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Comparing deliantra/server/common/object.C (file contents):
Revision 1.230 by root, Sun May 4 08:25:32 2008 UTC vs.
Revision 1.339 by root, Fri Jul 2 17:39:23 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
37 38
38objectvec objects; 39objectvec objects;
39activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
40 49
41short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
42 0, 51 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 57 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 61};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
60 0, 63 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 67};
65 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
66static void 95static void
67write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
68{ 97{
69 CALL_BEGIN (2); 98 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 102 CALL_END;
74} 103}
75 104
76static void 105static void
77read_uuid (void) 106read_uuid ()
78{ 107{
79 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
80 109
81 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
82 111
96 125
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 127 _exit (1);
99 } 128 }
100 129
101 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 131 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
104 133
105 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
106 { 135 {
133 162
134void 163void
135UUID::init () 164UUID::init ()
136{ 165{
137 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
138} 232}
139 233
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 235static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
178 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
179 * check weight 273 * check weight
180 */ 274 */
181bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
182{ 276{
183 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
184 if (ob1 == ob2 278 if (ob1 == ob2
185 || ob1->type != ob2->type 279 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value 280 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 283 return 0;
190 284
191 /* Do not merge objects if nrof would overflow. First part checks 285 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 286 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 287 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 288 return 0;
198 289
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 290 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 291 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 292 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied 293 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 294 * flags lose any meaning.
204 */ 295 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 296 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 297 ob1->set_flag (FLAG_BEEN_APPLIED);
207 298
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 299 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 300 ob2->set_flag (FLAG_BEEN_APPLIED);
210 301
211 if (ob1->arch->name != ob2->arch->name 302 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 303 || ob1->name != ob2->name
213 || ob1->title != ob2->title 304 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 305 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 306 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 307 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 308 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 309 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 310 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 311 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 312 || ob1->animation_id != ob2->animation_id
313 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 314 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 315 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 316 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 317 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 318 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 319 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 320 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 321 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 322 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 323 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 324 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 325 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 326 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 327 return 0;
236 328
237 if ((ob1->flag ^ ob2->flag) 329 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 330 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 331 .reset (FLAG_REMOVED)
241 .any ()) 332 .any ())
242 return 0; 333 return 0;
243 334
244 /* This is really a spellbook check - we should in general 335 /* This is really a spellbook check - we should in general
263 354
264 /* Don't merge objects that are applied. With the new 'body' code, 355 /* Don't merge objects that are applied. With the new 'body' code,
265 * it is possible for most any character to have more than one of 356 * it is possible for most any character to have more than one of
266 * some items equipped, and we don't want those to merge. 357 * some items equipped, and we don't want those to merge.
267 */ 358 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 359 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 360 return 0;
270 361
271 /* Note sure why the following is the case - either the object has to 362 /* Note sure why the following is the case - either the object has to
272 * be animated or have a very low speed. Is this an attempted monster 363 * be animated or have a very low speed. Is this an attempted monster
273 * check? 364 * check?
274 */ 365 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 366 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 367 return 0;
277 368
278 switch (ob1->type) 369 switch (ob1->type)
279 { 370 {
280 case SCROLL: 371 case SCROLL:
326 { 417 {
327 // see if we are in a container of sorts 418 // see if we are in a container of sorts
328 if (env) 419 if (env)
329 { 420 {
330 // the player inventory itself is always visible 421 // the player inventory itself is always visible
331 if (env->type == PLAYER) 422 if (env->is_player ())
332 return env; 423 return env;
333 424
334 // else a player could have our env open 425 // else a player could have our env open
335 object *envest = env->outer_env (); 426 object *envest = env->outer_env_or_self ();
336 427
337 // the player itself is always on a map, so we will find him here 428 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 429 // even if our inv is in a player.
339 if (envest->is_on_map ()) 430 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 431 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 432 if (pl->container_ () == env)
342 return pl; 433 return pl;
343 } 434 }
344 else 435 else
345 { 436 {
346 // maybe there is a player standing on the same mapspace 437 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 438 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 439 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 440 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
441 || pl->container_ () == this)
350 return pl; 442 return pl;
351 } 443 }
352 } 444 }
353 445
354 return 0; 446 return 0;
355} 447}
356 448
357// adjust weight per container type ("of holding") 449// adjust weight per container type ("of holding")
358static sint32 450static uint32
359weight_adjust (object *op, sint32 weight) 451weight_adjust_for (object *op, uint32 weight)
360{ 452{
361 return op->type == CONTAINER 453 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 454 ? weight - weight * op->stats.Str / 100
363 : weight; 455 : weight;
364} 456}
365 457
366/* 458/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 459 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 460 * and also updates how much the environment(s) is/are carrying.
369 */ 461 */
370static void 462static void
371adjust_weight (object *op, sint32 weight) 463adjust_weight (object *op, sint32 sub, sint32 add)
372{ 464{
373 while (op) 465 while (op)
374 { 466 {
375 weight = weight_adjust (op, weight); 467 sint32 ocarrying = op->carrying;
376 468
377 if (!weight) 469 op->carrying -= weight_adjust_for (op, sub);
378 return; 470 op->carrying += weight_adjust_for (op, add);
379
380 op->carrying += weight;
381 471
382 if (object *pl = op->visible_to ()) 472 if (object *pl = op->visible_to ())
383 if (pl != op) // player is handled lazily 473 if (pl != op) // player is handled lazily
384 esrv_update_item (UPD_WEIGHT, pl, op); 474 esrv_update_item (UPD_WEIGHT, pl, op);
385 475
476 sub = ocarrying;
477 add = op->carrying;
478
386 op = op->env; 479 op = op->env;
387 } 480 }
388} 481}
389 482
390/* 483/*
397{ 490{
398 sint32 sum = 0; 491 sint32 sum = 0;
399 492
400 for (object *op = inv; op; op = op->below) 493 for (object *op = inv; op; op = op->below)
401 { 494 {
402 if (op->inv)
403 op->update_weight (); 495 op->update_weight ();
404 496
405 sum += op->total_weight (); 497 sum += weight_adjust_for (this, op->total_weight ());
406 } 498 }
407
408 sum = weight_adjust (this, sum);
409 499
410 if (sum != carrying) 500 if (sum != carrying)
411 { 501 {
502 if (carrying != sum && carrying)//D
503 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
504 (long long)sum, (long long)carrying, debug_desc ());
505
412 carrying = sum; 506 carrying = sum;
413 507
414 if (object *pl = visible_to ()) 508 if (object *pl = visible_to ())
415 if (pl != this) // player is handled lazily 509 if (pl != this) // player is handled lazily
416 esrv_update_item (UPD_WEIGHT, pl, this); 510 esrv_update_item (UPD_WEIGHT, pl, this);
429 object_freezer freezer; 523 object_freezer freezer;
430 op->write (freezer); 524 op->write (freezer);
431 return freezer.as_string (); 525 return freezer.as_string ();
432} 526}
433 527
434/* 528char *
435 * get_nearest_part(multi-object, object 2) returns the part of the 529object::as_string ()
436 * multi-object 1 which is closest to the second object.
437 * If it's not a multi-object, it is returned.
438 */
439object *
440get_nearest_part (object *op, const object *pl)
441{ 530{
442 object *tmp, *closest; 531 return dump_object (this);
443 int last_dist, i;
444
445 if (!op->more)
446 return op;
447
448 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
449 tmp;
450 tmp = tmp->more)
451 if ((i = distance (tmp, pl)) < last_dist)
452 closest = tmp, last_dist = i;
453
454 return closest;
455} 532}
456 533
457/* 534/*
458 * Returns the object which has the count-variable equal to the argument. 535 * Returns the object which has the count-variable equal to the argument.
459 * VERRRY slow. 536 * VERRRY slow.
467 544
468 return 0; 545 return 0;
469} 546}
470 547
471/* 548/*
549 * Returns the object which has the uuid equal to the argument.
550 * MOAR VERRRY slow.
551 */
552
553object *
554find_object_uuid (UUID i)
555{
556 for_all_objects (op)
557 if (op->uuid == i)
558 return op;
559
560 return 0;
561}
562
563/*
472 * Returns the first object which has a name equal to the argument. 564 * Returns the first object which has a name equal to the argument.
473 * Used only by the patch command, but not all that useful. 565 * Used only by the patch command, but not all that useful.
474 * Enables features like "patch <name-of-other-player> food 999" 566 * Enables features like "patch <name-of-other-player> food 999"
475 */ 567 */
476object * 568object *
477find_object_name (const char *str) 569find_object_name (const char *str)
478{ 570{
479 shstr_cmp str_ (str); 571 shstr_cmp str_ (str);
480 object *op;
481 572
573 if (str_)
482 for_all_objects (op) 574 for_all_objects (op)
483 if (op->name == str_) 575 if (op->name == str_)
484 break; 576 return op;
485 577
486 return op; 578 return 0;
487} 579}
488 580
489/* 581/*
490 * Sets the owner and sets the skill and exp pointers to owner's current 582 * Sets the owner and sets the skill and exp pointers to owner's current
491 * skill and experience objects. 583 * skill and experience objects.
