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Comparing deliantra/server/common/object.C (file contents):
Revision 1.233 by root, Tue May 6 18:47:32 2008 UTC vs.
Revision 1.343 by root, Sat Apr 23 04:56:46 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
189 return 0; 284 return 0;
190 285
191 /* Do not merge objects if nrof would overflow. First part checks 286 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 287 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 288 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; 289 return 0;
198 290
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 291 /* 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 292 * 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 293 * 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 294 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning. 295 * flags lose any meaning.
204 */ 296 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
207 299
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
210 302
211 if (ob1->arch->name != ob2->arch->name 303 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 304 || ob1->name != ob2->name
213 || ob1->title != ob2->title 305 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 307 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 308 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 312 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
222 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 328 return 0;
236 329
237 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 331 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 332 .reset (FLAG_REMOVED)
241 .any ()) 333 .any ())
242 return 0; 334 return 0;
243 335
244 /* This is really a spellbook check - we should in general 336 /* This is really a spellbook check - we should in general
263 355
264 /* Don't merge objects that are applied. With the new 'body' code, 356 /* 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 357 * 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. 358 * some items equipped, and we don't want those to merge.
267 */ 359 */
268 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
269 return 0; 361 return 0;
270 362
271 /* Note sure why the following is the case - either the object has to 363 /* 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 364 * be animated or have a very low speed. Is this an attempted monster
273 * check? 365 * check?
274 */ 366 */
275 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
276 return 0; 368 return 0;
277 369
278 switch (ob1->type) 370 switch (ob1->type)
279 { 371 {
280 case SCROLL: 372 case SCROLL:
326 { 418 {
327 // see if we are in a container of sorts 419 // see if we are in a container of sorts
328 if (env) 420 if (env)
329 { 421 {
330 // the player inventory itself is always visible 422 // the player inventory itself is always visible
331 if (env->type == PLAYER) 423 if (env->is_player ())
332 return env; 424 return env;
333 425
334 // else a player could have our env open 426 // else a player could have our env open
335 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
336 428
337 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 430 // even if our inv is in a player.
339 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 433 if (pl->container_ () == env)
342 return pl; 434 return pl;
343 } 435 }
344 else 436 else
345 { 437 {
346 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
442 || pl->container_ () == this)
350 return pl; 443 return pl;
351 } 444 }
352 } 445 }
353 446
354 return 0; 447 return 0;
355} 448}
356 449
357// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
358static sint32 451static uint32
359weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
360{ 453{
361 return op->type == CONTAINER 454 return op->type == CONTAINER
362 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
363 : weight; 456 : weight;
364} 457}
365 458
366/* 459/*
367 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
368 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
369 */ 462 */
370static void 463static void
371adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
372{ 465{
373 while (op) 466 while (op)
374 { 467 {
375 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
376 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
377 weight = weight_adjust_for (op, op->carrying)
378 - weight_adjust_for (op, op->carrying - weight);
379 469
380 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
381 return; 471 op->carrying += weight_adjust_for (op, add);
382
383 op->carrying += weight;
384 472
385 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
386 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
387 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
388 476
477 sub = ocarrying;
478 add = op->carrying;
479
389 op = op->env; 480 op = op->env;
390 } 481 }
391} 482}
392 483
393/* 484/*
400{ 491{
401 sint32 sum = 0; 492 sint32 sum = 0;
402 493
403 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
404 { 495 {
405 if (op->inv)
406 op->update_weight (); 496 op->update_weight ();
407 497
408 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
409 } 499 }
410
411 sum = weight_adjust (this, sum);
412 500
413 if (sum != carrying) 501 if (sum != carrying)
414 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
415 carrying = sum; 507 carrying = sum;
416 508
417 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
418 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
419 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
432 object_freezer freezer; 524 object_freezer freezer;
433 op->write (freezer); 525 op->write (freezer);
434 return freezer.as_string (); 526 return freezer.as_string ();
435} 527}
436 528
437/* 529char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 530object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 531{
445 object *tmp, *closest; 532 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 533}
459 534
460/* 535/*
461 * Returns the object which has the count-variable equal to the argument. 536 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 537 * VERRRY slow.
470 545
471 return 0; 546 return 0;
472} 547}
473 548
474/* 549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
559 return op;
560
561 return 0;
562}
563
564/*
475 * Returns the first object which has a name equal to the argument. 565 * Returns the first object which has a name equal to the argument.
476 * Used only by the patch command, but not all that useful. 566 * Used only by the patch command, but not all that useful.
477 * Enables features like "patch <name-of-other-player> food 999" 567 * Enables features like "patch <name-of-other-player> food 999"
478 */ 568 */
479object * 569object *
480find_object_name (const char *str) 570find_object_name (const char *str)
481{ 571{
482 shstr_cmp str_ (str); 572 shstr_cmp str_ (str);
483 object *op;
484 573
574 if (str_)
485 for_all_objects (op) 575 for_all_objects (op)
486 if (op->name == str_) 576 if (op->name == str_)
487 break; 577 return op;
488 578
489 return op; 579 return 0;
490} 580}
491 581
492/* 582/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 583 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 584 * skill and experience objects.
