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Comparing deliantra/server/common/object.C (file contents):
Revision 1.290 by sf-marcmagus, Sun Oct 11 05:43:35 2009 UTC vs.
Revision 1.324 by root, Mon Apr 12 05:22:37 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 (©) 2005,2006,2007,2008,2009 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; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec 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
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 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
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 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
65}; 67};
66 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
67static void 76static void
68write_uuid (uval64 skip, bool sync) 77write_uuid (uval64 skip, bool sync)
69{ 78{
70 CALL_BEGIN (2); 79 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 80 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 83 CALL_END;
75} 84}
76 85
77static void 86static void
78read_uuid (void) 87read_uuid ()
79{ 88{
80 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
81 90
82 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
83 92
97 106
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 108 _exit (1);
100 } 109 }
101 110
102 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 112 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
105 114
106 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
107 { 116 {
134 143
135void 144void
136UUID::init () 145UUID::init ()
137{ 146{
138 read_uuid (); 147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
139} 213}
140 214
141/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
142static bool 216static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
179 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
180 * check weight 254 * check weight
181 */ 255 */
182bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
183{ 257{
184 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
185 if (ob1 == ob2 259 if (ob1 == ob2
186 || ob1->type != ob2->type 260 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 261 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 264 return 0;
191 265
192 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
199 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
200 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
201 * flags lose any meaning. 275 * flags lose any meaning.
202 */ 276 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
205 279
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
208 282
209 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 284 || ob1->name != ob2->name
211 || ob1->title != ob2->title 285 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 292 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
220 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
221 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 308 return 0;
235 309
236 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
261 335
262 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
263 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
264 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
265 */ 339 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 341 return 0;
268 342
269 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
270 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
271 * check? 345 * check?
272 */ 346 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 348 return 0;
275 349
276 switch (ob1->type) 350 switch (ob1->type)
277 { 351 {
278 case SCROLL: 352 case SCROLL:
334 408
335 // the player itself is always on a map, so we will find him here 409 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 410 // even if our inv is in a player.
337 if (envest->is_on_map ()) 411 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 412 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 413 if (pl->container_ () == env)
340 return pl; 414 return pl;
341 } 415 }
342 else 416 else
343 { 417 {
344 // maybe there is a player standing on the same mapspace 418 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 419 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 420 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 422 || pl->container_ () == this)
349 return pl; 423 return pl;
350 } 424 }
351 } 425 }
352 426
353 return 0; 427 return 0;
438{ 512{
439 return dump_object (this); 513 return dump_object (this);
440} 514}
441 515
442/* 516/*
443 * get_nearest_part(multi-object, object 2) returns the part of the
444 * multi-object 1 which is closest to the second object.
445 * If it's not a multi-object, it is returned.
446 */
447object *
448get_nearest_part (object *op, const object *pl)
449{
450 object *tmp, *closest;
451 int last_dist, i;
452
453 if (!op->more)
454 return op;
455
456 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
457 tmp;
458 tmp = tmp->more)
459 if ((i = distance (tmp, pl)) < last_dist)
460 closest = tmp, last_dist = i;
461
462 return closest;
463}
464
465/*
466 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
467 * VERRRY slow. 518 * VERRRY slow.
468 */ 519 */
469object * 520object *
470find_object (tag_t i) 521find_object (tag_t i)
471{ 522{
472 for_all_objects (op) 523 for_all_objects (op)
473 if (op->count == i) 524 if (op->count == i)
525 return op;
526
527 return 0;
528}
529
530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
474 return op; 540 return op;
475 541
476 return 0; 542 return 0;
477} 543}
478 544
512 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
513 return; 579 return;
514 } 580 }
515 581
516 this->owner = owner; 582 this->owner = owner;
517}
518
519int
520object::slottype () const
521{
522 if (type == SKILL)
523 {
524 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
525 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
526 }
527 else
528 {
529 if (slot [body_combat].info) return slot_combat;
530 if (slot [body_range ].info) return slot_ranged;
531 }
532
533 return slot_none;
534}
535
536bool
537object::change_weapon (object *ob)
538{
539 if (current_weapon == ob)
540 return true;
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = false;
544
545 current_weapon = ob;
546 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547
548 if (chosen_skill)
549 chosen_skill->flag [FLAG_APPLIED] = true;
550
551 update_stats ();
552
553 if (ob)
554 {
555 // now check wether any body locations became invalid, in which case
556 // we cannot apply the weapon at the moment.