504 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 596 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
505 return; 597 return;
506 } 598 }
507 599
508 this->owner = owner; 600 this->owner = owner;
509}
510
511int
512object::slottype () const
513{
514 if (type == SKILL)
515 {
516 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
517 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
518 }
519 else
520 {
521 if (slot [body_combat].info) return slot_combat;
522 if (slot [body_range ].info) return slot_ranged;
523 }
524
525 return slot_none;
526}
527
528bool
529object::change_weapon (object *ob)
530{
531 if (current_weapon == ob)
532 return true;
533
534 if (chosen_skill)
535 chosen_skill->flag [FLAG_APPLIED] = false;
536
537 current_weapon = ob;
538 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
539
540 if (chosen_skill)
541 chosen_skill->flag [FLAG_APPLIED] = true;
542
543 update_stats ();
544
545 if (ob)
546 {
547 // now check wether any body locations became invalid, in which case
548 // we cannot apply the weapon at the moment.
549 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
550 if (slot[i].used < 0)
551 {
552 current_weapon = chosen_skill = 0;
553 update_stats ();
554
555 new_draw_info_format (NDI_UNIQUE, 0, this,
556 "You try to balance all your items at once, "
557 "but the %s is just too much for your body. "
558 "[You need to unapply some items first.]", &ob->name);
559 return false;
560 }
561
562 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
563 }
564 else
565 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
566
567 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
568 {
569 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
570 &name, ob->debug_desc ());
571 return false;
572 }
573
574 return true;
575} 601}
576 602
577/* Zero the key_values on op, decrementing the shared-string 603/* Zero the key_values on op, decrementing the shared-string
578 * refcounts and freeing the links. 604 * refcounts and freeing the links.
579 */ 605 */
632 tail = new_link; 658 tail = new_link;
633 } 659 }
634 } 660 }
635 } 661 }
636 662
637 if (speed < 0) 663 dst->activate ();
638 dst->speed_left -= rndm ();
639
640 dst->set_speed (dst->speed);
641} 664}
642 665
643void 666void
644object::instantiate () 667object::instantiate ()
645{ 668{
646 if (!uuid.seq) // HACK 669 if (!uuid.seq) // HACK
647 uuid = UUID::gen (); 670 uuid = UUID::gen ();
648 671
672 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
673 if (flag [FLAG_RANDOM_SPEED] && speed)
674 speed_left = - speed - rndm (); // TODO animation
675 else
649 speed_left = -0.1f; 676 speed_left = -1.;
677
650 /* copy the body_info to the body_used - this is only really 678 /* copy the body_info to the body_used - this is only really
651 * need for monsters, but doesn't hurt to do it for everything. 679 * need for monsters, but doesn't hurt to do it for everything.
652 * by doing so, when a monster is created, it has good starting 680 * by doing so, when a monster is created, it has good starting
653 * values for the body_used info, so when items are created 681 * values for the body_used info, so when items are created
654 * for it, they can be properly equipped. 682 * for it, they can be properly equipped.
662object * 690object *
663object::clone () 691object::clone ()
664{ 692{
665 object *neu = create (); 693 object *neu = create ();
666 copy_to (neu); 694 copy_to (neu);
695
696 // TODO: unclean state changes, should not be done in clone AND instantiate
697 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
698 neu->speed_left = - neu->speed - rndm (); // TODO animation
699
667 neu->map = map; // not copied by copy_to 700 neu->map = map; // not copied by copy_to
668 return neu; 701 return neu;
669} 702}
670 703
671/* 704/*
674 * be called to update the face variable, _and_ how it looks on the map. 707 * be called to update the face variable, _and_ how it looks on the map.
675 */ 708 */
676void 709void
677update_turn_face (object *op) 710update_turn_face (object *op)
678{ 711{
679 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 712 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
680 return; 713 return;
681 714
682 SET_ANIMATION (op, op->direction); 715 SET_ANIMATION (op, op->direction);
683 update_object (op, UP_OBJ_FACE); 716 update_object (op, UP_OBJ_FACE);
684} 717}
689 * This function needs to be called whenever the speed of an object changes. 722 * This function needs to be called whenever the speed of an object changes.
690 */ 723 */
691void 724void
692object::set_speed (float speed) 725object::set_speed (float speed)
693{ 726{
694 if (flag [FLAG_FREED] && speed)
695 {
696 LOG (llevError, "Object %s is freed but has speed.\n", &name);
697 speed = 0;
698 }
699
700 this->speed = speed; 727 this->speed = speed;
701 728
702 if (has_active_speed ()) 729 if (has_active_speed ())
703 activate (); 730 activate ();
704 else 731 else
754 781
755 if (!(m.flags_ & P_UPTODATE)) 782 if (!(m.flags_ & P_UPTODATE))
756 /* nop */; 783 /* nop */;
757 else if (action == UP_OBJ_INSERT) 784 else if (action == UP_OBJ_INSERT)
758 { 785 {
786#if 0
759 // this is likely overkill, TODO: revisit (schmorp) 787 // this is likely overkill, TODO: revisit (schmorp)
760 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 788 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
761 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 789 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
762 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 790 || (op->is_player () && !(m.flags_ & P_PLAYER))
763 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
764 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 792 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
765 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 793 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
766 || (m.move_on | op->move_on ) != m.move_on 794 || (m.move_on | op->move_on ) != m.move_on
767 || (m.move_off | op->move_off ) != m.move_off 795 || (m.move_off | op->move_off ) != m.move_off
768 || (m.move_slow | op->move_slow) != m.move_slow 796 || (m.move_slow | op->move_slow) != m.move_slow
769 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
770 * to have move_allow right now. 798 * have move_allow right now.
771 */ 799 */
772 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
801 m.invalidate ();
802#else
773 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 803 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
774 m.flags_ = 0; 804 m.invalidate ();
805#endif
775 } 806 }
776 /* if the object is being removed, we can't make intelligent 807 /* if the object is being removed, we can't make intelligent
777 * decisions, because remove_ob can't really pass the object 808 * decisions, because remove_ob can't really pass the object
778 * that is being removed. 809 * that is being removed.
779 */ 810 */
780 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 811 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
781 m.flags_ = 0; 812 m.invalidate ();
782 else if (action == UP_OBJ_FACE) 813 else if (action == UP_OBJ_FACE)
783 /* Nothing to do for that case */ ; 814 /* Nothing to do for that case */ ;
784 else 815 else
785 LOG (llevError, "update_object called with invalid action: %d\n", action); 816 LOG (llevError, "update_object called with invalid action: %d\n", action);
786 817
788 update_object (op->more, action); 819 update_object (op->more, action);
789} 820}
790 821
791object::object () 822object::object ()
792{ 823{
793 SET_FLAG (this, FLAG_REMOVED); 824 this->set_flag (FLAG_REMOVED);
794 825
795 expmul = 1.0; 826 //expmul = 1.0; declared const for the time being
796 face = blank_face; 827 face = blank_face;
828 material = MATERIAL_NULL;
797} 829}
798 830
799object::~object () 831object::~object ()
800{ 832{
801 unlink (); 833 unlink ();
802 834
803 free_key_values (this); 835 free_key_values (this);
804} 836}
805
806static int object_count;
807 837
808void object::link () 838void object::link ()
809{ 839{
810 assert (!index);//D 840 assert (!index);//D
811 uuid = UUID::gen (); 841 uuid = UUID::gen ();
812 count = ++object_count;
813 842
814 refcnt_inc (); 843 refcnt_inc ();
815 objects.insert (this); 844 objects.insert (this);
845
846 ++create_count;
847
816} 848}
817 849
818void object::unlink () 850void object::unlink ()
819{ 851{
820 if (!index) 852 if (!index)
821 return; 853 return;
854
855 ++destroy_count;
822 856
823 objects.erase (this); 857 objects.erase (this);
824 refcnt_dec (); 858 refcnt_dec ();
825} 859}
826 860
830 /* If already on active list, don't do anything */ 864 /* If already on active list, don't do anything */
831 if (active) 865 if (active)
832 return; 866 return;
833 867
834 if (has_active_speed ()) 868 if (has_active_speed ())
869 {
870 if (flag [FLAG_FREED])
871 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
872
835 actives.insert (this); 873 actives.insert (this);
874 }
836} 875}
837 876
838void 877void
839object::activate_recursive () 878object::activate_recursive ()
840{ 879{
901 * drop on that space. 940 * drop on that space.