507 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
508 return; 598 return;
509 } 599 }
510 600
511 this->owner = owner; 601 this->owner = owner;
512}
513
514int
515object::slottype () const
516{
517 if (type == SKILL)
518 {
519 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
520 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
521 }
522 else
523 {
524 if (slot [body_combat].info) return slot_combat;
525 if (slot [body_range ].info) return slot_ranged;
526 }
527
528 return slot_none;
529}
530
531bool
532object::change_weapon (object *ob)
533{
534 if (current_weapon == ob)
535 return true;
536
537 if (chosen_skill)
538 chosen_skill->flag [FLAG_APPLIED] = false;
539
540 current_weapon = ob;
541 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
542
543 if (chosen_skill)
544 chosen_skill->flag [FLAG_APPLIED] = true;
545
546 update_stats ();
547
548 if (ob)
549 {
550 // now check wether any body locations became invalid, in which case
551 // we cannot apply the weapon at the moment.
552 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
553 if (slot[i].used < 0)
554 {
555 current_weapon = chosen_skill = 0;
556 update_stats ();
557
558 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name);
562 return false;
563 }
564
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 }
567 else
568 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
569
570 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
571 {
572 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
573 &name, ob->debug_desc ());
574 return false;
575 }
576
577 return true;
578} 602}
579 603
580/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
581 * refcounts and freeing the links. 605 * refcounts and freeing the links.
582 */ 606 */
635 tail = new_link; 659 tail = new_link;
636 } 660 }
637 } 661 }
638 } 662 }
639 663
640 if (speed < 0) 664 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 665}
645 666
646void 667void
647object::instantiate () 668object::instantiate ()
648{ 669{
649 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 671 uuid = UUID::gen ();
651 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
652 speed_left = -0.1f; 677 speed_left = -1.;
678
653 /* copy the body_info to the body_used - this is only really 679 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 680 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 681 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
665object * 691object *
666object::clone () 692object::clone ()
667{ 693{
668 object *neu = create (); 694 object *neu = create ();
669 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
670 neu->map = map; // not copied by copy_to 701 neu->map = map; // not copied by copy_to
671 return neu; 702 return neu;
672} 703}
673 704
674/* 705/*
677 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
678 */ 709 */
679void 710void
680update_turn_face (object *op) 711update_turn_face (object *op)
681{ 712{
682 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
683 return; 714 return;
684 715
685 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
686 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
687} 718}
692 * This function needs to be called whenever the speed of an object changes. 723 * This function needs to be called whenever the speed of an object changes.
693 */ 724 */
694void 725void
695object::set_speed (float speed) 726object::set_speed (float speed)
696{ 727{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 728 this->speed = speed;
704 729
705 if (has_active_speed ()) 730 if (has_active_speed ())
706 activate (); 731 activate ();
707 else 732 else
757 782
758 if (!(m.flags_ & P_UPTODATE)) 783 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 784 /* nop */;
760 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
761 { 786 {
787#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 799 * have move_allow right now.
774 */ 800 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 801 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
802 m.invalidate ();
803#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 804 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 805 m.invalidate ();
806#endif
778 } 807 }
779 /* if the object is being removed, we can't make intelligent 808 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 809 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 810 * that is being removed.
782 */ 811 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 812 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 813 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 814 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 815 /* Nothing to do for that case */ ;
787 else 816 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 817 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 818
791 update_object (op->more, action); 820 update_object (op->more, action);
792} 821}
793 822
794object::object () 823object::object ()
795{ 824{
796 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
797 826
798 expmul = 1.0; 827 //expmul = 1.0; declared const for the time being
799 face = blank_face; 828 face = blank_face;
829 material = MATERIAL_NULL;
800} 830}
801 831
802object::~object () 832object::~object ()
803{ 833{
804 unlink (); 834 unlink ();
805 835
806 free_key_values (this); 836 free_key_values (this);
807} 837}
808
809static int object_count;
810 838
811void object::link () 839void object::link ()
812{ 840{
813 assert (!index);//D 841 assert (!index);//D
814 uuid = UUID::gen (); 842 uuid = UUID::gen ();
815 count = ++object_count;
816 843
817 refcnt_inc (); 844 refcnt_inc ();
818 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
819} 849}
820 850
821void object::unlink () 851void object::unlink ()
822{ 852{
823 if (!index) 853 if (!index)
824 return; 854 return;
855
856 ++destroy_count;
825 857
826 objects.erase (this); 858 objects.erase (this);
827 refcnt_dec (); 859 refcnt_dec ();
828} 860}
829 861
833 /* If already on active list, don't do anything */ 865 /* If already on active list, don't do anything */
834 if (active) 866 if (active)
835 return; 867 return;
836 868
837 if (has_active_speed ()) 869 if (has_active_speed ())
870 {
871 if (flag [FLAG_FREED])
872 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
873
838 actives.insert (this); 874 actives.insert (this);
875 }
839} 876}
840 877
841void 878void
842object::activate_recursive () 879object::activate_recursive ()
843{ 880{
904 * drop on that space. 941 * drop on that space.