557 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
558 if (slot[i].used < 0)
559 {
560 current_weapon = chosen_skill = 0;
561 update_stats ();
562
563 new_draw_info_format (NDI_UNIQUE, 0, this,
564 "You try to balance all your items at once, "
565 "but the %s is just too much for your body. "
566 "[You need to unapply some items first - use the 'body' command to see "
567 "how many items you cna wera on a specific body part.]", &ob->name);
568 return false;
569 }
570
571 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
572 }
573 else
574 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
575
576 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
577 {
578 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
579 &name, ob->debug_desc ());
580 return false;
581 }
582
583 return true;
584} 583}
585 584
586/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
587 * refcounts and freeing the links. 586 * refcounts and freeing the links.
588 */ 587 */
641 tail = new_link; 640 tail = new_link;
642 } 641 }
643 } 642 }
644 } 643 }
645 644
646 if (speed < 0)
647 dst->speed_left -= rndm ();
648
649 dst->activate (); 645 dst->activate ();
650} 646}
651 647
652void 648void
653object::instantiate () 649object::instantiate ()
654{ 650{
655 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
656 uuid = UUID::gen (); 652 uuid = UUID::gen ();
657 653
654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
655 if (flag [FLAG_RANDOM_SPEED] && speed)
656 speed_left = - speed - rndm (); // TODO animation
657 else
658 speed_left = -0.1f; 658 speed_left = -1.;
659
659 /* copy the body_info to the body_used - this is only really 660 /* copy the body_info to the body_used - this is only really
660 * need for monsters, but doesn't hurt to do it for everything. 661 * need for monsters, but doesn't hurt to do it for everything.
661 * by doing so, when a monster is created, it has good starting 662 * by doing so, when a monster is created, it has good starting
662 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
663 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
671object * 672object *
672object::clone () 673object::clone ()
673{ 674{
674 object *neu = create (); 675 object *neu = create ();
675 copy_to (neu); 676 copy_to (neu);
677
678 // TODO: unclean state changes, should not be done in clone AND instantiate
679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
680 neu->speed_left = - neu->speed - rndm (); // TODO animation
681
676 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
677 return neu; 683 return neu;
678} 684}
679 685
680/* 686/*
683 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
684 */ 690 */
685void 691void
686update_turn_face (object *op) 692update_turn_face (object *op)
687{ 693{
688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
689 return; 695 return;
690 696
691 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
692 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
693} 699}
698 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
699 */ 705 */
700void 706void
701object::set_speed (float speed) 707object::set_speed (float speed)
702{ 708{
703 if (flag [FLAG_FREED] && speed)
704 {
705 LOG (llevError, "Object %s is freed but has speed.\n", &name);
706 speed = 0;
707 }
708
709 this->speed = speed; 709 this->speed = speed;
710 710
711 if (has_active_speed ()) 711 if (has_active_speed ())
712 activate (); 712 activate ();
713 else 713 else
763 763
764 if (!(m.flags_ & P_UPTODATE)) 764 if (!(m.flags_ & P_UPTODATE))
765 /* nop */; 765 /* nop */;
766 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
767 { 767 {
768#if 0
768 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
769 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
770 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
771 || (op->is_player () && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
772 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
773 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
774 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
775 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
776 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
777 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
778 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
779 * have move_allow right now. 780 * have move_allow right now.
780 */ 781 */
781 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
782 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
783 m.invalidate (); 783 m.invalidate ();
784#else
785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
786 m.invalidate ();
787#endif
784 } 788 }
785 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
786 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
787 * that is being removed. 791 * that is being removed.
