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Revision: 1.288
Committed: Sat Oct 3 22:36:08 2009 UTC (14 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.287: +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 1.281 * 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 root 1.288 "[You need to unapply some items first - use the 'body' command to see "
561     "how many items you cna wera on a specific body part.]", &ob->name);
562 root 1.147 return false;
563     }
564    
565 root 1.148 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 root 1.147 }
567     else
568 root 1.148 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569 root 1.147
570 root 1.151 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571     {
572     LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573     &name, ob->debug_desc ());
574     return false;
575     }
576    
577 root 1.147 return true;
578 root 1.144 }
579    
580 elmex 1.1 /* Zero the key_values on op, decrementing the shared-string
581     * refcounts and freeing the links.
582     */
583 root 1.24 static void
584     free_key_values (object *op)
585 root 1.11 {
586 root 1.137 for (key_value *i = op->key_values; i; )
587 root 1.11 {
588     key_value *next = i->next;
589     delete i;
590 root 1.24
591 root 1.11 i = next;
592 elmex 1.1 }
593 root 1.24
594 root 1.11 op->key_values = 0;
595 elmex 1.1 }
596    
597 root 1.227 /*
598     * copy_to first frees everything allocated by the dst object,
599     * and then copies the contents of itself into the second
600     * object, allocating what needs to be allocated. Basically, any
601     * data that is malloc'd needs to be re-malloc/copied. Otherwise,
602     * if the first object is freed, the pointers in the new object
603     * will point at garbage.
604     */
605     void
606     object::copy_to (object *dst)
607 root 1.11 {
608 root 1.227 dst->remove ();
609     *(object_copy *)dst = *this;
610     dst->flag [FLAG_REMOVED] = true;
611 elmex 1.1
612 root 1.11 /* Copy over key_values, if any. */
613 root 1.227 if (key_values)
614 root 1.14 {
615 root 1.23 key_value *tail = 0;
616 root 1.227 dst->key_values = 0;
617 elmex 1.1
618 root 1.227 for (key_value *i = key_values; i; i = i->next)
619 root 1.11 {
620     key_value *new_link = new key_value;
621 root 1.8
622 root 1.227 new_link->next = 0;
623     new_link->key = i->key;
624 root 1.11 new_link->value = i->value;
625    
626     /* Try and be clever here, too. */
627 root 1.227 if (!dst->key_values)
628 root 1.11 {
629 root 1.227 dst->key_values = new_link;
630 root 1.11 tail = new_link;
631 root 1.8 }
632 root 1.11 else
633     {
634     tail->next = new_link;
635     tail = new_link;
636     }
637 root 1.14 }
638     }
639 root 1.137
640     if (speed < 0)
641 root 1.185 dst->speed_left -= rndm ();
642 root 1.2
643 root 1.256 dst->activate ();
644 elmex 1.1 }
645    
646 root 1.133 void
647     object::instantiate ()
648     {
649     if (!uuid.seq) // HACK
650 root 1.202 uuid = UUID::gen ();
651 root 1.133
652     speed_left = -0.1f;
653     /* copy the body_info to the body_used - this is only really
654     * need for monsters, but doesn't hurt to do it for everything.
655     * by doing so, when a monster is created, it has good starting
656     * values for the body_used info, so when items are created
657     * for it, they can be properly equipped.
658     */
659 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
660     slot[i].used = slot[i].info;
661 root 1.133
662     attachable::instantiate ();
663     }
664    
665 root 1.65 object *
666     object::clone ()
667     {
668     object *neu = create ();
669     copy_to (neu);
670 root 1.225 neu->map = map; // not copied by copy_to
671 root 1.65 return neu;
672     }
673    
674 elmex 1.1 /*
675     * If an object with the IS_TURNABLE() flag needs to be turned due
676     * to the closest player being on the other side, this function can
677     * be called to update the face variable, _and_ how it looks on the map.
678     */
679 root 1.24 void
680     update_turn_face (object *op)
681     {
682 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
683 root 1.24 return;
684 root 1.96
685 root 1.24 SET_ANIMATION (op, op->direction);
686     update_object (op, UP_OBJ_FACE);
687 elmex 1.1 }
688    
689     /*
690     * Updates the speed of an object. If the speed changes from 0 to another
691     * value, or vice versa, then add/remove the object from the active list.
692     * This function needs to be called whenever the speed of an object changes.
693     */
694 root 1.24 void
695 root 1.87 object::set_speed (float speed)
696 root 1.24 {
697 root 1.87 if (flag [FLAG_FREED] && speed)
698 root 1.24 {
699 root 1.87 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700     speed = 0;
701 elmex 1.1 }
702 root 1.31
703 root 1.87 this->speed = speed;
704    
705 elmex 1.97 if (has_active_speed ())
706 root 1.98 activate ();
707 root 1.24 else
708 root 1.98 deactivate ();
709 elmex 1.1 }
710    
711     /*
712 root 1.75 * update_object() updates the the map.
713 elmex 1.1 * It takes into account invisible objects (and represent squares covered
714     * by invisible objects by whatever is below them (unless it's another
715     * invisible object, etc...)
716     * If the object being updated is beneath a player, the look-window
717     * of that player is updated (this might be a suboptimal way of
718     * updating that window, though, since update_object() is called _often_)
719     *
720     * action is a hint of what the caller believes need to be done.
721     * current action are:
722     * UP_OBJ_INSERT: op was inserted
723     * UP_OBJ_REMOVE: op was removed
724     * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
725     * as that is easier than trying to look at what may have changed.
726     * UP_OBJ_FACE: only the objects face has changed.
727     */
728 root 1.24 void
729     update_object (object *op, int action)
730     {
731 root 1.222 if (!op)
732 root 1.24 {
733     /* this should never happen */
734 root 1.222 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
735 root 1.24 return;
736 elmex 1.1 }
737 root 1.24
738 root 1.222 if (!op->is_on_map ())
739 root 1.24 {
740     /* Animation is currently handled by client, so nothing
741     * to do in this case.
742     */
743     return;
744 elmex 1.1 }
745    
746 root 1.24 /* make sure the object is within map boundaries */
747 root 1.83 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
748 root 1.24 {
749     LOG (llevError, "update_object() called for object out of map!\n");
750 elmex 1.1 #ifdef MANY_CORES
751 root 1.24 abort ();
752 elmex 1.1 #endif
753 root 1.24 return;
754 elmex 1.1 }
755    
756 root 1.76 mapspace &m = op->ms ();
757 elmex 1.1
758 root 1.99 if (!(m.flags_ & P_UPTODATE))
759 root 1.75 /* nop */;
760     else if (action == UP_OBJ_INSERT)
761     {
762     // this is likely overkill, TODO: revisit (schmorp)
763     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 root 1.270 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769     || (m.move_on | op->move_on ) != m.move_on
770     || (m.move_off | op->move_off ) != m.move_off
771     || (m.move_slow | op->move_slow) != m.move_slow
772     /* This isn't perfect, but I don't expect a lot of objects to
773 root 1.252 * have move_allow right now.
774 root 1.75 */
775     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
776     || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
777 root 1.265 m.invalidate ();
778 root 1.75 }
779     /* if the object is being removed, we can't make intelligent
780     * decisions, because remove_ob can't really pass the object
781     * that is being removed.
