inventory of the given object.
1845     * The first matching object is returned, or NULL if none.
1846     */
1847 root 1.24 object *
1848     present_in_ob (unsigned char type, const object *op)
1849     {
1850 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1851 root 1.24 if (tmp->type == type)
1852 elmex 1.1 return tmp;
1853 root 1.84
1854 elmex 1.1 return NULL;
1855     }
1856    
1857     /*
1858     * present_in_ob (type, str, object) searches for any objects with
1859     * a matching type & name variable in the inventory of the given object.
1860     * The first matching object is returned, or NULL if none.
1861     * This is mostly used by spell effect code, so that we only
1862     * have one spell effect at a time.
1863     * type can be used to narrow the search - if type is set,
1864     * the type must also match. -1 can be passed for the type,
1865     * in which case the type does not need to pass.
1866     * str is the string to match against. Note that we match against
1867     * the object name, not the archetype name. this is so that the
1868     * spell code can use one object type (force), but change it's name
1869     * to be unique.
1870     */
1871 root 1.24 object *
1872     present_in_ob_by_name (int type, const char *str, const object *op)
1873     {
1874 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1875 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1876     return tmp;
1877 elmex 1.1
1878 root 1.82 return 0;
1879 elmex 1.1 }
1880    
1881     /*
1882     * present_arch_in_ob(archetype, object) searches for any objects with
1883     * a matching archetype in the inventory of the given object.
1884     * The first matching object is returned, or NULL if none.
1885     */
1886 root 1.24 object *
1887     present_arch_in_ob (const archetype *at, const object *op)
1888     {
1889 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1890     if (tmp->arch->archname == at->archname)
1891 elmex 1.1 return tmp;
1892 root 1.82
1893 elmex 1.1 return NULL;
1894     }
1895    
1896     /*
1897     * activate recursively a flag on an object inventory
1898     */
1899 root 1.24 void
1900     flag_inv (object *op, int flag)
1901     {
1902 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903     {
1904     SET_FLAG (tmp, flag);
1905     flag_inv (tmp, flag);
1906     }
1907 root 1.82 }
1908    
1909     /*
1910     * deactivate recursively a flag on an object inventory
1911     */
1912 root 1.24 void
1913     unflag_inv (object *op, int flag)
1914     {
1915 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916     {
1917     CLEAR_FLAG (tmp, flag);
1918     unflag_inv (tmp, flag);
1919     }
1920 elmex 1.1 }
1921    
1922     /*
1923     * find_free_spot(object, map, x, y, start, stop) will search for
1924     * a spot at the given map and coordinates which will be able to contain
1925     * the given object. start and stop specifies how many squares
1926     * to search (see the freearr_x/y[] definition).
1927     * It returns a random choice among the alternatives found.
1928     * start and stop are where to start relative to the free_arr array (1,9
1929     * does all 4 immediate directions). This returns the index into the
1930     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1931 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1932 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1933     * necessary, so the caller shouldn't need to do any special work.
1934     * Note - updated to take an object instead of archetype - this is necessary
1935     * because arch_blocked (now ob_blocked) needs to know the movement type
1936     * to know if the space in question will block the object. We can't use
1937     * the archetype because that isn't correct if the monster has been
1938     * customized, changed states, etc.
1939     */
1940 root 1.24 int
1941 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1942 root 1.24 {
1943 root 1.190 int altern[SIZEOFFREE];
1944 root 1.82 int index = 0, flag;
1945 root 1.24
1946 root 1.82 for (int i = start; i < stop; i++)
1947 root 1.24 {
1948 root 1.188 mapxy pos (m, x, y); pos.move (i);
1949    
1950     if (!pos.normalise ())
1951     continue;
1952    
1953     mapspace &ms = *pos;
1954 root 1.189
1955     if (ms.flags () & P_IS_ALIVE)
1956     continue;
1957 root 1.188
1958     /* However, often
1959     * ob doesn't have any move type (when used to place exits)
1960     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1961     */
1962 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1963 root 1.190 {
1964     altern [index++] = i;
1965     continue;
1966     }
1967 root 1.24
1968     /* Basically, if we find a wall on a space, we cut down the search size.