788 */ 792 */
797 update_object (op->more, action); 801 update_object (op->more, action);
798} 802}
799 803
800object::object () 804object::object ()
801{ 805{
802 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
803 807
804 //expmul = 1.0; declared const for the time being 808 //expmul = 1.0; declared const for the time being
805 face = blank_face; 809 face = blank_face;
810 material = MATERIAL_NULL;
806} 811}
807 812
808object::~object () 813object::~object ()
809{ 814{
810 unlink (); 815 unlink ();
811 816
812 free_key_values (this); 817 free_key_values (this);
813} 818}
814
815static int object_count;
816 819
817void object::link () 820void object::link ()
818{ 821{
819 assert (!index);//D 822 assert (!index);//D
820 uuid = UUID::gen (); 823 uuid = UUID::gen ();
821 count = ++object_count;
822 824
823 refcnt_inc (); 825 refcnt_inc ();
824 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
825} 830}
826 831
827void object::unlink () 832void object::unlink ()
828{ 833{
829 if (!index) 834 if (!index)
830 return; 835 return;
836
837 ++destroy_count;
831 838
832 objects.erase (this); 839 objects.erase (this);
833 refcnt_dec (); 840 refcnt_dec ();
834} 841}
835 842
940 map->insert (op, x, y); 947 map->insert (op, x, y);
941 } 948 }
942 } 949 }
943} 950}
944 951
952/*
953 * Remove and free all objects in the inventory of the given object.
954 * Unlike destroy_inv, this assumes the *this is destroyed as well
955 * well, so we can (and have to!) take shortcuts.
956 */
957void
958object::destroy_inv_fast ()
959{
960 while (object *op = inv)
961 {
962 // remove from object the fast way
963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
967
968 // then destroy
969 op->destroy ();
970 }
971}
972
973void
974object::freelist_free (int count)
975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
980
981 sfree ((char *)freelist, sizeof (object));
982
983 freelist = next;
984 --free_count;
985 }
986}
987
988object *
945object *object::create () 989object::create ()
946{ 990{
947 object *op = new object; 991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
948 op->link (); 1013 op->link ();
1014
949 return op; 1015 return op;
1016}
1017
1018void
1019object::do_delete ()
1020{
1021 uint32_t count = this->count;
1022
1023 this->~object ();
1024
1025 freelist_item *li = (freelist_item *)this;
1026 li->next = freelist;
1027 li->count = count;
1028
1029 freelist = li;
1030 ++free_count;
950} 1031}
951 1032
952static struct freed_map : maptile 1033static struct freed_map : maptile
953{ 1034{
954 freed_map () 1035 freed_map ()
1019 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1020 head->destroy (); 1101 head->destroy ();
1021 return; 1102 return;
1022 } 1103 }
1023 1104
1024 destroy_inv (false); 1105 destroy_inv_fast ();
1025 1106
1026 if (is_head ()) 1107 if (is_head ())
1027 if (sound_destroy) 1108 if (sound_destroy)
1028 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1029 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1040 * the previous environment. 1121 * the previous environment.
1041 */ 1122 */
1042void 1123void
1043object::do_remove () 1124object::do_remove ()
1044{ 1125{
1045 object *tmp, *last = 0;
1046 object *otmp;
1047
1048 if (flag [FLAG_REMOVED]) 1126 if (flag [FLAG_REMOVED])
1049 return; 1127 return;
1050 1128
1051 INVOKE_OBJECT (REMOVE, this); 1129 INVOKE_OBJECT (REMOVE, this);
1052 1130
1084 1162
1085 above = 0; 1163 above = 0;
1086 below = 0; 1164 below = 0;
1087 env = 0; 1165 env = 0;
1088 1166
1089 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1090 * made to players inventory. If set, avoiding the call
1091 * to save cpu time.
1092 */ 1168 {
1093 if (pl) 1169 if (expect_false (pl->contr->combat_ob == this))
1094 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1095 { 1170 {
1096 pl->update_stats (); 1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1097 1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1098 if (glow_radius && pl->is_on_map ()) 1185 if (expect_false (glow_radius) && pl->is_on_map ())
1099 update_all_los (pl->map, pl->x, pl->y); 1186 update_all_los (pl->map, pl->x, pl->y);
1100 } 1187 }
1101 } 1188 }
1102 else if (map) 1189 else if (map)
1103 { 1190 {
1104 map->dirty = true; 1191 map->dirty = true;
1105 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1118 close_container (); 1205 close_container ();
1119 1206
1120 --map->players; 1207 --map->players;
1121 map->touch (); 1208 map->touch ();
1122 } 1209 }
1123 else if (pl->container == this) 1210 else if (pl->container_ () == this)
1124 { 1211 {
1125 // removing a container should close it 1212 // removing a container should close it
1126 close_container (); 1213 close_container ();
1127 } 1214 }
1128 1215 else
1129 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1130 } 1217 }
1131 1218
1132 /* link the object above us */ 1219 /* link the object above us */
1133 // re-link, make sure compiler can easily use cmove 1220 // re-link, make sure compiler can easily use cmove
1134 *(above ? &above->below : &ms.top) = below; 1221 *(above ? &above->below : &ms.top) = below;
1144 1231
1145 int check_walk_off = !flag [FLAG_NO_APPLY]; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1146 1233
1147 if (object *pl = ms.player ()) 1234 if (object *pl = ms.player ())
1148 { 1235 {
1149 if (pl->container == this) 1236 if (pl->container_ () == this)
1150 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1151 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1152 * appropriately. 1239 * appropriately.
