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Comparing deliantra/server/common/object.C (file contents):
Revision 1.304 by root, Tue Nov 10 16:29:20 2009 UTC vs.
Revision 1.325 by root, Wed Apr 14 21:36:31 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
248 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
249 * check weight 254 * check weight
250 */ 255 */
251bool object::can_merge_slow (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
252{ 257{
253 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
254 if (ob1 == ob2 259 if (ob1 == ob2
255 || ob1->type != ob2->type 260 || ob1->type != ob2->type
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
257 || ob1->value != ob2->value 261 || ob1->value != ob2->value
258 || ob1->name != ob2->name) 262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
259 return 0; 264 return 0;
260 265
261 /* Do not merge objects if nrof would overflow, assume nrof 266 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 267 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
267 * 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
268 * 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
269 * 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
270 * flags lose any meaning. 275 * flags lose any meaning.
271 */ 276 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
274 279
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
277 282
278 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name 284 || ob1->name != ob2->name
280 || ob1->title != ob2->title 285 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
284 || ob1->magic != ob2->magic 289 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 290 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 291 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 292 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 293 || ob1->animation_id != ob2->animation_id
289 || (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
290 || ob1->client_type != ob2->client_type 295 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material 296 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 297 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 298 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 299 || ob1->move_type != ob2->move_type
330 335
331 /* 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,
332 * 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
333 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
334 */ 339 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
336 return 0; 341 return 0;
337 342
338 /* 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
339 * 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
340 * check? 345 * check?
341 */ 346 */
342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
343 return 0; 348 return 0;
344 349
345 switch (ob1->type) 350 switch (ob1->type)
346 { 351 {
347 case SCROLL: 352 case SCROLL:
521 526
522 return 0; 527 return 0;
523} 528}
524 529
525/* 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)
540 return op;
541
542 return 0;
543}
544
545/*
526 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
527 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
528 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
529 */ 549 */
530object * 550object *
558 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 ());
559 return; 579 return;
560 } 580 }
561 581
562 this->owner = owner; 582 this->owner = owner;
563}
564
565int
566object::slottype () const
567{
568 if (type == SKILL)
569 {
570 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
571 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
572 }
573 else
574 {
575 if (slot [body_combat].info) return slot_combat;
576 if (slot [body_range ].info) return slot_ranged;
577 }
578
579 return slot_none;
580}
581
582bool
583object::change_weapon (object *ob)
584{
585 if (current_weapon == ob)
586 return true;
587
588 if (chosen_skill)
589 chosen_skill->flag [FLAG_APPLIED] = false;
590
591 current_weapon = ob;
592 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
593
594 if (chosen_skill)
595 chosen_skill->flag [FLAG_APPLIED] = true;
596
597 update_stats ();
598
599 if (ob)
600 {
601 // now check wether any body locations became invalid, in which case
602 // we cannot apply the weapon at the moment.
603 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
604 if (slot[i].used < 0)
605 {
606 current_weapon = chosen_skill = 0;
607 update_stats ();
608
609 new_draw_info_format (NDI_UNIQUE, 0, this,
610 "You try to balance all your items at once, "
611 "but the %s is just too much for your body. "
612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
614 return false;
615 }
616
617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
618 }
619 else
620 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
621
622 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
623 {
624 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
625 &name, ob->debug_desc ());
626 return false;
627 }
628
629 return true;
630} 583}
631 584
632/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links. 586 * refcounts and freeing the links.
634 */ 587 */
687 tail = new_link; 640 tail = new_link;
688 } 641 }
689 } 642 }
690 } 643 }
691 644
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 645 dst->activate ();
696} 646}
697 647
698void 648void
699object::instantiate () 649object::instantiate ()
700{ 650{
701 if (!uuid.seq) // HACK 651 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 652 uuid = UUID::gen ();
703 653
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
704 speed_left = -0.1f; 658 speed_left = -1.;
659
705 /* 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
706 * 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.
707 * 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
708 * values for the body_used info, so when items are created 663 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 664 * for it, they can be properly equipped.
717object * 672object *
718object::clone () 673object::clone ()
719{ 674{
720 object *neu = create (); 675 object *neu = create ();
721 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
722 neu->map = map; // not copied by copy_to 682 neu->map = map; // not copied by copy_to
723 return neu; 683 return neu;
724} 684}
725 685
726/* 686/*
729 * 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.