1969     * In this way, we won't return spaces that are on another side of a wall.
1970     * This mostly work, but it cuts down the search size in all directions -
1971     * if the space being examined only has a wall to the north and empty
1972     * spaces in all the other directions, this will reduce the search space
1973     * to only the spaces immediately surrounding the target area, and
1974     * won't look 2 spaces south of the target space.
1975     */
1976 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1977     {
1978     stop = maxfree[i];
1979     continue;
1980     }
1981    
1982     /* Note it is intentional that we check ob - the movement type of the
1983     * head of the object should correspond for the entire object.
1984     */
1985     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1986     continue;
1987    
1988 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
1989 root 1.196 continue;
1990    
1991 root 1.188 altern [index++] = i;
1992 elmex 1.1 }
1993 root 1.74
1994 root 1.24 if (!index)
1995     return -1;
1996 root 1.74
1997 root 1.124 return altern [rndm (index)];
1998 elmex 1.1 }
1999    
2000     /*
2001 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2002 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2003     * But it will return the first available spot, not a random choice.
2004     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2005     */
2006 root 1.24 int
2007 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2008 root 1.24 {
2009 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2010 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2011 root 1.82 return i;
2012 root 1.24
2013     return -1;
2014 elmex 1.1 }
2015    
2016     /*
2017     * The function permute(arr, begin, end) randomly reorders the array
2018     * arr[begin..end-1].
2019 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2020 elmex 1.1 */
2021 root 1.24 static void
2022     permute (int *arr, int begin, int end)
2023 elmex 1.1 {
2024 root 1.82 arr += begin;
2025     end -= begin;
2026    
2027     while (--end)
2028 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2029 elmex 1.1 }
2030    
2031     /* new function to make monster searching more efficient, and effective!
2032     * This basically returns a randomized array (in the passed pointer) of
2033     * the spaces to find monsters. In this way, it won't always look for
2034     * monsters to the north first. However, the size of the array passed
2035     * covers all the spaces, so within that size, all the spaces within
2036     * the 3x3 area will be searched, just not in a predictable order.
2037     */
2038 root 1.24 void
2039     get_search_arr (int *search_arr)
2040 elmex 1.1 {
2041 root 1.82 int i;
2042 elmex 1.1
2043 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2044 root 1.82 search_arr[i] = i;
2045 elmex 1.1
2046 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2047     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2048     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2049 elmex 1.1 }
2050    
2051     /*
2052     * find_dir(map, x, y, exclude) will search some close squares in the
2053     * given map at the given coordinates for live objects.
2054     * It will not considered the object given as exclude among possible
2055     * live objects.
2056     * It returns the direction toward the first/closest live object if finds
2057     * any, otherwise 0.
2058     * Perhaps incorrectly, but I'm making the assumption that exclude
2059     * is actually want is going to try and move there. We need this info
2060     * because we have to know what movement the thing looking to move
2061     * there is capable of.
2062     */
2063 root 1.24 int
2064 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2065 root 1.24 {
2066 root 1.275 int max = SIZEOFFREE, mflags;
2067     MoveType 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 root 1.275 for (int i = 1; i < max; i++)
2081 root 1.24 {
2082 root 1.275 mapxy pos (m, x, y);
2083     pos.move (i);
2084 root 1.75
2085 root 1.275 if (!pos.normalise ())
2086 root 1.75 max = maxfree[i];
2087 root 1.24 else
2088     {
2089 root 1.275 mapspace &ms = *pos;
2090 root 1.82
2091 root 1.275 if ((move_type & ms.move_block) == move_type)
2092     max = maxfree [i];
2093     else if (ms.flags () & P_IS_ALIVE)
2094 root 1.24 {
2095 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2096 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2097 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2098 root 1.275 return freedir [i];
2099 root 1.8 }
2100     }
2101 elmex 1.1 }
2102 root 1.75
2103 root 1.24 return 0;
2104 elmex 1.1 }
2105    
2106     /*
2107     * distance(object 1, object 2) will return the square of the
2108     * distance between the two given objects.