1153 */ 1240 */
1154 pl->close_container (); 1241 pl->close_container ();
1158 //TODO: update floorbox to preserve ordering 1245 //TODO: update floorbox to preserve ordering
1159 if (pl->contr->ns) 1246 if (pl->contr->ns)
1160 pl->contr->ns->floorbox_update (); 1247 pl->contr->ns->floorbox_update ();
1161 } 1248 }
1162 1249
1250 if (check_walk_off)
1163 for (tmp = ms.bot; tmp; tmp = tmp->above) 1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1164 { 1252 {
1253 above = tmp->above;
1254
1165 /* No point updating the players look faces if he is the object 1255 /* No point updating the players look faces if he is the object
1166 * being removed. 1256 * being removed.
1167 */ 1257 */
1168 1258
1169 /* See if object moving off should effect something */ 1259 /* See if object moving off should effect something */
1170 if (check_walk_off
1171 && ((move_type & tmp->move_off) 1260 if ((move_type & tmp->move_off)
1172 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1173 {
1174 move_apply (tmp, this, 0); 1262 move_apply (tmp, this, 0);
1175
1176 if (destroyed ())
1177 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1178 } 1263 }
1179
1180 last = tmp;
1181 }
1182 1264
1183 if (affects_los ()) 1265 if (affects_los ())
1184 update_all_los (map, x, y); 1266 update_all_los (map, x, y);
1185 } 1267 }
1186} 1268}
1230 1312
1231 object *prev = this; 1313 object *prev = this;
1232 1314
1233 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1234 { 1316 {
1235 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1236 1318
1237 op->name = name; 1319 op->name = name;
1238 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1239 op->title = title; 1321 op->title = title;
1240 1322
1278 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1279 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1280 * 1362 *
1281 * Return value: 1363 * Return value:
1282 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1283 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1284 * just 'op' otherwise 1366 * just 'op' otherwise
1285 */ 1367 */
1286object * 1368object *
1287insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1288{ 1370{
1325 // from here :/ 1407 // from here :/
1326 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1327 tmp->destroy (); 1409 tmp->destroy ();
1328 } 1410 }
1329 1411
1330 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1331 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1332 1414
1333 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1334 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1335 1417
1336 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1337 { 1419 {
1338 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1339 { 1421 {
1374 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1375 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1376 */ 1458 */
1377 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1378 { 1460 {
1379 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1380 floor = tmp; 1462 floor = tmp;
1381 1463
1382 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1383 { 1465 {
1384 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1385 top = tmp->below; 1467 top = tmp->below;
1386 break; 1468 break;
1387 } 1469 }
1405 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1406 { 1488 {
1407 object *last; 1489 object *last;
1408 1490
1409 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1410 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1411 break; 1493 break;
1412 1494
1413 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1414 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1415 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1515 1597
1516 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1517 if (tmp->arch->archname == archname) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1518 tmp->destroy (); 1600 tmp->destroy ();
1519 1601
1520 object *tmp = arch_to_object (archetype::find (archname)); 1602 object *tmp = archetype::find (archname)->instance ();
1521 1603
1522 tmp->x = op->x; 1604 tmp->x = op->x;
1523 tmp->y = op->y; 1605 tmp->y = op->y;
1524 1606
1525 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1530{ 1612{
1531 if (where->env) 1613 if (where->env)
1532 return where->env->insert (this); 1614 return where->env->insert (this);
1533 else 1615 else
1534 return where->map->insert (this, where->x, where->y, originator, flags); 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1618
1619// check whether we can put this into the map, respect max_volume, max_items
1620bool
1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1624
1625 int items = ms.items ();
1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1630 return true;
1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1535} 1639}
1536 1640
1537/* 1641/*
1538 * decrease(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1539 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1679 if (op->glow_radius && is_on_map ()) 1783 if (op->glow_radius && is_on_map ())
1680 { 1784 {
1681 update_stats (); 1785 update_stats ();
1682 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1683 } 1787 }
1684 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1788 else if (is_player ())
1685 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1686 update_stats (); 1790 contr->queue_stats_update ();
1687 1791
1688 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1689 1793
1690 return op; 1794 return op;
1691} 1795}
1711 * on top. 1815 * on top.
