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Revision: 1.319
Committed: Sat Apr 3 02:29:40 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.318: +0 -17 lines
Log Message:
interim check-in

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.199 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.116 *
4 root 1.311 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.314 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.116 *
8 root 1.291 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.291 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.157 *
22 root 1.199 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.116 */
24 elmex 1.1
25     #include <global.h>
26 root 1.28 #include <stdio.h>
27     #include <sys/types.h>
28     #include <sys/uio.h>
29 elmex 1.1 #include <object.h>
30 root 1.146 #include <sproto.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 1.294 //+GPL
43    
44 root 1.203 short freearr_x[SIZEOFFREE] = {
45     0,
46     0, 1, 1, 1, 0, -1, -1, -1,
47     0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48     0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49 root 1.24 };
50 root 1.203 short freearr_y[SIZEOFFREE] = {
51     0,
52     -1, -1, 0, 1, 1, 1, 0, -1,
53     -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
54     -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55 root 1.24 };
56     int freedir[SIZEOFFREE] = {
57 root 1.203 0,
58     1, 2, 3, 4, 5, 6, 7, 8,
59     1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
60     1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
61 root 1.24 };
62 elmex 1.1
63 root 1.295 static int maxfree[SIZEOFFREE] = {
64     0,
65     9, 10, 13, 14, 17, 18, 21, 22,
66     25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67     49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68     };
69    
70 root 1.39 static void
71 root 1.203 write_uuid (uval64 skip, bool sync)
72 root 1.39 {
73 root 1.203 CALL_BEGIN (2);
74     CALL_ARG_SV (newSVval64 (skip));
75     CALL_ARG_SV (boolSV (sync));
76     CALL_CALL ("cf::write_uuid", G_DISCARD);
77     CALL_END;
78 root 1.39 }
79    
80     static void
81 root 1.307 read_uuid ()
82 root 1.39 {
83     char filename[MAX_BUF];
84    
85     sprintf (filename, "%s/uuid", settings.localdir);
86    
87 root 1.204 seq_next_save = 0;
88    
89 root 1.39 FILE *fp;
90    
91     if (!(fp = fopen (filename, "r")))
92     {
93     if (errno == ENOENT)
94     {
95     LOG (llevInfo, "RESET uid to 1\n");
96 root 1.202 UUID::cur.seq = 0;
97 root 1.204 write_uuid (UUID_GAP, true);
98 root 1.39 return;
99     }
100    
101     LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102     _exit (1);
103     }
104    
105 root 1.300 char buf [UUID::MAX_LEN];
106 root 1.203 buf[0] = 0;
107     fgets (buf, sizeof (buf), fp);
108    
109     if (!UUID::cur.parse (buf))
110 root 1.39 {
111 root 1.203 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 root 1.39 _exit (1);
113     }
114    
115 root 1.203 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116    
117 root 1.204 write_uuid (UUID_GAP, true);
118 root 1.39 fclose (fp);
119     }
120    
121     UUID
122 root 1.202 UUID::gen ()
123 root 1.39 {
124     UUID uid;
125    
126 root 1.202 uid.seq = ++cur.seq;
127 root 1.39
128 root 1.204 if (expect_false (cur.seq >= seq_next_save))
129     {
130     seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131     write_uuid (UUID_GAP, false);
132     }
133    
134 root 1.39
135     return uid;
136     }
137    
138     void
139 root 1.202 UUID::init ()
140 root 1.39 {
141     read_uuid ();
142     }
143    
144 root 1.300 bool
145     UUID::parse (const char *s)
146     {
147     if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148     return false;
149    
150     seq = 0;
151    
152     while (*s != '>')
153     {
154     if (*s < '0')
155     return false;
156    
157     // this gives nice branchless code with gcc
158     assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159     int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160    
161     seq = (seq << 4) | digit;
162    
163     ++s;
164     }
165    
166     return true;
167     }
168    
169     char *
170     UUID::append (char *buf) const
171     {
172     *buf++ = '<';
173     *buf++ = '1';
174     *buf++ = '.';
175    
176     uint64_t seq = this->seq;
177     const int bits = 64;
178     char nz = 0;
179     static const char tohex [] = "0123456789abcdef";
180    
181     // assert (len >= 3 + bits / 4 + 1 + 1);
182     for (int i = bits / 4; --i; )
183     {
184     uint8_t digit = seq >> (bits - 4);
185    
186     *buf = tohex [digit];
187     nz |= digit;
188     buf += nz ? 1 : 0;
189     seq <<= 4;
190     }
191    
192     // last digit is special - always emit
193     uint8_t digit = seq >> (bits - 4);
194     *buf++ = tohex [digit];
195    
196     *buf++ = '>';
197    
198     return buf;
199     }
200    
201     char *
202     UUID::c_str () const
203     {
204     static char buf [MAX_LEN];
205     *append (buf) = 0;
206     return buf;
207     }
208    
209 elmex 1.1 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210 root 1.205 static bool
211 root 1.24 compare_ob_value_lists_one (const object *wants, const object *has)
212     {
213 root 1.228 /* n-squared behaviour (see kv_get), but I'm hoping both
214 root 1.24 * objects with lists are rare, and lists stay short. If not, use a
215     * different structure or at least keep the lists sorted...
216     */
217    
218     /* For each field in wants, */
219 root 1.228 for (key_value *kv = wants->key_values; kv; kv = kv->next)
220     if (has->kv_get (kv->key) != kv->value)
221     return false;
222 root 1.24
223     /* If we get here, every field in wants has a matching field in has. */
224 root 1.228 return true;
225 elmex 1.1 }
226    
227     /* Returns TRUE if ob1 has the same key_values as ob2. */
228 root 1.205 static bool
229 root 1.24 compare_ob_value_lists (const object *ob1, const object *ob2)
230     {
231     /* However, there may be fields in has which aren't partnered in wants,
232     * so we need to run the comparison *twice*. :(
233     */
234 root 1.228 return compare_ob_value_lists_one (ob1, ob2)
235     && compare_ob_value_lists_one (ob2, ob1);
236 elmex 1.1 }
237    
238     /* Function examines the 2 objects given to it, and returns true if
239     * they can be merged together.
240     *
241     * Note that this function appears a lot longer than the macro it
242     * replaces - this is mostly for clarity - a decent compiler should hopefully
243     * reduce this to the same efficiency.
244     *
245 root 1.66 * Check nrof variable *before* calling can_merge()
246 elmex 1.1 *
247     * Improvements made with merge: Better checking on potion, and also
248     * check weight
249     */
250 root 1.66 bool object::can_merge_slow (object *ob1, object *ob2)
251 root 1.16 {
252 root 1.310 /* A couple quick sanity checks */
253 root 1.66 if (ob1 == ob2
254     || ob1->type != ob2->type
255     || ob1->value != ob2->value
256 root 1.310 || ob1->name != ob2->name
257     || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 root 1.16 return 0;
259    
260 root 1.254 /* Do not merge objects if nrof would overflow, assume nrof
261     * is always 0 .. 2**31-1 */
262     if (ob1->nrof > 0x7fffffff - ob2->nrof)
263 root 1.16 return 0;
264    
265     /* If the objects have been identified, set the BEEN_APPLIED flag.
266 root 1.205 * This is to the comparison of the flags below will be OK. We
267 root 1.16 * just can't ignore the been applied or identified flags, as they
268     * are not equal - just if it has been identified, the been_applied
269     * flags lose any meaning.
270     */
271     if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
272     SET_FLAG (ob1, FLAG_BEEN_APPLIED);
273    
274     if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
275     SET_FLAG (ob2, FLAG_BEEN_APPLIED);
276 elmex 1.1
277 root 1.243 if (ob1->arch->archname != ob2->arch->archname
278 root 1.68 || ob1->name != ob2->name
279     || ob1->title != ob2->title
280     || ob1->msg != ob2->msg
281     || ob1->weight != ob2->weight
282     || ob1->attacktype != ob2->attacktype
283     || ob1->magic != ob2->magic
284     || ob1->slaying != ob2->slaying
285     || ob1->skill != ob2->skill
286     || ob1->value != ob2->value
287     || ob1->animation_id != ob2->animation_id
288 root 1.310 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
289 root 1.68 || ob1->client_type != ob2->client_type
290 root 1.303 || ob1->material != ob2->material
291 root 1.68 || ob1->lore != ob2->lore
292     || ob1->subtype != ob2->subtype
293     || ob1->move_type != ob2->move_type
294     || ob1->move_block != ob2->move_block
295     || ob1->move_allow != ob2->move_allow
296     || ob1->move_on != ob2->move_on
297     || ob1->move_off != ob2->move_off
298     || ob1->move_slow != ob2->move_slow
299 root 1.298 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 root 1.208 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301     || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
302     return 0;
303    
304     if ((ob1->flag ^ ob2->flag)
305     .reset (FLAG_INV_LOCKED)
306     .reset (FLAG_REMOVED)
307     .any ())
308 root 1.16 return 0;
309    
310 root 1.205 /* This is really a spellbook check - we should in general
311     * not merge objects with real inventories, as splitting them
312     * is hard.
313 root 1.16 */
314     if (ob1->inv || ob2->inv)
315     {
316 root 1.193 if (!(ob1->inv && ob2->inv))
317     return 0; /* inventories differ in length */
318    
319     if (ob1->inv->below || ob2->inv->below)
320     return 0; /* more than one object in inv */
321 root 1.16
322 root 1.66 if (!object::can_merge (ob1->inv, ob2->inv))
323 root 1.205 return 0; /* inventory objects differ */
324 root 1.16
325     /* inventory ok - still need to check rest of this object to see
326     * if it is valid.
327     */
328     }
329 elmex 1.1
330 root 1.16 /* Don't merge objects that are applied. With the new 'body' code,
331     * it is possible for most any character to have more than one of
332     * some items equipped, and we don't want those to merge.
333     */
334     if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
335     return 0;
336 elmex 1.1
337 root 1.16 /* Note sure why the following is the case - either the object has to
338     * be animated or have a very low speed. Is this an attempted monster
339     * check?