902 */ 941 */
903 if (!drop_to_ground 942 if (!drop_to_ground
904 || !map 943 || !map
905 || map->in_memory != MAP_ACTIVE 944 || map->in_memory != MAP_ACTIVE
906 || map->nodrop 945 || map->no_drop
907 || ms ().move_block == MOVE_ALL) 946 || ms ().move_block == MOVE_ALL)
908 { 947 {
909 while (inv) 948 while (inv)
910 {
911 inv->destroy_inv (false);
912 inv->destroy (); 949 inv->destroy ();
913 }
914 } 950 }
915 else 951 else
916 { /* Put objects in inventory onto this space */ 952 { /* Put objects in inventory onto this space */
917 while (inv) 953 while (inv)
918 { 954 {
922 || op->flag [FLAG_NO_DROP] 958 || op->flag [FLAG_NO_DROP]
923 || op->type == RUNE 959 || op->type == RUNE
924 || op->type == TRAP 960 || op->type == TRAP
925 || op->flag [FLAG_IS_A_TEMPLATE] 961 || op->flag [FLAG_IS_A_TEMPLATE]
926 || op->flag [FLAG_DESTROY_ON_DEATH]) 962 || op->flag [FLAG_DESTROY_ON_DEATH])
927 op->destroy (true); 963 op->destroy ();
928 else 964 else
929 map->insert (op, x, y); 965 map->insert (op, x, y);
930 } 966 }
931 } 967 }
932} 968}
933 969
970/*
971 * Remove and free all objects in the inventory of the given object.
972 * Unlike destroy_inv, this assumes the *this is destroyed as well
973 * well, so we can (and have to!) take shortcuts.
974 */
975void
976object::destroy_inv_fast ()
977{
978 while (object *op = inv)
979 {
980 // remove from object the fast way
981 op->flag [FLAG_REMOVED] = true;
982 op->env = 0;
983 if ((inv = inv->below))
984 inv->above = 0;
985
986 // then destroy
987 op->destroy ();
988 }
989}
990
991void
992object::freelist_free (int count)
993{
994 while (count-- && freelist)
995 {
996 freelist_item *next = freelist->next;
997 // count is being "destroyed"
998
999 sfree ((char *)freelist, sizeof (object));
1000
1001 freelist = next;
1002 --free_count;
1003 }
1004}
1005
1006object *
934object *object::create () 1007object::create ()
935{ 1008{
936 object *op = new object; 1009 object *op;
1010
1011 if (freelist)
1012 {
1013 freelist_item li = *freelist;
1014 memset (freelist, 0, sizeof (object));
1015
1016 op = new (freelist) object;
1017 op->count = li.count;
1018
1019 freelist = li.next;
1020 --free_count;
1021 }
1022 else
1023 {
1024 void *ni = salloc0<char> (sizeof (object));
1025
1026 op = new(ni) object;
1027
1028 op->count = ++object_count;
1029 }
1030
937 op->link (); 1031 op->link ();
1032
938 return op; 1033 return op;
939} 1034}
940 1035
1036void
1037object::do_delete ()
1038{
1039 uint32_t count = this->count;
1040
1041 this->~object ();
1042
1043 freelist_item *li = (freelist_item *)this;
1044 li->next = freelist;
1045 li->count = count;
1046
1047 freelist = li;
1048 ++free_count;
1049}
1050
941static struct freed_map : maptile 1051static struct freed_map : maptile
942{ 1052{
943 freed_map () 1053 freed_map ()
1054 : maptile (3, 3)
944 { 1055 {
945 path = "<freed objects map>"; 1056 path = "<freed objects map>";
946 name = "/internal/freed_objects_map"; 1057 name = "/internal/freed_objects_map";
947 width = 3;
948 height = 3;
949 nodrop = 1; 1058 no_drop = 1;
1059 no_reset = 1;
950 1060
951 alloc ();
952 in_memory = MAP_ACTIVE; 1061 in_memory = MAP_ACTIVE;
953 } 1062 }
954 1063
955 ~freed_map () 1064 ~freed_map ()
956 { 1065 {
960 1069
961void 1070void
962object::do_destroy () 1071object::do_destroy ()
963{ 1072{
964 if (flag [FLAG_IS_LINKED]) 1073 if (flag [FLAG_IS_LINKED])
965 remove_button_link (this); 1074 remove_link ();
966 1075
967 if (flag [FLAG_FRIENDLY]) 1076 if (flag [FLAG_FRIENDLY])
968 remove_friendly_object (this); 1077 remove_friendly_object (this);
969 1078
970 remove (); 1079 remove ();
995 attacked_by = 0; 1104 attacked_by = 0;
996 current_weapon = 0; 1105 current_weapon = 0;
997} 1106}
998 1107
999void 1108void
1000object::destroy (bool destroy_inventory) 1109object::destroy ()
1001{ 1110{
1002 if (destroyed ()) 1111 if (destroyed ())
1003 return; 1112 return;
1004 1113
1005 if (!is_head () && !head->destroyed ()) 1114 if (!is_head () && !head->destroyed ())
1006 { 1115 {
1007 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1116 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1008 head->destroy (destroy_inventory); 1117 head->destroy ();
1009 return; 1118 return;
1010 } 1119 }
1011 1120
1012 destroy_inv (!destroy_inventory); 1121 destroy_inv_fast ();
1013 1122
1014 if (is_head ()) 1123 if (is_head ())
1015 if (sound_destroy) 1124 if (sound_destroy)
1016 play_sound (sound_destroy); 1125 play_sound (sound_destroy);
1017 else if (flag [FLAG_MONSTER]) 1126 else if (flag [FLAG_MONSTER])
1028 * the previous environment. 1137 * the previous environment.
1029 */ 1138 */
1030void 1139void
1031object::do_remove () 1140object::do_remove ()
1032{ 1141{
1033 object *tmp, *last = 0;
1034 object *otmp;
1035
1036 if (flag [FLAG_REMOVED]) 1142 if (flag [FLAG_REMOVED])
1037 return; 1143 return;
1038 1144
1039 INVOKE_OBJECT (REMOVE, this); 1145 INVOKE_OBJECT (REMOVE, this);
1040 1146
1052 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1158 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1053 if (object *pl = visible_to ()) 1159 if (object *pl = visible_to ())
1054 esrv_del_item (pl->contr, count); 1160 esrv_del_item (pl->contr, count);
1055 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1161 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1056 1162
1057 adjust_weight (env, -total_weight ()); 1163 adjust_weight (env, total_weight (), 0);
1058 1164
1059 *(above ? &above->below : &env->inv) = below; 1165 object *pl = in_player ();
1060
1061 if (below)
1062 below->above = above;
1063 1166
1064 /* we set up values so that it could be inserted into 1167 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1168 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do. 1169 * to the caller to decide what we want to do.
1067 */ 1170 */
1068 map = env->map; 1171 map = env->map;
1069 x = env->x; 1172 x = env->x;
1070 y = env->y; 1173 y = env->y;
1174
1175 // make sure cmov optimisation is applicable
1176 *(above ? &above->below : &env->inv) = below;
1177 *(below ? &below->above : &above ) = above; // &above is just a dummy
1178
1071 above = 0; 1179 above = 0;
1072 below = 0; 1180 below = 0;
1073 env = 0; 1181 env = 0;
1074 1182
1075 /* NO_FIX_PLAYER is set when a great many changes are being 1183 if (pl && pl->is_player ())
1076 * made to players inventory. If set, avoiding the call
1077 * to save cpu time.
1078 */ 1184 {
1079 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1185 if (expect_false (pl->contr->combat_ob == this))
1080 otmp->update_stats (); 1186 {
1187 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1188 pl->contr->combat_ob = 0;
1189 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1190 }
1191
1192 if (expect_false (pl->contr->ranged_ob == this))
1193 {
1194 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1195 pl->contr->ranged_ob = 0;
1196 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1197 }
1198
1199 pl->contr->queue_stats_update ();
1200
1201 if (expect_false (glow_radius) && pl->is_on_map ())
1202 update_all_los (pl->map, pl->x, pl->y);
1203 }
1081 } 1204 }
1082 else if (map) 1205 else if (map)
1083 { 1206 {
1084 map->dirty = true; 1207 map->dirty = true;
1085 mapspace &ms = this->ms (); 1208 mapspace &ms = this->ms ();
1086 1209
1087 if (object *pl = ms.player ()) 1210 if (object *pl = ms.player ())
1088 { 1211 {
1089 if (type == PLAYER) // this == pl(!) 1212 if (is_player ())
1090 { 1213 {
1214 if (!flag [FLAG_WIZPASS])
1215 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1216
1091 // leaving a spot always closes any open container on the ground 1217 // leaving a spot always closes any open container on the ground
1092 if (container && !container->env) 1218 if (container && !container->env)
1093 // this causes spurious floorbox updates, but it ensures 1219 // this causes spurious floorbox updates, but it ensures
1094 // that the CLOSE event is being sent. 1220 // that the CLOSE event is being sent.