1712 */ 1816 */
1713int 1817int
1714check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1715{ 1819{
1716 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1820 if (op->flag [FLAG_NO_APPLY])
1717 return 0; 1821 return 0;
1718 1822
1719 object *tmp; 1823 object *tmp;
1720 maptile *m = op->map; 1824 maptile *m = op->map;
1721 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1758 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1759 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1760 * space doesn't slow down swimming (for example), if you can't actually 1864 * space doesn't slow down swimming (for example), if you can't actually
1761 * swim on that space, can't use it to avoid the penalty. 1865 * swim on that space, can't use it to avoid the penalty.
1762 */ 1866 */
1763 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1764 { 1868 {
1765 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1766 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1767 { 1871 {
1768 float diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1899void 2003void
1900flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1901{ 2005{
1902 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1903 { 2007 {
1904 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1905 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1906 } 2010 }
1907} 2011}
1908 2012
1909/* 2013/*
1912void 2016void
1913unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1914{ 2018{
1915 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1916 { 2020 {
1917 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1918 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1919 } 2023 }
1920} 2024}
1921 2025
1922/* 2026/*
2178 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2179 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2180 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2181 * functions. 2285 * functions.
2182 */ 2286 */
2183const int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2184 {0, 0, 0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2185 {0, 0, 0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2186 {0, 0, 0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2187 {0, 0, 0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2188 {0, 0, 0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2282 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2283 */ 2387 */
2284int 2388int
2285can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2286{ 2390{
2287 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2288 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2289 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2290} 2394}
2291 2395
2292/* 2396/*
2293 * create clone from object to another 2397 * create clone from object to another
2294 */ 2398 */
2459{ 2563{
2460 return map ? map->region (x, y) 2564 return map ? map->region (x, y)
2461 : region::default_region (); 2565 : region::default_region ();
2462} 2566}
2463 2567
2464const materialtype_t *
2465object::dominant_material () const
2466{
2467 if (materialtype_t *mt = name_to_material (materialname))
2468 return mt;
2469
2470 return name_to_material (shstr_unknown);
2471}
2472
2473void 2568void
2474object::open_container (object *new_container) 2569object::open_container (object *new_container)
2475{ 2570{
2476 if (container == new_container) 2571 if (container == new_container)
2477 return; 2572 return;
2511 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2512#if 0 2607#if 0
2513 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2514 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2515 { 2610 {
2516 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2517 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2518 new_container->insert (closer); 2613 new_container->insert (closer);
2519 } 2614 }
2520#endif 2615#endif
2521 2616
2547 return splay (tmp); 2642 return splay (tmp);
2548 2643
2549 return 0; 2644 return 0;
2550} 2645}
2551 2646
2647//-GPL
2648
2552void 2649void
2553object::force_set_timer (int duration) 2650object::force_set_timer (int duration)
2554{ 2651{
2555 this->duration = 1; 2652 this->duration = 1;
2556 this->speed_left = -1.f; 2653 this->speed_left = -1.f;
2565 force->destroy (); 2662 force->destroy ();
2566 2663
2567 object *force = get_archetype (FORCE_NAME); 2664 object *force = get_archetype (FORCE_NAME);
2568 2665
2569 force->slaying = name; 2666 force->slaying = name;
2570
2571 force->force_set_timer (duration); 2667 force->force_set_timer (duration);
2572
2573 force->flag [FLAG_APPLIED] = true; 2668 force->flag [FLAG_APPLIED] = true;
2574 2669
2575 return insert (force); 2670 return insert (force);
2576} 2671}
2577 2672
2578void 2673void
2627 2722
2628 insert (force); 2723 insert (force);
2629 } 2724 }
2630} 2725}
2631 2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2730 return;
2731
2732 if (is_on_map ())
2733 {
2734 // we are on the map, so handle move_on/off effects
2735 remove ();
2736 move_type = mt;
2737 map->insert (this, x, y, this);
2738 }
2739 else
2740 move_type = mt;
2741}
2742

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