340     */
341 elmex 1.97 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
342 root 1.16 return 0;
343 elmex 1.1
344 root 1.16 switch (ob1->type)
345     {
346 root 1.29 case SCROLL:
347     if (ob1->level != ob2->level)
348     return 0;
349     break;
350 root 1.16 }
351 elmex 1.1
352 root 1.205 if (ob1->key_values || ob2->key_values)
353 root 1.16 {
354     /* At least one of these has key_values. */
355 root 1.205 if ((!ob1->key_values) != (!ob2->key_values))
356 root 1.208 return 0; /* One has fields, but the other one doesn't. */
357    
358     if (!compare_ob_value_lists (ob1, ob2))
359 root 1.24 return 0;
360 elmex 1.1 }
361 root 1.16
362     if (ob1->self || ob2->self)
363     {
364     ob1->optimise ();
365     ob2->optimise ();
366    
367     if (ob1->self || ob2->self)
368 root 1.192 {
369 root 1.195 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370     int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371 root 1.192
372     if (k1 != k2)
373     return 0;
374 root 1.208
375     if (k1 == 0)
376 root 1.192 return 1;
377 root 1.208
378     if (!cfperl_can_merge (ob1, ob2))
379 root 1.192 return 0;
380     }
381 elmex 1.1 }
382    
383 root 1.16 /* Everything passes, must be OK. */
384     return 1;
385 elmex 1.1 }
386 root 1.24
387 root 1.214 // find player who can see this object
388     object *
389     object::visible_to () const
390     {
391 root 1.220 if (client_visible () && !flag [FLAG_REMOVED])
392 root 1.214 {
393     // see if we are in a container of sorts
394     if (env)
395     {
396     // the player inventory itself is always visible
397 root 1.270 if (env->is_player ())
398 root 1.214 return env;
399    
400     // else a player could have our env open
401 root 1.285 object *envest = env->outer_env_or_self ();
402 root 1.214
403     // the player itself is always on a map, so we will find him here
404     // even if our inv is in a player.
405     if (envest->is_on_map ())
406     if (object *pl = envest->ms ().player ())
407 root 1.292 if (pl->container_ () == env)
408 root 1.214 return pl;
409     }
410     else
411     {
412     // maybe there is a player standing on the same mapspace
413     // this will catch the case where "this" is a player
414     if (object *pl = ms ().player ())
415 root 1.292 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416     || pl->container_ () == this)
417 root 1.220 return pl;
418 root 1.214 }
419     }
420    
421     return 0;
422     }
423    
424 root 1.208 // adjust weight per container type ("of holding")
425 root 1.207 static sint32
426 root 1.233 weight_adjust_for (object *op, sint32 weight)
427 root 1.207 {
428     return op->type == CONTAINER
429     ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430     : weight;
431     }
432    
433 elmex 1.1 /*
434 root 1.208 * adjust_weight(object, weight) adds the specified weight to an object,
435 root 1.207 * and also updates how much the environment(s) is/are carrying.
436 elmex 1.1 */
437 root 1.207 static void
438 root 1.208 adjust_weight (object *op, sint32 weight)
439 root 1.24 {
440 root 1.207 while (op)
441 root 1.24 {
442 root 1.233 // adjust by actual difference to account for rounding errors
443     // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444     weight = weight_adjust_for (op, op->carrying)
445     - weight_adjust_for (op, op->carrying - weight);
446 root 1.142
447 root 1.212 if (!weight)
448     return;
449    
450 root 1.207 op->carrying += weight;
451 root 1.212
452     if (object *pl = op->visible_to ())
453 root 1.215 if (pl != op) // player is handled lazily
454     esrv_update_item (UPD_WEIGHT, pl, op);
455 root 1.212
456 root 1.207 op = op->env;
457 root 1.24 }
458 root 1.207 }
459 root 1.37
460 root 1.207 /*
461     * this is a recursive function which calculates the weight
462     * an object is carrying. It goes through op and figures out how much
463     * containers are carrying, and sums it up.
464     */
465     void
466     object::update_weight ()
467     {
468     sint32 sum = 0;
469 root 1.37
470 root 1.207 for (object *op = inv; op; op = op->below)
471     {
472     if (op->inv)
473     op->update_weight ();
474 elmex 1.1
475 root 1.207 sum += op->total_weight ();
476     }
477 elmex 1.1
478 root 1.234 sum = weight_adjust_for (this, sum);
479 root 1.212
480     if (sum != carrying)
481     {
482     carrying = sum;
483    
484     if (object *pl = visible_to ())
485 root 1.215 if (pl != this) // player is handled lazily
486     esrv_update_item (UPD_WEIGHT, pl, this);
487 root 1.212 }
488 elmex 1.1 }
489    
490     /*
491 root 1.208 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
492 elmex 1.1 */
493 root 1.53 char *
494 root 1.24 dump_object (object *op)
495     {
496 root 1.53 if (!op)
497     return strdup ("[NULLOBJ]");
498 elmex 1.1
499 root 1.53 object_freezer freezer;
500 root 1.133 op->write (freezer);
501 root 1.53 return freezer.as_string ();
502 elmex 1.1 }
503    
504 root 1.289 char *
505     object::as_string ()
506     {
507     return dump_object (this);
508     }
509    
510 elmex 1.1 /*
511     * Returns the object which has the count-variable equal to the argument.
512 root 1.208 * VERRRY slow.
513 elmex 1.1 */
514 root 1.24 object *
515     find_object (tag_t i)
516     {
517 root 1.112 for_all_objects (op)
518     if (op->count == i)
519     return op;
520    
521     return 0;
522 elmex 1.1 }
523    
524     /*
525 elmex 1.312 * Returns the object which has the uuid equal to the argument.
526     * MOAR VERRRY slow.
527     */
528    
529     object *
530     find_object_uuid (UUID i)
531     {
532     for_all_objects (op)
533     if (op->uuid == i)
534     return op;
535    
536     return 0;
537     }
538    
539     /*
540 elmex 1.1 * Returns the first object which has a name equal to the argument.
541     * Used only by the patch command, but not all that useful.
542     * Enables features like "patch <name-of-other-player> food 999"
543     */
544 root 1.24 object *
545     find_object_name (const char *str)
546     {
547 root 1.35 shstr_cmp str_ (str);
548 root 1.24
549 root 1.243 if (str_)
550     for_all_objects (op)
551     if (op->name == str_)
552     return op;
553 root 1.11
554 root 1.243 return 0;
555 elmex 1.1 }
556    
557     /*
558     * Sets the owner and sets the skill and exp pointers to owner's current
559     * skill and experience objects.
560 root 1.183 * ACTUALLY NO! investigate! TODO
561 elmex 1.1 */
562 root 1.24 void
563 root 1.30 object::set_owner (object *owner)
564 elmex 1.1 {
565 root 1.183 // allow objects which own objects
566     if (owner)
567     while (owner->owner)
568     owner = owner->owner;
569 elmex 1.1
570 root 1.198 if (flag [FLAG_FREED])
571     {
572     LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573     return;
574     }
575    
576 root 1.30 this->owner = owner;
577 elmex 1.1 }
578    
579     /* 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 root 1.256 dst->activate ();
640 elmex 1.1 }
641    
642 root 1.133 void
643     object::instantiate ()
644     {
645     if (!uuid.seq) // HACK
646 root 1.202 uuid = UUID::gen ();
647 root 1.133
648 root 1.306 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
649     if (flag [FLAG_RANDOM_SPEED] && speed)
650 root 1.308 speed_left = - speed - rndm (); // TODO animation
651 root 1.306 else
652 root 1.308 speed_left = -1.;
653 root 1.306
654 root 1.133 /* copy the body_info to the body_used - this is only really
655     * need for monsters, but doesn't hurt to do it for everything.
656     * by doing so, when a monster is created, it has good starting
657     * values for the body_used info, so when items are created
658     * for it, they can be properly equipped.
659     */
660 root 1.145 for (int i = NUM_BODY_LOCATIONS; i--; )
661     slot[i].used = slot[i].info;
662 root 1.133
663     attachable::instantiate ();
664     }
665    
666 root 1.65 object *
667     object::clone ()
668     {
669     object *neu = create ();
670     copy_to (neu);
671 root 1.306
672     // TODO: unclean state changes, should not be done in clone AND instantiate
673     if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
674 root 1.308 neu->speed_left = - neu->speed - rndm (); // TODO animation
675 root 1.306
676 root 1.225 neu->map = map; // not copied by copy_to
677 root 1.65 return neu;
678     }
679    
680 elmex 1.1 /*
681     * If an object with the IS_TURNABLE() flag needs to be turned due
682     * to the closest player being on the other side, this function can
683     * be called to update the face variable, _and_ how it looks on the map.
684     */
685 root 1.24 void
686     update_turn_face (object *op)
687     {
688 root 1.96 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
689 root 1.24 return;
690 root 1.96
691 root 1.24 SET_ANIMATION (op, op->direction);
692     update_object (op, UP_OBJ_FACE);
693 elmex 1.1 }
694    
695     /*
696     * Updates the speed of an object. If the speed changes from 0 to another
697     * value, or vice versa, then add/remove the object from the active list.
698     * This function needs to be called whenever the speed of an object changes.
699     */
700 root 1.24 void
701 root 1.87 object::set_speed (float speed)
702 root 1.24 {
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 root 1.297 #if 0
763 root 1.75 // this is likely overkill, TODO: revisit (schmorp)
764     if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
765     || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
766 root 1.270 || (op->is_player () && !(m.flags_ & P_PLAYER))
767 root 1.75 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768     || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
769     || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
770     || (m.move_on | op->move_on ) != m.move_on
771     || (m.move_off | op->move_off ) != m.move_off
772     || (m.move_slow | op->move_slow) != m.move_slow
773     /* This isn't perfect, but I don't expect a lot of objects to
774 root 1.252 * have move_allow right now.
775 root 1.75 */
776     || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
777 root 1.265 m.invalidate ();
778 root 1.297 #else
779     // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
780     m.invalidate ();
781     #endif
782 root 1.75 }
783     /* if the object is being removed, we can't make intelligent
784     * decisions, because remove_ob can't really pass the object
785     * that is being removed.