782     */
783 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 root 1.265 m.invalidate ();
785 root 1.24 else if (action == UP_OBJ_FACE)
786 root 1.29 /* Nothing to do for that case */ ;
787 root 1.24 else
788 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 elmex 1.1
790 root 1.75 if (op->more)
791 root 1.24 update_object (op->more, action);
792 elmex 1.1 }
793    
794 root 1.21 object::object ()
795     {
796 root 1.22 SET_FLAG (this, FLAG_REMOVED);
797    
798 root 1.284 //expmul = 1.0; declared const for the time being
799 root 1.22 face = blank_face;
800     }
801    
802     object::~object ()
803     {
804 root 1.121 unlink ();
805 root 1.119
806 root 1.22 free_key_values (this);
807     }
808    
809 root 1.112 static int object_count;
810    
811 root 1.24 void object::link ()
812 root 1.22 {
813 root 1.112 assert (!index);//D
814 root 1.202 uuid = UUID::gen ();
815 root 1.112 count = ++object_count;
816 root 1.21
817 root 1.109 refcnt_inc ();
818 root 1.108 objects.insert (this);
819 root 1.21 }
820    
821 root 1.24 void object::unlink ()
822 root 1.21 {
823 root 1.121 if (!index)
824     return;
825    
826 root 1.108 objects.erase (this);
827 root 1.109 refcnt_dec ();
828 root 1.98 }
829    
830 root 1.96 void
831 root 1.98 object::activate ()
832 root 1.96 {
833 root 1.98 /* If already on active list, don't do anything */
834 root 1.108 if (active)
835 root 1.98 return;
836    
837 root 1.286 if (has_active_speed ())
838     {
839     if (flag [FLAG_FREED])
840     LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
841 root 1.256
842 root 1.286 actives.insert (this);
843     }
844 root 1.98 }
845 root 1.96
846 root 1.98 void
847     object::activate_recursive ()
848     {
849     activate ();
850    
851 root 1.104 for (object *op = inv; op; op = op->below)
852 root 1.98 op->activate_recursive ();
853 root 1.96 }
854    
855     /* This function removes object 'op' from the list of active
856     * objects.
857     * This should only be used for style maps or other such
858     * reference maps where you don't want an object that isn't
859     * in play chewing up cpu time getting processed.
860     * The reverse of this is to call update_ob_speed, which
861     * will do the right thing based on the speed of the object.
862     */
863     void
864 root 1.98 object::deactivate ()
865 root 1.96 {
866     /* If not on the active list, nothing needs to be done */
867 root 1.108 if (!active)
868 root 1.96 return;
869    
870 root 1.108 actives.erase (this);
871 root 1.98 }
872 root 1.96
873 root 1.98 void
874     object::deactivate_recursive ()
875     {
876 root 1.104 for (object *op = inv; op; op = op->below)
877 root 1.98 op->deactivate_recursive ();
878    
879     deactivate ();
880 root 1.96 }
881    
882 root 1.106 void
883     object::set_flag_inv (int flag, int value)
884     {
885     for (object *op = inv; op; op = op->below)
886     {
887     op->flag [flag] = value;
888     op->set_flag_inv (flag, value);
889     }
890     }
891    
892 root 1.89 /*
893     * Remove and free all objects in the inventory of the given object.
894     * object.c ?
895     */
896     void
897     object::destroy_inv (bool drop_to_ground)
898     {
899 root 1.94 // need to check first, because the checks below might segfault
900     // as we might be on an invalid mapspace and crossfire code
901     // is too buggy to ensure that the inventory is empty.
902 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
903 root 1.94 // cf will crash below with off-map x and y
904     if (!inv)
905     return;
906    
907 root 1.89 /* Only if the space blocks everything do we not process -
908     * if some form of movement is allowed, let objects
909     * drop on that space.
910     */
911 root 1.92 if (!drop_to_ground
912     || !map
913 root 1.206 || map->in_memory != MAP_ACTIVE
914 root 1.238 || map->no_drop
915 root 1.95 || ms ().move_block == MOVE_ALL)
916 root 1.89 {
917     while (inv)
918 root 1.259 inv->destroy ();
919 root 1.89 }
920     else
921     { /* Put objects in inventory onto this space */
922     while (inv)
923     {
924     object *op = inv;
925    
926     if (op->flag [FLAG_STARTEQUIP]
927     || op->flag [FLAG_NO_DROP]
928     || op->type == RUNE
929     || op->type == TRAP
930 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
931     || op->flag [FLAG_DESTROY_ON_DEATH])
932 root 1.259 op->destroy ();
933 root 1.89 else
934 root 1.93 map->insert (op, x, y);
935 root 1.89 }
936     }
937     }
938    
939 root 1.21 object *object::create ()
940     {
941 root 1.42 object *op = new object;
942 root 1.22 op->link ();
943     return op;
944 root 1.21 }
945 elmex 1.1
946 root 1.223 static struct freed_map : maptile
947     {
948     freed_map ()
949     {
950 root 1.238 path = "<freed objects map>";
951     name = "/internal/freed_objects_map";
952     width = 3;
953     height = 3;
954     no_drop = 1;
955     no_reset = 1;
956 root 1.223
957     alloc ();
958     in_memory = MAP_ACTIVE;
959     }
960 root 1.229
961     ~freed_map ()
962     {
963     destroy ();
964     }
965 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
966    
967 root 1.82 void
968     object::do_destroy ()
969 root 1.14 {
970 root 1.82 if (flag [FLAG_IS_LINKED])
971 root 1.279 remove_link ();
972 root 1.29
973 root 1.82 if (flag [FLAG_FRIENDLY])
974 root 1.140 remove_friendly_object (this);
975 root 1.32
976 root 1.213 remove ();
977    
978     attachable::do_destroy ();
979 root 1.14
980 root 1.112 deactivate ();
981     unlink ();
982 root 1.92
983 root 1.82 flag [FLAG_FREED] = 1;
984 root 1.14
985 root 1.57 // hack to ensure that freed objects still have a valid map
986 root 1.223 map = &freed_map;
987     x = 1;
988     y = 1;
989 root 1.57
990 root 1.88 if (more)
991     {
992 root 1.259 more->destroy ();
993 root 1.88 more = 0;
994     }
995 root 1.82
996 root 1.162 head = 0;
997    
998     // clear those pointers that likely might cause circular references
999     owner = 0;
1000     enemy = 0;
1001     attacked_by = 0;
1002     current_weapon = 0;
1003 root 1.82 }
1004    
1005     void
1006 root 1.260 object::destroy ()
1007 root 1.82 {
1008     if (destroyed ())
1009     return;
1010    
1011 root 1.219 if (!is_head () && !head->destroyed ())
1012     {
1013     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1014 root 1.260 head->destroy ();
1015 root 1.223 return;
1016 root 1.219 }
1017    
1018 root 1.260 destroy_inv (false);
1019 root 1.22
1020 root 1.173 if (is_head ())
1021     if (sound_destroy)
1022     play_sound (sound_destroy);
1023     else if (flag [FLAG_MONSTER])
1024     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1025 root 1.169
1026 root 1.82 attachable::destroy ();
1027 elmex 1.1 }
1028    
1029 root 1.63 /* op->remove ():
1030 elmex 1.1 * This function removes the object op from the linked list of objects
1031     * which it is currently tied to. When this function is done, the
1032     * object will have no environment. If the object previously had an
1033     * environment, the x and y coordinates will be updated to
1034     * the previous environment.
1035     */
1036 root 1.24 void
1037 root 1.128 object::do_remove ()
1038 root 1.24 {
1039 root 1.45 object *tmp, *last = 0;
1040     object *otmp;
1041 root 1.26
1042 root 1.213 if (flag [FLAG_REMOVED])
1043 root 1.29 return;
1044 root 1.24
1045 root 1.82 INVOKE_OBJECT (REMOVE, this);
1046 root 1.26
1047 root 1.213 flag [FLAG_REMOVED] = true;
1048    
1049 root 1.59 if (more)
1050     more->remove ();
1051 root 1.24
1052     /*
1053     * In this case, the object to be removed is in someones
1054     * inventory.
1055     */
1056 root 1.59 if (env)
1057 root 1.24 {
1058 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1059 root 1.220 if (object *pl = visible_to ())
1060     esrv_del_item (pl->contr, count);
1061 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1062 root 1.220
1063 root 1.208 adjust_weight (env, -total_weight ());
1064 root 1.24
1065 root 1.265 object *pl = in_player ();
1066    
1067 root 1.237 /* we set up values so that it could be inserted into
1068     * the map, but we don't actually do that - it is up
1069     * to the caller to decide what we want to do.
1070     */
1071     map = env->map;
1072     x = env->x;
1073     y = env->y;
1074    
1075 root 1.236 // make sure cmov optimisation is applicable
1076 root 1.208 *(above ? &above->below : &env->inv) = below;
1077 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1078 root 1.24
1079 root 1.236 above = 0;
1080     below = 0;
1081     env = 0;
1082 root 1.24
1083 root 1.208 /* NO_FIX_PLAYER is set when a great many changes are being
1084     * made to players inventory. If set, avoiding the call
1085     * to save cpu time.
