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Comparing deliantra/server/common/object.C (file contents):
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.334 by root, Fri Apr 23 09:22:46 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
39 38
40objectvec objects; 39objectvec objects;
41activevec 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;
42 47
43//+GPL 48//+GPL
44 49
45short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
46 0, 51 0,
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 83 CALL_END;
79} 84}
80 85
81static void 86static void
82read_uuid (void) 87read_uuid ()
83{ 88{
84 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
85 90
86 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
87 92
101 106
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 108 _exit (1);
104 } 109 }
105 110
106 UUID::BUF buf; 111 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 112 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 113 fgets (buf, sizeof (buf), fp);
109 114
110 if (!UUID::cur.parse (buf)) 115 if (!UUID::cur.parse (buf))
111 { 116 {
138 143
139void 144void
140UUID::init () 145UUID::init ()
141{ 146{
142 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;
143} 213}
144 214
145/* 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. */
146static bool 216static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
183 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
184 * check weight 254 * check weight
185 */ 255 */
186bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
187{ 257{
188 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
189 if (ob1 == ob2 259 if (ob1 == ob2
190 || ob1->type != ob2->type 260 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value 261 || ob1->value != ob2->value
193 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
194 return 0; 264 return 0;
195 265
196 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
202 * 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
203 * 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
204 * 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
205 * flags lose any meaning. 275 * flags lose any meaning.
206 */ 276 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
209 279
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
212 282
213 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name 284 || ob1->name != ob2->name
215 || ob1->title != ob2->title 285 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
219 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 292 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
224 || (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
225 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 296 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 300 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 301 || ob1->move_allow != ob2->move_allow
232 || ob1->move_on != ob2->move_on 302 || ob1->move_on != ob2->move_on
233 || ob1->move_off != ob2->move_off 303 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow 304 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty 305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0; 308 return 0;
239 309
240 if ((ob1->flag ^ ob2->flag) 310 if ((ob1->flag ^ ob2->flag)
265 335
266 /* 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,
267 * 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
268 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
269 */ 339 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
271 return 0; 341 return 0;
272 342
273 /* 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
274 * 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
275 * check? 345 * check?
276 */ 346 */
277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
278 return 0; 348 return 0;
279 349
280 switch (ob1->type) 350 switch (ob1->type)
281 { 351 {
282 case SCROLL: 352 case SCROLL:
375{ 445{
376 while (op) 446 while (op)
377 { 447 {
378 // adjust by actual difference to account for rounding errors 448 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying) 450 weight = weight_adjust_for (op, op->carrying + weight)
381 - weight_adjust_for (op, op->carrying - weight); 451 - weight_adjust_for (op, op->carrying);
382 452
383 if (!weight) 453 if (!weight)
384 return; 454 return;
385 455
386 op->carrying += weight; 456 op->carrying += weight;
413 483
414 sum = weight_adjust_for (this, sum); 484 sum = weight_adjust_for (this, sum);
415 485
416 if (sum != carrying) 486 if (sum != carrying)
417 { 487 {
488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
418 carrying = sum; 492 carrying = sum;
419 493
420 if (object *pl = visible_to ()) 494 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily 495 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this); 496 esrv_update_item (UPD_WEIGHT, pl, this);
450object * 524object *
451find_object (tag_t i) 525find_object (tag_t i)
452{ 526{
453 for_all_objects (op) 527 for_all_objects (op)
454 if (op->count == i) 528 if (op->count == i)
529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
455 return op; 544 return op;
456 545
457 return 0; 546 return 0;
458} 547}
459 548
493 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
494 return; 583 return;
495 } 584 }
496 585
497 this->owner = owner; 586 this->owner = owner;
498}
499
500int
501object::slottype () const
502{
503 if (type == SKILL)
504 {
505 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
506 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
507 }
508 else
509 {
510 if (slot [body_combat].info) return slot_combat;
511 if (slot [body_range ].info) return slot_ranged;
512 }
513
514 return slot_none;
515}
516
517bool
518object::change_weapon (object *ob)
519{
520 if (current_weapon == ob)
521 return true;
522
523 if (chosen_skill)
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 }
554 else
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
558 {
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
560 &name, ob->debug_desc ());
561 return false;
562 }
563
564 return true;
565} 587}
566 588
567/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
568 * refcounts and freeing the links. 590 * refcounts and freeing the links.
