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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 1.343 by root, Sat Apr 23 04:56:46 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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,
66 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 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
69}; 74};
70 75
76const char *wall_suffix[16] = {
77 "0",
78 "1_3",
79 "1_4",
80 "2_1_2",
81 "1_2",
82 "2_2_4",
83 "2_2_1",
84 "3_1",
85 "1_1",
86 "2_2_3",
87 "2_2_2",
88 "3_3",
89 "2_1_1",
90 "3_4",
91 "3_2",
92 "4"
93};
94
71static void 95static void
72write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
73{ 97{
74 CALL_BEGIN (2); 98 CALL_BEGIN (2);
75 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 102 CALL_END;
79} 103}
80 104
81static void 105static void
82read_uuid (void) 106read_uuid ()
83{ 107{
84 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
85 109
86 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
87 111
248 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
249 * check weight 273 * check weight
250 */ 274 */
251bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
252{ 276{
253 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
254 if (ob1 == ob2 278 if (ob1 == ob2
255 || ob1->type != ob2->type 279 || ob1->type != ob2->type
280 || ob1->value != ob2->value
281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
257 || ob1->value != ob2->value
258 || ob1->name != ob2->name)
259 return 0; 284 return 0;
260 285
261 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
262 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
263 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
267 * This is to the comparison of the flags below will be OK. We 292 * This is to the comparison of the flags below will be OK. We
268 * just can't ignore the been applied or identified flags, as they 293 * just can't ignore the been applied or identified flags, as they
269 * are not equal - just if it has been identified, the been_applied 294 * are not equal - just if it has been identified, the been_applied
270 * flags lose any meaning. 295 * flags lose any meaning.
271 */ 296 */
272 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
273 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
274 299
275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
276 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
277 302
278 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
279 || ob1->name != ob2->name 304 || ob1->name != ob2->name
280 || ob1->title != ob2->title 305 || ob1->title != ob2->title
281 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
284 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
285 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
286 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
287 || ob1->value != ob2->value 312 || ob1->value != ob2->value
288 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 314 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
290 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
291 || ob1->material != ob2->material 316 || ob1->material != ob2->material
292 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
293 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
294 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
330 355
331 /* Don't merge objects that are applied. With the new 'body' code, 356 /* Don't merge objects that are applied. With the new 'body' code,
332 * it is possible for most any character to have more than one of 357 * it is possible for most any character to have more than one of
333 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
334 */ 359 */
335 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
336 return 0; 361 return 0;
337 362
338 /* Note sure why the following is the case - either the object has to 363 /* Note sure why the following is the case - either the object has to
339 * be animated or have a very low speed. Is this an attempted monster 364 * be animated or have a very low speed. Is this an attempted monster
340 * check? 365 * check?
341 */ 366 */
342 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
343 return 0; 368 return 0;
344 369
345 switch (ob1->type) 370 switch (ob1->type)
346 { 371 {
347 case SCROLL: 372 case SCROLL:
421 446
422 return 0; 447 return 0;
423} 448}
424 449
425// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
426static sint32 451static uint32
427weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
428{ 453{
429 return op->type == CONTAINER 454 return op->type == CONTAINER
430 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
431 : weight; 456 : weight;
432} 457}
433 458
434/* 459/*
435 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
436 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
437 */ 462 */
438static void 463static void
439adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
440{ 465{
441 while (op) 466 while (op)
442 { 467 {
443 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
444 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
445 weight = weight_adjust_for (op, op->carrying)
446 - weight_adjust_for (op, op->carrying - weight);
447 469
448 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
449 return; 471 op->carrying += weight_adjust_for (op, add);
450
451 op->carrying += weight;
452 472
453 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
454 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
455 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
456 476
477 sub = ocarrying;
478 add = op->carrying;
479
457 op = op->env; 480 op = op->env;
458 } 481 }
459} 482}
460 483
461/* 484/*
468{ 491{
469 sint32 sum = 0; 492 sint32 sum = 0;
470 493
471 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
472 { 495 {
473 if (op->inv)
474 op->update_weight (); 496 op->update_weight ();
475 497
476 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
477 } 499 }
478
479 sum = weight_adjust_for (this, sum);
480 500
481 if (sum != carrying) 501 if (sum != carrying)
482 { 502 {
503 if (carrying != sum && carrying)//D
504 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
505 (long long)sum, (long long)carrying, debug_desc ());
506
483 carrying = sum; 507 carrying = sum;
484 508
485 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
486 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
487 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
515object * 539object *
516find_object (tag_t i) 540find_object (tag_t i)
517{ 541{
518 for_all_objects (op) 542 for_all_objects (op)
519 if (op->count == i) 543 if (op->count == i)
544 return op;
545
546 return 0;
547}
548
549/*
550 * Returns the object which has the uuid equal to the argument.