730 */ 690 */
731void 691void
732update_turn_face (object *op) 692update_turn_face (object *op)
733{ 693{
734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
735 return; 695 return;
736 696
737 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
738 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
739} 699}
805 /* nop */; 765 /* nop */;
806 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
807 { 767 {
808#if 0 768#if 0
809 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
812 || (op->is_player () && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
816 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
817 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
818 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
819 /* 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
820 * have move_allow right now. 780 * have move_allow right now.
841 update_object (op->more, action); 801 update_object (op->more, action);
842} 802}
843 803
844object::object () 804object::object ()
845{ 805{
846 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
847 807
848 //expmul = 1.0; declared const for the time being 808 //expmul = 1.0; declared const for the time being
849 face = blank_face; 809 face = blank_face;
850 material = MATERIAL_NULL; 810 material = MATERIAL_NULL;
851} 811}
855 unlink (); 815 unlink ();
856 816
857 free_key_values (this); 817 free_key_values (this);
858} 818}
859 819
860static int object_count;
861
862void object::link () 820void object::link ()
863{ 821{
864 assert (!index);//D 822 assert (!index);//D
865 uuid = UUID::gen (); 823 uuid = UUID::gen ();
866 count = ++object_count;
867 824
868 refcnt_inc (); 825 refcnt_inc ();
869 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
870} 830}
871 831
872void object::unlink () 832void object::unlink ()
873{ 833{
874 if (!index) 834 if (!index)
875 return; 835 return;
836
837 ++destroy_count;
876 838
877 objects.erase (this); 839 objects.erase (this);
878 refcnt_dec (); 840 refcnt_dec ();
879} 841}
880 842
985 map->insert (op, x, y); 947 map->insert (op, x, y);
986 } 948 }
987 } 949 }
988} 950}
989 951
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 *
990object *object::create () 989object::create ()
991{ 990{
992 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
993 op->link (); 1013 op->link ();
1014
994 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;
995} 1031}
996 1032
997static struct freed_map : maptile 1033static struct freed_map : maptile
998{ 1034{
999 freed_map () 1035 freed_map ()
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy (); 1101 head->destroy ();
1066 return; 1102 return;
1067 } 1103 }
1068 1104
1069 destroy_inv (false); 1105 destroy_inv_fast ();
1070 1106
1071 if (is_head ()) 1107 if (is_head ())
1072 if (sound_destroy) 1108 if (sound_destroy)
1073 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1126 1162
1127 above = 0; 1163 above = 0;
1128 below = 0; 1164 below = 0;
1129 env = 0; 1165 env = 0;
1130 1166
1131 /* NO_FIX_PLAYER is set when a great many changes are being 1167 if (pl && pl->is_player ())
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */ 1168 {
1135 if (pl) 1169 if (expect_false (pl->contr->combat_ob == this))
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 { 1170 {
1138 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 }
1139 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
1140 if (glow_radius && pl->is_on_map ()) 1185 if (expect_false (glow_radius) && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y); 1186 update_all_los (pl->map, pl->x, pl->y);
1142 } 1187 }
1143 } 1188 }
1144 else if (map) 1189 else if (map)
1145 { 1190 {
1146 map->dirty = true; 1191 map->dirty = true;
1147 mapspace &ms = this->ms (); 1192 mapspace &ms = this->ms ();
1165 else if (pl->container_ () == this) 1210 else if (pl->container_ () == this)
1166 { 1211 {
1167 // removing a container should close it 1212 // removing a container should close it
1168 close_container (); 1213 close_container ();
1169 } 1214 }
1170 1215 else
1171 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1172 } 1217 }
1173 1218
1174 /* link the object above us */ 1219 /* link the object above us */
1175 // re-link, make sure compiler can easily use cmove 1220 // re-link, make sure compiler can easily use cmove
1176 *(above ? &above->below : &ms.top) = below; 1221 *(above ? &above->below : &ms.top) = below;
1267 1312
1268 object *prev = this; 1313 object *prev = this;
1269 1314
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 { 1316 {
1272 object *op = arch_to_object (at); 1317 object *op = at->instance ();
1273 1318
1274 op->name = name; 1319 op->name = name;
1275 op->name_pl = name_pl; 1320 op->name_pl = name_pl;
1276 op->title = title; 1321 op->title = title;
1277 1322
1315 * 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
1316 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1317 * 1362 *
1318 * Return value: 1363 * Return value:
1319 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1320 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1321 * just 'op' otherwise 1366 * just 'op' otherwise
1322 */ 1367 */
1323object * 1368object *
1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325{ 1370{
1362 // from here :/ 1407 // from here :/
1363 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1364 tmp->destroy (); 1409 tmp->destroy ();
1365 } 1410 }
1366 1411
1367 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 */
1368 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1369 1414
1370 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1371 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1372 1417
1373 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1374 { 1419 {