1086     */
1087 root 1.265 if (pl)
1088 root 1.267 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1089 root 1.265 {
1090     pl->update_stats ();
1091    
1092 root 1.270 if (glow_radius && pl->is_on_map ())
1093 root 1.265 update_all_los (pl->map, pl->x, pl->y);
1094     }
1095 root 1.59 }
1096     else if (map)
1097     {
1098 root 1.220 map->dirty = true;
1099     mapspace &ms = this->ms ();
1100    
1101     if (object *pl = ms.player ())
1102 root 1.96 {
1103 root 1.270 if (is_player ())
1104 root 1.220 {
1105 root 1.273 if (!flag [FLAG_WIZPASS])
1106     ms.smell = ++mapspace::smellcount; // remember the smell of the player
1107 root 1.270
1108 root 1.220 // leaving a spot always closes any open container on the ground
1109     if (container && !container->env)
1110     // this causes spurious floorbox updates, but it ensures
1111     // that the CLOSE event is being sent.
1112     close_container ();
1113    
1114     --map->players;
1115     map->touch ();
1116     }
1117     else if (pl->container == this)
1118     {
1119     // removing a container should close it
1120     close_container ();
1121     }
1122 root 1.130
1123 root 1.220 esrv_del_item (pl->contr, count);
1124 root 1.96 }
1125    
1126 root 1.29 /* link the object above us */
1127 root 1.236 // re-link, make sure compiler can easily use cmove
1128     *(above ? &above->below : &ms.top) = below;
1129     *(below ? &below->above : &ms.bot) = above;
1130 root 1.26
1131 root 1.59 above = 0;
1132     below = 0;
1133 root 1.26
1134 root 1.265 ms.invalidate ();
1135 root 1.253
1136 root 1.59 if (map->in_memory == MAP_SAVING)
1137 root 1.29 return;
1138 elmex 1.1
1139 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 elmex 1.1
1141 root 1.175 if (object *pl = ms.player ())
1142     {
1143     if (pl->container == this)
1144     /* If a container that the player is currently using somehow gets
1145     * removed (most likely destroyed), update the player view
1146     * appropriately.
1147     */
1148     pl->close_container ();
1149    
1150 root 1.218 //TODO: the floorbox prev/next might need updating
1151 root 1.226 //esrv_del_item (pl->contr, count);
1152     //TODO: update floorbox to preserve ordering
1153     if (pl->contr->ns)
1154     pl->contr->ns->floorbox_update ();
1155 root 1.175 }
1156    
1157 root 1.117 for (tmp = ms.bot; tmp; tmp = tmp->above)
1158 root 1.24 {
1159 root 1.29 /* No point updating the players look faces if he is the object
1160     * being removed.
1161 root 1.24 */
1162 root 1.29
1163 root 1.96 /* See if object moving off should effect something */
1164 root 1.50 if (check_walk_off
1165 root 1.59 && ((move_type & tmp->move_off)
1166     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1167 root 1.29 {
1168 elmex 1.72 move_apply (tmp, this, 0);
1169 root 1.24
1170 root 1.59 if (destroyed ())
1171 root 1.50 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 root 1.8 }
1173    
1174 root 1.29 last = tmp;
1175     }
1176 root 1.26
1177 root 1.270 if (affects_los ())
1178 root 1.59 update_all_los (map, x, y);
1179 elmex 1.1 }
1180     }
1181    
1182     /*
1183     * merge_ob(op,top):
1184     *
1185     * This function goes through all objects below and including top, and
1186     * merges op to the first matching object.
1187     * If top is NULL, it is calculated.
1188     * Returns pointer to object if it succeded in the merge, otherwise NULL
1189     */
1190 root 1.24 object *
1191     merge_ob (object *op, object *top)
1192     {
1193     if (!op->nrof)
1194 elmex 1.1 return 0;
1195 root 1.29
1196 root 1.194 if (!top)
1197 root 1.82 for (top = op; top && top->above; top = top->above)
1198     ;
1199 root 1.29
1200 root 1.82 for (; top; top = top->below)
1201 root 1.214 if (object::can_merge (op, top))
1202     {
1203     top->nrof += op->nrof;
1204    
1205     if (object *pl = top->visible_to ())
1206     esrv_update_item (UPD_NROF, pl, top);
1207    
1208     op->weight = 0; // cancel the addition above
1209     op->carrying = 0; // must be 0 already
1210 root 1.66
1211 root 1.259 op->destroy ();
1212 root 1.24
1213 root 1.214 return top;
1214     }
1215 root 1.29
1216 root 1.45 return 0;
1217 elmex 1.1 }
1218    
1219 root 1.138 void
1220     object::expand_tail ()
1221     {
1222     if (more)
1223     return;
1224    
1225     object *prev = this;
1226    
1227 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1228 root 1.138 {
1229     object *op = arch_to_object (at);
1230    
1231     op->name = name;
1232     op->name_pl = name_pl;
1233     op->title = title;
1234    
1235     op->head = this;
1236     prev->more = op;
1237    
1238     prev = op;
1239     }
1240     }
1241    
1242 elmex 1.1 /*
1243 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1244     * job preparing multi-part monsters.
1245 elmex 1.1 */
1246 root 1.24 object *
1247 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1248 root 1.24 {
1249 root 1.244 op->remove ();
1250    
1251 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 root 1.24 {
1253 root 1.159 tmp->x = x + tmp->arch->x;
1254     tmp->y = y + tmp->arch->y;
1255 elmex 1.1 }
1256 root 1.29
1257 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1258 elmex 1.1 }
1259    
1260     /*
1261     * insert_ob_in_map (op, map, originator, flag):
1262     * This function inserts the object in the two-way linked list
1263     * which represents what is on a map.
1264     * The second argument specifies the map, and the x and y variables
1265     * in the object about to be inserted specifies the position.
1266     *
1267     * originator: Player, monster or other object that caused 'op' to be inserted
1268     * into 'map'. May be NULL.
1269     *
1270     * flag is a bitmask about special things to do (or not do) when this
1271     * function is called. see the object.h file for the INS_ values.
1272     * Passing 0 for flag gives proper default values, so flag really only needs
1273     * to be set if special handling is needed.
1274     *
1275     * Return value:
1276     * new object if 'op' was merged with other object
1277     * NULL if 'op' was destroyed
1278     * just 'op' otherwise
1279     */
1280 root 1.24 object *
1281 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1282 elmex 1.1 {
1283 root 1.261 op->remove ();
1284 root 1.117
1285 root 1.258 if (m == &freed_map)//D TODO: remove soon
1286 root 1.245 {//D
1287 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1288 root 1.245 }//D
1289    
1290 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1291     * of areas of callers (eg, anything that uses find_free_spot would now
1292     * need extra work
1293     */
1294 root 1.274 maptile *newmap = m;
1295     if (!xy_normalise (newmap, op->x, op->y))
1296 root 1.24 {
1297 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1298 root 1.187 return 0;
1299 elmex 1.1 }
1300 root 1.25
1301 root 1.117 if (object *more = op->more)
1302 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1303     return 0;
1304 root 1.25
1305 root 1.283 op->flag [FLAG_REMOVED] = false;
1306     op->env = 0;
1307     op->map = newmap;
1308 root 1.8
1309 root 1.117 mapspace &ms = op->ms ();
1310 root 1.24
1311     /* this has to be done after we translate the coordinates.
1312     */
1313     if (op->nrof && !(flag & INS_NO_MERGE))
1314 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 root 1.66 if (object::can_merge (op, tmp))
1316 root 1.25 {
1317 root 1.237 // TODO: we actually want to update tmp, not op,
1318 root 1.218 // but some caller surely breaks when we return tmp
1319     // from here :/
1320 root 1.25 op->nrof += tmp->nrof;
1321 root 1.259 tmp->destroy ();
1322 root 1.25 }
1323 root 1.24
1324     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 root 1.25
1327 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1328     CLEAR_FLAG (op, FLAG_NO_STEAL);
1329    
1330     if (flag & INS_BELOW_ORIGINATOR)
1331     {
1332 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 root 1.24 {
1334     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335     abort ();
1336     }
1337 root 1.25
1338 root 1.241 if (!originator->is_on_map ())
1339 root 1.282 {
1340     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1341     op->debug_desc (), originator->debug_desc ());
1342     abort ();
1343     }
1344 root 1.241
1345 root 1.24 op->above = originator;
1346     op->below = originator->below;
1347 root 1.237 originator->below = op;
1348 root 1.25
1349 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1350 elmex 1.1 }
1351 root 1.24 else
1352     {
1353 root 1.237 object *floor = 0;
1354     object *top = ms.top;
1355 root 1.117
1356 root 1.24 /* If there are other objects, then */
1357 root 1.191 if (top)
1358 root 1.24 {
1359     /*
1360     * If there are multiple objects on this space, we do some trickier handling.