569 */ 591 */
622 tail = new_link; 644 tail = new_link;
623 } 645 }
624 } 646 }
625 } 647 }
626 648
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 649 dst->activate ();
631} 650}
632 651
633void 652void
634object::instantiate () 653object::instantiate ()
635{ 654{
636 if (!uuid.seq) // HACK 655 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 656 uuid = UUID::gen ();
638 657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
639 speed_left = -0.1f; 662 speed_left = -1.;
663
640 /* copy the body_info to the body_used - this is only really 664 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything. 665 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting 666 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 667 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 668 * for it, they can be properly equipped.
652object * 676object *
653object::clone () 677object::clone ()
654{ 678{
655 object *neu = create (); 679 object *neu = create ();
656 copy_to (neu); 680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
657 neu->map = map; // not copied by copy_to 686 neu->map = map; // not copied by copy_to
658 return neu; 687 return neu;
659} 688}
660 689
661/* 690/*
664 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
665 */ 694 */
666void 695void
667update_turn_face (object *op) 696update_turn_face (object *op)
668{ 697{
669 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
670 return; 699 return;
671 700
672 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
673 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
674} 703}
679 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
680 */ 709 */
681void 710void
682object::set_speed (float speed) 711object::set_speed (float speed)
683{ 712{
684 if (flag [FLAG_FREED] && speed)
685 {
686 LOG (llevError, "Object %s is freed but has speed.\n", &name);
687 speed = 0;
688 }
689
690 this->speed = speed; 713 this->speed = speed;
691 714
692 if (has_active_speed ()) 715 if (has_active_speed ())
693 activate (); 716 activate ();
694 else 717 else
744 767
745 if (!(m.flags_ & P_UPTODATE)) 768 if (!(m.flags_ & P_UPTODATE))
746 /* nop */; 769 /* nop */;
747 else if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
748 { 771 {
772#if 0
749 // this is likely overkill, TODO: revisit (schmorp) 773 // this is likely overkill, TODO: revisit (schmorp)
750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
752 || (op->is_player () && !(m.flags_ & P_PLAYER)) 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
754 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
755 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
756 || (m.move_on | op->move_on ) != m.move_on 780 || (m.move_on | op->move_on ) != m.move_on
757 || (m.move_off | op->move_off ) != m.move_off 781 || (m.move_off | op->move_off ) != m.move_off
758 || (m.move_slow | op->move_slow) != m.move_slow 782 || (m.move_slow | op->move_slow) != m.move_slow
759 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
760 * have move_allow right now. 784 * have move_allow right now.
761 */ 785 */
762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
764 m.invalidate (); 787 m.invalidate ();
788#else
789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
790 m.invalidate ();
791#endif
765 } 792 }
766 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
767 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
768 * that is being removed. 795 * that is being removed.
769 */ 796 */
778 update_object (op->more, action); 805 update_object (op->more, action);
779} 806}
780 807
781object::object () 808object::object ()
782{ 809{
783 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
784 811
785 //expmul = 1.0; declared const for the time being 812 //expmul = 1.0; declared const for the time being
786 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
787} 815}
788 816
789object::~object () 817object::~object ()
790{ 818{
791 unlink (); 819 unlink ();
792 820
793 free_key_values (this); 821 free_key_values (this);
794} 822}
795
796static int object_count;
797 823
798void object::link () 824void object::link ()
799{ 825{
800 assert (!index);//D 826 assert (!index);//D
801 uuid = UUID::gen (); 827 uuid = UUID::gen ();
802 count = ++object_count;
803 828
804 refcnt_inc (); 829 refcnt_inc ();
805 objects.insert (this); 830 objects.insert (this);
831
832 ++create_count;
833
806} 834}
807 835
808void object::unlink () 836void object::unlink ()
809{ 837{
810 if (!index) 838 if (!index)
811 return; 839 return;
840
841 ++destroy_count;
812 842
813 objects.erase (this); 843 objects.erase (this);
814 refcnt_dec (); 844 refcnt_dec ();
815} 845}
816 846
921 map->insert (op, x, y); 951 map->insert (op, x, y);
922 } 952 }
923 } 953 }
924} 954}
925 955
956/*
957 * Remove and free all objects in the inventory of the given object.