2109     */
2110 root 1.24 int
2111     distance (const object *ob1, const object *ob2)
2112     {
2113 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2114 elmex 1.1 }
2115    
2116     /*
2117     * find_dir_2(delta-x,delta-y) will return a direction in which
2118     * an object which has subtracted the x and y coordinates of another
2119     * object, needs to travel toward it.
2120     */
2121 root 1.24 int
2122     find_dir_2 (int x, int y)
2123     {
2124 root 1.75 int q;
2125 elmex 1.1
2126 root 1.24 if (y)
2127     q = x * 100 / y;
2128 elmex 1.1 else if (x)
2129 root 1.24 q = -300 * x;
2130 elmex 1.1 else
2131     return 0;
2132    
2133 root 1.24 if (y > 0)
2134     {
2135     if (q < -242)
2136     return 3;
2137     if (q < -41)
2138     return 2;
2139     if (q < 41)
2140     return 1;
2141     if (q < 242)
2142     return 8;
2143     return 7;
2144     }
2145 elmex 1.1
2146     if (q < -242)
2147 root 1.24 return 7;
2148 elmex 1.1 if (q < -41)
2149 root 1.24 return 6;
2150 elmex 1.1 if (q < 41)
2151 root 1.24 return 5;
2152 elmex 1.1 if (q < 242)
2153 root 1.24 return 4;
2154 elmex 1.1
2155 root 1.24 return 3;
2156 elmex 1.1 }
2157    
2158     /*
2159     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2160     * between two directions (which are expected to be absolute (see absdir())
2161     */
2162 root 1.24 int
2163     dirdiff (int dir1, int dir2)
2164     {
2165 root 1.82 int d;
2166 root 1.24
2167     d = abs (dir1 - dir2);
2168     if (d > 4)
2169 elmex 1.1 d = 8 - d;
2170 root 1.82
2171 elmex 1.1 return d;
2172     }
2173    
2174     /* peterm:
2175     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2176     * Basically, this is a table of directions, and what directions
2177     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2178     * This basically means that if direction is 15, then it could either go
2179     * direction 4, 14, or 16 to get back to where we are.
2180     * Moved from spell_util.c to object.c with the other related direction
2181     * functions.
2182     */
2183 root 1.278 const int reduction_dir[SIZEOFFREE][3] = {
2184 root 1.24 {0, 0, 0}, /* 0 */
2185     {0, 0, 0}, /* 1 */
2186     {0, 0, 0}, /* 2 */
2187     {0, 0, 0}, /* 3 */
2188     {0, 0, 0}, /* 4 */
2189     {0, 0, 0}, /* 5 */
2190     {0, 0, 0}, /* 6 */
2191     {0, 0, 0}, /* 7 */
2192     {0, 0, 0}, /* 8 */
2193     {8, 1, 2}, /* 9 */
2194     {1, 2, -1}, /* 10 */
2195     {2, 10, 12}, /* 11 */
2196     {2, 3, -1}, /* 12 */
2197     {2, 3, 4}, /* 13 */
2198     {3, 4, -1}, /* 14 */
2199     {4, 14, 16}, /* 15 */
2200     {5, 4, -1}, /* 16 */
2201     {4, 5, 6}, /* 17 */
2202     {6, 5, -1}, /* 18 */
2203     {6, 20, 18}, /* 19 */
2204     {7, 6, -1}, /* 20 */
2205     {6, 7, 8}, /* 21 */
2206     {7, 8, -1}, /* 22 */
2207     {8, 22, 24}, /* 23 */
2208     {8, 1, -1}, /* 24 */
2209     {24, 9, 10}, /* 25 */
2210     {9, 10, -1}, /* 26 */
2211     {10, 11, -1}, /* 27 */
2212     {27, 11, 29}, /* 28 */
2213     {11, 12, -1}, /* 29 */
2214     {12, 13, -1}, /* 30 */
2215     {12, 13, 14}, /* 31 */
2216     {13, 14, -1}, /* 32 */
2217     {14, 15, -1}, /* 33 */
2218     {33, 15, 35}, /* 34 */
2219     {16, 15, -1}, /* 35 */
2220     {17, 16, -1}, /* 36 */
2221     {18, 17, 16}, /* 37 */
2222     {18, 17, -1}, /* 38 */
2223     {18, 19, -1}, /* 39 */