1375 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)
1376 { 1421 {
1411 * 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
1412 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1413 */ 1458 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 { 1460 {
1416 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])
1417 floor = tmp; 1462 floor = tmp;
1418 1463
1419 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])
1420 { 1465 {
1421 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1422 top = tmp->below; 1467 top = tmp->below;
1423 break; 1468 break;
1424 } 1469 }
1442 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1443 { 1488 {
1444 object *last; 1489 object *last;
1445 1490
1446 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1448 break; 1493 break;
1449 1494
1450 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1451 * 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
1452 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1552 1597
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */ 1599 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy (); 1600 tmp->destroy ();
1556 1601
1557 object *tmp = arch_to_object (archetype::find (archname)); 1602 object *tmp = archetype::find (archname)->instance ();
1558 1603
1559 tmp->x = op->x; 1604 tmp->x = op->x;
1560 tmp->y = op->y; 1605 tmp->y = op->y;
1561 1606
1562 insert_ob_in_map (tmp, op->map, op, 0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1583 || (items < m->max_items 1628 || (items < m->max_items
1584 && ms.volume () < m->max_volume)) 1629 && ms.volume () < m->max_volume))
1585 return true; 1630 return true;
1586 1631
1587 if (originator && originator->is_player ()) 1632 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format ( 1633 originator->contr->failmsgf (
1589 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1590 query_name () 1635 query_name ()
1591 )); 1636 );
1592 1637
1593 return false; 1638 return false;
1594} 1639}
1595 1640
1596/* 1641/*
1738 if (op->glow_radius && is_on_map ()) 1783 if (op->glow_radius && is_on_map ())
1739 { 1784 {
1740 update_stats (); 1785 update_stats ();
1741 update_all_los (map, x, y); 1786 update_all_los (map, x, y);
1742 } 1787 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1788 else if (is_player ())
1744 // if this is a player's inventory, update stats 1789 // if this is a player's inventory, update stats
1745 update_stats (); 1790 contr->queue_stats_update ();
1746 1791
1747 INVOKE_OBJECT (INSERT, this); 1792 INVOKE_OBJECT (INSERT, this);
1748 1793
1749 return op; 1794 return op;
1750} 1795}
1770 * on top. 1815 * on top.
1771 */ 1816 */
1772int 1817int
1773check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1774{ 1819{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1820 if (op->flag [FLAG_NO_APPLY])
1776 return 0; 1821 return 0;
1777 1822
1778 object *tmp; 1823 object *tmp;
1779 maptile *m = op->map; 1824 maptile *m = op->map;
1780 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1817 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1819 * 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
1820 * 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.
1821 */ 1866 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1823 { 1868 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((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))
1826 { 1871 {
1827 float diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1958void 2003void
1959flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1960{ 2005{
1961 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 { 2007 {
1963 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1964 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1965 } 2010 }
1966} 2011}
1967 2012
1968/* 2013/*
1971void 2016void
1972unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1973{ 2018{
1974 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 2020 {
1976 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1978 } 2023 }
1979} 2024}
1980 2025
1981/* 2026/*
2341 * 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)
2342 */ 2387 */
2343int 2388int
2344can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2345{ 2390{
2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2348 !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));
2349} 2394}
2350 2395
2351/* 2396/*
2352 * create clone from object to another 2397 * create clone from object to another
2353 */ 2398 */
2561 // TODO: this does not seem to serve any purpose anymore? 2606 // TODO: this does not seem to serve any purpose anymore?
2562#if 0 2607#if 0
2563 // insert the "Close Container" object. 2608 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch) 2609 if (archetype *closer = new_container->other_arch)
2565 { 2610 {
2566 object *closer = arch_to_object (new_container->other_arch); 2611 object *closer = new_container->other_arch->instance ();
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer); 2613 new_container->insert (closer);
2569 } 2614 }
2570#endif 2615#endif
2571 2616
2677 2722
2678 insert (force); 2723 insert (force);
2679 } 2724 }
2680} 2725}
2681 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
2743/* object should be a player.
2744 * we return the object the player has marked with the 'mark' command
2745 * below. If no match is found (or object has changed), we return
2746 * NULL. We leave it up to the calling function to print messages if
2747 * nothing is found.
2748 */
2749object *
2750object::mark () const
2751{
2752 if (contr && contr->mark && contr->mark->env == this)
2753 return contr->mark;
2754 else
2755 return 0;
2756}
2757

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