958 * Unlike destroy_inv, this assumes the *this is destroyed as well
959 * well, so we can (and have to!) take shortcuts.
960 */
961void
962object::destroy_inv_fast ()
963{
964 while (object *op = inv)
965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
926object *object::create () 993object::create ()
927{ 994{
928 object *op = new object; 995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
929 op->link (); 1017 op->link ();
1018
930 return op; 1019 return op;
931} 1020}
932 1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
933static struct freed_map : maptile 1037static struct freed_map : maptile
934{ 1038{
935 freed_map () 1039 freed_map ()
1040 : maptile (3, 3)
936 { 1041 {
937 path = "<freed objects map>"; 1042 path = "<freed objects map>";
938 name = "/internal/freed_objects_map"; 1043 name = "/internal/freed_objects_map";
939 width = 3;
940 height = 3;
941 no_drop = 1; 1044 no_drop = 1;
942 no_reset = 1; 1045 no_reset = 1;
943 1046
944 alloc ();
945 in_memory = MAP_ACTIVE; 1047 in_memory = MAP_ACTIVE;
946 } 1048 }
947 1049
948 ~freed_map () 1050 ~freed_map ()
949 { 1051 {
1000 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1001 head->destroy (); 1103 head->destroy ();
1002 return; 1104 return;
1003 } 1105 }
1004 1106
1005 destroy_inv (false); 1107 destroy_inv_fast ();
1006 1108
1007 if (is_head ()) 1109 if (is_head ())
1008 if (sound_destroy) 1110 if (sound_destroy)
1009 play_sound (sound_destroy); 1111 play_sound (sound_destroy);
1010 else if (flag [FLAG_MONSTER]) 1112 else if (flag [FLAG_MONSTER])
1062 1164
1063 above = 0; 1165 above = 0;
1064 below = 0; 1166 below = 0;
1065 env = 0; 1167 env = 0;
1066 1168
1067 /* NO_FIX_PLAYER is set when a great many changes are being 1169 if (pl && pl->is_player ())
1068 * made to players inventory. If set, avoiding the call
1069 * to save cpu time.
1070 */ 1170 {
1071 if (pl) 1171 if (expect_false (pl->contr->combat_ob == this))
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 { 1172 {
1074 pl->update_stats (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1075 1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1076 if (glow_radius && pl->is_on_map ()) 1187 if (expect_false (glow_radius) && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y); 1188 update_all_los (pl->map, pl->x, pl->y);
1078 } 1189 }
1079 } 1190 }
1080 else if (map) 1191 else if (map)
1081 { 1192 {
1082 map->dirty = true; 1193 map->dirty = true;
1083 mapspace &ms = this->ms (); 1194 mapspace &ms = this->ms ();
1101 else if (pl->container_ () == this) 1212 else if (pl->container_ () == this)
1102 { 1213 {
1103 // removing a container should close it 1214 // removing a container should close it
1104 close_container (); 1215 close_container ();
1105 } 1216 }
1106 1217 else
1107 esrv_del_item (pl->contr, count); 1218 esrv_del_item (pl->contr, count);
1108 } 1219 }
1109 1220
1110 /* link the object above us */ 1221 /* link the object above us */
1111 // re-link, make sure compiler can easily use cmove 1222 // re-link, make sure compiler can easily use cmove
1112 *(above ? &above->below : &ms.top) = below; 1223 *(above ? &above->below : &ms.top) = below;
1203 1314
1204 object *prev = this; 1315 object *prev = this;
1205 1316
1206 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1207 { 1318 {
1208 object *op = arch_to_object (at); 1319 object *op = at->instance ();
1209 1320
1210 op->name = name; 1321 op->name = name;
1211 op->name_pl = name_pl; 1322 op->name_pl = name_pl;
1212 op->title = title; 1323 op->title = title;
1213 1324
1251 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1252 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1253 * 1364 *
1254 * Return value: 1365 * Return value:
1255 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1257 * just 'op' otherwise 1368 * just 'op' otherwise
1258 */ 1369 */
1259object * 1370object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1372{