2224     {41, 19, 39}, /* 40 */
2225     {19, 20, -1}, /* 41 */
2226     {20, 21, -1}, /* 42 */
2227     {20, 21, 22}, /* 43 */
2228     {21, 22, -1}, /* 44 */
2229     {23, 22, -1}, /* 45 */
2230     {45, 47, 23}, /* 46 */
2231     {23, 24, -1}, /* 47 */
2232     {24, 9, -1}
2233     }; /* 48 */
2234 elmex 1.1
2235     /* Recursive routine to step back and see if we can
2236     * find a path to that monster that we found. If not,
2237     * we don't bother going toward it. Returns 1 if we
2238     * can see a direct way to get it
2239     * Modified to be map tile aware -.MSW
2240     */
2241 root 1.24 int
2242 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2243 root 1.24 {
2244 root 1.29 sint16 dx, dy;
2245 root 1.75 int mflags;
2246 root 1.24
2247     if (dir < 0)
2248     return 0; /* exit condition: invalid direction */
2249    
2250     dx = x + freearr_x[dir];
2251     dy = y + freearr_y[dir];
2252    
2253     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2254    
2255     /* This functional arguably was incorrect before - it was
2256     * checking for P_WALL - that was basically seeing if
2257     * we could move to the monster - this is being more
2258     * literal on if we can see it. To know if we can actually
2259     * move to the monster, we'd need the monster passed in or
2260     * at least its move type.
2261     */
2262     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2263     return 0;
2264    
2265     /* yes, can see. */
2266     if (dir < 9)
2267     return 1;
2268 root 1.75
2269     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2270     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2271     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2272 root 1.24 }
2273    
2274 elmex 1.1 /*
2275     * can_pick(picker, item): finds out if an object is possible to be
2276     * picked up by the picker. Returnes 1 if it can be
2277     * picked up, otherwise 0.
2278     *
2279     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2280     * core dumps if they do.
2281     *
2282     * Add a check so we can't pick up invisible objects (0.93.8)
2283     */
2284 root 1.24 int
2285     can_pick (const object *who, const object *item)
2286     {
2287     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2288     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2289 root 1.270 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290 elmex 1.1 }
2291    
2292     /*
2293     * create clone from object to another
2294     */
2295 root 1.24 object *
2296 root 1.230 object::deep_clone ()
2297 root 1.24 {
2298 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2299 elmex 1.1
2300 root 1.230 object *dst = clone ();
2301 root 1.24
2302 root 1.230 object *prev = dst;
2303     for (object *part = this->more; part; part = part->more)
2304 root 1.24 {
2305 root 1.224 object *tmp = part->clone ();
2306 root 1.230 tmp->head = dst;
2307     prev->more = tmp;
2308 root 1.24 prev = tmp;
2309 elmex 1.1 }
2310 root 1.24
2311 root 1.230 for (object *item = inv; item; item = item->below)
2312     insert_ob_in_ob (item->deep_clone (), dst);
2313 elmex 1.1
2314 root 1.24 return dst;
2315 elmex 1.1 }
2316    
2317     /* This returns the first object in who's inventory that
2318     * has the same type and subtype match.
2319     * returns NULL if no match.