1095 close_container (); 1221 close_container ();
1096 1222
1097 --map->players; 1223 --map->players;
1098 map->touch (); 1224 map->touch ();
1099 } 1225 }
1100 else if (pl->container == this) 1226 else if (pl->container_ () == this)
1101 { 1227 {
1102 // removing a container should close it 1228 // removing a container should close it
1103 close_container (); 1229 close_container ();
1104 } 1230 }
1105 1231 else
1106 esrv_del_item (pl->contr, count); 1232 esrv_del_item (pl->contr, count);
1107 } 1233 }
1108 1234
1109 /* link the object above us */ 1235 /* link the object above us */
1110 if (above) 1236 // re-link, make sure compiler can easily use cmove
1111 above->below = below; 1237 *(above ? &above->below : &ms.top) = below;
1112 else 1238 *(below ? &below->above : &ms.bot) = above;
1113 ms.top = below; /* we were top, set new top */
1114
1115 /* Relink the object below us, if there is one */
1116 if (below)
1117 below->above = above;
1118 else
1119 {
1120 /* Nothing below, which means we need to relink map object for this space
1121 * use translated coordinates in case some oddness with map tiling is
1122 * evident
1123 */
1124 if (GET_MAP_OB (map, x, y) != this)
1125 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1126
1127 ms.bot = above; /* goes on above it. */
1128 }
1129 1239
1130 above = 0; 1240 above = 0;
1131 below = 0; 1241 below = 0;
1132 1242
1243 ms.invalidate ();
1244
1133 if (map->in_memory == MAP_SAVING) 1245 if (map->in_memory == MAP_SAVING)
1134 return; 1246 return;
1135 1247
1136 int check_walk_off = !flag [FLAG_NO_APPLY]; 1248 int check_walk_off = !flag [FLAG_NO_APPLY];
1137 1249
1138 if (object *pl = ms.player ()) 1250 if (object *pl = ms.player ())
1139 { 1251 {
1140 if (pl->container == this) 1252 if (pl->container_ () == this)
1141 /* If a container that the player is currently using somehow gets 1253 /* If a container that the player is currently using somehow gets
1142 * removed (most likely destroyed), update the player view 1254 * removed (most likely destroyed), update the player view
1143 * appropriately. 1255 * appropriately.
1144 */ 1256 */
1145 pl->close_container (); 1257 pl->close_container ();
1149 //TODO: update floorbox to preserve ordering 1261 //TODO: update floorbox to preserve ordering
1150 if (pl->contr->ns) 1262 if (pl->contr->ns)
1151 pl->contr->ns->floorbox_update (); 1263 pl->contr->ns->floorbox_update ();
1152 } 1264 }
1153 1265
1266 if (check_walk_off)
1154 for (tmp = ms.bot; tmp; tmp = tmp->above) 1267 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1155 { 1268 {
1269 above = tmp->above;
1270
1156 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1157 * being removed. 1272 * being removed.
1158 */ 1273 */
1159 1274
1160 /* See if object moving off should effect something */ 1275 /* See if object moving off should effect something */
1161 if (check_walk_off
1162 && ((move_type & tmp->move_off) 1276 if ((move_type & tmp->move_off)
1163 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1277 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1164 {
1165 move_apply (tmp, this, 0); 1278 move_apply (tmp, this, 0);
1166
1167 if (destroyed ())
1168 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1169 } 1279 }
1170 1280
1171 last = tmp; 1281 if (affects_los ())
1172 }
1173
1174 /* last == NULL if there are no objects on this space */
1175 //TODO: this makes little sense, why only update the topmost object?
1176 if (!last)
1177 map->at (x, y).flags_ = 0;
1178 else
1179 update_object (last, UP_OBJ_REMOVE);
1180
1181 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1282 update_all_los (map, x, y);
1183 } 1283 }
1184} 1284}
1185 1285
1186/* 1286/*
1210 esrv_update_item (UPD_NROF, pl, top); 1310 esrv_update_item (UPD_NROF, pl, top);
1211 1311
1212 op->weight = 0; // cancel the addition above 1312 op->weight = 0; // cancel the addition above
1213 op->carrying = 0; // must be 0 already 1313 op->carrying = 0; // must be 0 already
1214 1314
1215 op->destroy (1); 1315 op->destroy ();
1216 1316
1217 return top; 1317 return top;
1218 } 1318 }
1219 1319
1220 return 0; 1320 return 0;
1228 1328
1229 object *prev = this; 1329 object *prev = this;
1230 1330
1231 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1331 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1232 { 1332 {
1233 object *op = arch_to_object (at); 1333 object *op = at->instance ();
1234 1334
1235 op->name = name; 1335 op->name = name;
1236 op->name_pl = name_pl; 1336 op->name_pl = name_pl;
1237 op->title = title; 1337 op->title = title;
1238 1338
1248 * job preparing multi-part monsters. 1348 * job preparing multi-part monsters.
1249 */ 1349 */
1250object * 1350object *
1251insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1351insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1252{ 1352{
1353 op->remove ();
1354
1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1355 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 { 1356 {
1255 tmp->x = x + tmp->arch->x; 1357 tmp->x = x + tmp->arch->x;
1256 tmp->y = y + tmp->arch->y; 1358 tmp->y = y + tmp->arch->y;
1257 } 1359 }
1274 * Passing 0 for flag gives proper default values, so flag really only needs 1376 * Passing 0 for flag gives proper default values, so flag really only needs
1275 * to be set if special handling is needed. 1377 * to be set if special handling is needed.
1276 * 1378 *
1277 * Return value: 1379 * Return value:
1278 * new object if 'op' was merged with other object 1380 * new object if 'op' was merged with other object
1279 * NULL if 'op' was destroyed 1381 * NULL if there was an error (destroyed, blocked etc.)
1280 * just 'op' otherwise 1382 * just 'op' otherwise
1281 */ 1383 */
1282object * 1384object *
1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1385insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1284{ 1386{
1285 assert (!op->flag [FLAG_FREED]);
1286
1287 op->remove (); 1387 op->remove ();
1388
1389 if (m == &freed_map)//D TODO: remove soon
1390 {//D
1391 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1392 }//D
1288 1393
1289 /* Ideally, the caller figures this out. However, it complicates a lot 1394 /* Ideally, the caller figures this out. However, it complicates a lot
1290 * of areas of callers (eg, anything that uses find_free_spot would now 1395 * of areas of callers (eg, anything that uses find_free_spot would now
1291 * need extra work 1396 * need extra work
1292 */ 1397 */
1398 maptile *newmap = m;
1293 if (!xy_normalise (m, op->x, op->y)) 1399 if (!xy_normalise (newmap, op->x, op->y))
1294 { 1400 {
1295 op->destroy (1); 1401 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1296 return 0; 1402 return 0;
1297 } 1403 }
1298 1404
1299 if (object *more = op->more) 1405 if (object *more = op->more)
1300 if (!insert_ob_in_map (more, m, originator, flag)) 1406 if (!insert_ob_in_map (more, m, originator, flag))
1301 return 0; 1407 return 0;
1302 1408
1303 CLEAR_FLAG (op, FLAG_REMOVED); 1409 op->flag [FLAG_REMOVED] = false;
1304 1410 op->env = 0;
1305 op->map = m; 1411 op->map = newmap;
1412
1306 mapspace &ms = op->ms (); 1413 mapspace &ms = op->ms ();
1307 1414
1308 /* this has to be done after we translate the coordinates. 1415 /* this has to be done after we translate the coordinates.
1309 */ 1416 */
1310 if (op->nrof && !(flag & INS_NO_MERGE)) 1417 if (op->nrof && !(flag & INS_NO_MERGE))
1311 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1418 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1312 if (object::can_merge (op, tmp)) 1419 if (object::can_merge (op, tmp))
1313 { 1420 {
1314 // TODO: we atcually want to update tmp, not op, 1421 // TODO: we actually want to update tmp, not op,
1315 // but some caller surely breaks when we return tmp 1422 // but some caller surely breaks when we return tmp
1316 // from here :/ 1423 // from here :/
1317 op->nrof += tmp->nrof; 1424 op->nrof += tmp->nrof;
1318 tmp->destroy (1); 1425 tmp->destroy ();
1319 } 1426 }
1320 1427
1321 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1428 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1322 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1429 op->clr_flag (FLAG_INV_LOCKED);
1323 1430
1324 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1431 if (!op->flag [FLAG_ALIVE])
1325 CLEAR_FLAG (op, FLAG_NO_STEAL); 1432 op->clr_flag (FLAG_NO_STEAL);
1326 1433
1327 if (flag & INS_BELOW_ORIGINATOR) 1434 if (flag & INS_BELOW_ORIGINATOR)
1328 { 1435 {
1329 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1330 { 1437 {
1331 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1332 abort (); 1439 abort ();
1333 } 1440 }
1334 1441
1442 if (!originator->is_on_map ())
1443 {
1444 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1445 op->debug_desc (), originator->debug_desc ());
1446 abort ();
1447 }
1448
1335 op->above = originator; 1449 op->above = originator;
1336 op->below = originator->below; 1450 op->below = originator->below;
1337
1338 if (op->below)
1339 op->below->above = op;
1340 else
1341 ms.bot = op;
1342
1343 /* since *below* originator, no need to update top */
1344 originator->below = op; 1451 originator->below = op;
1452
1453 *(op->below ? &op->below->above : &ms.bot) = op;
1345 } 1454 }
1346 else 1455 else
1347 { 1456 {
1348 object *top, *floor = NULL; 1457 object *floor = 0;
1349 1458 object *top = ms.top;
1350 top = ms.bot;
1351 1459
1352 /* If there are other objects, then */ 1460 /* If there are other objects, then */
1353 if (top) 1461 if (top)
1354 { 1462 {
1355 object *last = 0;
1356
1357 /* 1463 /*
1358 * If there are multiple objects on this space, we do some trickier handling. 1464 * If there are multiple objects on this space, we do some trickier handling.