1298 // from here :/ 1409 // from here :/
1299 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1300 tmp->destroy (); 1411 tmp->destroy ();
1301 } 1412 }
1302 1413
1303 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1304 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1305 1416
1306 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1307 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1308 1419
1309 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1310 { 1421 {
1311 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1312 { 1423 {
1347 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1348 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1349 */ 1460 */
1350 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1351 { 1462 {
1352 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1353 floor = tmp; 1464 floor = tmp;
1354 1465
1355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1356 { 1467 {
1357 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1358 top = tmp->below; 1469 top = tmp->below;
1359 break; 1470 break;
1360 } 1471 }
1378 && (op->face && !faces [op->face].visibility)) 1489 && (op->face && !faces [op->face].visibility))
1379 { 1490 {
1380 object *last; 1491 object *last;
1381 1492
1382 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1383 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1384 break; 1495 break;
1385 1496
1386 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1387 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1388 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1461 */ 1572 */
1462 1573
1463 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1464 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1465 { 1576 {
1466 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1467 return 0; 1578 return 0;
1468 1579
1469 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1470 * walk on's. 1581 * walk on's.
1471 */ 1582 */
1472 for (object *tmp = op->more; tmp; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1473 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1474 return 0; 1585 return 0;
1475 } 1586 }
1476 1587
1477 return op; 1588 return op;
1478} 1589}
1488 1599
1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (tmp->arch->archname == archname) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1491 tmp->destroy (); 1602 tmp->destroy ();
1492 1603
1493 object *tmp = arch_to_object (archetype::find (archname)); 1604 object *tmp = archetype::find (archname)->instance ();
1494 1605
1495 tmp->x = op->x; 1606 tmp->x = op->x;
1496 tmp->y = op->y; 1607 tmp->y = op->y;
1497 1608
1498 insert_ob_in_map (tmp, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1503{ 1614{
1504 if (where->env) 1615 if (where->env)
1505 return where->env->insert (this); 1616 return where->env->insert (this);
1506 else 1617 else
1507 return where->map->insert (this, where->x, where->y, originator, flags); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1619}
1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1508} 1641}
1509 1642
1510/* 1643/*
1511 * decrease(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1512 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1652 if (op->glow_radius && is_on_map ()) 1785 if (op->glow_radius && is_on_map ())
1653 { 1786 {
1654 update_stats (); 1787 update_stats ();
1655 update_all_los (map, x, y); 1788 update_all_los (map, x, y);
1656 } 1789 }
1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1790 else if (is_player ())
1658 // if this is a player's inventory, update stats 1791 // if this is a player's inventory, update stats
1659 update_stats (); 1792 contr->queue_stats_update ();
1660 1793
1661 INVOKE_OBJECT (INSERT, this); 1794 INVOKE_OBJECT (INSERT, this);
1662 1795
1663 return op; 1796 return op;
1664} 1797}
1682 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1683 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1684 * on top. 1817 * on top.