786     */
787 root 1.24 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
788 root 1.265 m.invalidate ();
789 root 1.24 else if (action == UP_OBJ_FACE)
790 root 1.29 /* Nothing to do for that case */ ;
791 root 1.24 else
792 root 1.27 LOG (llevError, "update_object called with invalid action: %d\n", action);
793 elmex 1.1
794 root 1.75 if (op->more)
795 root 1.24 update_object (op->more, action);
796 elmex 1.1 }
797    
798 root 1.21 object::object ()
799     {
800 root 1.22 SET_FLAG (this, FLAG_REMOVED);
801    
802 root 1.284 //expmul = 1.0; declared const for the time being
803 root 1.303 face = blank_face;
804 root 1.304 material = MATERIAL_NULL;
805 root 1.22 }
806    
807     object::~object ()
808     {
809 root 1.121 unlink ();
810 root 1.119
811 root 1.22 free_key_values (this);
812     }
813    
814 root 1.112 static int object_count;
815    
816 root 1.24 void object::link ()
817 root 1.22 {
818 root 1.112 assert (!index);//D
819 root 1.202 uuid = UUID::gen ();
820 root 1.112 count = ++object_count;
821 root 1.21
822 root 1.109 refcnt_inc ();
823 root 1.108 objects.insert (this);
824 root 1.21 }
825    
826 root 1.24 void object::unlink ()
827 root 1.21 {
828 root 1.121 if (!index)
829     return;
830    
831 root 1.108 objects.erase (this);
832 root 1.109 refcnt_dec ();
833 root 1.98 }
834    
835 root 1.96 void
836 root 1.98 object::activate ()
837 root 1.96 {
838 root 1.98 /* If already on active list, don't do anything */
839 root 1.108 if (active)
840 root 1.98 return;
841    
842 root 1.286 if (has_active_speed ())
843     {
844     if (flag [FLAG_FREED])
845     LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
846 root 1.256
847 root 1.286 actives.insert (this);
848     }
849 root 1.98 }
850 root 1.96
851 root 1.98 void
852     object::activate_recursive ()
853     {
854     activate ();
855    
856 root 1.104 for (object *op = inv; op; op = op->below)
857 root 1.98 op->activate_recursive ();
858 root 1.96 }
859    
860     /* This function removes object 'op' from the list of active
861     * objects.
862     * This should only be used for style maps or other such
863     * reference maps where you don't want an object that isn't
864     * in play chewing up cpu time getting processed.
865     * The reverse of this is to call update_ob_speed, which
866     * will do the right thing based on the speed of the object.
867     */
868     void
869 root 1.98 object::deactivate ()
870 root 1.96 {
871     /* If not on the active list, nothing needs to be done */
872 root 1.108 if (!active)
873 root 1.96 return;
874    
875 root 1.108 actives.erase (this);
876 root 1.98 }
877 root 1.96
878 root 1.98 void
879     object::deactivate_recursive ()
880     {
881 root 1.104 for (object *op = inv; op; op = op->below)
882 root 1.98 op->deactivate_recursive ();
883    
884     deactivate ();
885 root 1.96 }
886    
887 root 1.106 void
888     object::set_flag_inv (int flag, int value)
889     {
890     for (object *op = inv; op; op = op->below)
891     {
892     op->flag [flag] = value;
893     op->set_flag_inv (flag, value);
894     }
895     }
896    
897 root 1.89 /*
898     * Remove and free all objects in the inventory of the given object.
899     * object.c ?
900     */
901     void
902     object::destroy_inv (bool drop_to_ground)
903     {
904 root 1.94 // need to check first, because the checks below might segfault
905     // as we might be on an invalid mapspace and crossfire code
906     // is too buggy to ensure that the inventory is empty.
907 root 1.217 // corollary: if you create arrows etc. with stuff in its inventory,
908 root 1.94 // cf will crash below with off-map x and y
909     if (!inv)
910     return;
911    
912 root 1.89 /* Only if the space blocks everything do we not process -
913     * if some form of movement is allowed, let objects
914     * drop on that space.
915     */
916 root 1.92 if (!drop_to_ground
917     || !map
918 root 1.206 || map->in_memory != MAP_ACTIVE
919 root 1.238 || map->no_drop
920 root 1.95 || ms ().move_block == MOVE_ALL)
921 root 1.89 {
922     while (inv)
923 root 1.259 inv->destroy ();
924 root 1.89 }
925     else
926     { /* Put objects in inventory onto this space */
927     while (inv)
928     {
929     object *op = inv;
930    
931     if (op->flag [FLAG_STARTEQUIP]
932     || op->flag [FLAG_NO_DROP]
933     || op->type == RUNE
934     || op->type == TRAP
935 root 1.110 || op->flag [FLAG_IS_A_TEMPLATE]
936     || op->flag [FLAG_DESTROY_ON_DEATH])
937 root 1.259 op->destroy ();
938 root 1.89 else
939 root 1.93 map->insert (op, x, y);
940 root 1.89 }
941     }
942     }
943    
944 root 1.21 object *object::create ()
945     {
946 root 1.42 object *op = new object;
947 root 1.22 op->link ();
948     return op;
949 root 1.21 }
950 elmex 1.1
951 root 1.223 static struct freed_map : maptile
952     {
953     freed_map ()
954     {
955 root 1.238 path = "<freed objects map>";
956     name = "/internal/freed_objects_map";
957     width = 3;
958     height = 3;
959     no_drop = 1;
960     no_reset = 1;
961 root 1.223
962     alloc ();
963     in_memory = MAP_ACTIVE;
964     }
965 root 1.229
966     ~freed_map ()
967     {
968     destroy ();
969     }
970 root 1.223 } freed_map; // freed objects are moved here to avoid crashes
971    
972 root 1.82 void
973     object::do_destroy ()
974 root 1.14 {
975 root 1.82 if (flag [FLAG_IS_LINKED])
976 root 1.279 remove_link ();
977 root 1.29
978 root 1.82 if (flag [FLAG_FRIENDLY])
979 root 1.140 remove_friendly_object (this);
980 root 1.32
981 root 1.213 remove ();
982    
983     attachable::do_destroy ();
984 root 1.14
985 root 1.112 deactivate ();
986     unlink ();
987 root 1.92
988 root 1.82 flag [FLAG_FREED] = 1;
989 root 1.14
990 root 1.57 // hack to ensure that freed objects still have a valid map
991 root 1.223 map = &freed_map;
992     x = 1;
993     y = 1;
994 root 1.57
995 root 1.88 if (more)
996     {
997 root 1.259 more->destroy ();
998 root 1.88 more = 0;
999     }
1000 root 1.82
1001 root 1.162 head = 0;
1002    
1003     // clear those pointers that likely might cause circular references
1004     owner = 0;
1005     enemy = 0;
1006     attacked_by = 0;
1007     current_weapon = 0;
1008 root 1.82 }
1009    
1010     void
1011 root 1.260 object::destroy ()
1012 root 1.82 {
1013     if (destroyed ())
1014     return;
1015    
1016 root 1.219 if (!is_head () && !head->destroyed ())
1017     {
1018     LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1019 root 1.260 head->destroy ();
1020 root 1.223 return;
1021 root 1.219 }
1022    
1023 root 1.260 destroy_inv (false);
1024 root 1.22
1025 root 1.173 if (is_head ())
1026     if (sound_destroy)
1027     play_sound (sound_destroy);
1028     else if (flag [FLAG_MONSTER])
1029     play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1030 root 1.169
1031 root 1.82 attachable::destroy ();
1032 elmex 1.1 }
1033    
1034 root 1.63 /* op->remove ():
1035 elmex 1.1 * This function removes the object op from the linked list of objects
1036     * which it is currently tied to. When this function is done, the
1037     * object will have no environment. If the object previously had an
1038     * environment, the x and y coordinates will be updated to
1039     * the previous environment.
1040     */
1041 root 1.24 void
1042 root 1.128 object::do_remove ()
1043 root 1.24 {
1044 root 1.213 if (flag [FLAG_REMOVED])
1045 root 1.29 return;
1046 root 1.24
1047 root 1.82 INVOKE_OBJECT (REMOVE, this);
1048 root 1.26
1049 root 1.213 flag [FLAG_REMOVED] = true;
1050    
1051 root 1.59 if (more)
1052     more->remove ();
1053 root 1.24
1054     /*
1055     * In this case, the object to be removed is in someones
1056     * inventory.
1057     */
1058 root 1.59 if (env)
1059 root 1.24 {
1060 root 1.221 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1061 root 1.220 if (object *pl = visible_to ())
1062     esrv_del_item (pl->contr, count);
1063 root 1.221 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1064 root 1.220
1065 root 1.208 adjust_weight (env, -total_weight ());
1066 root 1.24
1067 root 1.265 object *pl = in_player ();
1068    
1069 root 1.237 /* we set up values so that it could be inserted into
1070     * the map, but we don't actually do that - it is up
1071     * to the caller to decide what we want to do.
1072     */
1073     map = env->map;
1074     x = env->x;
1075     y = env->y;
1076    
1077 root 1.236 // make sure cmov optimisation is applicable
1078 root 1.208 *(above ? &above->below : &env->inv) = below;
1079 root 1.236 *(below ? &below->above : &above ) = above; // &above is just a dummy
1080 root 1.24
1081 root 1.236 above = 0;
1082     below = 0;
1083     env = 0;
1084 root 1.24
1085 root 1.305 if (pl && pl->is_player ())
1086     {
1087 root 1.317 if (expect_false (pl->contr->combat_ob == this))
1088     {
1089     pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1090     pl->contr->combat_ob = 0;
1091     if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1092     }
1093    
1094     if (expect_false (pl->contr->ranged_ob == this))
1095     {
1096     pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1097     pl->contr->ranged_ob = 0;
1098     if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1099     }
1100    
1101 root 1.305 pl->contr->queue_stats_update ();
1102 root 1.265
1103 root 1.317 if (expect_false (glow_radius) && pl->is_on_map ())
1104 root 1.305 update_all_los (pl->map, pl->x, pl->y);
1105     }
1106 root 1.59 }
1107     else if (map)
1108     {
1109 root 1.220 map->dirty = true;
1110     mapspace &ms = this->ms ();
1111    
1112     if (object *pl = ms.player ())
1113 root 1.96 {
1114 root 1.270 if (is_player ())
1115 root 1.220 {
1116 root 1.273 if (!flag [FLAG_WIZPASS])
1117     ms.smell = ++mapspace::smellcount; // remember the smell of the player
1118 root 1.270
1119 root 1.220 // leaving a spot always closes any open container on the ground
1120     if (container && !container->env)
1121     // this causes spurious floorbox updates, but it ensures
1122     // that the CLOSE event is being sent.
1123     close_container ();
1124    
1125     --map->players;
1126     map->touch ();
1127     }
1128 root 1.292 else if (pl->container_ () == this)
1129 root 1.220 {
1130     // removing a container should close it
1131     close_container ();
1132     }
1133 root 1.130
1134 root 1.220 esrv_del_item (pl->contr, count);
1135 root 1.96 }
1136    
1137 root 1.29 /* link the object above us */
1138 root 1.236 // re-link, make sure compiler can easily use cmove
1139     *(above ? &above->below : &ms.top) = below;
1140     *(below ? &below->above : &ms.bot) = above;
1141 root 1.26
1142 root 1.59 above = 0;
1143     below = 0;
1144 root 1.26
1145 root 1.265 ms.invalidate ();
1146 root 1.253
1147 root 1.59 if (map->in_memory == MAP_SAVING)
1148 root 1.29 return;
1149 elmex 1.1
1150 root 1.82 int check_walk_off = !flag [FLAG_NO_APPLY];
1151 elmex 1.1
1152 root 1.175 if (object *pl = ms.player ())
1153     {
1154 root 1.292 if (pl->container_ () == this)
1155 root 1.175 /* If a container that the player is currently using somehow gets
1156     * removed (most likely destroyed), update the player view
1157     * appropriately.