1361     * We've already dealt with merging if appropriate.
1362     * Generally, we want to put the new object on top. But if
1363     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364     * floor, we want to insert above that and no further.
1365     * Also, if there are spell objects on this space, we stop processing
1366     * once we get to them. This reduces the need to traverse over all of
1367     * them when adding another one - this saves quite a bit of cpu time
1368     * when lots of spells are cast in one area. Currently, it is presumed
1369     * that flying non pickable objects are spell objects.
1370     */
1371 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1372 root 1.24 {
1373 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1374     floor = tmp;
1375 root 1.26
1376 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))
1377 root 1.24 {
1378     /* We insert above top, so we want this object below this */
1379 root 1.237 top = tmp->below;
1380 root 1.24 break;
1381     }
1382 root 1.26
1383 root 1.237 top = tmp;
1384 root 1.24 }
1385 root 1.26
1386 root 1.24 /* We let update_position deal with figuring out what the space
1387     * looks like instead of lots of conditions here.
1388     * makes things faster, and effectively the same result.
1389     */
1390    
1391     /* Have object 'fall below' other objects that block view.
1392 root 1.135 * Unless those objects are exits.
1393 root 1.24 * If INS_ON_TOP is used, don't do this processing
1394     * Need to find the object that in fact blocks view, otherwise
1395     * stacking is a bit odd.
1396     */
1397 root 1.117 if (!(flag & INS_ON_TOP)
1398     && ms.flags () & P_BLOCKSVIEW
1399 root 1.135 && (op->face && !faces [op->face].visibility))
1400 root 1.24 {
1401 root 1.237 object *last;
1402    
1403 root 1.24 for (last = top; last != floor; last = last->below)
1404     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1405     break;
1406 root 1.117
1407 root 1.24 /* Check to see if we found the object that blocks view,
1408     * and make sure we have a below pointer for it so that
1409     * we can get inserted below this one, which requires we
1410     * set top to the object below us.
1411     */
1412     if (last && last->below && last != floor)
1413     top = last->below;
1414 root 1.8 }
1415 root 1.24 } /* If objects on this space */
1416 root 1.25
1417 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1418     top = floor;
1419    
1420 root 1.240 // insert object above top, or bottom-most if top = 0
1421 root 1.24 if (!top)
1422     {
1423 root 1.239 op->below = 0;
1424     op->above = ms.bot;
1425     ms.bot = op;
1426 root 1.25
1427 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1428 root 1.24 }
1429     else
1430 root 1.240 {
1431 root 1.24 op->above = top->above;
1432 root 1.237 top->above = op;
1433 root 1.25
1434 root 1.24 op->below = top;
1435 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1436 root 1.24 }
1437 root 1.240 }
1438 root 1.8
1439 root 1.270 if (op->is_player ())
1440 root 1.96 {
1441     op->contr->do_los = 1;
1442     ++op->map->players;
1443 root 1.100 op->map->touch ();
1444 root 1.96 }
1445 root 1.24
1446 root 1.98 op->map->dirty = true;
1447    
1448 root 1.191 if (object *pl = ms.player ())
1449 root 1.218 //TODO: the floorbox prev/next might need updating
1450 root 1.226 //esrv_send_item (pl, op);
1451     //TODO: update floorbox to preserve ordering
1452     if (pl->contr->ns)
1453     pl->contr->ns->floorbox_update ();
1454 root 1.24
1455     /* If this object glows, it may affect lighting conditions that are
1456     * visible to others on this map. But update_all_los is really
1457     * an inefficient way to do this, as it means los for all players
1458     * on the map will get recalculated. The players could very well
1459     * be far away from this change and not affected in any way -
1460     * this should get redone to only look for players within range,
1461 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1462 root 1.24 * of effect may be sufficient.
1463     */
1464 root 1.270 if (op->affects_los ())
1465 root 1.265 {
1466     op->ms ().invalidate ();
1467     update_all_los (op->map, op->x, op->y);
1468     }
1469 root 1.24
1470     /* updates flags (blocked, alive, no magic, etc) for this map space */
1471     update_object (op, UP_OBJ_INSERT);
1472    
1473 root 1.82 INVOKE_OBJECT (INSERT, op);
1474    
1475 root 1.24 /* Don't know if moving this to the end will break anything. However,
1476 root 1.70 * we want to have floorbox_update called before calling this.
1477 root 1.24 *
1478     * check_move_on() must be after this because code called from
1479     * check_move_on() depends on correct map flags (so functions like
1480     * blocked() and wall() work properly), and these flags are updated by
1481     * update_object().
1482     */
1483    
1484     /* if this is not the head or flag has been passed, don't check walk on status */
1485 root 1.287 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1486 root 1.24 {
1487     if (check_move_on (op, originator))
1488 root 1.82 return 0;
1489 elmex 1.1
1490 root 1.24 /* If we are a multi part object, lets work our way through the check
1491     * walk on's.
1492     */
1493 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1494 root 1.24 if (check_move_on (tmp, originator))
1495 root 1.82 return 0;
1496 elmex 1.1 }
1497 root 1.25
1498 root 1.24 return op;
1499 elmex 1.1 }
1500    
1501     /* this function inserts an object in the map, but if it
1502 root 1.75 * finds an object of its own type, it'll remove that one first.
1503     * op is the object to insert it under: supplies x and the map.
1504 elmex 1.1 */
1505 root 1.24 void
1506 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1507 root 1.24 {
1508     /* first search for itself and remove any old instances */
1509 elmex 1.1
1510 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1511 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1512 root 1.259 tmp->destroy ();
1513 root 1.208
1514 root 1.277 object *tmp = arch_to_object (archetype::find (archname));
1515 elmex 1.1
1516 root 1.208 tmp->x = op->x;
1517     tmp->y = op->y;
1518 elmex 1.1
1519 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1520 root 1.24 }
1521 elmex 1.1
1522 root 1.93 object *
1523     object::insert_at (object *where, object *originator, int flags)
1524     {
1525 root 1.205 if (where->env)
1526     return where->env->insert (this);
1527     else
1528     return where->map->insert (this, where->x, where->y, originator, flags);
1529 root 1.93 }
1530    
1531 elmex 1.1 /*
1532 root 1.209 * decrease(object, number) decreases a specified number from
1533 root 1.208 * the amount of an object. If the amount reaches 0, the object
1534 elmex 1.1 * is subsequently removed and freed.
1535     *
1536     * Return value: 'op' if something is left, NULL if the amount reached 0
1537     */
1538 root 1.208 bool
1539 root 1.209 object::decrease (sint32 nr)
1540 elmex 1.1 {
1541 root 1.212 if (!nr)
1542     return true;
1543    
1544 root 1.208 nr = min (nr, nrof);
1545 elmex 1.1
1546 root 1.251 if (nrof > nr)
1547 elmex 1.1 {
1548 root 1.251 nrof -= nr;
1549 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1550 elmex 1.1
1551 root 1.212 if (object *pl = visible_to ())
1552     esrv_update_item (UPD_NROF, pl, this);
1553 root 1.29
1554 root 1.212 return true;
1555 elmex 1.1 }
1556 root 1.24 else
1557     {
1558 root 1.249 destroy ();
1559 root 1.212 return false;
1560 elmex 1.1 }
1561     }
1562    
1563 root 1.209 /*
1564 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1565 root 1.209 * is returned contains nr objects, and the remaining parts contains
1566 root 1.210 * the rest (or is removed and returned if that number is 0).
1567     * On failure, NULL is returned.