1359 * We've already dealt with merging if appropriate. 1465 * We've already dealt with merging if appropriate.
1360 * Generally, we want to put the new object on top. But if 1466 * Generally, we want to put the new object on top. But if
1361 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1467 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1364 * once we get to them. This reduces the need to traverse over all of 1470 * once we get to them. This reduces the need to traverse over all of
1365 * them when adding another one - this saves quite a bit of cpu time 1471 * them when adding another one - this saves quite a bit of cpu time
1366 * when lots of spells are cast in one area. Currently, it is presumed 1472 * when lots of spells are cast in one area. Currently, it is presumed
1367 * that flying non pickable objects are spell objects. 1473 * that flying non pickable objects are spell objects.
1368 */ 1474 */
1369 for (top = ms.bot; top; top = top->above) 1475 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1370 { 1476 {
1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1477 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1372 floor = top; 1478 floor = tmp;
1373 1479
1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1480 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1375 { 1481 {
1376 /* We insert above top, so we want this object below this */ 1482 /* We insert above top, so we want this object below this */
1377 top = top->below; 1483 top = tmp->below;
1378 break; 1484 break;
1379 } 1485 }
1380 1486
1381 last = top; 1487 top = tmp;
1382 } 1488 }
1383
1384 /* Don't want top to be NULL, so set it to the last valid object */
1385 top = last;
1386 1489
1387 /* We let update_position deal with figuring out what the space 1490 /* We let update_position deal with figuring out what the space
1388 * looks like instead of lots of conditions here. 1491 * looks like instead of lots of conditions here.
1389 * makes things faster, and effectively the same result. 1492 * makes things faster, and effectively the same result.
1390 */ 1493 */
1397 */ 1500 */
1398 if (!(flag & INS_ON_TOP) 1501 if (!(flag & INS_ON_TOP)
1399 && ms.flags () & P_BLOCKSVIEW 1502 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility)) 1503 && (op->face && !faces [op->face].visibility))
1401 { 1504 {
1505 object *last;
1506
1402 for (last = top; last != floor; last = last->below) 1507 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1508 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1404 break; 1509 break;
1405 1510
1406 /* Check to see if we found the object that blocks view, 1511 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that 1512 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we 1513 * we can get inserted below this one, which requires we
1414 } /* If objects on this space */ 1519 } /* If objects on this space */
1415 1520
1416 if (flag & INS_ABOVE_FLOOR_ONLY) 1521 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor; 1522 top = floor;
1418 1523
1419 /* Top is the object that our object (op) is going to get inserted above. 1524 // insert object above top, or bottom-most if top = 0
1420 */
1421
1422 /* First object on this space */
1423 if (!top) 1525 if (!top)
1424 { 1526 {
1527 op->below = 0;
1425 op->above = ms.bot; 1528 op->above = ms.bot;
1426
1427 if (op->above)
1428 op->above->below = op;
1429
1430 op->below = 0;
1431 ms.bot = op; 1529 ms.bot = op;
1530
1531 *(op->above ? &op->above->below : &ms.top) = op;
1432 } 1532 }
1433 else 1533 else
1434 { /* get inserted into the stack above top */ 1534 {
1435 op->above = top->above; 1535 op->above = top->above;
1436
1437 if (op->above)
1438 op->above->below = op; 1536 top->above = op;
1439 1537
1440 op->below = top; 1538 op->below = top;
1441 top->above = op; 1539 *(op->above ? &op->above->below : &ms.top) = op;
1442 } 1540 }
1541 }
1443 1542
1444 if (!op->above) 1543 if (op->is_player ())
1445 ms.top = op;
1446 } /* else not INS_BELOW_ORIGINATOR */
1447
1448 if (op->type == PLAYER)
1449 { 1544 {
1450 op->contr->do_los = 1; 1545 op->contr->do_los = 1;
1451 ++op->map->players; 1546 ++op->map->players;
1452 op->map->touch (); 1547 op->map->touch ();
1453 } 1548 }
1468 * be far away from this change and not affected in any way - 1563 * be far away from this change and not affected in any way -
1469 * this should get redone to only look for players within range, 1564 * this should get redone to only look for players within range,
1470 * or just updating the P_UPTODATE for spaces within this area 1565 * or just updating the P_UPTODATE for spaces within this area
1471 * of effect may be sufficient. 1566 * of effect may be sufficient.
1472 */ 1567 */
1473 if (op->map->darkness && (op->glow_radius != 0)) 1568 if (op->affects_los ())
1569 {
1570 op->ms ().invalidate ();
1474 update_all_los (op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1572 }
1475 1573
1476 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1574 /* updates flags (blocked, alive, no magic, etc) for this map space */
1477 update_object (op, UP_OBJ_INSERT); 1575 update_object (op, UP_OBJ_INSERT);
1478 1576
1479 INVOKE_OBJECT (INSERT, op); 1577 INVOKE_OBJECT (INSERT, op);
1486 * blocked() and wall() work properly), and these flags are updated by 1584 * blocked() and wall() work properly), and these flags are updated by
1487 * update_object(). 1585 * update_object().
1488 */ 1586 */
1489 1587
1490 /* if this is not the head or flag has been passed, don't check walk on status */ 1588 /* if this is not the head or flag has been passed, don't check walk on status */
1491 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1589 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1492 { 1590 {
1493 if (check_move_on (op, originator)) 1591 if (check_move_on (op, originator, flag))
1494 return 0; 1592 return 0;
1495 1593
1496 /* If we are a multi part object, lets work our way through the check 1594 /* If we are a multi part object, let's work our way through the check
1497 * walk on's. 1595 * walk on's.
1498 */ 1596 */
1499 for (object *tmp = op->more; tmp; tmp = tmp->more) 1597 for (object *tmp = op->more; tmp; tmp = tmp->more)
1500 if (check_move_on (tmp, originator)) 1598 if (check_move_on (tmp, originator, flag))
1501 return 0; 1599 return 0;
1502 } 1600 }
1503 1601
1504 return op; 1602 return op;
1505} 1603}
1507/* this function inserts an object in the map, but if it 1605/* this function inserts an object in the map, but if it
1508 * finds an object of its own type, it'll remove that one first. 1606 * 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. 1607 * op is the object to insert it under: supplies x and the map.
1510 */ 1608 */
1511void 1609void
1512replace_insert_ob_in_map (const char *arch_string, object *op) 1610replace_insert_ob_in_map (shstr_tmp archname, object *op)
1513{ 1611{
1514 /* first search for itself and remove any old instances */ 1612 /* first search for itself and remove any old instances */
1515 1613
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1614 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1615 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (1); 1616 tmp->destroy ();
1519 1617
1520 object *tmp = arch_to_object (archetype::find (arch_string)); 1618 object *tmp = archetype::find (archname)->instance ();
1521 1619
1522 tmp->x = op->x; 1620 tmp->x = op->x;
1523 tmp->y = op->y; 1621 tmp->y = op->y;
1524 1622
1525 insert_ob_in_map (tmp, op->map, op, 0); 1623 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1628{
1531 if (where->env) 1629 if (where->env)
1532 return where->env->insert (this); 1630 return where->env->insert (this);
1533 else 1631 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1632 return where->map->insert (this, where->x, where->y, originator, flags);
1633}
1634
1635// check whether we can put this into the map, respect max_volume, max_items
1636bool
1637object::can_drop_at (maptile *m, int x, int y, object *originator)
1638{
1639 mapspace &ms = m->at (x, y);
1640
1641 int items = ms.items ();
1642
1643 if (!items // testing !items ensures we can drop at least one item
1644 || (items < m->max_items
1645 && ms.volume () < m->max_volume))
1646 return true;
1647
1648 if (originator && originator->is_player ())
1649 originator->contr->failmsgf (
1650 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1651 query_name ()
1652 );
1653
1654 return false;
1535} 1655}
1536 1656
1537/* 1657/*
1538 * decrease(object, number) decreases a specified number from 1658 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1659 * the amount of an object. If the amount reaches 0, the object
1547 if (!nr) 1667 if (!nr)
1548 return true; 1668 return true;
1549 1669
1550 nr = min (nr, nrof); 1670 nr = min (nr, nrof);
1551 1671
1672 if (nrof > nr)
1673 {
1674 sint64 oweight = total_weight ();
1675
1552 nrof -= nr; 1676 nrof -= nr;
1553
1554 if (nrof)
1555 {
1556 adjust_weight (env, -weight * nr); // carrying == 0
1557 1677
1558 if (object *pl = visible_to ()) 1678 if (object *pl = visible_to ())
1559 esrv_update_item (UPD_NROF, pl, this); 1679 esrv_update_item (UPD_NROF, pl, this);
1560 1680
1681 adjust_weight (env, oweight, total_weight ());
1682
1561 return true; 1683 return true;
1562 } 1684 }
1563 else 1685 else
1564 { 1686 {
1565 destroy (1); 1687 destroy ();
1566 return false; 1688 return false;
1567 } 1689 }
1568} 1690}
1569 1691
1570/* 1692/*
1639 if (op->nrof) 1761 if (op->nrof)
1640 for (object *tmp = inv; tmp; tmp = tmp->below) 1762 for (object *tmp = inv; tmp; tmp = tmp->below)
1641 if (object::can_merge (tmp, op)) 1763 if (object::can_merge (tmp, op))
1642 { 1764 {
1643 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1644 (client needs the original object) */ 1766 (client prefers the original object) */
1767
1768 // carring must be 0 for mergable objects
1769 sint64 oweight = tmp->weight * tmp->nrof;
1770
1645 tmp->nrof += op->nrof; 1771 tmp->nrof += op->nrof;
1646 1772
1647 if (object *pl = tmp->visible_to ()) 1773 if (object *pl = tmp->visible_to ())
1648 esrv_update_item (UPD_NROF, pl, tmp); 1774 esrv_update_item (UPD_NROF, pl, tmp);
1649 1775
1650 adjust_weight (this, op->total_weight ()); 1776 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1651 1777
1652 op->destroy (1); 1778 op->destroy ();
1653 op = tmp; 1779 op = tmp;
1654 goto inserted; 1780 goto inserted;
1655 } 1781 }
1656 1782
1657 op->owner = 0; // it's his/hers now. period. 1783 op->owner = 0; // it's his/hers now. period.