1158     */
1159     pl->close_container ();
1160    
1161 root 1.218 //TODO: the floorbox prev/next might need updating
1162 root 1.226 //esrv_del_item (pl->contr, count);
1163     //TODO: update floorbox to preserve ordering
1164     if (pl->contr->ns)
1165     pl->contr->ns->floorbox_update ();
1166 root 1.175 }
1167    
1168 root 1.293 if (check_walk_off)
1169     for (object *above, *tmp = ms.bot; tmp; tmp = above)
1170     {
1171     above = tmp->above;
1172    
1173     /* No point updating the players look faces if he is the object
1174     * being removed.
1175     */
1176 root 1.29
1177 root 1.293 /* See if object moving off should effect something */
1178     if ((move_type & tmp->move_off)
1179     && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1180 elmex 1.72 move_apply (tmp, this, 0);
1181 root 1.293 }
1182 root 1.26
1183 root 1.270 if (affects_los ())
1184 root 1.59 update_all_los (map, x, y);
1185 elmex 1.1 }
1186     }
1187    
1188     /*
1189     * merge_ob(op,top):
1190     *
1191     * This function goes through all objects below and including top, and
1192     * merges op to the first matching object.
1193     * If top is NULL, it is calculated.
1194     * Returns pointer to object if it succeded in the merge, otherwise NULL
1195     */
1196 root 1.24 object *
1197     merge_ob (object *op, object *top)
1198     {
1199     if (!op->nrof)
1200 elmex 1.1 return 0;
1201 root 1.29
1202 root 1.194 if (!top)
1203 root 1.82 for (top = op; top && top->above; top = top->above)
1204     ;
1205 root 1.29
1206 root 1.82 for (; top; top = top->below)
1207 root 1.214 if (object::can_merge (op, top))
1208     {
1209     top->nrof += op->nrof;
1210    
1211     if (object *pl = top->visible_to ())
1212     esrv_update_item (UPD_NROF, pl, top);
1213    
1214     op->weight = 0; // cancel the addition above
1215     op->carrying = 0; // must be 0 already
1216 root 1.66
1217 root 1.259 op->destroy ();
1218 root 1.24
1219 root 1.214 return top;
1220     }
1221 root 1.29
1222 root 1.45 return 0;
1223 elmex 1.1 }
1224    
1225 root 1.138 void
1226     object::expand_tail ()
1227     {
1228     if (more)
1229     return;
1230    
1231     object *prev = this;
1232    
1233 root 1.160 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 root 1.138 {
1235 root 1.309 object *op = at->instance ();
1236 root 1.138
1237     op->name = name;
1238     op->name_pl = name_pl;
1239     op->title = title;
1240    
1241     op->head = this;
1242     prev->more = op;
1243    
1244     prev = op;
1245     }
1246     }
1247    
1248 elmex 1.1 /*
1249 root 1.117 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1250     * job preparing multi-part monsters.
1251 elmex 1.1 */
1252 root 1.24 object *
1253 root 1.49 insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1254 root 1.24 {
1255 root 1.244 op->remove ();
1256    
1257 root 1.93 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1258 root 1.24 {
1259 root 1.159 tmp->x = x + tmp->arch->x;
1260     tmp->y = y + tmp->arch->y;
1261 elmex 1.1 }
1262 root 1.29
1263 root 1.24 return insert_ob_in_map (op, m, originator, flag);
1264 elmex 1.1 }
1265    
1266     /*
1267     * insert_ob_in_map (op, map, originator, flag):
1268     * This function inserts the object in the two-way linked list
1269     * which represents what is on a map.
1270     * The second argument specifies the map, and the x and y variables
1271     * in the object about to be inserted specifies the position.
1272     *
1273     * originator: Player, monster or other object that caused 'op' to be inserted
1274     * into 'map'. May be NULL.
1275     *
1276     * flag is a bitmask about special things to do (or not do) when this
1277     * function is called. see the object.h file for the INS_ values.
1278     * Passing 0 for flag gives proper default values, so flag really only needs
1279     * to be set if special handling is needed.
1280     *
1281     * Return value:
1282     * new object if 'op' was merged with other object
1283 root 1.313 * NULL if there was an error (destroyed, blocked etc.)
1284 elmex 1.1 * just 'op' otherwise
1285     */
1286 root 1.24 object *
1287 root 1.49 insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288 elmex 1.1 {
1289 root 1.261 op->remove ();
1290 root 1.117
1291 root 1.258 if (m == &freed_map)//D TODO: remove soon
1292 root 1.245 {//D
1293 root 1.258 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1294 root 1.245 }//D
1295    
1296 root 1.187 /* Ideally, the caller figures this out. However, it complicates a lot
1297     * of areas of callers (eg, anything that uses find_free_spot would now
1298     * need extra work
1299     */
1300 root 1.274 maptile *newmap = m;
1301     if (!xy_normalise (newmap, op->x, op->y))
1302 root 1.24 {
1303 root 1.259 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1304 root 1.187 return 0;
1305 elmex 1.1 }
1306 root 1.25
1307 root 1.117 if (object *more = op->more)
1308 root 1.155 if (!insert_ob_in_map (more, m, originator, flag))
1309     return 0;
1310 root 1.25
1311 root 1.283 op->flag [FLAG_REMOVED] = false;
1312     op->env = 0;
1313     op->map = newmap;
1314 root 1.8
1315 root 1.117 mapspace &ms = op->ms ();
1316 root 1.24
1317     /* this has to be done after we translate the coordinates.
1318     */
1319     if (op->nrof && !(flag & INS_NO_MERGE))
1320 root 1.155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1321 root 1.66 if (object::can_merge (op, tmp))
1322 root 1.25 {
1323 root 1.237 // TODO: we actually want to update tmp, not op,
1324 root 1.218 // but some caller surely breaks when we return tmp
1325     // from here :/
1326 root 1.25 op->nrof += tmp->nrof;
1327 root 1.259 tmp->destroy ();
1328 root 1.25 }
1329 root 1.24
1330     CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331     CLEAR_FLAG (op, FLAG_INV_LOCKED);
1332 root 1.25
1333 root 1.24 if (!QUERY_FLAG (op, FLAG_ALIVE))
1334     CLEAR_FLAG (op, FLAG_NO_STEAL);
1335    
1336     if (flag & INS_BELOW_ORIGINATOR)
1337     {
1338 root 1.241 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 root 1.24 {
1340     LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1341     abort ();
1342     }
1343 root 1.25
1344 root 1.241 if (!originator->is_on_map ())
1345 root 1.282 {
1346     LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1347     op->debug_desc (), originator->debug_desc ());
1348     abort ();
1349     }
1350 root 1.241
1351 root 1.24 op->above = originator;
1352     op->below = originator->below;
1353 root 1.237 originator->below = op;
1354 root 1.25
1355 root 1.237 *(op->below ? &op->below->above : &ms.bot) = op;
1356 elmex 1.1 }
1357 root 1.24 else
1358     {
1359 root 1.237 object *floor = 0;
1360     object *top = ms.top;
1361 root 1.117
1362 root 1.24 /* If there are other objects, then */
1363 root 1.191 if (top)
1364 root 1.24 {
1365     /*
1366     * If there are multiple objects on this space, we do some trickier handling.
1367     * We've already dealt with merging if appropriate.
1368     * Generally, we want to put the new object on top. But if
1369     * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1370     * floor, we want to insert above that and no further.
1371     * Also, if there are spell objects on this space, we stop processing
1372     * once we get to them. This reduces the need to traverse over all of
1373     * them when adding another one - this saves quite a bit of cpu time
1374     * when lots of spells are cast in one area. Currently, it is presumed
1375     * that flying non pickable objects are spell objects.
1376     */
1377 root 1.237 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1378 root 1.24 {
1379 root 1.237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1380     floor = tmp;
1381 root 1.26
1382 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))
1383 root 1.24 {
1384     /* We insert above top, so we want this object below this */
1385 root 1.237 top = tmp->below;
1386 root 1.24 break;
1387     }
1388 root 1.26
1389 root 1.237 top = tmp;
1390 root 1.24 }
1391 root 1.26
1392 root 1.24 /* We let update_position deal with figuring out what the space
1393     * looks like instead of lots of conditions here.
1394     * makes things faster, and effectively the same result.
1395     */
1396    
1397     /* Have object 'fall below' other objects that block view.
1398 root 1.135 * Unless those objects are exits.
1399 root 1.24 * If INS_ON_TOP is used, don't do this processing
1400     * Need to find the object that in fact blocks view, otherwise
1401     * stacking is a bit odd.
1402     */
1403 root 1.117 if (!(flag & INS_ON_TOP)
1404     && ms.flags () & P_BLOCKSVIEW
1405 root 1.135 && (op->face && !faces [op->face].visibility))
1406 root 1.24 {
1407 root 1.237 object *last;
1408    
1409 root 1.24 for (last = top; last != floor; last = last->below)
1410     if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1411     break;
1412 root 1.117
1413 root 1.24 /* Check to see if we found the object that blocks view,
1414     * and make sure we have a below pointer for it so that
1415     * we can get inserted below this one, which requires we
1416     * set top to the object below us.