1568 root 1.209 */
1569 root 1.208 object *
1570 root 1.209 object::split (sint32 nr)
1571 root 1.208 {
1572 root 1.212 int have = number_of ();
1573    
1574     if (have < nr)
1575 root 1.209 return 0;
1576 root 1.212 else if (have == nr)
1577 root 1.209 {
1578     remove ();
1579     return this;
1580     }
1581     else
1582     {
1583     decrease (nr);
1584    
1585 root 1.230 object *op = deep_clone ();
1586 root 1.209 op->nrof = nr;
1587     return op;
1588     }
1589     }
1590    
1591 root 1.24 object *
1592     insert_ob_in_ob (object *op, object *where)
1593     {
1594 root 1.59 if (!where)
1595 root 1.24 {
1596 root 1.53 char *dump = dump_object (op);
1597     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598     free (dump);
1599 root 1.24 return op;
1600     }
1601 root 1.29
1602 root 1.154 if (where->head_ () != where)
1603 root 1.24 {
1604 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 root 1.24 where = where->head;
1606     }
1607 root 1.29
1608 root 1.59 return where->insert (op);
1609     }
1610    
1611     /*
1612     * env->insert (op)
1613     * This function inserts the object op in the linked list
1614     * inside the object environment.
1615     *
1616     * The function returns now pointer to inserted item, and return value can
1617     * be != op, if items are merged. -Tero
1618     */
1619     object *
1620     object::insert (object *op)
1621     {
1622 root 1.24 if (op->more)
1623     {
1624     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1625     return op;
1626     }
1627 root 1.29
1628 root 1.208 op->remove ();
1629    
1630     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1631 root 1.182
1632 root 1.24 if (op->nrof)
1633 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1634     if (object::can_merge (tmp, op))
1635     {
1636     /* return the original object and remove inserted object
1637     (client needs the original object) */
1638     tmp->nrof += op->nrof;
1639 root 1.214
1640     if (object *pl = tmp->visible_to ())
1641     esrv_update_item (UPD_NROF, pl, tmp);
1642    
1643 root 1.210 adjust_weight (this, op->total_weight ());
1644    
1645 root 1.259 op->destroy ();
1646 root 1.208 op = tmp;
1647     goto inserted;
1648     }
1649    
1650     op->owner = 0; // it's his/hers now. period.
1651     op->map = 0;
1652     op->x = 0;
1653     op->y = 0;
1654    
1655     op->above = 0;
1656     op->below = inv;
1657     op->env = this;
1658    
1659     if (inv)
1660     inv->above = op;
1661 root 1.24
1662 root 1.208 inv = op;
1663 elmex 1.1
1664 root 1.208 op->flag [FLAG_REMOVED] = 0;
1665 elmex 1.1
1666 root 1.214 if (object *pl = op->visible_to ())
1667     esrv_send_item (pl, op);
1668    
1669 root 1.208 adjust_weight (this, op->total_weight ());
1670 elmex 1.1
1671 root 1.208 inserted:
1672 elmex 1.1 /* reset the light list and los of the players on the map */
1673 root 1.270 if (op->glow_radius && is_on_map ())
1674 root 1.265 {
1675     update_stats ();
1676     update_all_los (map, x, y);
1677     }
1678 root 1.270 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1679 root 1.265 // if this is a player's inventory, update stats
1680 root 1.214 update_stats ();
1681 root 1.59
1682 root 1.82 INVOKE_OBJECT (INSERT, this);
1683    
1684 elmex 1.1 return op;
1685     }
1686    
1687     /*
1688     * Checks if any objects has a move_type that matches objects
1689     * that effect this object on this space. Call apply() to process
1690     * these events.
1691     *
1692     * Any speed-modification due to SLOW_MOVE() of other present objects
1693     * will affect the speed_left of the object.
1694     *
1695     * originator: Player, monster or other object that caused 'op' to be inserted
1696     * into 'map'. May be NULL.
1697     *
1698     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1699     *
1700     * 4-21-95 added code to check if appropriate skill was readied - this will
1701     * permit faster movement by the player through this terrain. -b.t.
1702     *
1703     * MSW 2001-07-08: Check all objects on space, not just those below
1704     * object being inserted. insert_ob_in_map may not put new objects
1705     * on top.
1706     */
1707 root 1.24 int
1708     check_move_on (object *op, object *originator)
1709 elmex 1.1 {
1710 root 1.287 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1711     return 0;
1712    
1713 root 1.48 object *tmp;
1714 root 1.49 maptile *m = op->map;
1715 root 1.48 int x = op->x, y = op->y;
1716 root 1.26
1717 root 1.287 mapspace &ms = m->at (x, y);
1718 root 1.24
1719 root 1.287 ms.update ();
1720 root 1.24
1721 root 1.287 MoveType move_on = ms.move_on;
1722     MoveType move_slow = ms.move_slow;
1723     MoveType move_block = ms.move_block;
1724 root 1.24
1725     /* if nothing on this space will slow op down or be applied,
1726     * no need to do checking below. have to make sure move_type
1727     * is set, as lots of objects don't have it set - we treat that
1728     * as walking.
1729     */
1730     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731     return 0;
1732 elmex 1.1
1733 root 1.24 /* This is basically inverse logic of that below - basically,
1734     * if the object can avoid the move on or slow move, they do so,
1735     * but can't do it if the alternate movement they are using is
1736     * blocked. Logic on this seems confusing, but does seem correct.
1737     */
1738     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739     return 0;
1740    
1741     /* The objects have to be checked from top to bottom.
1742     * Hence, we first go to the top:
1743     */
1744 root 1.287 for (object *next, *tmp = ms.top; tmp; tmp = next)
1745 root 1.24 {
1746 root 1.287 next = tmp->below;
1747 root 1.26
1748 root 1.24 if (tmp == op)
1749     continue; /* Can't apply yourself */
1750 elmex 1.1
1751 root 1.24 /* Check to see if one of the movement types should be slowed down.
1752     * Second check makes sure that the movement types not being slowed
1753     * (~slow_move) is not blocked on this space - just because the
1754     * space doesn't slow down swimming (for example), if you can't actually
1755     * swim on that space, can't use it to avoid the penalty.
1756     */
1757     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1758     {
1759     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1760     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1761     {
1762 root 1.287 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 elmex 1.1
1764 root 1.270 if (op->is_player ())
1765 root 1.287 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766     (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 root 1.26 diff /= 4.0;
1768    
1769 root 1.24 op->speed_left -= diff;
1770 root 1.8 }
1771     }
1772 elmex 1.1
1773 root 1.24 /* Basically same logic as above, except now for actual apply. */
1774     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776     {
1777 elmex 1.72 move_apply (tmp, op, originator);
1778 root 1.24
1779 root 1.48 if (op->destroyed ())
1780 root 1.24 return 1;
1781    
1782     /* what the person/creature stepped onto has moved the object
1783     * someplace new. Don't process any further - if we did,
1784     * have a feeling strange problems would result.
1785     */
1786     if (op->map != m || op->x != x || op->y != y)
1787     return 0;
1788 root 1.8 }
1789 elmex 1.1 }
1790 root 1.26
1791 root 1.24 return 0;
1792 elmex 1.1 }
1793    
1794     /*
1795     * present_arch(arch, map, x, y) searches for any objects with
1796     * a matching archetype at the given map and coordinates.
1797     * The first matching object is returned, or NULL if none.
1798     */
1799 root 1.24 object *
1800 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1801 root 1.24 {
1802 root 1.104 if (!m || out_of_map (m, x, y))
1803 root 1.24 {
1804     LOG (llevError, "Present_arch called outside map.\n");
1805     return NULL;
1806     }
1807 root 1.84
1808 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1809 root 1.231 if (tmp->arch->archname == at->archname)
1810 elmex 1.1 return tmp;
1811 root 1.84
1812 elmex 1.1 return NULL;
1813     }
1814    
1815     /*
1816     * present(type, map, x, y) searches for any objects with
1817     * a matching type variable at the given map and coordinates.
1818     * The first matching object is returned, or NULL if none.
1819     */
1820 root 1.24 object *
1821 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1822 root 1.24 {
1823     if (out_of_map (m, x, y))
1824     {
1825     LOG (llevError, "Present called outside map.\n");
1826     return NULL;
1827     }
1828 root 1.84
1829 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1830 root 1.24 if (tmp->type == type)
1831 elmex 1.1 return tmp;
1832 root 1.84
1833 elmex 1.1 return NULL;
1834     }
1835    
1836     /*
1837     * present_in_ob(type, object) searches for any objects with
1838     * a matching type variable in the inventory of the given object.
1839     * The first matching object is returned, or NULL if none.