551 * MOAR VERRRY slow.
552 */
553
554object *
555find_object_uuid (UUID i)
556{
557 for_all_objects (op)
558 if (op->uuid == i)
520 return op; 559 return op;
521 560
522 return 0; 561 return 0;
523} 562}
524 563
558 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 597 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
559 return; 598 return;
560 } 599 }
561 600
562 this->owner = owner; 601 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} 602}
631 603
632/* Zero the key_values on op, decrementing the shared-string 604/* Zero the key_values on op, decrementing the shared-string
633 * refcounts and freeing the links. 605 * refcounts and freeing the links.
634 */ 606 */
687 tail = new_link; 659 tail = new_link;
688 } 660 }
689 } 661 }
690 } 662 }
691 663
692 if (speed < 0)
693 dst->speed_left -= rndm ();
694
695 dst->activate (); 664 dst->activate ();
696} 665}
697 666
698void 667void
699object::instantiate () 668object::instantiate ()
700{ 669{
701 if (!uuid.seq) // HACK 670 if (!uuid.seq) // HACK
702 uuid = UUID::gen (); 671 uuid = UUID::gen ();
703 672
673 // TODO: unclean state changes, should not be done in copy_to AND instantiate
674 if (flag [FLAG_RANDOM_SPEED] && speed)
675 speed_left = - speed - rndm (); // TODO animation
676 else
704 speed_left = -0.1f; 677 speed_left = -1.;
678
705 /* copy the body_info to the body_used - this is only really 679 /* copy the body_info to the body_used - this is only really
706 * need for monsters, but doesn't hurt to do it for everything. 680 * need for monsters, but doesn't hurt to do it for everything.
707 * by doing so, when a monster is created, it has good starting 681 * by doing so, when a monster is created, it has good starting
708 * values for the body_used info, so when items are created 682 * values for the body_used info, so when items are created
709 * for it, they can be properly equipped. 683 * for it, they can be properly equipped.
717object * 691object *
718object::clone () 692object::clone ()
719{ 693{
720 object *neu = create (); 694 object *neu = create ();
721 copy_to (neu); 695 copy_to (neu);
696
697 // TODO: unclean state changes, should not be done in clone AND instantiate
698 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
699 neu->speed_left = - neu->speed - rndm (); // TODO animation
700
722 neu->map = map; // not copied by copy_to 701 neu->map = map; // not copied by copy_to
723 return neu; 702 return neu;
724} 703}
725 704
726/* 705/*
729 * be called to update the face variable, _and_ how it looks on the map. 708 * be called to update the face variable, _and_ how it looks on the map.
730 */ 709 */
731void 710void
732update_turn_face (object *op) 711update_turn_face (object *op)
733{ 712{
734 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 713 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
735 return; 714 return;
736 715
737 SET_ANIMATION (op, op->direction); 716 SET_ANIMATION (op, op->direction);
738 update_object (op, UP_OBJ_FACE); 717 update_object (op, UP_OBJ_FACE);
739} 718}
805 /* nop */; 784 /* nop */;
806 else if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
807 { 786 {
808#if 0 787#if 0
809 // this is likely overkill, TODO: revisit (schmorp) 788 // this is likely overkill, TODO: revisit (schmorp)
810 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 789 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
811 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 790 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
812 || (op->is_player () && !(m.flags_ & P_PLAYER)) 791 || (op->is_player () && !(m.flags_ & P_PLAYER))
813 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 792 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
814 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 793 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
815 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 794 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
816 || (m.move_on | op->move_on ) != m.move_on 795 || (m.move_on | op->move_on ) != m.move_on
817 || (m.move_off | op->move_off ) != m.move_off 796 || (m.move_off | op->move_off ) != m.move_off
818 || (m.move_slow | op->move_slow) != m.move_slow 797 || (m.move_slow | op->move_slow) != m.move_slow
819 /* This isn't perfect, but I don't expect a lot of objects to 798 /* This isn't perfect, but I don't expect a lot of objects to
820 * have move_allow right now. 799 * have move_allow right now.