1417     */
1418     if (last && last->below && last != floor)
1419     top = last->below;
1420 root 1.8 }
1421 root 1.24 } /* If objects on this space */
1422 root 1.25
1423 root 1.24 if (flag & INS_ABOVE_FLOOR_ONLY)
1424     top = floor;
1425    
1426 root 1.240 // insert object above top, or bottom-most if top = 0
1427 root 1.24 if (!top)
1428     {
1429 root 1.239 op->below = 0;
1430     op->above = ms.bot;
1431     ms.bot = op;
1432 root 1.25
1433 root 1.239 *(op->above ? &op->above->below : &ms.top) = op;
1434 root 1.24 }
1435     else
1436 root 1.240 {
1437 root 1.24 op->above = top->above;
1438 root 1.237 top->above = op;
1439 root 1.25
1440 root 1.24 op->below = top;
1441 root 1.237 *(op->above ? &op->above->below : &ms.top) = op;
1442 root 1.24 }
1443 root 1.240 }
1444 root 1.8
1445 root 1.270 if (op->is_player ())
1446 root 1.96 {
1447     op->contr->do_los = 1;
1448     ++op->map->players;
1449 root 1.100 op->map->touch ();
1450 root 1.96 }
1451 root 1.24
1452 root 1.98 op->map->dirty = true;
1453    
1454 root 1.191 if (object *pl = ms.player ())
1455 root 1.218 //TODO: the floorbox prev/next might need updating
1456 root 1.226 //esrv_send_item (pl, op);
1457     //TODO: update floorbox to preserve ordering
1458     if (pl->contr->ns)
1459     pl->contr->ns->floorbox_update ();
1460 root 1.24
1461     /* If this object glows, it may affect lighting conditions that are
1462     * visible to others on this map. But update_all_los is really
1463     * an inefficient way to do this, as it means los for all players
1464     * on the map will get recalculated. The players could very well
1465     * be far away from this change and not affected in any way -
1466     * this should get redone to only look for players within range,
1467 root 1.99 * or just updating the P_UPTODATE for spaces within this area
1468 root 1.24 * of effect may be sufficient.
1469     */
1470 root 1.270 if (op->affects_los ())
1471 root 1.265 {
1472     op->ms ().invalidate ();
1473     update_all_los (op->map, op->x, op->y);
1474     }
1475 root 1.24
1476     /* updates flags (blocked, alive, no magic, etc) for this map space */
1477     update_object (op, UP_OBJ_INSERT);
1478    
1479 root 1.82 INVOKE_OBJECT (INSERT, op);
1480    
1481 root 1.24 /* Don't know if moving this to the end will break anything. However,
1482 root 1.70 * we want to have floorbox_update called before calling this.
1483 root 1.24 *
1484     * check_move_on() must be after this because code called from
1485     * check_move_on() depends on correct map flags (so functions like
1486     * blocked() and wall() work properly), and these flags are updated by
1487     * update_object().
1488     */
1489    
1490     /* if this is not the head or flag has been passed, don't check walk on status */
1491 root 1.287 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 root 1.24 {
1493     if (check_move_on (op, originator))
1494 root 1.82 return 0;
1495 elmex 1.1
1496 root 1.24 /* If we are a multi part object, lets work our way through the check
1497     * walk on's.
1498     */
1499 root 1.155 for (object *tmp = op->more; tmp; tmp = tmp->more)
1500 root 1.24 if (check_move_on (tmp, originator))
1501 root 1.82 return 0;
1502 elmex 1.1 }
1503 root 1.25
1504 root 1.24 return op;
1505 elmex 1.1 }
1506    
1507     /* this function inserts an object in the map, but if it
1508 root 1.75 * finds an object of its own type, it'll remove that one first.
1509     * op is the object to insert it under: supplies x and the map.
1510 elmex 1.1 */
1511 root 1.24 void
1512 root 1.277 replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513 root 1.24 {
1514     /* first search for itself and remove any old instances */
1515 elmex 1.1
1516 root 1.208 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 root 1.277 if (tmp->arch->archname == archname) /* same archetype */
1518 root 1.259 tmp->destroy ();
1519 root 1.208
1520 root 1.308 object *tmp = archetype::find (archname)->instance ();
1521 elmex 1.1
1522 root 1.208 tmp->x = op->x;
1523     tmp->y = op->y;
1524 elmex 1.1
1525 root 1.208 insert_ob_in_map (tmp, op->map, op, 0);
1526 root 1.24 }
1527 elmex 1.1
1528 root 1.93 object *
1529     object::insert_at (object *where, object *originator, int flags)
1530     {
1531 root 1.205 if (where->env)
1532     return where->env->insert (this);
1533     else
1534     return where->map->insert (this, where->x, where->y, originator, flags);
1535 root 1.93 }
1536    
1537 root 1.301 // check whether we can put this into the map, respect max_volume, max_items
1538 root 1.299 bool
1539     object::can_drop_at (maptile *m, int x, int y, object *originator)
1540     {
1541     mapspace &ms = m->at (x, y);
1542    
1543     int items = ms.items ();
1544    
1545     if (!items // testing !items ensures we can drop at least one item
1546     || (items < m->max_items
1547 root 1.301 && ms.volume () < m->max_volume))
1548 root 1.299 return true;
1549    
1550     if (originator && originator->is_player ())
1551     originator->contr->failmsg (format (
1552     "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1553     query_name ()
1554     ));
1555    
1556     return false;
1557     }
1558    
1559 elmex 1.1 /*
1560 root 1.209 * decrease(object, number) decreases a specified number from
1561 root 1.208 * the amount of an object. If the amount reaches 0, the object
1562 elmex 1.1 * is subsequently removed and freed.
1563     *
1564     * Return value: 'op' if something is left, NULL if the amount reached 0
1565     */
1566 root 1.208 bool
1567 root 1.209 object::decrease (sint32 nr)
1568 elmex 1.1 {
1569 root 1.212 if (!nr)
1570     return true;
1571    
1572 root 1.208 nr = min (nr, nrof);
1573 elmex 1.1
1574 root 1.251 if (nrof > nr)
1575 elmex 1.1 {
1576 root 1.251 nrof -= nr;
1577 root 1.247 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1578 elmex 1.1
1579 root 1.212 if (object *pl = visible_to ())
1580     esrv_update_item (UPD_NROF, pl, this);
1581 root 1.29
1582 root 1.212 return true;
1583 elmex 1.1 }
1584 root 1.24 else
1585     {
1586 root 1.249 destroy ();
1587 root 1.212 return false;
1588 elmex 1.1 }
1589     }
1590    
1591 root 1.209 /*
1592 root 1.210 * split(ob,nr) splits up ob into two parts. The part which
1593 root 1.209 * is returned contains nr objects, and the remaining parts contains
1594 root 1.210 * the rest (or is removed and returned if that number is 0).
1595     * On failure, NULL is returned.
1596 root 1.209 */
1597 root 1.208 object *
1598 root 1.209 object::split (sint32 nr)
1599 root 1.208 {
1600 root 1.212 int have = number_of ();
1601    
1602     if (have < nr)
1603 root 1.209 return 0;
1604 root 1.212 else if (have == nr)
1605 root 1.209 {
1606     remove ();
1607     return this;
1608     }
1609     else
1610     {
1611     decrease (nr);
1612    
1613 root 1.230 object *op = deep_clone ();
1614 root 1.209 op->nrof = nr;
1615     return op;
1616     }
1617     }
1618    
1619 root 1.24 object *
1620     insert_ob_in_ob (object *op, object *where)
1621     {
1622 root 1.59 if (!where)
1623 root 1.24 {
1624 root 1.53 char *dump = dump_object (op);
1625     LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1626     free (dump);
1627 root 1.24 return op;
1628     }
1629 root 1.29
1630 root 1.154 if (where->head_ () != where)
1631 root 1.24 {
1632 root 1.153 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1633 root 1.24 where = where->head;
1634     }
1635 root 1.29
1636 root 1.59 return where->insert (op);
1637     }
1638    
1639     /*
1640     * env->insert (op)
1641     * This function inserts the object op in the linked list
1642     * inside the object environment.
1643     *
1644     * The function returns now pointer to inserted item, and return value can
1645     * be != op, if items are merged. -Tero
1646     */
1647     object *
1648     object::insert (object *op)
1649     {
1650 root 1.24 if (op->more)
1651     {
1652     LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1653     return op;
1654     }
1655 root 1.29
1656 root 1.208 op->remove ();
1657    
1658     op->flag [FLAG_OBJ_ORIGINAL] = 0;
1659 root 1.182
1660 root 1.24 if (op->nrof)
1661 root 1.208 for (object *tmp = inv; tmp; tmp = tmp->below)
1662     if (object::can_merge (tmp, op))
1663     {
1664     /* return the original object and remove inserted object
1665     (client needs the original object) */
1666     tmp->nrof += op->nrof;
1667 root 1.214
1668     if (object *pl = tmp->visible_to ())
1669     esrv_update_item (UPD_NROF, pl, tmp);
1670    
1671 root 1.210 adjust_weight (this, op->total_weight ());
1672    
1673 root 1.259 op->destroy ();
1674 root 1.208 op = tmp;
1675     goto inserted;
1676     }
1677    
1678     op->owner = 0; // it's his/hers now. period.
1679     op->map = 0;
1680     op->x = 0;
1681     op->y = 0;
1682    
1683     op->above = 0;
1684     op->below = inv;
1685     op->env = this;
1686    
1687     if (inv)
1688     inv->above = op;
1689 root 1.24
1690 root 1.208 inv = op;
1691 elmex 1.1
1692 root 1.208 op->flag [FLAG_REMOVED] = 0;
1693 elmex 1.1
1694 root 1.214 if (object *pl = op->visible_to ())
1695     esrv_send_item (pl, op);
1696    
1697 root 1.208 adjust_weight (this, op->total_weight ());
1698 elmex 1.1
1699 root 1.208 inserted:
1700 elmex 1.1 /* reset the light list and los of the players on the map */
1701 root 1.270 if (op->glow_radius && is_on_map ())
1702 root 1.265 {
1703     update_stats ();
1704     update_all_los (map, x, y);
1705     }
1706 root 1.305 else if (is_player ())
1707 root 1.265 // if this is a player's inventory, update stats
1708 root 1.305 contr->queue_stats_update ();
1709 root 1.59
1710 root 1.82 INVOKE_OBJECT (INSERT, this);
1711    
1712 elmex 1.1 return op;
1713     }
1714    
1715     /*
1716     * Checks if any objects has a move_type that matches objects
1717     * that effect this object on this space. Call apply() to process
1718     * these events.
1719     *
1720     * Any speed-modification due to SLOW_MOVE() of other present objects
1721     * will affect the speed_left of the object.
1722     *
1723     * originator: Player, monster or other object that caused 'op' to be inserted
1724     * into 'map'. May be NULL.
1725     *
1726     * Return value: 1 if 'op' was destroyed, 0 otherwise.
1727     *
1728     * 4-21-95 added code to check if appropriate skill was readied - this will
1729     * permit faster movement by the player through this terrain. -b.t.
1730     *
1731     * MSW 2001-07-08: Check all objects on space, not just those below
1732     * object being inserted. insert_ob_in_map may not put new objects
1733     * on top.