1840     */
1841 root 1.24 object *
1842     present_in_ob (unsigned char type, const object *op)
1843     {
1844 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1845 root 1.24 if (tmp->type == type)
1846 elmex 1.1 return tmp;
1847 root 1.84
1848 elmex 1.1 return NULL;
1849     }
1850    
1851     /*
1852     * present_in_ob (type, str, object) searches for any objects with
1853     * a matching type & name variable in the inventory of the given object.
1854     * The first matching object is returned, or NULL if none.
1855     * This is mostly used by spell effect code, so that we only
1856     * have one spell effect at a time.
1857     * type can be used to narrow the search - if type is set,
1858     * the type must also match. -1 can be passed for the type,
1859     * in which case the type does not need to pass.
1860     * str is the string to match against. Note that we match against
1861     * the object name, not the archetype name. this is so that the
1862     * spell code can use one object type (force), but change it's name
1863     * to be unique.
1864     */
1865 root 1.24 object *
1866     present_in_ob_by_name (int type, const char *str, const object *op)
1867     {
1868 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1869 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1870     return tmp;
1871 elmex 1.1
1872 root 1.82 return 0;
1873 elmex 1.1 }
1874    
1875     /*
1876     * present_arch_in_ob(archetype, object) searches for any objects with
1877     * a matching archetype in the inventory of the given object.
1878     * The first matching object is returned, or NULL if none.
1879     */
1880 root 1.24 object *
1881     present_arch_in_ob (const archetype *at, const object *op)
1882     {
1883 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1884     if (tmp->arch->archname == at->archname)
1885 elmex 1.1 return tmp;
1886 root 1.82
1887 elmex 1.1 return NULL;
1888     }
1889    
1890     /*
1891     * activate recursively a flag on an object inventory
1892     */
1893 root 1.24 void
1894     flag_inv (object *op, int flag)
1895     {
1896 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897     {
1898     SET_FLAG (tmp, flag);
1899     flag_inv (tmp, flag);
1900     }
1901 root 1.82 }
1902    
1903     /*
1904     * deactivate recursively a flag on an object inventory
1905     */
1906 root 1.24 void
1907     unflag_inv (object *op, int flag)
1908     {
1909 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910     {
1911     CLEAR_FLAG (tmp, flag);
1912     unflag_inv (tmp, flag);
1913     }
1914 elmex 1.1 }
1915    
1916     /*
1917     * find_free_spot(object, map, x, y, start, stop) will search for
1918     * a spot at the given map and coordinates which will be able to contain
1919     * the given object. start and stop specifies how many squares
1920     * to search (see the freearr_x/y[] definition).
1921     * It returns a random choice among the alternatives found.
1922     * start and stop are where to start relative to the free_arr array (1,9
1923     * does all 4 immediate directions). This returns the index into the
1924     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1925 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1926 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1927     * necessary, so the caller shouldn't need to do any special work.
1928     * Note - updated to take an object instead of archetype - this is necessary
1929     * because arch_blocked (now ob_blocked) needs to know the movement type
1930     * to know if the space in question will block the object. We can't use
1931     * the archetype because that isn't correct if the monster has been
1932     * customized, changed states, etc.
1933     */
1934 root 1.24 int
1935 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936 root 1.24 {
1937 root 1.190 int altern[SIZEOFFREE];
1938 root 1.82 int index = 0, flag;
1939 root 1.24
1940 root 1.82 for (int i = start; i < stop; i++)
1941 root 1.24 {
1942 root 1.188 mapxy pos (m, x, y); pos.move (i);
1943    
1944     if (!pos.normalise ())
1945     continue;
1946    
1947     mapspace &ms = *pos;
1948 root 1.189
1949     if (ms.flags () & P_IS_ALIVE)
1950     continue;
1951 root 1.188
1952     /* However, often
1953     * ob doesn't have any move type (when used to place exits)
1954     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1955     */
1956 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1957 root 1.190 {
1958     altern [index++] = i;
1959     continue;
1960     }
1961 root 1.24
1962     /* Basically, if we find a wall on a space, we cut down the search size.
1963     * In this way, we won't return spaces that are on another side of a wall.
1964     * This mostly work, but it cuts down the search size in all directions -
1965     * if the space being examined only has a wall to the north and empty
1966     * spaces in all the other directions, this will reduce the search space
1967     * to only the spaces immediately surrounding the target area, and
1968     * won't look 2 spaces south of the target space.
1969     */
1970 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1971     {
1972     stop = maxfree[i];
1973     continue;
1974     }
1975    
1976     /* Note it is intentional that we check ob - the movement type of the
1977     * head of the object should correspond for the entire object.
1978     */
1979     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1980     continue;
1981    
1982 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
1983 root 1.196 continue;
1984    
1985 root 1.188 altern [index++] = i;
1986 elmex 1.1 }
1987 root 1.74
1988 root 1.24 if (!index)
1989     return -1;
1990 root 1.74
1991 root 1.124 return altern [rndm (index)];
1992 elmex 1.1 }
1993    
1994     /*
1995 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
1996 elmex 1.1 * find_free_spot(), but it will search max number of squares.
1997     * But it will return the first available spot, not a random choice.
1998     * Changed 0.93.2: Have it return -1 if there is no free spot available.
1999     */
2000 root 1.24 int
2001 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002 root 1.24 {
2003 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2004 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2005 root 1.82 return i;
2006 root 1.24
2007     return -1;
2008 elmex 1.1 }
2009    
2010     /*
2011     * The function permute(arr, begin, end) randomly reorders the array
2012     * arr[begin..end-1].
2013 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2014 elmex 1.1 */
2015 root 1.24 static void
2016     permute (int *arr, int begin, int end)
2017 elmex 1.1 {
2018 root 1.82 arr += begin;
2019     end -= begin;
2020    
2021     while (--end)
2022 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2023 elmex 1.1 }
2024    
2025     /* new function to make monster searching more efficient, and effective!
2026     * This basically returns a randomized array (in the passed pointer) of
2027     * the spaces to find monsters. In this way, it won't always look for
2028     * monsters to the north first. However, the size of the array passed
2029     * covers all the spaces, so within that size, all the spaces within
2030     * the 3x3 area will be searched, just not in a predictable order.
2031     */
2032 root 1.24 void
2033     get_search_arr (int *search_arr)
2034 elmex 1.1 {
2035 root 1.82 int i;
2036 elmex 1.1
2037 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2038 root 1.82 search_arr[i] = i;
2039 elmex 1.1
2040 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2041     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2042     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2043 elmex 1.1 }
2044    
2045     /*
2046     * find_dir(map, x, y, exclude) will search some close squares in the
2047     * given map at the given coordinates for live objects.
2048     * It will not considered the object given as exclude among possible
2049     * live objects.
2050     * It returns the direction toward the first/closest live object if finds
2051     * any, otherwise 0.
2052     * Perhaps incorrectly, but I'm making the assumption that exclude
2053     * is actually want is going to try and move there. We need this info
2054     * because we have to know what movement the thing looking to move
2055     * there is capable of.
2056     */
2057 root 1.24 int
2058 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2059 root 1.24 {
2060 root 1.275 int max = SIZEOFFREE, mflags;
2061     MoveType move_type;
2062 root 1.24
2063 root 1.155 if (exclude && exclude->head_ () != exclude)
2064 root 1.24 {
2065     exclude = exclude->head;
2066     move_type = exclude->move_type;
2067     }
2068     else
2069     {
2070     /* If we don't have anything, presume it can use all movement types. */
2071     move_type = MOVE_ALL;
2072     }
2073    
2074 root 1.275 for (int i = 1; i < max; i++)
2075 root 1.24 {
2076 root 1.275 mapxy pos (m, x, y);
2077     pos.move (i);
2078 root 1.75
2079 root 1.275 if (!pos.normalise ())
2080 root 1.75 max = maxfree[i];
2081 root 1.24 else
2082     {
2083 root 1.275 mapspace &ms = *pos;
2084 root 1.82
2085 root 1.275 if ((move_type & ms.move_block) == move_type)
2086     max = maxfree [i];
2087     else if (ms.flags () & P_IS_ALIVE)
2088 root 1.24 {
2089 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2090 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2091 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2092 root 1.275 return freedir [i];
2093 root 1.8 }
2094     }
2095 elmex 1.1 }
2096 root 1.75
2097 root 1.24 return 0;
2098 elmex 1.1 }
2099    
2100     /*
2101     * distance(object 1, object 2) will return the square of the
2102     * distance between the two given objects.