905 */ 942 */
906 if (!drop_to_ground 943 if (!drop_to_ground
907 || !map 944 || !map
908 || map->in_memory != MAP_ACTIVE 945 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 946 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 947 || ms ().move_block == MOVE_ALL)
911 { 948 {
912 while (inv) 949 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 950 inv->destroy ();
916 }
917 } 951 }
918 else 952 else
919 { /* Put objects in inventory onto this space */ 953 { /* Put objects in inventory onto this space */
920 while (inv) 954 while (inv)
921 { 955 {
925 || op->flag [FLAG_NO_DROP] 959 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 960 || op->type == RUNE
927 || op->type == TRAP 961 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 962 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 963 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 964 op->destroy ();
931 else 965 else
932 map->insert (op, x, y); 966 map->insert (op, x, y);
933 } 967 }
934 } 968 }
935} 969}
936 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
937object *object::create () 1008object::create ()
938{ 1009{
939 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
940 op->link (); 1032 op->link ();
1033
941 return op; 1034 return op;
942} 1035}
943 1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
944static struct freed_map : maptile 1052static struct freed_map : maptile
945{ 1053{
946 freed_map () 1054 freed_map ()
1055 : maptile (3, 3)
947 { 1056 {
948 path = "<freed objects map>"; 1057 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1058 name = "/internal/freed_objects_map";
950 width = 3;
951 height = 3;
952 nodrop = 1; 1059 no_drop = 1;
1060 no_reset = 1;
953 1061
954 alloc ();
955 in_memory = MAP_ACTIVE; 1062 in_memory = MAP_ACTIVE;
956 } 1063 }
957 1064
958 ~freed_map () 1065 ~freed_map ()
959 { 1066 {
963 1070
964void 1071void
965object::do_destroy () 1072object::do_destroy ()
966{ 1073{
967 if (flag [FLAG_IS_LINKED]) 1074 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1075 remove_link ();
969 1076
970 if (flag [FLAG_FRIENDLY]) 1077 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1078 remove_friendly_object (this);
972 1079
973 remove (); 1080 remove ();
998 attacked_by = 0; 1105 attacked_by = 0;
999 current_weapon = 0; 1106 current_weapon = 0;
1000} 1107}
1001 1108
1002void 1109void
1003object::destroy (bool destroy_inventory) 1110object::destroy ()
1004{ 1111{
1005 if (destroyed ()) 1112 if (destroyed ())
1006 return; 1113 return;
1007 1114
1008 if (!is_head () && !head->destroyed ()) 1115 if (!is_head () && !head->destroyed ())
1009 { 1116 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1118 head->destroy ();
1012 return; 1119 return;
1013 } 1120 }
1014 1121
1015 destroy_inv (!destroy_inventory); 1122 destroy_inv_fast ();
1016 1123
1017 if (is_head ()) 1124 if (is_head ())
1018 if (sound_destroy) 1125 if (sound_destroy)
1019 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1138 * the previous environment.
1032 */ 1139 */
1033void 1140void
1034object::do_remove () 1141object::do_remove ()
1035{ 1142{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1143 if (flag [FLAG_REMOVED])
1040 return; 1144 return;
1041 1145
1042 INVOKE_OBJECT (REMOVE, this); 1146 INVOKE_OBJECT (REMOVE, this);
1043 1147
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1160 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1161 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1163
1060 adjust_weight (env, -total_weight ()); 1164 adjust_weight (env, total_weight (), 0);
1061 1165
1062 *(above ? &above->below : &env->inv) = below; 1166 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1167
1067 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1170 * to the caller to decide what we want to do.
1070 */ 1171 */
1071 map = env->map; 1172 map = env->map;
1072 x = env->x; 1173 x = env->x;
1073 y = env->y; 1174 y = env->y;
1175
1176 // make sure cmov optimisation is applicable
1177 *(above ? &above->below : &env->inv) = below;
1178 *(below ? &below->above : &above ) = above; // &above is just a dummy
1179
1074 above = 0; 1180 above = 0;
1075 below = 0; 1181 below = 0;
1076 env = 0; 1182 env = 0;
1077 1183
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1184 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1185 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1186 if (expect_false (pl->contr->combat_ob == this))
1083 otmp->update_stats (); 1187 {
1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1202 if (expect_false (glow_radius) && pl->is_on_map ())
1203 update_all_los (pl->map, pl->x, pl->y);
1204 }
1084 } 1205 }
1085 else if (map) 1206 else if (map)
1086 { 1207 {
1087 map->dirty = true; 1208 map->dirty = true;
1088 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1089 1210
1090 if (object *pl = ms.player ()) 1211 if (object *pl = ms.player ())
1091 { 1212 {
1092 if (type == PLAYER) // this == pl(!) 1213 if (is_player ())
1093 { 1214 {
1215 if (!flag [FLAG_WIZPASS])
1216 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1217
1094 // leaving a spot always closes any open container on the ground 1218 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1219 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1220 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1221 // that the CLOSE event is being sent.