1734     */
1735 root 1.24 int
1736     check_move_on (object *op, object *originator)
1737 elmex 1.1 {
1738 root 1.287 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1739     return 0;
1740    
1741 root 1.48 object *tmp;
1742 root 1.49 maptile *m = op->map;
1743 root 1.48 int x = op->x, y = op->y;
1744 root 1.26
1745 root 1.287 mapspace &ms = m->at (x, y);
1746 root 1.24
1747 root 1.287 ms.update ();
1748 root 1.24
1749 root 1.287 MoveType move_on = ms.move_on;
1750     MoveType move_slow = ms.move_slow;
1751     MoveType move_block = ms.move_block;
1752 root 1.24
1753     /* if nothing on this space will slow op down or be applied,
1754     * no need to do checking below. have to make sure move_type
1755     * is set, as lots of objects don't have it set - we treat that
1756     * as walking.
1757     */
1758     if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1759     return 0;
1760 elmex 1.1
1761 root 1.24 /* This is basically inverse logic of that below - basically,
1762     * if the object can avoid the move on or slow move, they do so,
1763     * but can't do it if the alternate movement they are using is
1764     * blocked. Logic on this seems confusing, but does seem correct.
1765     */
1766     if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1767     return 0;
1768    
1769     /* The objects have to be checked from top to bottom.
1770     * Hence, we first go to the top:
1771     */
1772 root 1.287 for (object *next, *tmp = ms.top; tmp; tmp = next)
1773 root 1.24 {
1774 root 1.287 next = tmp->below;
1775 root 1.26
1776 root 1.24 if (tmp == op)
1777     continue; /* Can't apply yourself */
1778 elmex 1.1
1779 root 1.24 /* Check to see if one of the movement types should be slowed down.
1780     * Second check makes sure that the movement types not being slowed
1781     * (~slow_move) is not blocked on this space - just because the
1782     * space doesn't slow down swimming (for example), if you can't actually
1783     * swim on that space, can't use it to avoid the penalty.
1784     */
1785     if (!QUERY_FLAG (op, FLAG_WIZPASS))
1786     {
1787     if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1788     ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1789     {
1790 root 1.287 float diff = tmp->move_slow_penalty * fabs (op->speed);
1791 elmex 1.1
1792 root 1.270 if (op->is_player ())
1793 root 1.287 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1794     (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1795 root 1.26 diff /= 4.0;
1796    
1797 root 1.24 op->speed_left -= diff;
1798 root 1.8 }
1799     }
1800 elmex 1.1
1801 root 1.24 /* Basically same logic as above, except now for actual apply. */
1802     if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1803     ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1804     {
1805 elmex 1.72 move_apply (tmp, op, originator);
1806 root 1.24
1807 root 1.48 if (op->destroyed ())
1808 root 1.24 return 1;
1809    
1810     /* what the person/creature stepped onto has moved the object
1811     * someplace new. Don't process any further - if we did,
1812     * have a feeling strange problems would result.
1813     */
1814     if (op->map != m || op->x != x || op->y != y)
1815     return 0;
1816 root 1.8 }
1817 elmex 1.1 }
1818 root 1.26
1819 root 1.24 return 0;
1820 elmex 1.1 }
1821    
1822     /*
1823     * present_arch(arch, map, x, y) searches for any objects with
1824     * a matching archetype at the given map and coordinates.
1825     * The first matching object is returned, or NULL if none.
1826     */
1827 root 1.24 object *
1828 root 1.49 present_arch (const archetype *at, maptile *m, int x, int y)
1829 root 1.24 {
1830 root 1.104 if (!m || out_of_map (m, x, y))
1831 root 1.24 {
1832     LOG (llevError, "Present_arch called outside map.\n");
1833     return NULL;
1834     }
1835 root 1.84
1836 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1837 root 1.231 if (tmp->arch->archname == at->archname)
1838 elmex 1.1 return tmp;
1839 root 1.84
1840 elmex 1.1 return NULL;
1841     }
1842    
1843     /*
1844     * present(type, map, x, y) searches for any objects with
1845     * a matching type variable at the given map and coordinates.
1846     * The first matching object is returned, or NULL if none.
1847     */
1848 root 1.24 object *
1849 root 1.49 present (unsigned char type, maptile *m, int x, int y)
1850 root 1.24 {
1851     if (out_of_map (m, x, y))
1852     {
1853     LOG (llevError, "Present called outside map.\n");
1854     return NULL;
1855     }
1856 root 1.84
1857 root 1.104 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 root 1.24 if (tmp->type == type)
1859 elmex 1.1 return tmp;
1860 root 1.84
1861 elmex 1.1 return NULL;
1862     }
1863    
1864     /*
1865     * present_in_ob(type, object) searches for any objects with
1866     * a matching type variable in the inventory of the given object.
1867     * The first matching object is returned, or NULL if none.
1868     */
1869 root 1.24 object *
1870     present_in_ob (unsigned char type, const object *op)
1871     {
1872 root 1.84 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1873 root 1.24 if (tmp->type == type)
1874 elmex 1.1 return tmp;
1875 root 1.84
1876 elmex 1.1 return NULL;
1877     }
1878    
1879     /*
1880     * present_in_ob (type, str, object) searches for any objects with
1881     * a matching type & name variable in the inventory of the given object.
1882     * The first matching object is returned, or NULL if none.
1883     * This is mostly used by spell effect code, so that we only
1884     * have one spell effect at a time.
1885     * type can be used to narrow the search - if type is set,
1886     * the type must also match. -1 can be passed for the type,
1887     * in which case the type does not need to pass.
1888     * str is the string to match against. Note that we match against
1889     * the object name, not the archetype name. this is so that the
1890     * spell code can use one object type (force), but change it's name
1891     * to be unique.
1892     */
1893 root 1.24 object *
1894     present_in_ob_by_name (int type, const char *str, const object *op)
1895     {
1896 root 1.84 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 root 1.82 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1898     return tmp;
1899 elmex 1.1
1900 root 1.82 return 0;
1901 elmex 1.1 }
1902    
1903     /*
1904     * present_arch_in_ob(archetype, object) searches for any objects with
1905     * a matching archetype in the inventory of the given object.
1906     * The first matching object is returned, or NULL if none.
1907     */
1908 root 1.24 object *
1909     present_arch_in_ob (const archetype *at, const object *op)
1910     {
1911 root 1.231 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912     if (tmp->arch->archname == at->archname)
1913 elmex 1.1 return tmp;
1914 root 1.82
1915 elmex 1.1 return NULL;
1916     }
1917    
1918     /*
1919     * activate recursively a flag on an object inventory
1920     */
1921 root 1.24 void
1922     flag_inv (object *op, int flag)
1923     {
1924 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1925     {
1926     SET_FLAG (tmp, flag);
1927     flag_inv (tmp, flag);
1928     }
1929 root 1.82 }
1930    
1931     /*
1932     * deactivate recursively a flag on an object inventory
1933     */
1934 root 1.24 void
1935     unflag_inv (object *op, int flag)
1936     {
1937 root 1.197 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1938     {
1939     CLEAR_FLAG (tmp, flag);
1940     unflag_inv (tmp, flag);
1941     }
1942 elmex 1.1 }
1943    
1944     /*
1945     * find_free_spot(object, map, x, y, start, stop) will search for
1946     * a spot at the given map and coordinates which will be able to contain
1947     * the given object. start and stop specifies how many squares
1948     * to search (see the freearr_x/y[] definition).
1949     * It returns a random choice among the alternatives found.
1950     * start and stop are where to start relative to the free_arr array (1,9
1951     * does all 4 immediate directions). This returns the index into the
1952     * array of the free spot, -1 if no spot available (dir 0 = x,y)
1953 root 1.196 * Note: This function does correctly handle tiled maps, but does not
1954 elmex 1.1 * inform the caller. However, insert_ob_in_map will update as
1955     * necessary, so the caller shouldn't need to do any special work.
1956     * Note - updated to take an object instead of archetype - this is necessary
1957     * because arch_blocked (now ob_blocked) needs to know the movement type
1958     * to know if the space in question will block the object. We can't use
1959     * the archetype because that isn't correct if the monster has been
1960     * customized, changed states, etc.
1961     */
1962 root 1.24 int
1963 root 1.49 find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1964 root 1.24 {
1965 root 1.190 int altern[SIZEOFFREE];
1966 root 1.82 int index = 0, flag;
1967 root 1.24
1968 root 1.82 for (int i = start; i < stop; i++)
1969 root 1.24 {
1970 root 1.188 mapxy pos (m, x, y); pos.move (i);
1971    
1972     if (!pos.normalise ())
1973     continue;
1974    
1975     mapspace &ms = *pos;
1976 root 1.189
1977     if (ms.flags () & P_IS_ALIVE)
1978     continue;
1979 root 1.188
1980     /* However, often
1981     * ob doesn't have any move type (when used to place exits)
1982     * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1983     */
1984 root 1.200 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1985 root 1.190 {
1986     altern [index++] = i;
1987     continue;
1988     }
1989 root 1.24
1990     /* Basically, if we find a wall on a space, we cut down the search size.
1991     * In this way, we won't return spaces that are on another side of a wall.
1992     * This mostly work, but it cuts down the search size in all directions -
1993     * if the space being examined only has a wall to the north and empty
1994     * spaces in all the other directions, this will reduce the search space
1995     * to only the spaces immediately surrounding the target area, and
1996     * won't look 2 spaces south of the target space.
1997     */
1998 root 1.188 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1999     {
2000     stop = maxfree[i];
2001     continue;
2002     }
2003    
2004     /* Note it is intentional that we check ob - the movement type of the
2005     * head of the object should correspond for the entire object.
2006     */
2007     if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2008     continue;
2009    
2010 elmex 1.262 if (ob->blocked (pos.m, pos.x, pos.y))
2011 root 1.196 continue;
2012    
2013 root 1.188 altern [index++] = i;
2014 elmex 1.1 }
2015 root 1.74
2016 root 1.24 if (!index)
2017     return -1;
2018 root 1.74
2019 root 1.124 return altern [rndm (index)];
2020 elmex 1.1 }
2021    
2022     /*
2023 root 1.49 * find_first_free_spot(archetype, maptile, x, y) works like
2024 elmex 1.1 * find_free_spot(), but it will search max number of squares.
2025     * But it will return the first available spot, not a random choice.
2026     * Changed 0.93.2: Have it return -1 if there is no free spot available.
2027     */
2028 root 1.24 int
2029 root 1.49 find_first_free_spot (const object *ob, maptile *m, int x, int y)
2030 root 1.24 {
2031 root 1.82 for (int i = 0; i < SIZEOFFREE; i++)
2032 root 1.188 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2033 root 1.82 return i;
2034 root 1.24
2035     return -1;
2036 elmex 1.1 }
2037    
2038     /*
2039     * The function permute(arr, begin, end) randomly reorders the array
2040     * arr[begin..end-1].