2103     */
2104 root 1.24 int
2105     distance (const object *ob1, const object *ob2)
2106     {
2107 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2108 elmex 1.1 }
2109    
2110     /*
2111     * find_dir_2(delta-x,delta-y) will return a direction in which
2112     * an object which has subtracted the x and y coordinates of another
2113     * object, needs to travel toward it.
2114     */
2115 root 1.24 int
2116     find_dir_2 (int x, int y)
2117     {
2118 root 1.75 int q;
2119 elmex 1.1
2120 root 1.24 if (y)
2121     q = x * 100 / y;
2122 elmex 1.1 else if (x)
2123 root 1.24 q = -300 * x;
2124 elmex 1.1 else
2125     return 0;
2126    
2127 root 1.24 if (y > 0)
2128     {
2129     if (q < -242)
2130     return 3;
2131     if (q < -41)
2132     return 2;
2133     if (q < 41)
2134     return 1;
2135     if (q < 242)
2136     return 8;
2137     return 7;
2138     }
2139 elmex 1.1
2140     if (q < -242)
2141 root 1.24 return 7;
2142 elmex 1.1 if (q < -41)
2143 root 1.24 return 6;
2144 elmex 1.1 if (q < 41)
2145 root 1.24 return 5;
2146 elmex 1.1 if (q < 242)
2147 root 1.24 return 4;
2148 elmex 1.1
2149 root 1.24 return 3;
2150 elmex 1.1 }
2151    
2152     /*
2153     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2154     * between two directions (which are expected to be absolute (see absdir())
2155     */
2156 root 1.24 int
2157     dirdiff (int dir1, int dir2)
2158     {
2159 root 1.82 int d;
2160 root 1.24
2161     d = abs (dir1 - dir2);
2162     if (d > 4)
2163 elmex 1.1 d = 8 - d;
2164 root 1.82
2165 elmex 1.1 return d;
2166     }
2167    
2168     /* peterm:
2169     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2170     * Basically, this is a table of directions, and what directions
2171     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2172     * This basically means that if direction is 15, then it could either go
2173     * direction 4, 14, or 16 to get back to where we are.
2174     * Moved from spell_util.c to object.c with the other related direction
2175     * functions.
2176     */
2177 root 1.278 const int reduction_dir[SIZEOFFREE][3] = {
2178 root 1.24 {0, 0, 0}, /* 0 */
2179     {0, 0, 0}, /* 1 */
2180     {0, 0, 0}, /* 2 */
2181     {0, 0, 0}, /* 3 */
2182     {0, 0, 0}, /* 4 */
2183     {0, 0, 0}, /* 5 */
2184     {0, 0, 0}, /* 6 */
2185     {0, 0, 0}, /* 7 */
2186     {0, 0, 0}, /* 8 */
2187     {8, 1, 2}, /* 9 */
2188     {1, 2, -1}, /* 10 */
2189     {2, 10, 12}, /* 11 */
2190     {2, 3, -1}, /* 12 */
2191     {2, 3, 4}, /* 13 */
2192     {3, 4, -1}, /* 14 */
2193     {4, 14, 16}, /* 15 */
2194     {5, 4, -1}, /* 16 */
2195     {4, 5, 6}, /* 17 */
2196     {6, 5, -1}, /* 18 */
2197     {6, 20, 18}, /* 19 */
2198     {7, 6, -1}, /* 20 */
2199     {6, 7, 8}, /* 21 */
2200     {7, 8, -1}, /* 22 */
2201     {8, 22, 24}, /* 23 */
2202     {8, 1, -1}, /* 24 */
2203     {24, 9, 10}, /* 25 */
2204     {9, 10, -1}, /* 26 */
2205     {10, 11, -1}, /* 27 */
2206     {27, 11, 29}, /* 28 */
2207     {11, 12, -1}, /* 29 */
2208     {12, 13, -1}, /* 30 */
2209     {12, 13, 14}, /* 31 */
2210     {13, 14, -1}, /* 32 */
2211     {14, 15, -1}, /* 33 */
2212     {33, 15, 35}, /* 34 */
2213     {16, 15, -1}, /* 35 */
2214     {17, 16, -1}, /* 36 */
2215     {18, 17, 16}, /* 37 */
2216     {18, 17, -1}, /* 38 */
2217     {18, 19, -1}, /* 39 */
2218     {41, 19, 39}, /* 40 */
2219     {19, 20, -1}, /* 41 */
2220     {20, 21, -1}, /* 42 */
2221     {20, 21, 22}, /* 43 */
2222     {21, 22, -1}, /* 44 */
2223     {23, 22, -1}, /* 45 */
2224     {45, 47, 23}, /* 46 */
2225     {23, 24, -1}, /* 47 */
2226     {24, 9, -1}
2227     }; /* 48 */
2228 elmex 1.1
2229     /* Recursive routine to step back and see if we can
2230     * find a path to that monster that we found. If not,
2231     * we don't bother going toward it. Returns 1 if we
2232     * can see a direct way to get it
2233     * Modified to be map tile aware -.MSW
2234     */
2235 root 1.24 int
2236 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2237 root 1.24 {
2238 root 1.29 sint16 dx, dy;
2239 root 1.75 int mflags;
2240 root 1.24
2241     if (dir < 0)
2242     return 0; /* exit condition: invalid direction */
2243    
2244     dx = x + freearr_x[dir];
2245     dy = y + freearr_y[dir];
2246    
2247     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2248    
2249     /* This functional arguably was incorrect before - it was
2250     * checking for P_WALL - that was basically seeing if
2251     * we could move to the monster - this is being more
2252     * literal on if we can see it. To know if we can actually
2253     * move to the monster, we'd need the monster passed in or
2254     * at least its move type.
2255     */
2256     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2257     return 0;
2258    
2259     /* yes, can see. */
2260     if (dir < 9)
2261     return 1;
2262 root 1.75
2263     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2264     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2265     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2266 root 1.24 }
2267    
2268 elmex 1.1 /*
2269     * can_pick(picker, item): finds out if an object is possible to be
2270     * picked up by the picker. Returnes 1 if it can be
2271     * picked up, otherwise 0.
2272     *
2273     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2274     * core dumps if they do.
2275     *
2276     * Add a check so we can't pick up invisible objects (0.93.8)
2277     */
2278 root 1.24 int
2279     can_pick (const object *who, const object *item)
2280     {
2281     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2282     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2283 root 1.270 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2284 elmex 1.1 }
2285    
2286     /*
2287     * create clone from object to another
2288     */
2289 root 1.24 object *
2290 root 1.230 object::deep_clone ()
2291 root 1.24 {
2292 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2293 elmex 1.1
2294 root 1.230 object *dst = clone ();
2295 root 1.24
2296 root 1.230 object *prev = dst;
2297     for (object *part = this->more; part; part = part->more)
2298 root 1.24 {
2299 root 1.224 object *tmp = part->clone ();
2300 root 1.230 tmp->head = dst;
2301     prev->more = tmp;
2302 root 1.24 prev = tmp;
2303 elmex 1.1 }
2304 root 1.24
2305 root 1.230 for (object *item = inv; item; item = item->below)
2306     insert_ob_in_ob (item->deep_clone (), dst);
2307 elmex 1.1
2308 root 1.24 return dst;
2309 elmex 1.1 }
2310    
2311     /* This returns the first object in who's inventory that
2312     * has the same type and subtype match.
2313     * returns NULL if no match.