1671 op->flag [FLAG_REMOVED] = 0; 1797 op->flag [FLAG_REMOVED] = 0;
1672 1798
1673 if (object *pl = op->visible_to ()) 1799 if (object *pl = op->visible_to ())
1674 esrv_send_item (pl, op); 1800 esrv_send_item (pl, op);
1675 1801
1676 adjust_weight (this, op->total_weight ()); 1802 adjust_weight (this, 0, op->total_weight ());
1677 1803
1678inserted: 1804inserted:
1679 /* reset the light list and los of the players on the map */ 1805 /* reset the light list and los of the players on the map */
1680 if (op->glow_radius && map && map->darkness) 1806 if (op->glow_radius && is_on_map ())
1807 {
1808 update_stats ();
1681 update_all_los (map, x, y); 1809 update_all_los (map, x, y);
1682 1810 }
1811 else if (is_player ())
1683 // if this is a player's inventory, update stats 1812 // if this is a player's inventory, update stats
1684 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1813 contr->queue_stats_update ();
1685 update_stats ();
1686 1814
1687 INVOKE_OBJECT (INSERT, this); 1815 INVOKE_OBJECT (INSERT, this);
1688 1816
1689 return op; 1817 return op;
1690} 1818}
1708 * MSW 2001-07-08: Check all objects on space, not just those below 1836 * MSW 2001-07-08: Check all objects on space, not just those below
1709 * object being inserted. insert_ob_in_map may not put new objects 1837 * object being inserted. insert_ob_in_map may not put new objects
1710 * on top. 1838 * on top.
1711 */ 1839 */
1712int 1840int
1713check_move_on (object *op, object *originator) 1841check_move_on (object *op, object *originator, int flags)
1714{ 1842{
1843 if (op->flag [FLAG_NO_APPLY])
1844 return 0;
1845
1715 object *tmp; 1846 object *tmp;
1716 maptile *m = op->map; 1847 maptile *m = op->map;
1717 int x = op->x, y = op->y; 1848 int x = op->x, y = op->y;
1718 1849
1719 MoveType move_on, move_slow, move_block; 1850 mapspace &ms = m->at (x, y);
1720 1851
1721 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1852 ms.update ();
1722 return 0;
1723 1853
1724 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1854 MoveType move_on = ms.move_on;
1725 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1855 MoveType move_slow = ms.move_slow;
1726 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1856 MoveType move_block = ms.move_block;
1727 1857
1728 /* if nothing on this space will slow op down or be applied, 1858 /* if nothing on this space will slow op down or be applied,
1729 * no need to do checking below. have to make sure move_type 1859 * no need to do checking below. have to make sure move_type
1730 * is set, as lots of objects don't have it set - we treat that 1860 * is set, as lots of objects don't have it set - we treat that
1731 * as walking. 1861 * as walking.
1742 return 0; 1872 return 0;
1743 1873
1744 /* The objects have to be checked from top to bottom. 1874 /* The objects have to be checked from top to bottom.
1745 * Hence, we first go to the top: 1875 * Hence, we first go to the top:
1746 */ 1876 */
1747 1877 for (object *next, *tmp = ms.top; tmp; tmp = next)
1748 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1749 {
1750 /* Trim the search when we find the first other spell effect
1751 * this helps performance so that if a space has 50 spell objects,
1752 * we don't need to check all of them.
1753 */
1754 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1755 break;
1756 } 1878 {
1879 next = tmp->below;
1757 1880
1758 for (; tmp; tmp = tmp->below)
1759 {
1760 if (tmp == op) 1881 if (tmp == op)
1761 continue; /* Can't apply yourself */ 1882 continue; /* Can't apply yourself */
1762 1883
1763 /* Check to see if one of the movement types should be slowed down. 1884 /* Check to see if one of the movement types should be slowed down.
1764 * Second check makes sure that the movement types not being slowed 1885 * Second check makes sure that the movement types not being slowed
1765 * (~slow_move) is not blocked on this space - just because the 1886 * (~slow_move) is not blocked on this space - just because the
1766 * space doesn't slow down swimming (for example), if you can't actually 1887 * space doesn't slow down swimming (for example), if you can't actually
1767 * swim on that space, can't use it to avoid the penalty. 1888 * swim on that space, can't use it to avoid the penalty.
1768 */ 1889 */
1769 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1890 if (!op->flag [FLAG_WIZPASS])
1770 { 1891 {
1771 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1892 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1772 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1893 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1773 { 1894 {
1774
1775 float
1776 diff = tmp->move_slow_penalty * fabs (op->speed); 1895 float diff = tmp->move_slow_penalty * fabs (op->speed);
1777 1896
1778 if (op->type == PLAYER) 1897 if (op->is_player ())
1779 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1898 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1780 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1899 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1781 diff /= 4.0; 1900 diff /= 4.0;
1782 1901
1783 op->speed_left -= diff; 1902 op->speed_left -= diff;
1784 } 1903 }
1785 } 1904 }
1786 1905
1787 /* Basically same logic as above, except now for actual apply. */ 1906 /* Basically same logic as above, except now for actual apply. */
1788 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1907 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1789 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1908 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1790 { 1909 {
1910 if ((flags & INS_NO_AUTO_EXIT)
1911 && (tmp->type == EXIT || tmp->type == TELEPORTER
1912 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1913 continue;
1914
1791 move_apply (tmp, op, originator); 1915 move_apply (tmp, op, originator);
1792 1916
1793 if (op->destroyed ()) 1917 if (op->destroyed ())
1794 return 1; 1918 return 1;
1795 1919
1818 LOG (llevError, "Present_arch called outside map.\n"); 1942 LOG (llevError, "Present_arch called outside map.\n");
1819 return NULL; 1943 return NULL;
1820 } 1944 }
1821 1945
1822 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) 1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1823 if (tmp->arch == at) 1947 if (tmp->arch->archname == at->archname)
1824 return tmp; 1948 return tmp;
1825 1949
1826 return NULL; 1950 return NULL;
1827} 1951}
1828 1952
1892 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
1893 */ 2017 */
1894object * 2018object *
1895present_arch_in_ob (const archetype *at, const object *op) 2019present_arch_in_ob (const archetype *at, const object *op)
1896{ 2020{
1897 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) 2021 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1898 if (tmp->arch == at) 2022 if (tmp->arch->archname == at->archname)
1899 return tmp; 2023 return tmp;
1900 2024
1901 return NULL; 2025 return NULL;
1902} 2026}
1903 2027
1907void 2031void
1908flag_inv (object *op, int flag) 2032flag_inv (object *op, int flag)
1909{ 2033{
1910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2034 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1911 { 2035 {
1912 SET_FLAG (tmp, flag); 2036 tmp->set_flag (flag);
1913 flag_inv (tmp, flag); 2037 flag_inv (tmp, flag);
1914 } 2038 }
1915} 2039}
1916 2040
1917/* 2041/*
1920void 2044void
1921unflag_inv (object *op, int flag) 2045unflag_inv (object *op, int flag)
1922{ 2046{
1923 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2047 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1924 { 2048 {
1925 CLEAR_FLAG (tmp, flag); 2049 tmp->clr_flag (flag);
1926 unflag_inv (tmp, flag); 2050 unflag_inv (tmp, flag);
1927 } 2051 }
1928} 2052}
1929 2053
1930/* 2054/*
1991 * head of the object should correspond for the entire object. 2115 * head of the object should correspond for the entire object.