2041 root 1.82 * now uses a fisher-yates shuffle, old permute was broken
2042 elmex 1.1 */
2043 root 1.24 static void
2044     permute (int *arr, int begin, int end)
2045 elmex 1.1 {
2046 root 1.82 arr += begin;
2047     end -= begin;
2048    
2049     while (--end)
2050 root 1.124 swap (arr [end], arr [rndm (end + 1)]);
2051 elmex 1.1 }
2052    
2053     /* new function to make monster searching more efficient, and effective!
2054     * This basically returns a randomized array (in the passed pointer) of
2055     * the spaces to find monsters. In this way, it won't always look for
2056     * monsters to the north first. However, the size of the array passed
2057     * covers all the spaces, so within that size, all the spaces within
2058     * the 3x3 area will be searched, just not in a predictable order.
2059     */
2060 root 1.24 void
2061     get_search_arr (int *search_arr)
2062 elmex 1.1 {
2063 root 1.82 int i;
2064 elmex 1.1
2065 root 1.24 for (i = 0; i < SIZEOFFREE; i++)
2066 root 1.82 search_arr[i] = i;
2067 elmex 1.1
2068 root 1.24 permute (search_arr, 1, SIZEOFFREE1 + 1);
2069     permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2070     permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2071 elmex 1.1 }
2072    
2073     /*
2074     * find_dir(map, x, y, exclude) will search some close squares in the
2075     * given map at the given coordinates for live objects.
2076     * It will not considered the object given as exclude among possible
2077     * live objects.
2078     * It returns the direction toward the first/closest live object if finds
2079     * any, otherwise 0.
2080     * Perhaps incorrectly, but I'm making the assumption that exclude
2081     * is actually want is going to try and move there. We need this info
2082     * because we have to know what movement the thing looking to move
2083     * there is capable of.
2084     */
2085 root 1.24 int
2086 root 1.49 find_dir (maptile *m, int x, int y, object *exclude)
2087 root 1.24 {
2088 root 1.275 int max = SIZEOFFREE, mflags;
2089     MoveType move_type;
2090 root 1.24
2091 root 1.155 if (exclude && exclude->head_ () != exclude)
2092 root 1.24 {
2093     exclude = exclude->head;
2094     move_type = exclude->move_type;
2095     }
2096     else
2097     {
2098     /* If we don't have anything, presume it can use all movement types. */
2099     move_type = MOVE_ALL;
2100     }
2101    
2102 root 1.275 for (int i = 1; i < max; i++)
2103 root 1.24 {
2104 root 1.275 mapxy pos (m, x, y);
2105     pos.move (i);
2106 root 1.75
2107 root 1.275 if (!pos.normalise ())
2108 root 1.75 max = maxfree[i];
2109 root 1.24 else
2110     {
2111 root 1.275 mapspace &ms = *pos;
2112 root 1.82
2113 root 1.275 if ((move_type & ms.move_block) == move_type)
2114     max = maxfree [i];
2115     else if (ms.flags () & P_IS_ALIVE)
2116 root 1.24 {
2117 root 1.275 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2118 root 1.270 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2119 root 1.155 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2120 root 1.275 return freedir [i];
2121 root 1.8 }
2122     }
2123 elmex 1.1 }
2124 root 1.75
2125 root 1.24 return 0;
2126 elmex 1.1 }
2127    
2128     /*
2129     * distance(object 1, object 2) will return the square of the
2130     * distance between the two given objects.
2131     */
2132 root 1.24 int
2133     distance (const object *ob1, const object *ob2)
2134     {
2135 root 1.82 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2136 elmex 1.1 }
2137    
2138     /*
2139     * find_dir_2(delta-x,delta-y) will return a direction in which
2140     * an object which has subtracted the x and y coordinates of another
2141     * object, needs to travel toward it.
2142     */
2143 root 1.24 int
2144     find_dir_2 (int x, int y)
2145     {
2146 root 1.75 int q;
2147 elmex 1.1
2148 root 1.24 if (y)
2149     q = x * 100 / y;
2150 elmex 1.1 else if (x)
2151 root 1.24 q = -300 * x;
2152 elmex 1.1 else
2153     return 0;
2154    
2155 root 1.24 if (y > 0)
2156     {
2157     if (q < -242)
2158     return 3;
2159     if (q < -41)
2160     return 2;
2161     if (q < 41)
2162     return 1;
2163     if (q < 242)
2164     return 8;
2165     return 7;
2166     }
2167 elmex 1.1
2168     if (q < -242)
2169 root 1.24 return 7;
2170 elmex 1.1 if (q < -41)
2171 root 1.24 return 6;
2172 elmex 1.1 if (q < 41)
2173 root 1.24 return 5;
2174 elmex 1.1 if (q < 242)
2175 root 1.24 return 4;
2176 elmex 1.1
2177 root 1.24 return 3;
2178 elmex 1.1 }
2179    
2180     /*
2181     * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2182     * between two directions (which are expected to be absolute (see absdir())
2183     */
2184 root 1.24 int
2185     dirdiff (int dir1, int dir2)
2186     {
2187 root 1.82 int d;
2188 root 1.24
2189     d = abs (dir1 - dir2);
2190     if (d > 4)
2191 elmex 1.1 d = 8 - d;
2192 root 1.82
2193 elmex 1.1 return d;
2194     }
2195    
2196     /* peterm:
2197     * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2198     * Basically, this is a table of directions, and what directions
2199     * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2200     * This basically means that if direction is 15, then it could either go
2201     * direction 4, 14, or 16 to get back to where we are.
2202     * Moved from spell_util.c to object.c with the other related direction
2203     * functions.
2204     */
2205 root 1.295 static const int reduction_dir[SIZEOFFREE][3] = {
2206 root 1.24 {0, 0, 0}, /* 0 */
2207     {0, 0, 0}, /* 1 */
2208     {0, 0, 0}, /* 2 */
2209     {0, 0, 0}, /* 3 */
2210     {0, 0, 0}, /* 4 */
2211     {0, 0, 0}, /* 5 */
2212     {0, 0, 0}, /* 6 */
2213     {0, 0, 0}, /* 7 */
2214     {0, 0, 0}, /* 8 */
2215     {8, 1, 2}, /* 9 */
2216     {1, 2, -1}, /* 10 */
2217     {2, 10, 12}, /* 11 */
2218     {2, 3, -1}, /* 12 */
2219     {2, 3, 4}, /* 13 */
2220     {3, 4, -1}, /* 14 */
2221     {4, 14, 16}, /* 15 */
2222     {5, 4, -1}, /* 16 */
2223     {4, 5, 6}, /* 17 */
2224     {6, 5, -1}, /* 18 */
2225     {6, 20, 18}, /* 19 */
2226     {7, 6, -1}, /* 20 */
2227     {6, 7, 8}, /* 21 */
2228     {7, 8, -1}, /* 22 */
2229     {8, 22, 24}, /* 23 */
2230     {8, 1, -1}, /* 24 */
2231     {24, 9, 10}, /* 25 */
2232     {9, 10, -1}, /* 26 */
2233     {10, 11, -1}, /* 27 */
2234     {27, 11, 29}, /* 28 */
2235     {11, 12, -1}, /* 29 */
2236     {12, 13, -1}, /* 30 */
2237     {12, 13, 14}, /* 31 */
2238     {13, 14, -1}, /* 32 */
2239     {14, 15, -1}, /* 33 */
2240     {33, 15, 35}, /* 34 */
2241     {16, 15, -1}, /* 35 */
2242     {17, 16, -1}, /* 36 */
2243     {18, 17, 16}, /* 37 */
2244     {18, 17, -1}, /* 38 */
2245     {18, 19, -1}, /* 39 */
2246     {41, 19, 39}, /* 40 */
2247     {19, 20, -1}, /* 41 */
2248     {20, 21, -1}, /* 42 */
2249     {20, 21, 22}, /* 43 */
2250     {21, 22, -1}, /* 44 */
2251     {23, 22, -1}, /* 45 */
2252     {45, 47, 23}, /* 46 */
2253     {23, 24, -1}, /* 47 */
2254     {24, 9, -1}
2255     }; /* 48 */
2256 elmex 1.1
2257     /* Recursive routine to step back and see if we can
2258     * find a path to that monster that we found. If not,
2259     * we don't bother going toward it. Returns 1 if we
2260     * can see a direct way to get it
2261     * Modified to be map tile aware -.MSW
2262     */
2263 root 1.24 int
2264 root 1.49 can_see_monsterP (maptile *m, int x, int y, int dir)
2265 root 1.24 {
2266 root 1.29 sint16 dx, dy;
2267 root 1.75 int mflags;
2268 root 1.24
2269     if (dir < 0)
2270     return 0; /* exit condition: invalid direction */
2271    
2272     dx = x + freearr_x[dir];
2273     dy = y + freearr_y[dir];
2274    
2275     mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2276    
2277     /* This functional arguably was incorrect before - it was
2278     * checking for P_WALL - that was basically seeing if
2279     * we could move to the monster - this is being more
2280     * literal on if we can see it. To know if we can actually
2281     * move to the monster, we'd need the monster passed in or
2282     * at least its move type.
2283     */
2284     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2285     return 0;
2286    
2287     /* yes, can see. */
2288     if (dir < 9)
2289     return 1;
2290 root 1.75
2291     return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2292     | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2293     | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2294 root 1.24 }
2295    
2296 elmex 1.1 /*
2297     * can_pick(picker, item): finds out if an object is possible to be
2298     * picked up by the picker. Returnes 1 if it can be
2299     * picked up, otherwise 0.
2300     *
2301     * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2302     * core dumps if they do.
2303     *
2304     * Add a check so we can't pick up invisible objects (0.93.8)
2305     */
2306 root 1.24 int
2307     can_pick (const object *who, const object *item)
2308     {
2309     return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2310     (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2311 root 1.270 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2312 elmex 1.1 }
2313    
2314     /*
2315     * create clone from object to another
2316     */
2317 root 1.24 object *
2318 root 1.230 object::deep_clone ()
2319 root 1.24 {
2320 root 1.230 assert (("deep_clone called on non-head object", is_head ()));
2321 elmex 1.1
2322 root 1.230 object *dst = clone ();
2323 root 1.24
2324 root 1.230 object *prev = dst;
2325     for (object *part = this->more; part; part = part->more)
2326 root 1.24 {
2327 root 1.224 object *tmp = part->clone ();
2328 root 1.230 tmp->head = dst;
2329     prev->more = tmp;
2330 root 1.24 prev = tmp;
2331 elmex 1.1 }
2332 root 1.24
2333 root 1.230 for (object *item = inv; item; item = item->below)
2334     insert_ob_in_ob (item->deep_clone (), dst);
2335 elmex 1.1
2336 root 1.24 return dst;
2337 elmex 1.1 }
2338    
2339     /* This returns the first object in who's inventory that
2340     * has the same type and subtype match.