1098 close_container (); 1222 close_container ();
1099 1223
1100 --map->players; 1224 --map->players;
1101 map->touch (); 1225 map->touch ();
1102 } 1226 }
1103 else if (pl->container == this) 1227 else if (pl->container_ () == this)
1104 { 1228 {
1105 // removing a container should close it 1229 // removing a container should close it
1106 close_container (); 1230 close_container ();
1107 } 1231 }
1108 1232 else
1109 esrv_del_item (pl->contr, count); 1233 esrv_del_item (pl->contr, count);
1110 } 1234 }
1111 1235
1112 /* link the object above us */ 1236 /* link the object above us */
1113 if (above) 1237 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1238 *(above ? &above->below : &ms.top) = below;
1115 else 1239 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 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 ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1240
1133 above = 0; 1241 above = 0;
1134 below = 0; 1242 below = 0;
1135 1243
1244 ms.invalidate ();
1245
1136 if (map->in_memory == MAP_SAVING) 1246 if (map->in_memory == MAP_SAVING)
1137 return; 1247 return;
1138 1248
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1249 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1250
1141 if (object *pl = ms.player ()) 1251 if (object *pl = ms.player ())
1142 { 1252 {
1143 if (pl->container == this) 1253 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1254 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1255 * removed (most likely destroyed), update the player view
1146 * appropriately. 1256 * appropriately.
1147 */ 1257 */
1148 pl->close_container (); 1258 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1262 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1263 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1264 pl->contr->ns->floorbox_update ();
1155 } 1265 }
1156 1266
1267 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1268 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1269 {
1270 above = tmp->above;
1271
1159 /* No point updating the players look faces if he is the object 1272 /* No point updating the players look faces if he is the object
1160 * being removed. 1273 * being removed.
1161 */ 1274 */
1162 1275
1163 /* See if object moving off should effect something */ 1276 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1277 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1278 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1279 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1280 }
1173 1281
1174 last = tmp; 1282 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1283 update_all_los (map, x, y);
1186 } 1284 }
1187} 1285}
1188 1286
1189/* 1287/*
1213 esrv_update_item (UPD_NROF, pl, top); 1311 esrv_update_item (UPD_NROF, pl, top);
1214 1312
1215 op->weight = 0; // cancel the addition above 1313 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1314 op->carrying = 0; // must be 0 already
1217 1315
1218 op->destroy (1); 1316 op->destroy ();
1219 1317
1220 return top; 1318 return top;
1221 } 1319 }
1222 1320
1223 return 0; 1321 return 0;
1231 1329
1232 object *prev = this; 1330 object *prev = this;
1233 1331
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 { 1333 {
1236 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1237 1335
1238 op->name = name; 1336 op->name = name;
1239 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1240 op->title = title; 1338 op->title = title;
1241 1339
1251 * job preparing multi-part monsters. 1349 * job preparing multi-part monsters.
1252 */ 1350 */
1253object * 1351object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1352insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1353{
1354 op->remove ();
1355
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1356 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1357 {
1258 tmp->x = x + tmp->arch->x; 1358 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1359 tmp->y = y + tmp->arch->y;
1260 } 1360 }
1277 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1278 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1279 * 1379 *
1280 * Return value: 1380 * Return value:
1281 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1282 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1283 * just 'op' otherwise 1383 * just 'op' otherwise
1284 */ 1384 */
1285object * 1385object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1387{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1388 op->remove ();
1389
1390 if (m == &freed_map)//D TODO: remove soon
1391 {//D
1392 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1393 }//D
1291 1394
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1395 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1396 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1397 * need extra work
1295 */ 1398 */
1399 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1400 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1401 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1402 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1403 return 0;
1300 } 1404 }
1301 1405
1302 if (object *more = op->more) 1406 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1407 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1408 return 0;
1305 1409
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1410 op->flag [FLAG_REMOVED] = false;
1307 1411 op->env = 0;
1308 op->map = m; 1412 op->map = newmap;
1413
1309 mapspace &ms = op->ms (); 1414 mapspace &ms = op->ms ();
1310 1415
1311 /* this has to be done after we translate the coordinates. 1416 /* this has to be done after we translate the coordinates.