1685 */ 1818 */
1686int 1819int
1687check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1688{ 1821{
1689 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1822 if (op->flag [FLAG_NO_APPLY])
1690 return 0; 1823 return 0;
1691 1824
1692 object *tmp; 1825 object *tmp;
1693 maptile *m = op->map; 1826 maptile *m = op->map;
1694 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1731 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1732 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1733 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1734 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1735 */ 1868 */
1736 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1737 { 1870 {
1738 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1739 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1740 { 1873 {
1741 float diff = tmp->move_slow_penalty * fabs (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1751 1884
1752 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1753 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1754 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1755 { 1888 {
1889 if (tmp->type == EXIT && (flags & INS_NO_AUTO_EXIT)) //TODO: temporary, fix exits instead
1890 continue;
1891
1756 move_apply (tmp, op, originator); 1892 move_apply (tmp, op, originator);
1757 1893
1758 if (op->destroyed ()) 1894 if (op->destroyed ())
1759 return 1; 1895 return 1;
1760 1896
1872void 2008void
1873flag_inv (object *op, int flag) 2009flag_inv (object *op, int flag)
1874{ 2010{
1875 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2011 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1876 { 2012 {
1877 SET_FLAG (tmp, flag); 2013 tmp->set_flag (flag);
1878 flag_inv (tmp, flag); 2014 flag_inv (tmp, flag);
1879 } 2015 }
1880} 2016}
1881 2017
1882/* 2018/*
1885void 2021void
1886unflag_inv (object *op, int flag) 2022unflag_inv (object *op, int flag)
1887{ 2023{
1888 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2024 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1889 { 2025 {
1890 CLEAR_FLAG (tmp, flag); 2026 tmp->clr_flag (flag);
1891 unflag_inv (tmp, flag); 2027 unflag_inv (tmp, flag);
1892 } 2028 }
1893} 2029}
1894 2030
1895/* 2031/*
2085{ 2221{
2086 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2222 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2087} 2223}
2088 2224
2089/* 2225/*
2090 * find_dir_2(delta-x,delta-y) will return a direction in which 2226 * find_dir_2(delta-x,delta-y) will return a direction value
2091 * an object which has subtracted the x and y coordinates of another 2227 * for running into direct [dx, dy].
2092 * object, needs to travel toward it. 2228 * (the opposite of crossfire's find_dir_2!)
2093 */ 2229 */
2094int 2230int
2095find_dir_2 (int x, int y) 2231find_dir_2 (int x, int y)
2096{ 2232{
2233#if 1 // new algorithm
2234 // this works by putting x, y into 16 sectors, which
2235 // are not equal sized, but are a better approximation
2236 // then the old algorithm, and then using a mapping
2237 // table to map it into a direction value.
2238 // basically, it maps these comparisons to each bit
2239 // bit #3: x < 0
2240 // bit #2: y < 0
2241 // bit #1: x > y
2242 // bit #0: x > 2y
2243
2244 static const uint8 dir[16] = {
2245 4, 5, 4, 3,
2246 2, 1, 2, 3,
2247 6, 5, 6, 7,
2248 8, 1, 8, 7,
2249 };
2250 int sector = 0;
2251
2252 // this is a bit ugly, but more likely to result in branchless code
2253 sector |= x < 0 ? 8 : 0;
2254 x = x < 0 ? -x : x; // abs
2255
2256 sector |= y < 0 ? 4 : 0;
2257 y = y < 0 ? -y : y; // abs
2258
2259 if (x > y)
2260 {
2261 sector |= 2;
2262
2263 if (x > y * 2)
2264 sector |= 1;
2265 }
2266 else
2267 {
2268 if (y > x * 2)
2269 sector |= 1;
2270 else if (!y)
2271 return 0; // x == 0 here
2272 }
2273
2274 return dir [sector];
2275#else // old algorithm
2097 int q; 2276 int q;
2098 2277
2099 if (y) 2278 if (y)
2100 q = x * 100 / y; 2279 q = 128 * x / y;
2101 else if (x) 2280 else if (x)
2102 q = -300 * x; 2281 q = -512 * x; // to make it > 309
2103 else 2282 else
2104 return 0; 2283 return 0;
2105 2284
2106 if (y > 0) 2285 if (y > 0)
2107 { 2286 {
2108 if (q < -242) 2287 if (q < -309) return 7;
2288 if (q < -52) return 6;
2289 if (q < 52) return 5;
2290 if (q < 309) return 4;
2291
2109 return 3; 2292 return 3;
2110 if (q < -41) 2293 }