2320     */
2321 root 1.24 object *
2322     find_obj_by_type_subtype (const object *who, int type, int subtype)
2323 elmex 1.1 {
2324 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2325 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2326     return tmp;
2327 elmex 1.1
2328 root 1.82 return 0;
2329 elmex 1.1 }
2330    
2331 root 1.276 shstr_tmp
2332     object::kv_get (shstr_tmp key) const
2333 root 1.24 {
2334 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2335     if (kv->key == key)
2336     return kv->value;
2337 root 1.24
2338 root 1.276 return shstr ();
2339 root 1.24 }
2340 elmex 1.1
2341 root 1.228 void
2342 root 1.276 object::kv_set (shstr_tmp key, shstr_tmp value)
2343 root 1.24 {
2344 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2345     if (kv->key == key)
2346     {
2347     kv->value = value;
2348     return;
2349     }
2350 root 1.24
2351 root 1.228 key_value *kv = new key_value;
2352 elmex 1.1
2353 root 1.228 kv->next = key_values;
2354     kv->key = key;
2355     kv->value = value;
2356 root 1.35
2357 root 1.228 key_values = kv;
2358 elmex 1.1 }
2359    
2360 root 1.228 void
2361 root 1.276 object::kv_del (shstr_tmp key)
2362 root 1.24 {
2363 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2364     if ((*kvp)->key == key)
2365     {
2366     key_value *kv = *kvp;
2367     *kvp = (*kvp)->next;
2368     delete kv;
2369     return;
2370     }
2371 elmex 1.1 }
2372 root 1.31
2373 root 1.34 object::depth_iterator::depth_iterator (object *container)
2374     : iterator_base (container)
2375     {
2376     while (item->inv)
2377     item = item->inv;
2378     }
2379    
2380 root 1.31 void
2381 root 1.34 object::depth_iterator::next ()
2382 root 1.31 {
2383 root 1.34 if (item->below)
2384     {
2385     item = item->below;
2386    
2387     while (item->inv)
2388     item = item->inv;
2389     }
2390 root 1.31 else
2391 root 1.34 item = item->env;
2392 root 1.31 }
2393 root 1.34
2394 elmex 1.97 const char *
2395     object::flag_desc (char *desc, int len) const
2396     {
2397     char *p = desc;
2398     bool first = true;
2399    
2400 root 1.101 *p = 0;
2401    
2402 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2403     {
2404     if (len <= 10) // magic constant!
2405     {
2406     snprintf (p, len, ",...");
2407     break;
2408     }
2409    
2410 root 1.101 if (flag [i])
2411 elmex 1.97 {
2412     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2413     len -= cnt;
2414     p += cnt;
2415     first = false;
2416     }
2417     }
2418    
2419     return desc;
2420     }
2421    
2422 root 1.101 // return a suitable string describing an object in enough detail to find it
2423 root 1.36 const char *
2424     object::debug_desc (char *info) const
2425     {
2426 elmex 1.97 char flagdesc[512];
2427     char info2[256 * 4];
2428 root 1.36 char *p = info;
2429    
2430 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2431 root 1.203 count,
2432     uuid.c_str (),
2433 root 1.36 &name,
2434 elmex 1.242 title ? ",title:\"" : "",
2435 elmex 1.97 title ? (const char *)title : "",
2436 elmex 1.242 title ? "\"" : "",
2437 elmex 1.97 flag_desc (flagdesc, 512), type);
2438 root 1.36
2439 root 1.217 if (!flag[FLAG_REMOVED] && env)
2440 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2441    
2442     if (map)
2443 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2444 root 1.36
2445     return info;
2446     }
2447    
2448     const char *
2449     object::debug_desc () const
2450     {
2451 root 1.143 static char info[3][256 * 4];
2452     static int info_idx;
2453 root 1.36
2454 root 1.143 return debug_desc (info [++info_idx % 3]);
2455 root 1.114 }
2456    
2457 root 1.125 struct region *
2458     object::region () const
2459     {
2460     return map ? map->region (x, y)
2461     : region::default_region ();
2462     }
2463    
2464 root 1.129 const materialtype_t *
2465     object::dominant_material () const
2466     {
2467 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2468     return mt;
2469 root 1.129
2470 root 1.165 return name_to_material (shstr_unknown);
2471 root 1.129 }
2472    
2473 root 1.130 void
2474     object::open_container (object *new_container)
2475     {
2476     if (container == new_container)
2477     return;
2478    
2479 root 1.220 object *old_container = container;
2480    
2481     if (old_container)
2482 root 1.130 {
2483     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2484     return;
2485    
2486     #if 0
2487     // remove the "Close old_container" object.