1312 */ 1417 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1418 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1419 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1420 if (object::can_merge (op, tmp))
1316 { 1421 {
1317 // TODO: we atcually want to update tmp, not op, 1422 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1423 // but some caller surely breaks when we return tmp
1319 // from here :/ 1424 // from here :/
1320 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1426 tmp->destroy ();
1322 } 1427 }
1323 1428
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1326 1431
1327 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1328 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1329 1434
1330 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1331 { 1436 {
1332 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1333 { 1438 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1440 abort ();
1336 } 1441 }
1337 1442
1443 if (!originator->is_on_map ())
1444 {
1445 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1446 op->debug_desc (), originator->debug_desc ());
1447 abort ();
1448 }
1449
1338 op->above = originator; 1450 op->above = originator;
1339 op->below = originator->below; 1451 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1452 originator->below = op;
1453
1454 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1455 }
1349 else 1456 else
1350 { 1457 {
1351 object *top, *floor = NULL; 1458 object *floor = 0;
1352 1459 object *top = ms.top;
1353 top = ms.bot;
1354 1460
1355 /* If there are other objects, then */ 1461 /* If there are other objects, then */
1356 if (top) 1462 if (top)
1357 { 1463 {
1358 object *last = 0;
1359
1360 /* 1464 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1465 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1466 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1467 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1468 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1471 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1472 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1371 */ 1475 */
1372 for (top = ms.bot; top; top = top->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1477 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1375 floor = top; 1479 floor = tmp;
1376 1480
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1378 { 1482 {
1379 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1380 top = top->below; 1484 top = tmp->below;
1381 break; 1485 break;
1382 } 1486 }
1383 1487
1384 last = top; 1488 top = tmp;
1385 } 1489 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1490
1390 /* We let update_position deal with figuring out what the space 1491 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1492 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1493 * makes things faster, and effectively the same result.
1393 */ 1494 */
1400 */ 1501 */
1401 if (!(flag & INS_ON_TOP) 1502 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1503 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1404 { 1505 {
1506 object *last;
1507
1405 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1407 break; 1510 break;
1408 1511
1409 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1410 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1411 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1417 } /* If objects on this space */ 1520 } /* If objects on this space */
1418 1521
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1523 top = floor;
1421 1524
1422 /* Top is the object that our object (op) is going to get inserted above. 1525 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1526 if (!top)
1427 { 1527 {
1528 op->below = 0;
1428 op->above = ms.bot; 1529 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1530 ms.bot = op;
1531
1532 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1533 }
1436 else 1534 else
1437 { /* get inserted into the stack above top */ 1535 {
1438 op->above = top->above; 1536 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1537 top->above = op;
1442 1538
1443 op->below = top; 1539 op->below = top;
1444 top->above = op; 1540 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1541 }
1542 }
1446 1543
1447 if (!op->above) 1544 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1545 {
1453 op->contr->do_los = 1; 1546 op->contr->do_los = 1;
1454 ++op->map->players; 1547 ++op->map->players;
1455 op->map->touch (); 1548 op->map->touch ();
1456 } 1549 }
1471 * be far away from this change and not affected in any way - 1564 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1565 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1566 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1567 * of effect may be sufficient.
1475 */ 1568 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1569 if (op->affects_los ())
1570 {
1571 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1572 update_all_los (op->map, op->x, op->y);
1573 }
1478 1574
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1575 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1576 update_object (op, UP_OBJ_INSERT);
1481 1577
1482 INVOKE_OBJECT (INSERT, op); 1578 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1585 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1586 * update_object().
1491 */ 1587 */
1492 1588
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1591 {
1496 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1497 return 0; 1593 return 0;
1498 1594
1499 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1500 * walk on's. 1596 * walk on's.
1501 */ 1597 */
1502 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1503 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1504 return 0; 1600 return 0;
1505 } 1601 }
1506 1602
1507 return op; 1603 return op;
1508} 1604}
1510/* this function inserts an object in the map, but if it 1606/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1607 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1608 * op is the object to insert it under: supplies x and the map.
1513 */ 1609 */
1514void 1610void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1611replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1612{
1517 /* first search for itself and remove any old instances */ 1613 /* first search for itself and remove any old instances */
1518 1614
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1617 tmp->destroy ();
1522 1618
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1619 object *tmp = archetype::find (archname)->instance ();
1524 1620
1525 tmp->x = op->x; 1621 tmp->x = op->x;
1526 tmp->y = op->y; 1622 tmp->y = op->y;
1527 1623
1528 insert_ob_in_map (tmp, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1533{ 1629{
1534 if (where->env) 1630 if (where->env)
1535 return where->env->insert (this); 1631 return where->env->insert (this);
1536 else 1632 else
1537 return where->map->insert (this, where->x, where->y, originator, flags); 1633 return where->map->insert (this, where->x, where->y, originator, flags);
1634}
1635
1636// check whether we can put this into the map, respect max_volume, max_items
1637bool
1638object::can_drop_at (maptile *m, int x, int y, object *originator)
1639{
1640 mapspace &ms = m->at (x, y);
1641
1642 int items = ms.items ();
1643
1644 if (!items // testing !items ensures we can drop at least one item
1645 || (items < m->max_items
1646 && ms.volume () < m->max_volume))
1647 return true;
1648
1649 if (originator && originator->is_player ())
1650 originator->contr->failmsgf (
1651 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1652 query_name ()
1653 );
1654
1655 return false;
1538} 1656}
1539 1657
1540/* 1658/*
1541 * decrease(object, number) decreases a specified number from 1659 * decrease(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1660 * the amount of an object. If the amount reaches 0, the object
1550 if (!nr) 1668 if (!nr)
1551 return true; 1669 return true;
1552 1670
1553 nr = min (nr, nrof); 1671 nr = min (nr, nrof);
1554 1672
1673 if (nrof > nr)
1674 {
1675 sint64 oweight = total_weight ();
1676
1555 nrof -= nr; 1677 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0
1560 1678
1561 if (object *pl = visible_to ()) 1679 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1680 esrv_update_item (UPD_NROF, pl, this);
1563 1681
1682 adjust_weight (env, oweight, total_weight ());
1683
1564 return true; 1684 return true;
1565 } 1685 }
1566 else 1686 else
1567 { 1687 {
1568 destroy (1); 1688 destroy ();
1569 return false; 1689 return false;
1570 } 1690 }
1571} 1691}
1572 1692
1573/* 1693/*
1642 if (op->nrof) 1762 if (op->nrof)
1643 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1644 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1645 { 1765 {
1646 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1647 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1648 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1649 1773
1650 if (object *pl = tmp->visible_to ()) 1774 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1775 esrv_update_item (UPD_NROF, pl, tmp);
1652 1776
1653 adjust_weight (this, op->total_weight ()); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1654 1778
1655 op->destroy (1); 1779 op->destroy ();
1656 op = tmp; 1780 op = tmp;
1657 goto inserted; 1781 goto inserted;
1658 } 1782 }
1659 1783
1660 op->owner = 0; // it's his/hers now. period. 1784 op->owner = 0; // it's his/hers now. period.