2314     */
2315 root 1.24 object *
2316     find_obj_by_type_subtype (const object *who, int type, int subtype)
2317 elmex 1.1 {
2318 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2319 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2320     return tmp;
2321 elmex 1.1
2322 root 1.82 return 0;
2323 elmex 1.1 }
2324    
2325 root 1.276 shstr_tmp
2326     object::kv_get (shstr_tmp key) const
2327 root 1.24 {
2328 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2329     if (kv->key == key)
2330     return kv->value;
2331 root 1.24
2332 root 1.276 return shstr ();
2333 root 1.24 }
2334 elmex 1.1
2335 root 1.228 void
2336 root 1.276 object::kv_set (shstr_tmp key, shstr_tmp value)
2337 root 1.24 {
2338 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2339     if (kv->key == key)
2340     {
2341     kv->value = value;
2342     return;
2343     }
2344 root 1.24
2345 root 1.228 key_value *kv = new key_value;
2346 elmex 1.1
2347 root 1.228 kv->next = key_values;
2348     kv->key = key;
2349     kv->value = value;
2350 root 1.35
2351 root 1.228 key_values = kv;
2352 elmex 1.1 }
2353    
2354 root 1.228 void
2355 root 1.276 object::kv_del (shstr_tmp key)
2356 root 1.24 {
2357 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2358     if ((*kvp)->key == key)
2359     {
2360     key_value *kv = *kvp;
2361     *kvp = (*kvp)->next;
2362     delete kv;
2363     return;
2364     }
2365 elmex 1.1 }
2366 root 1.31
2367 root 1.34 object::depth_iterator::depth_iterator (object *container)
2368     : iterator_base (container)
2369     {
2370     while (item->inv)
2371     item = item->inv;
2372     }
2373    
2374 root 1.31 void
2375 root 1.34 object::depth_iterator::next ()
2376 root 1.31 {
2377 root 1.34 if (item->below)
2378     {
2379     item = item->below;
2380    
2381     while (item->inv)
2382     item = item->inv;
2383     }
2384 root 1.31 else
2385 root 1.34 item = item->env;
2386 root 1.31 }
2387 root 1.34
2388 elmex 1.97 const char *
2389     object::flag_desc (char *desc, int len) const
2390     {
2391     char *p = desc;
2392     bool first = true;
2393    
2394 root 1.101 *p = 0;
2395    
2396 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2397     {
2398     if (len <= 10) // magic constant!
2399     {
2400     snprintf (p, len, ",...");
2401     break;
2402     }
2403    
2404 root 1.101 if (flag [i])
2405 elmex 1.97 {
2406     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2407     len -= cnt;
2408     p += cnt;
2409     first = false;
2410     }
2411     }
2412    
2413     return desc;
2414     }
2415    
2416 root 1.101 // return a suitable string describing an object in enough detail to find it
2417 root 1.36 const char *
2418     object::debug_desc (char *info) const
2419     {
2420 elmex 1.97 char flagdesc[512];
2421     char info2[256 * 4];
2422 root 1.36 char *p = info;
2423    
2424 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2425 root 1.203 count,
2426     uuid.c_str (),
2427 root 1.36 &name,
2428 elmex 1.242 title ? ",title:\"" : "",
2429 elmex 1.97 title ? (const char *)title : "",
2430 elmex 1.242 title ? "\"" : "",
2431 elmex 1.97 flag_desc (flagdesc, 512), type);
2432 root 1.36
2433 root 1.217 if (!flag[FLAG_REMOVED] && env)
2434 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2435    
2436     if (map)
2437 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2438 root 1.36
2439     return info;
2440     }
2441    
2442     const char *
2443     object::debug_desc () const
2444     {
2445 root 1.143 static char info[3][256 * 4];
2446     static int info_idx;
2447 root 1.36
2448 root 1.143 return debug_desc (info [++info_idx % 3]);
2449 root 1.114 }
2450    
2451 root 1.125 struct region *
2452     object::region () const
2453     {
2454     return map ? map->region (x, y)
2455     : region::default_region ();
2456     }
2457    
2458 root 1.129 const materialtype_t *
2459     object::dominant_material () const
2460     {
2461 root 1.165 if (materialtype_t *mt = name_to_material (materialname))
2462     return mt;
2463 root 1.129
2464 root 1.165 return name_to_material (shstr_unknown);
2465 root 1.129 }
2466    
2467 root 1.130 void
2468     object::open_container (object *new_container)
2469     {
2470     if (container == new_container)
2471     return;
2472    
2473 root 1.220 object *old_container = container;
2474    
2475     if (old_container)
2476 root 1.130 {
2477     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2478     return;
2479    
2480     #if 0
2481     // remove the "Close old_container" object.
2482     if (object *closer = old_container->inv)
2483     if (closer->type == CLOSE_CON)
2484 root 1.259 closer->destroy ();
2485 root 1.130 #endif
2486    
2487 root 1.220 // make sure the container is available
2488     esrv_send_item (this, old_container);
2489    
2490 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2491 root 1.130 container = 0;
2492    
2493 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2494 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2495 root 1.220
2496 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2497 root 1.177 play_sound (sound_find ("chest_close"));
2498 root 1.130 }
2499    
2500     if (new_container)
2501     {
2502     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2503     return;
2504    
2505     // TODO: this does not seem to serve any purpose anymore?
2506     #if 0
2507     // insert the "Close Container" object.
2508     if (archetype *closer = new_container->other_arch)
2509     {
2510     object *closer = arch_to_object (new_container->other_arch);
2511     closer->flag [FLAG_NO_MAP_SAVE] = 1;
2512     new_container->insert (closer);
2513     }
2514     #endif
2515    
2516 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2517 root 1.132
2518 root 1.220 // make sure the container is available, client bug requires this to be separate
2519     esrv_send_item (this, new_container);
2520    
2521 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2522 root 1.130 container = new_container;
2523    
2524 root 1.220 // client needs flag change
2525 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2526 root 1.131 esrv_send_inventory (this, new_container);
2527 root 1.177 play_sound (sound_find ("chest_open"));
2528 root 1.130 }
2529 root 1.220 // else if (!old_container->env && contr && contr->ns)
2530     // contr->ns->floorbox_reset ();
2531 root 1.130 }
2532    
2533 root 1.164 object *
2534 root 1.276 object::force_find (shstr_tmp name)
2535 root 1.164 {
2536     /* cycle through his inventory to look for the MARK we want to
2537     * place
2538     */
2539     for (object *tmp = inv; tmp; tmp = tmp->below)
2540     if (tmp->type == FORCE && tmp->slaying == name)
2541     return splay (tmp);
2542    
2543     return 0;
2544     }
2545    
2546 root 1.265 object *
2547 root 1.276 object::force_add (shstr_tmp name, int duration)
2548 root 1.164 {
2549     if (object *force = force_find (name))
2550 root 1.259 force->destroy ();
2551 root 1.164
2552     object *force = get_archetype (FORCE_NAME);
2553    
2554     force->slaying = name;
2555     force->stats.food = 1;
2556     force->speed_left = -1.f;
2557    
2558     force->set_speed (duration ? 1.f / duration : 0.f);
2559     force->flag [FLAG_IS_USED_UP] = true;
2560     force->flag [FLAG_APPLIED] = true;
2561    
2562 root 1.265 return insert (force);
2563 root 1.164 }
2564    
2565 root 1.178 void
2566 root 1.280 object::play_sound (faceidx sound) const
2567 root 1.178 {
2568     if (!sound)
2569     return;
2570    
2571 root 1.280 if (is_on_map ())
2572     map->play_sound (sound, x, y);
2573     else if (object *pl = in_player ())
2574     pl->contr->play_sound (sound);
2575     }
2576 root 1.178
2577 root 1.280 void
2578     object::say_msg (const char *msg) const
2579     {
2580     if (is_on_map ())
2581     map->say_msg (msg, x, y);
2582     else if (object *pl = in_player ())
2583     pl->contr->play_sound (sound);
2584 root 1.178 }
2585    
2586 root 1.265 void
2587     object::make_noise ()
2588     {
2589     // we do not model noise in the map, so instead put
2590     // a temporary light into the noise source
2591     // could use the map instead, but that's less reliable for our
2592     // goal, which is to make invisibility a bit harder to exploit
2593    
2594 root 1.266 // currently only works sensibly for players
2595     if (!is_player ())
2596     return;
2597    
2598 root 1.265 // find old force, or create new one
2599     object *force = force_find (shstr_noise_force);
2600    
2601     if (force)
2602 root 1.269 force->speed_left = -1.f; // patch old speed up
2603 root 1.265 else
2604 root 1.269 {
2605     force = archetype::get (shstr_noise_force);
2606    
2607     force->slaying = shstr_noise_force;
2608     force->stats.food = 1;
2609     force->speed_left = -1.f;
2610    
2611     force->set_speed (1.f / 4.f);
2612     force->flag [FLAG_IS_USED_UP] = true;
2613     force->flag [FLAG_APPLIED] = true;
2614    
2615     insert (force);
2616     }
2617 root 1.265 }
2618