2488     if (object *closer = old_container->inv)
2489     if (closer->type == CLOSE_CON)
2490 root 1.259 closer->destroy ();
2491 root 1.130 #endif
2492    
2493 root 1.220 // make sure the container is available
2494     esrv_send_item (this, old_container);
2495    
2496 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2497 root 1.130 container = 0;
2498    
2499 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2500 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2501 root 1.220
2502 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2503 root 1.177 play_sound (sound_find ("chest_close"));
2504 root 1.130 }
2505    
2506     if (new_container)
2507     {
2508     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2509     return;
2510    
2511     // TODO: this does not seem to serve any purpose anymore?
2512     #if 0
2513     // insert the "Close Container" object.
2514     if (archetype *closer = new_container->other_arch)
2515     {
2516     object *closer = arch_to_object (new_container->other_arch);
2517     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518     new_container->insert (closer);
2519     }
2520     #endif
2521    
2522 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2523 root 1.132
2524 root 1.220 // make sure the container is available, client bug requires this to be separate
2525     esrv_send_item (this, new_container);
2526    
2527 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2528 root 1.130 container = new_container;
2529    
2530 root 1.220 // client needs flag change
2531 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2532 root 1.131 esrv_send_inventory (this, new_container);
2533 root 1.177 play_sound (sound_find ("chest_open"));
2534 root 1.130 }
2535 root 1.220 // else if (!old_container->env && contr && contr->ns)
2536     // contr->ns->floorbox_reset ();
2537 root 1.130 }
2538    
2539 root 1.164 object *
2540 root 1.276 object::force_find (shstr_tmp name)
2541 root 1.164 {
2542     /* cycle through his inventory to look for the MARK we want to
2543     * place
2544     */
2545     for (object *tmp = inv; tmp; tmp = tmp->below)
2546     if (tmp->type == FORCE && tmp->slaying == name)
2547     return splay (tmp);
2548    
2549     return 0;
2550     }
2551    
2552 root 1.265 object *
2553 root 1.276 object::force_add (shstr_tmp name, int duration)
2554 root 1.164 {
2555     if (object *force = force_find (name))
2556 root 1.259 force->destroy ();
2557 root 1.164
2558     object *force = get_archetype (FORCE_NAME);
2559    
2560     force->slaying = name;
2561     force->stats.food = 1;
2562     force->speed_left = -1.f;
2563    
2564     force->set_speed (duration ? 1.f / duration : 0.f);
2565     force->flag [FLAG_IS_USED_UP] = true;
2566     force->flag [FLAG_APPLIED] = true;
2567    
2568 root 1.265 return insert (force);
2569 root 1.164 }
2570    
2571 root 1.178 void
2572 root 1.280 object::play_sound (faceidx sound) const
2573 root 1.178 {
2574     if (!sound)
2575     return;
2576    
2577 root 1.280 if (is_on_map ())
2578     map->play_sound (sound, x, y);
2579     else if (object *pl = in_player ())
2580     pl->contr->play_sound (sound);
2581     }
2582 root 1.178
2583 root 1.280 void
2584     object::say_msg (const char *msg) const
2585     {
2586     if (is_on_map ())
2587     map->say_msg (msg, x, y);
2588     else if (object *pl = in_player ())
2589     pl->contr->play_sound (sound);
2590 root 1.178 }
2591    
2592 root 1.265 void
2593     object::make_noise ()
2594     {
2595     // we do not model noise in the map, so instead put
2596     // a temporary light into the noise source
2597     // could use the map instead, but that's less reliable for our
2598     // goal, which is to make invisibility a bit harder to exploit
2599    
2600 root 1.266 // currently only works sensibly for players
2601     if (!is_player ())
2602     return;
2603    
2604 root 1.265 // find old force, or create new one
2605     object *force = force_find (shstr_noise_force);
2606    
2607     if (force)
2608 root 1.269 force->speed_left = -1.f; // patch old speed up
2609 root 1.265 else
2610 root 1.269 {
2611     force = archetype::get (shstr_noise_force);
2612    
2613     force->slaying = shstr_noise_force;
2614     force->stats.food = 1;
2615     force->speed_left = -1.f;
2616    
2617     force->set_speed (1.f / 4.f);
2618     force->flag [FLAG_IS_USED_UP] = true;
2619     force->flag [FLAG_APPLIED] = true;
2620    
2621     insert (force);
2622     }
2623 root 1.265 }
2624