2341     * returns NULL if no match.
2342     */
2343 root 1.24 object *
2344     find_obj_by_type_subtype (const object *who, int type, int subtype)
2345 elmex 1.1 {
2346 root 1.82 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2347 root 1.24 if (tmp->type == type && tmp->subtype == subtype)
2348     return tmp;
2349 elmex 1.1
2350 root 1.82 return 0;
2351 elmex 1.1 }
2352    
2353 root 1.276 shstr_tmp
2354     object::kv_get (shstr_tmp key) const
2355 root 1.24 {
2356 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2357     if (kv->key == key)
2358     return kv->value;
2359 root 1.24
2360 root 1.276 return shstr ();
2361 root 1.24 }
2362 elmex 1.1
2363 root 1.228 void
2364 root 1.276 object::kv_set (shstr_tmp key, shstr_tmp value)
2365 root 1.24 {
2366 root 1.228 for (key_value *kv = key_values; kv; kv = kv->next)
2367     if (kv->key == key)
2368     {
2369     kv->value = value;
2370     return;
2371     }
2372 root 1.24
2373 root 1.228 key_value *kv = new key_value;
2374 elmex 1.1
2375 root 1.228 kv->next = key_values;
2376     kv->key = key;
2377     kv->value = value;
2378 root 1.35
2379 root 1.228 key_values = kv;
2380 elmex 1.1 }
2381    
2382 root 1.228 void
2383 root 1.276 object::kv_del (shstr_tmp key)
2384 root 1.24 {
2385 root 1.228 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2386     if ((*kvp)->key == key)
2387     {
2388     key_value *kv = *kvp;
2389     *kvp = (*kvp)->next;
2390     delete kv;
2391     return;
2392     }
2393 elmex 1.1 }
2394 root 1.31
2395 root 1.34 object::depth_iterator::depth_iterator (object *container)
2396     : iterator_base (container)
2397     {
2398     while (item->inv)
2399     item = item->inv;
2400     }
2401    
2402 root 1.31 void
2403 root 1.34 object::depth_iterator::next ()
2404 root 1.31 {
2405 root 1.34 if (item->below)
2406     {
2407     item = item->below;
2408    
2409     while (item->inv)
2410     item = item->inv;
2411     }
2412 root 1.31 else
2413 root 1.34 item = item->env;
2414 root 1.31 }
2415 root 1.34
2416 elmex 1.97 const char *
2417     object::flag_desc (char *desc, int len) const
2418     {
2419     char *p = desc;
2420     bool first = true;
2421    
2422 root 1.101 *p = 0;
2423    
2424 elmex 1.97 for (int i = 0; i < NUM_FLAGS; i++)
2425     {
2426     if (len <= 10) // magic constant!
2427     {
2428     snprintf (p, len, ",...");
2429     break;
2430     }
2431    
2432 root 1.101 if (flag [i])
2433 elmex 1.97 {
2434     int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2435     len -= cnt;
2436     p += cnt;
2437     first = false;
2438     }
2439     }
2440    
2441     return desc;
2442     }
2443    
2444 root 1.101 // return a suitable string describing an object in enough detail to find it
2445 root 1.36 const char *
2446     object::debug_desc (char *info) const
2447     {
2448 elmex 1.97 char flagdesc[512];
2449     char info2[256 * 4];
2450 root 1.36 char *p = info;
2451    
2452 elmex 1.242 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2453 root 1.203 count,
2454     uuid.c_str (),
2455 root 1.36 &name,
2456 elmex 1.242 title ? ",title:\"" : "",
2457 elmex 1.97 title ? (const char *)title : "",
2458 elmex 1.242 title ? "\"" : "",
2459 elmex 1.97 flag_desc (flagdesc, 512), type);
2460 root 1.36
2461 root 1.217 if (!flag[FLAG_REMOVED] && env)
2462 root 1.36 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2463    
2464     if (map)
2465 root 1.96 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2466 root 1.36
2467     return info;
2468     }
2469    
2470     const char *
2471     object::debug_desc () const
2472     {
2473 root 1.143 static char info[3][256 * 4];
2474     static int info_idx;
2475 root 1.36
2476 root 1.143 return debug_desc (info [++info_idx % 3]);
2477 root 1.114 }
2478    
2479 root 1.125 struct region *
2480     object::region () const
2481     {
2482     return map ? map->region (x, y)
2483     : region::default_region ();
2484     }
2485    
2486 root 1.130 void
2487     object::open_container (object *new_container)
2488     {
2489     if (container == new_container)
2490     return;
2491    
2492 root 1.220 object *old_container = container;
2493    
2494     if (old_container)
2495 root 1.130 {
2496     if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2497     return;
2498    
2499     #if 0
2500     // remove the "Close old_container" object.
2501     if (object *closer = old_container->inv)
2502     if (closer->type == CLOSE_CON)
2503 root 1.259 closer->destroy ();
2504 root 1.130 #endif
2505    
2506 root 1.220 // make sure the container is available
2507     esrv_send_item (this, old_container);
2508    
2509 root 1.216 old_container->flag [FLAG_APPLIED] = false;
2510 root 1.130 container = 0;
2511    
2512 root 1.220 // client needs item update to make it work, client bug requires this to be separate
2513 root 1.130 esrv_update_item (UPD_FLAGS, this, old_container);
2514 root 1.220
2515 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2516 root 1.177 play_sound (sound_find ("chest_close"));
2517 root 1.130 }
2518    
2519     if (new_container)
2520     {
2521     if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2522     return;
2523    
2524     // TODO: this does not seem to serve any purpose anymore?
2525     #if 0
2526     // insert the "Close Container" object.
2527     if (archetype *closer = new_container->other_arch)
2528     {
2529 root 1.309 object *closer = new_container->other_arch->instance ();
2530 root 1.130 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2531     new_container->insert (closer);
2532     }
2533     #endif
2534    
2535 root 1.281 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2536 root 1.132
2537 root 1.220 // make sure the container is available, client bug requires this to be separate
2538     esrv_send_item (this, new_container);
2539    
2540 root 1.216 new_container->flag [FLAG_APPLIED] = true;
2541 root 1.130 container = new_container;
2542    
2543 root 1.220 // client needs flag change
2544 root 1.130 esrv_update_item (UPD_FLAGS, this, new_container);
2545 root 1.131 esrv_send_inventory (this, new_container);
2546 root 1.177 play_sound (sound_find ("chest_open"));
2547 root 1.130 }
2548 root 1.220 // else if (!old_container->env && contr && contr->ns)
2549     // contr->ns->floorbox_reset ();
2550 root 1.130 }
2551    
2552 root 1.164 object *
2553 root 1.276 object::force_find (shstr_tmp name)
2554 root 1.164 {
2555     /* cycle through his inventory to look for the MARK we want to
2556     * place
2557     */
2558     for (object *tmp = inv; tmp; tmp = tmp->below)
2559     if (tmp->type == FORCE && tmp->slaying == name)
2560     return splay (tmp);
2561    
2562     return 0;
2563     }
2564    
2565 root 1.294 //-GPL
2566    
2567 sf-marcmagus 1.290 void
2568     object::force_set_timer (int duration)
2569     {
2570     this->duration = 1;
2571     this->speed_left = -1.f;
2572    
2573     this->set_speed (duration ? 1.f / duration : 0.f);
2574     }
2575    
2576 root 1.265 object *
2577 root 1.276 object::force_add (shstr_tmp name, int duration)
2578 root 1.164 {
2579     if (object *force = force_find (name))
2580 root 1.259 force->destroy ();
2581 root 1.164
2582     object *force = get_archetype (FORCE_NAME);
2583    
2584 sf-marcmagus 1.290 force->slaying = name;
2585     force->force_set_timer (duration);
2586 root 1.294 force->flag [FLAG_APPLIED] = true;
2587 root 1.164
2588 root 1.265 return insert (force);
2589 root 1.164 }
2590    
2591 root 1.178 void
2592 root 1.280 object::play_sound (faceidx sound) const
2593 root 1.178 {
2594     if (!sound)
2595     return;
2596    
2597 root 1.280 if (is_on_map ())
2598     map->play_sound (sound, x, y);
2599     else if (object *pl = in_player ())
2600     pl->contr->play_sound (sound);
2601     }
2602 root 1.178
2603 root 1.280 void
2604     object::say_msg (const char *msg) const
2605     {
2606     if (is_on_map ())
2607     map->say_msg (msg, x, y);
2608     else if (object *pl = in_player ())
2609     pl->contr->play_sound (sound);
2610 root 1.178 }
2611    
2612 root 1.265 void
2613     object::make_noise ()
2614     {
2615     // we do not model noise in the map, so instead put
2616     // a temporary light into the noise source
2617     // could use the map instead, but that's less reliable for our
2618     // goal, which is to make invisibility a bit harder to exploit
2619    
2620 root 1.266 // currently only works sensibly for players
2621     if (!is_player ())
2622     return;
2623    
2624 root 1.265 // find old force, or create new one
2625     object *force = force_find (shstr_noise_force);
2626    
2627     if (force)
2628 root 1.269 force->speed_left = -1.f; // patch old speed up
2629 root 1.265 else
2630 root 1.269 {
2631     force = archetype::get (shstr_noise_force);
2632    
2633     force->slaying = shstr_noise_force;
2634     force->stats.food = 1;
2635     force->speed_left = -1.f;
2636    
2637     force->set_speed (1.f / 4.f);
2638     force->flag [FLAG_IS_USED_UP] = true;
2639     force->flag [FLAG_APPLIED] = true;
2640    
2641     insert (force);
2642     }
2643 root 1.265 }
2644    
2645 root 1.313 void object::change_move_type (MoveType mt)
2646     {
2647     if (move_type == mt)
2648     return;
2649    
2650     if (is_on_map ())
2651     {
2652     // we are on the map, so handle move_on/off effects
2653     remove ();
2654     move_type = mt;
2655     map->insert (this, x, y, this);
2656     }
2657     else
2658     move_type = mt;
2659     }
2660