2111 return 2; 2294 else
2112 if (q < 41) 2295 {
2113 return 1; 2296 if (q < -309) return 3;
2114 if (q < 242) 2297 if (q < -52) return 2;
2115 return 8; 2298 if (q < 52) return 1;
2299 if (q < 309) return 8;
2300
2116 return 7; 2301 return 7;
2117 } 2302 }
2118 2303#endif
2119 if (q < -242)
2120 return 7;
2121 if (q < -41)
2122 return 6;
2123 if (q < 41)
2124 return 5;
2125 if (q < 242)
2126 return 4;
2127
2128 return 3;
2129} 2304}
2130 2305
2131/* 2306/*
2132 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2307 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2133 * between two directions (which are expected to be absolute (see absdir()) 2308 * between two directions (which are expected to be absolute (see absdir())
2134 */ 2309 */
2135int 2310int
2136dirdiff (int dir1, int dir2) 2311dirdiff (int dir1, int dir2)
2137{ 2312{
2138 int d;
2139
2140 d = abs (dir1 - dir2); 2313 int d = abs (dir1 - dir2);
2141 if (d > 4)
2142 d = 8 - d;
2143 2314
2144 return d; 2315 return d > 4 ? 8 - d : d;
2145} 2316}
2146 2317
2147/* peterm: 2318/* peterm:
2148 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2319 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2149 * Basically, this is a table of directions, and what directions 2320 * Basically, this is a table of directions, and what directions
2255 * Add a check so we can't pick up invisible objects (0.93.8) 2426 * Add a check so we can't pick up invisible objects (0.93.8)
2256 */ 2427 */
2257int 2428int
2258can_pick (const object *who, const object *item) 2429can_pick (const object *who, const object *item)
2259{ 2430{
2260 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2431 return /*who->flag [FLAG_WIZ]|| */
2261 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2432 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2262 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2433 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2263} 2434}
2264 2435
2265/* 2436/*
2266 * create clone from object to another 2437 * create clone from object to another
2267 */ 2438 */
2432{ 2603{
2433 return map ? map->region (x, y) 2604 return map ? map->region (x, y)
2434 : region::default_region (); 2605 : region::default_region ();
2435} 2606}
2436 2607
2437const materialtype_t *
2438object::dominant_material () const
2439{
2440 if (materialtype_t *mt = name_to_material (materialname))
2441 return mt;
2442
2443 return name_to_material (shstr_unknown);
2444}
2445
2446void 2608void
2447object::open_container (object *new_container) 2609object::open_container (object *new_container)
2448{ 2610{
2449 if (container == new_container) 2611 if (container == new_container)
2450 return; 2612 return;
2484 // TODO: this does not seem to serve any purpose anymore? 2646 // TODO: this does not seem to serve any purpose anymore?
2485#if 0 2647#if 0
2486 // insert the "Close Container" object. 2648 // insert the "Close Container" object.
2487 if (archetype *closer = new_container->other_arch) 2649 if (archetype *closer = new_container->other_arch)
2488 { 2650 {
2489 object *closer = arch_to_object (new_container->other_arch); 2651 object *closer = new_container->other_arch->instance ();
2490 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2652 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2491 new_container->insert (closer); 2653 new_container->insert (closer);
2492 } 2654 }
2493#endif 2655#endif
2494 2656
2600 2762
2601 insert (force); 2763 insert (force);
2602 } 2764 }
2603} 2765}
2604 2766
2767void object::change_move_type (MoveType mt)
2768{
2769 if (move_type == mt)
2770 return;
2771
2772 if (is_on_map ())
2773 {
2774 // we are on the map, so handle move_on/off effects
2775 remove ();
2776 move_type = mt;
2777 map->insert (this, x, y, this);
2778 }
2779 else
2780 move_type = mt;
2781}
2782
2783/* object should be a player.
2784 * we return the object the player has marked with the 'mark' command
2785 * below. If no match is found (or object has changed), we return
2786 * NULL. We leave it up to the calling function to print messages if
2787 * nothing is found.
2788 */
2789object *
2790object::mark () const
2791{
2792 if (contr && contr->mark && contr->mark->env == this)
2793 return contr->mark;
2794 else
2795 return 0;
2796}
2797

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