1674 op->flag [FLAG_REMOVED] = 0; 1798 op->flag [FLAG_REMOVED] = 0;
1675 1799
1676 if (object *pl = op->visible_to ()) 1800 if (object *pl = op->visible_to ())
1677 esrv_send_item (pl, op); 1801 esrv_send_item (pl, op);
1678 1802
1679 adjust_weight (this, op->total_weight ()); 1803 adjust_weight (this, 0, op->total_weight ());
1680 1804
1681inserted: 1805inserted:
1682 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1807 if (op->glow_radius && is_on_map ())
1808 {
1809 update_stats ();
1684 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1685 1811 }
1812 else if (is_player ())
1686 // if this is a player's inventory, update stats 1813 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1814 contr->queue_stats_update ();
1688 update_stats ();
1689 1815
1690 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1691 1817
1692 return op; 1818 return op;
1693} 1819}
1711 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1712 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1713 * on top. 1839 * on top.
1714 */ 1840 */
1715int 1841int
1716check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1717{ 1843{
1844 if (op->flag [FLAG_NO_APPLY])
1845 return 0;
1846
1718 object *tmp; 1847 object *tmp;
1719 maptile *m = op->map; 1848 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1721 1850
1722 MoveType move_on, move_slow, move_block; 1851 mapspace &ms = m->at (x, y);
1723 1852
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1853 ms.update ();
1725 return 0;
1726 1854
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1855 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1856 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1857 MoveType move_block = ms.move_block;
1730 1858
1731 /* if nothing on this space will slow op down or be applied, 1859 /* if nothing on this space will slow op down or be applied,
1732 * no need to do checking below. have to make sure move_type 1860 * no need to do checking below. have to make sure move_type
1733 * is set, as lots of objects don't have it set - we treat that 1861 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1862 * as walking.
1745 return 0; 1873 return 0;
1746 1874
1747 /* The objects have to be checked from top to bottom. 1875 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1876 * Hence, we first go to the top:
1749 */ 1877 */
1750 1878 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1879 {
1880 next = tmp->below;
1760 1881
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1882 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1883 continue; /* Can't apply yourself */
1765 1884
1766 /* Check to see if one of the movement types should be slowed down. 1885 /* Check to see if one of the movement types should be slowed down.
1767 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1768 * (~slow_move) is not blocked on this space - just because the 1887 * (~slow_move) is not blocked on this space - just because the
1769 * space doesn't slow down swimming (for example), if you can't actually 1888 * space doesn't slow down swimming (for example), if you can't actually
1770 * swim on that space, can't use it to avoid the penalty. 1889 * swim on that space, can't use it to avoid the penalty.
1771 */ 1890 */
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1773 { 1892 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1895 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1897
1781 if (op->type == PLAYER) 1898 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1899 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1900 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1901 diff /= 4.0;
1785 1902
1786 op->speed_left -= diff; 1903 op->speed_left -= diff;
1787 } 1904 }
1788 } 1905 }
1789 1906
1790 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1791 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1792 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1793 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1794 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1795 1917
1796 if (op->destroyed ()) 1918 if (op->destroyed ())
1797 return 1; 1919 return 1;
1798 1920
1910void 2032void
1911flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1912{ 2034{
1913 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 { 2036 {
1915 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1916 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1917 } 2039 }
1918} 2040}
1919 2041
1920/* 2042/*
1923void 2045void
1924unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1925{ 2047{
1926 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1927 { 2049 {
1928 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1929 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1930 } 2052 }
1931} 2053}
1932 2054
1933/* 2055/*
1994 * head of the object should correspond for the entire object. 2116 * head of the object should correspond for the entire object.