1992 */ 2116 */
1993 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2117 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1994 continue; 2118 continue;
1995 2119
1996 if (ob->blocked (m, pos.x, pos.y)) 2120 if (ob->blocked (pos.m, pos.x, pos.y))
1997 continue; 2121 continue;
1998 2122
1999 altern [index++] = i; 2123 altern [index++] = i;
2000 } 2124 }
2001 2125
2069 * there is capable of. 2193 * there is capable of.
2070 */ 2194 */
2071int 2195int
2072find_dir (maptile *m, int x, int y, object *exclude) 2196find_dir (maptile *m, int x, int y, object *exclude)
2073{ 2197{
2074 int i, max = SIZEOFFREE, mflags; 2198 int max = SIZEOFFREE, mflags;
2075
2076 sint16 nx, ny;
2077 object *tmp;
2078 maptile *mp;
2079
2080 MoveType blocked, move_type; 2199 MoveType move_type;
2081 2200
2082 if (exclude && exclude->head_ () != exclude) 2201 if (exclude && exclude->head_ () != exclude)
2083 { 2202 {
2084 exclude = exclude->head; 2203 exclude = exclude->head;
2085 move_type = exclude->move_type; 2204 move_type = exclude->move_type;
2088 { 2207 {
2089 /* If we don't have anything, presume it can use all movement types. */ 2208 /* If we don't have anything, presume it can use all movement types. */
2090 move_type = MOVE_ALL; 2209 move_type = MOVE_ALL;
2091 } 2210 }
2092 2211
2093 for (i = 1; i < max; i++) 2212 for (int i = 1; i < max; i++)
2094 { 2213 {
2095 mp = m; 2214 mapxy pos (m, x, y);
2096 nx = x + freearr_x[i]; 2215 pos.move (i);
2097 ny = y + freearr_y[i];
2098 2216
2099 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2217 if (!pos.normalise ())
2100
2101 if (mflags & P_OUT_OF_MAP)
2102 max = maxfree[i]; 2218 max = maxfree[i];
2103 else 2219 else
2104 { 2220 {
2105 mapspace &ms = mp->at (nx, ny); 2221 mapspace &ms = *pos;
2106 2222
2107 blocked = ms.move_block;
2108
2109 if ((move_type & blocked) == move_type) 2223 if ((move_type & ms.move_block) == move_type)
2110 max = maxfree[i]; 2224 max = maxfree [i];
2111 else if (mflags & P_IS_ALIVE) 2225 else if (ms.flags () & P_IS_ALIVE)
2112 { 2226 {
2113 for (tmp = ms.bot; tmp; tmp = tmp->above) 2227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2114 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2228 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2115 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2229 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2116 break;
2117
2118 if (tmp)
2119 return freedir[i]; 2230 return freedir [i];
2120 } 2231 }
2121 } 2232 }
2122 } 2233 }
2123 2234
2124 return 0; 2235 return 0;
2133{ 2244{
2134 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2245 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2135} 2246}
2136 2247
2137/* 2248/*
2138 * find_dir_2(delta-x,delta-y) will return a direction in which 2249 * find_dir_2(delta-x,delta-y) will return a direction value
2139 * an object which has subtracted the x and y coordinates of another 2250 * for running into direct [dx, dy].
2140 * object, needs to travel toward it. 2251 * (the opposite of crossfire's find_dir_2!)
2141 */ 2252 */
2142int 2253int
2143find_dir_2 (int x, int y) 2254find_dir_2 (int x, int y)
2144{ 2255{
2256#if 1 // new algorithm
2257 // this works by putting x, y into 16 sectors, which
2258 // are not equal sized, but are a better approximation
2259 // then the old algorithm, and then using a mapping
2260 // table to map it into a direction value.
2261 // basically, it maps these comparisons to each bit
2262 // bit #3: x < 0
2263 // bit #2: y < 0
2264 // bit #1: x > y
2265 // bit #0: x > 2y
2266
2267 static const uint8 dir[16] = {
2268 4, 5, 4, 3,
2269 2, 1, 2, 3,
2270 6, 5, 6, 7,
2271 8, 1, 8, 7,
2272 };
2273 int sector = 0;
2274
2275 // this is a bit ugly, but more likely to result in branchless code
2276 sector |= x < 0 ? 8 : 0;
2277 x = x < 0 ? -x : x; // abs
2278
2279 sector |= y < 0 ? 4 : 0;
2280 y = y < 0 ? -y : y; // abs
2281
2282 if (x > y)
2283 {
2284 sector |= 2;
2285
2286 if (x > y * 2)
2287 sector |= 1;
2288 }
2289 else
2290 {
2291 if (y > x * 2)
2292 sector |= 1;
2293 else if (!y)
2294 return 0; // x == 0 here
2295 }
2296
2297 return dir [sector];
2298#else // old algorithm
2145 int q; 2299 int q;
2146 2300
2147 if (y) 2301 if (y)
2148 q = x * 100 / y; 2302 q = 128 * x / y;
2149 else if (x) 2303 else if (x)
2150 q = -300 * x; 2304 q = -512 * x; // to make it > 309
2151 else 2305 else
2152 return 0; 2306 return 0;
2153 2307
2154 if (y > 0) 2308 if (y > 0)
2155 { 2309 {
2156 if (q < -242) 2310 if (q < -309) return 7;
2311 if (q < -52) return 6;
2312 if (q < 52) return 5;
2313 if (q < 309) return 4;
2314
2157 return 3; 2315 return 3;
2158 if (q < -41) 2316 }
2159 return 2; 2317 else
2160 if (q < 41) 2318 {
2161 return 1; 2319 if (q < -309) return 3;
2162 if (q < 242) 2320 if (q < -52) return 2;
2163 return 8; 2321 if (q < 52) return 1;
2322 if (q < 309) return 8;
2323
2164 return 7; 2324 return 7;
2165 } 2325 }
2166 2326#endif
2167 if (q < -242)
2168 return 7;
2169 if (q < -41)
2170 return 6;
2171 if (q < 41)
2172 return 5;
2173 if (q < 242)
2174 return 4;
2175
2176 return 3;
2177} 2327}
2178 2328
2179/* 2329/*
2180 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2330 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2181 * between two directions (which are expected to be absolute (see absdir()) 2331 * between two directions (which are expected to be absolute (see absdir())
2182 */ 2332 */
2183int 2333int
2184dirdiff (int dir1, int dir2) 2334dirdiff (int dir1, int dir2)
2185{ 2335{
2186 int d;
2187
2188 d = abs (dir1 - dir2); 2336 int d = abs (dir1 - dir2);
2189 if (d > 4)
2190 d = 8 - d;
2191 2337
2192 return d; 2338 return d > 4 ? 8 - d : d;
2193} 2339}
2194 2340
2195/* peterm: 2341/* peterm:
2196 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2342 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2197 * Basically, this is a table of directions, and what directions 2343 * Basically, this is a table of directions, and what directions
2199 * This basically means that if direction is 15, then it could either go 2345 * This basically means that if direction is 15, then it could either go
2200 * direction 4, 14, or 16 to get back to where we are. 2346 * direction 4, 14, or 16 to get back to where we are.
2201 * Moved from spell_util.c to object.c with the other related direction 2347 * Moved from spell_util.c to object.c with the other related direction
2202 * functions. 2348 * functions.