1995 */ 2117 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2118 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 2119 continue;
1998 2120
1999 if (ob->blocked (m, pos.x, pos.y)) 2121 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 2122 continue;
2001 2123
2002 altern [index++] = i; 2124 altern [index++] = i;
2003 } 2125 }
2004 2126
2072 * there is capable of. 2194 * there is capable of.
2073 */ 2195 */
2074int 2196int
2075find_dir (maptile *m, int x, int y, object *exclude) 2197find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2198{
2077 int i, max = SIZEOFFREE, mflags; 2199 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2200 MoveType move_type;
2084 2201
2085 if (exclude && exclude->head_ () != exclude) 2202 if (exclude && exclude->head_ () != exclude)
2086 { 2203 {
2087 exclude = exclude->head; 2204 exclude = exclude->head;
2088 move_type = exclude->move_type; 2205 move_type = exclude->move_type;
2091 { 2208 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2209 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2210 move_type = MOVE_ALL;
2094 } 2211 }
2095 2212
2096 for (i = 1; i < max; i++) 2213 for (int i = 1; i < max; i++)
2097 { 2214 {
2098 mp = m; 2215 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2216 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2217
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2218 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2219 max = maxfree[i];
2106 else 2220 else
2107 { 2221 {
2108 mapspace &ms = mp->at (nx, ny); 2222 mapspace &ms = *pos;
2109 2223
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2224 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2225 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2226 else if (ms.flags () & P_IS_ALIVE)
2115 { 2227 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2228 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2229 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2230 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2231 return freedir [i];
2123 } 2232 }
2124 } 2233 }
2125 } 2234 }
2126 2235
2127 return 0; 2236 return 0;
2136{ 2245{
2137 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2138} 2247}
2139 2248
2140/* 2249/*
2141 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2142 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2143 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2144 */ 2253 */
2145int 2254int
2146find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2147{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2148 int q; 2300 int q;
2149 2301
2150 if (y) 2302 if (y)
2151 q = x * 100 / y; 2303 q = 128 * x / y;
2152 else if (x) 2304 else if (x)
2153 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2154 else 2306 else
2155 return 0; 2307 return 0;
2156 2308
2157 if (y > 0) 2309 if (y > 0)
2158 { 2310 {
2159 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2160 return 3; 2316 return 3;
2161 if (q < -41) 2317 }
2162 return 2; 2318 else
2163 if (q < 41) 2319 {
2164 return 1; 2320 if (q < -309) return 3;
2165 if (q < 242) 2321 if (q < -52) return 2;
2166 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2167 return 7; 2325 return 7;
2168 } 2326 }
2169 2327#endif
2170 if (q < -242)
2171 return 7;
2172 if (q < -41)
2173 return 6;
2174 if (q < 41)
2175 return 5;
2176 if (q < 242)
2177 return 4;
2178
2179 return 3;
2180} 2328}
2181 2329
2182/* 2330/*
2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2184 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2185 */ 2333 */
2186int 2334int
2187dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2188{ 2336{
2189 int d;
2190
2191 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2192 if (d > 4)
2193 d = 8 - d;
2194 2338
2195 return d; 2339 return d > 4 ? 8 - d : d;
2196} 2340}
2197 2341
2198/* peterm: 2342/* peterm:
2199 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2200 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2202 * This basically means that if direction is 15, then it could either go 2346 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2347 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2348 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2349 * functions.
2206 */ 2350 */
2207int reduction_dir[SIZEOFFREE][3] = { 2351static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2352 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2353 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2354 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2355 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2356 {0, 0, 0}, /* 4 */
2306 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2307 */ 2451 */
2308int 2452int
2309can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2310{ 2454{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2458}
2315 2459
2316/* 2460/*
2317 * create clone from object to another 2461 * create clone from object to another
2318 */ 2462 */
2350 return tmp; 2494 return tmp;
2351 2495
2352 return 0; 2496 return 0;
2353} 2497}
2354 2498
2355const shstr & 2499shstr_tmp
2356object::kv_get (const shstr &key) const 2500object::kv_get (shstr_tmp key) const
2357{ 2501{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2502 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2503 if (kv->key == key)
2360 return kv->value; 2504 return kv->value;
2361 2505
2362 return shstr_null; 2506 return shstr ();
2363} 2507}
2364 2508
2365void 2509void
2366object::kv_set (const shstr &key, const shstr &value) 2510object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2511{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2512 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2513 if (kv->key == key)
2370 { 2514 {
2371 kv->value = value; 2515 kv->value = value;
2380 2524
2381 key_values = kv; 2525 key_values = kv;
2382} 2526}
2383 2527
2384void 2528void
2385object::kv_del (const shstr &key) 2529object::kv_del (shstr_tmp key)
2386{ 2530{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2531 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2532 if ((*kvp)->key == key)
2389 { 2533 {
2390 key_value *kv = *kvp; 2534 key_value *kv = *kvp;
2449{ 2593{
2450 char flagdesc[512]; 2594 char flagdesc[512];
2451 char info2[256 * 4]; 2595 char info2[256 * 4];
2452 char *p = info; 2596 char *p = info;
2453 2597
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2598 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2599 count,
2456 uuid.c_str (), 2600 uuid.c_str (),
2457 &name, 2601 &name,
2458 title ? "\",title:\"" : "", 2602 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2603 title ? (const char *)title : "",
2604 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2605 flag_desc (flagdesc, 512), type);
2461 2606
2462 if (!flag[FLAG_REMOVED] && env) 2607 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2608 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2609
2480struct region * 2625struct region *
2481object::region () const 2626object::region () const
2482{ 2627{
2483 return map ? map->region (x, y) 2628 return map ? map->region (x, y)
2484 : region::default_region (); 2629 : region::default_region ();
2485}
2486
2487const materialtype_t *
2488object::dominant_material () const
2489{
2490 if (materialtype_t *mt = name_to_material (materialname))
2491 return mt;
2492
2493 return name_to_material (shstr_unknown);
2494} 2630}
2495 2631
2496void 2632void
2497object::open_container (object *new_container) 2633object::open_container (object *new_container)
2498{ 2634{
2520 container = 0; 2656 container = 0;
2521 2657
2522 // client needs item update to make it work, client bug requires this to be separate 2658 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2659 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2660
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2661 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2662 play_sound (sound_find ("chest_close"));
2527 } 2663 }
2528 2664
2529 if (new_container) 2665 if (new_container)
2530 { 2666 {
2534 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2535#if 0 2671#if 0
2536 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2537 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2538 { 2674 {
2539 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2677 new_container->insert (closer);
2542 } 2678 }
2543#endif 2679#endif
2544 2680
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2682
2547 // make sure the container is available, client bug requires this to be separate 2683 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2684 esrv_send_item (this, new_container);
2549 2685
2550 new_container->flag [FLAG_APPLIED] = true; 2686 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2694// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2695// contr->ns->floorbox_reset ();
2560} 2696}
2561 2697
2562object * 2698object *
2563object::force_find (const shstr name) 2699object::force_find (shstr_tmp name)
2564{ 2700{
2565 /* cycle through his inventory to look for the MARK we want to 2701 /* cycle through his inventory to look for the MARK we want to
2566 * place 2702 * place
2567 */ 2703 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2704 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2706 return splay (tmp);
2571 2707
2572 return 0; 2708 return 0;
2573} 2709}
2574 2710
2711//-GPL
2712
2575void 2713void
2714object::force_set_timer (int duration)
2715{
2716 this->duration = 1;
2717 this->speed_left = -1.f;
2718
2719 this->set_speed (duration ? 1.f / duration : 0.f);
2720}
2721
2722object *
2576object::force_add (const shstr name, int duration) 2723object::force_add (shstr_tmp name, int duration)
2577{ 2724{
2578 if (object *force = force_find (name)) 2725 if (object *force = force_find (name))
2579 force->destroy (); 2726 force->destroy ();
2580 2727
2581 object *force = get_archetype (FORCE_NAME); 2728 object *force = get_archetype (FORCE_NAME);
2582 2729
2583 force->slaying = name; 2730 force->slaying = name;
2584 force->stats.food = 1; 2731 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2732 force->flag [FLAG_APPLIED] = true;
2590 2733
2591 insert (force); 2734 return insert (force);
2592} 2735}
2593 2736
2594void 2737void
2595object::play_sound (faceidx sound) 2738object::play_sound (faceidx sound) const
2596{ 2739{
2597 if (!sound) 2740 if (!sound)
2598 return; 2741 return;
2599 2742
2600 if (flag [FLAG_REMOVED]) 2743 if (is_on_map ())
2744 map->play_sound (sound, x, y);
2745 else if (object *pl = in_player ())
2746 pl->contr->play_sound (sound);
2747}
2748
2749void
2750object::say_msg (const char *msg) const
2751{
2752 if (is_on_map ())
2753 map->say_msg (msg, x, y);
2754 else if (object *pl = in_player ())
2755 pl->contr->play_sound (sound);
2756}
2757
2758void
2759object::make_noise ()
2760{
2761 // we do not model noise in the map, so instead put
2762 // a temporary light into the noise source
2763 // could use the map instead, but that's less reliable for our
2764 // goal, which is to make invisibility a bit harder to exploit
2765
2766 // currently only works sensibly for players
2767 if (!is_player ())
2601 return; 2768 return;
2602 2769
2603 if (env) 2770 // find old force, or create new one
2604 { 2771 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2772
2606 pl->contr->play_sound (sound); 2773 if (force)
2607 } 2774 force->speed_left = -1.f; // patch old speed up
2608 else 2775 else
2609 map->play_sound (sound, x, y); 2776 {
2610} 2777 force = archetype::get (shstr_noise_force);
2611 2778
2779 force->slaying = shstr_noise_force;
2780 force->stats.food = 1;
2781 force->speed_left = -1.f;
2782
2783 force->set_speed (1.f / 4.f);
2784 force->flag [FLAG_IS_USED_UP] = true;
2785 force->flag [FLAG_APPLIED] = true;
2786
2787 insert (force);
2788 }
2789}
2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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