2203 */ 2349 */
2204int reduction_dir[SIZEOFFREE][3] = { 2350static const int reduction_dir[SIZEOFFREE][3] = {
2205 {0, 0, 0}, /* 0 */ 2351 {0, 0, 0}, /* 0 */
2206 {0, 0, 0}, /* 1 */ 2352 {0, 0, 0}, /* 1 */
2207 {0, 0, 0}, /* 2 */ 2353 {0, 0, 0}, /* 2 */
2208 {0, 0, 0}, /* 3 */ 2354 {0, 0, 0}, /* 3 */
2209 {0, 0, 0}, /* 4 */ 2355 {0, 0, 0}, /* 4 */
2303 * Add a check so we can't pick up invisible objects (0.93.8) 2449 * Add a check so we can't pick up invisible objects (0.93.8)
2304 */ 2450 */
2305int 2451int
2306can_pick (const object *who, const object *item) 2452can_pick (const object *who, const object *item)
2307{ 2453{
2308 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2454 return /*who->flag [FLAG_WIZ]|| */
2309 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2455 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2310 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2456 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2311} 2457}
2312 2458
2313/* 2459/*
2314 * create clone from object to another 2460 * create clone from object to another
2315 */ 2461 */
2347 return tmp; 2493 return tmp;
2348 2494
2349 return 0; 2495 return 0;
2350} 2496}
2351 2497
2352const shstr & 2498shstr_tmp
2353object::kv_get (const shstr &key) const 2499object::kv_get (shstr_tmp key) const
2354{ 2500{
2355 for (key_value *kv = key_values; kv; kv = kv->next) 2501 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key) 2502 if (kv->key == key)
2357 return kv->value; 2503 return kv->value;
2358 2504
2359 return shstr_null; 2505 return shstr ();
2360} 2506}
2361 2507
2362void 2508void
2363object::kv_set (const shstr &key, const shstr &value) 2509object::kv_set (shstr_tmp key, shstr_tmp value)
2364{ 2510{
2365 for (key_value *kv = key_values; kv; kv = kv->next) 2511 for (key_value *kv = key_values; kv; kv = kv->next)
2366 if (kv->key == key) 2512 if (kv->key == key)
2367 { 2513 {
2368 kv->value = value; 2514 kv->value = value;
2377 2523
2378 key_values = kv; 2524 key_values = kv;
2379} 2525}
2380 2526
2381void 2527void
2382object::kv_del (const shstr &key) 2528object::kv_del (shstr_tmp key)
2383{ 2529{
2384 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2530 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2385 if ((*kvp)->key == key) 2531 if ((*kvp)->key == key)
2386 { 2532 {
2387 key_value *kv = *kvp; 2533 key_value *kv = *kvp;
2446{ 2592{
2447 char flagdesc[512]; 2593 char flagdesc[512];
2448 char info2[256 * 4]; 2594 char info2[256 * 4];
2449 char *p = info; 2595 char *p = info;
2450 2596
2451 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2597 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2452 count, 2598 count,
2453 uuid.c_str (), 2599 uuid.c_str (),
2454 &name, 2600 &name,
2455 title ? "\",title:\"" : "", 2601 title ? ",title:\"" : "",
2456 title ? (const char *)title : "", 2602 title ? (const char *)title : "",
2603 title ? "\"" : "",
2457 flag_desc (flagdesc, 512), type); 2604 flag_desc (flagdesc, 512), type);
2458 2605
2459 if (!flag[FLAG_REMOVED] && env) 2606 if (!flag[FLAG_REMOVED] && env)
2460 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2461 2608
2477struct region * 2624struct region *
2478object::region () const 2625object::region () const
2479{ 2626{
2480 return map ? map->region (x, y) 2627 return map ? map->region (x, y)
2481 : region::default_region (); 2628 : region::default_region ();
2482}
2483
2484const materialtype_t *
2485object::dominant_material () const
2486{
2487 if (materialtype_t *mt = name_to_material (materialname))
2488 return mt;
2489
2490 return name_to_material (shstr_unknown);
2491} 2629}
2492 2630
2493void 2631void
2494object::open_container (object *new_container) 2632object::open_container (object *new_container)
2495{ 2633{
2517 container = 0; 2655 container = 0;
2518 2656
2519 // client needs item update to make it work, client bug requires this to be separate 2657 // client needs item update to make it work, client bug requires this to be separate
2520 esrv_update_item (UPD_FLAGS, this, old_container); 2658 esrv_update_item (UPD_FLAGS, this, old_container);
2521 2659
2522 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2660 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2523 play_sound (sound_find ("chest_close")); 2661 play_sound (sound_find ("chest_close"));
2524 } 2662 }
2525 2663
2526 if (new_container) 2664 if (new_container)
2527 { 2665 {
2531 // TODO: this does not seem to serve any purpose anymore? 2669 // TODO: this does not seem to serve any purpose anymore?
2532#if 0 2670#if 0
2533 // insert the "Close Container" object. 2671 // insert the "Close Container" object.
2534 if (archetype *closer = new_container->other_arch) 2672 if (archetype *closer = new_container->other_arch)
2535 { 2673 {
2536 object *closer = arch_to_object (new_container->other_arch); 2674 object *closer = new_container->other_arch->instance ();
2537 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2675 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2538 new_container->insert (closer); 2676 new_container->insert (closer);
2539 } 2677 }
2540#endif 2678#endif
2541 2679
2542 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2680 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2543 2681
2544 // make sure the container is available, client bug requires this to be separate 2682 // make sure the container is available, client bug requires this to be separate
2545 esrv_send_item (this, new_container); 2683 esrv_send_item (this, new_container);
2546 2684
2547 new_container->flag [FLAG_APPLIED] = true; 2685 new_container->flag [FLAG_APPLIED] = true;
2555// else if (!old_container->env && contr && contr->ns) 2693// else if (!old_container->env && contr && contr->ns)
2556// contr->ns->floorbox_reset (); 2694// contr->ns->floorbox_reset ();
2557} 2695}
2558 2696
2559object * 2697object *
2560object::force_find (const shstr name) 2698object::force_find (shstr_tmp name)
2561{ 2699{
2562 /* cycle through his inventory to look for the MARK we want to 2700 /* cycle through his inventory to look for the MARK we want to
2563 * place 2701 * place
2564 */ 2702 */
2565 for (object *tmp = inv; tmp; tmp = tmp->below) 2703 for (object *tmp = inv; tmp; tmp = tmp->below)
2567 return splay (tmp); 2705 return splay (tmp);
2568 2706
2569 return 0; 2707 return 0;
2570} 2708}
2571 2709
2710//-GPL
2711
2572void 2712void
2713object::force_set_timer (int duration)
2714{
2715 this->duration = 1;
2716 this->speed_left = -1.f;
2717
2718 this->set_speed (duration ? 1.f / duration : 0.f);
2719}
2720
2721object *
2573object::force_add (const shstr name, int duration) 2722object::force_add (shstr_tmp name, int duration)
2574{ 2723{
2575 if (object *force = force_find (name)) 2724 if (object *force = force_find (name))
2576 force->destroy (); 2725 force->destroy ();
2577 2726
2578 object *force = get_archetype (FORCE_NAME); 2727 object *force = get_archetype (FORCE_NAME);
2579 2728
2580 force->slaying = name; 2729 force->slaying = name;
2581 force->stats.food = 1; 2730 force->force_set_timer (duration);
2582 force->speed_left = -1.f;
2583
2584 force->set_speed (duration ? 1.f / duration : 0.f);
2585 force->flag [FLAG_IS_USED_UP] = true;
2586 force->flag [FLAG_APPLIED] = true; 2731 force->flag [FLAG_APPLIED] = true;
2587 2732
2588 insert (force); 2733 return insert (force);
2589} 2734}
2590 2735
2591void 2736void
2592object::play_sound (faceidx sound) 2737object::play_sound (faceidx sound) const
2593{ 2738{
2594 if (!sound) 2739 if (!sound)
2595 return; 2740 return;
2596 2741
2597 if (flag [FLAG_REMOVED]) 2742 if (is_on_map ())
2743 map->play_sound (sound, x, y);
2744 else if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746}
2747
2748void
2749object::say_msg (const char *msg) const
2750{
2751 if (is_on_map ())
2752 map->say_msg (msg, x, y);
2753 else if (object *pl = in_player ())
2754 pl->contr->play_sound (sound);
2755}
2756
2757void
2758object::make_noise ()
2759{
2760 // we do not model noise in the map, so instead put
2761 // a temporary light into the noise source
2762 // could use the map instead, but that's less reliable for our
2763 // goal, which is to make invisibility a bit harder to exploit
2764
2765 // currently only works sensibly for players
2766 if (!is_player ())
2598 return; 2767 return;
2599 2768
2600 if (env) 2769 // find old force, or create new one
2601 { 2770 object *force = force_find (shstr_noise_force);
2602 if (object *pl = in_player ()) 2771
2603 pl->contr->play_sound (sound); 2772 if (force)
2604 } 2773 force->speed_left = -1.f; // patch old speed up
2605 else 2774 else
2606 map->play_sound (sound, x, y); 2775 {
2607} 2776 force = archetype::get (shstr_noise_force);
2608 2777
2778 force->slaying = shstr_noise_force;
2779 force->stats.food = 1;
2780 force->speed_left = -1.f;
2781
2782 force->set_speed (1.f / 4.f);
2783 force->flag [FLAG_IS_USED_UP] = true;
2784 force->flag [FLAG_APPLIED] = true;
2785
2786 insert (force);
2787 }
2788}
2789
2790void object::change_move_type (MoveType mt)
2791{
2792 if (move_type == mt)
2793 return;
2794
2795 if (is_on_map ())
2796 {
2797 // we are on the map, so handle move_on/off effects
2798 remove ();
2799 move_type = mt;
2800 map->insert (this, x, y, this);
2801 }
2802 else
2803 move_type = mt;
2804}
2805
2806/* object should be a player.
2807 * we return the object the player has marked with the 'mark' command
2808 * below. If no match is found (or object has changed), we return
2809 * NULL. We leave it up to the calling function to print messages if
2810 * nothing is found.
2811 */
2812object *
2813object::mark () const
2814{
2815 if (contr && contr->mark && contr->mark->env == this)
2816 return contr->mark;
2817 else
2818 return 0;
2819}
2820

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