841 update_object (op->more, action); 820 update_object (op->more, action);
842} 821}
843 822
844object::object () 823object::object ()
845{ 824{
846 SET_FLAG (this, FLAG_REMOVED); 825 this->set_flag (FLAG_REMOVED);
847 826
848 //expmul = 1.0; declared const for the time being 827 //expmul = 1.0; declared const for the time being
849 face = blank_face; 828 face = blank_face;
850 material = MATERIAL_NULL; 829 material = MATERIAL_NULL;
851} 830}
855 unlink (); 834 unlink ();
856 835
857 free_key_values (this); 836 free_key_values (this);
858} 837}
859 838
860static int object_count;
861
862void object::link () 839void object::link ()
863{ 840{
864 assert (!index);//D 841 assert (!index);//D
865 uuid = UUID::gen (); 842 uuid = UUID::gen ();
866 count = ++object_count;
867 843
868 refcnt_inc (); 844 refcnt_inc ();
869 objects.insert (this); 845 objects.insert (this);
846
847 ++create_count;
848
870} 849}
871 850
872void object::unlink () 851void object::unlink ()
873{ 852{
874 if (!index) 853 if (!index)
875 return; 854 return;
855
856 ++destroy_count;
876 857
877 objects.erase (this); 858 objects.erase (this);
878 refcnt_dec (); 859 refcnt_dec ();
879} 860}
880 861
985 map->insert (op, x, y); 966 map->insert (op, x, y);
986 } 967 }
987 } 968 }
988} 969}
989 970
971/*
972 * Remove and free all objects in the inventory of the given object.
973 * Unlike destroy_inv, this assumes the *this is destroyed as well
974 * well, so we can (and have to!) take shortcuts.
975 */
976void
977object::destroy_inv_fast ()
978{
979 while (object *op = inv)
980 {
981 // remove from object the fast way
982 op->flag [FLAG_REMOVED] = true;
983 op->env = 0;
984 if ((inv = inv->below))
985 inv->above = 0;
986
987 // then destroy
988 op->destroy ();
989 }
990}
991
992void
993object::freelist_free (int count)
994{
995 while (count-- && freelist)
996 {
997 freelist_item *next = freelist->next;
998 // count is being "destroyed"
999
1000 sfree ((char *)freelist, sizeof (object));
1001
1002 freelist = next;
1003 --free_count;
1004 }
1005}
1006
1007object *
990object *object::create () 1008object::create ()
991{ 1009{
992 object *op = new object; 1010 object *op;
1011
1012 if (freelist)
1013 {
1014 freelist_item li = *freelist;
1015 memset (freelist, 0, sizeof (object));
1016
1017 op = new (freelist) object;
1018 op->count = li.count;
1019
1020 freelist = li.next;
1021 --free_count;
1022 }
1023 else
1024 {
1025 void *ni = salloc0<char> (sizeof (object));
1026
1027 op = new(ni) object;
1028
1029 op->count = ++object_count;
1030 }
1031
993 op->link (); 1032 op->link ();
1033
994 return op; 1034 return op;
995} 1035}
996 1036
1037void
1038object::do_delete ()
1039{
1040 uint32_t count = this->count;
1041
1042 this->~object ();
1043
1044 freelist_item *li = (freelist_item *)this;
1045 li->next = freelist;
1046 li->count = count;
1047
1048 freelist = li;
1049 ++free_count;
1050}
1051
997static struct freed_map : maptile 1052static struct freed_map : maptile
998{ 1053{
999 freed_map () 1054 freed_map ()
1055 : maptile (3, 3)
1000 { 1056 {
1001 path = "<freed objects map>"; 1057 path = "<freed objects map>";
1002 name = "/internal/freed_objects_map"; 1058 name = "/internal/freed_objects_map";
1003 width = 3;
1004 height = 3;
1005 no_drop = 1; 1059 no_drop = 1;
1006 no_reset = 1; 1060 no_reset = 1;
1007 1061
1008 alloc ();
1009 in_memory = MAP_ACTIVE; 1062 in_memory = MAP_ACTIVE;
1010 } 1063 }
1011 1064
1012 ~freed_map () 1065 ~freed_map ()
1013 { 1066 {
1064 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1117 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1065 head->destroy (); 1118 head->destroy ();
1066 return; 1119 return;
1067 } 1120 }
1068 1121
1069 destroy_inv (false); 1122 destroy_inv_fast ();
1070 1123
1071 if (is_head ()) 1124 if (is_head ())
1072 if (sound_destroy) 1125 if (sound_destroy)
1073 play_sound (sound_destroy); 1126 play_sound (sound_destroy);
1074 else if (flag [FLAG_MONSTER]) 1127 else if (flag [FLAG_MONSTER])
1106 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1159 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1107 if (object *pl = visible_to ()) 1160 if (object *pl = visible_to ())
1108 esrv_del_item (pl->contr, count); 1161 esrv_del_item (pl->contr, count);
1109 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1162 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1110 1163
1111 adjust_weight (env, -total_weight ()); 1164 adjust_weight (env, total_weight (), 0);
1112 1165
1113 object *pl = in_player (); 1166 object *pl = in_player ();
1114 1167
1115 /* we set up values so that it could be inserted into 1168 /* we set up values so that it could be inserted into
1116 * the map, but we don't actually do that - it is up 1169 * the map, but we don't actually do that - it is up
1126 1179
1127 above = 0; 1180 above = 0;
1128 below = 0; 1181 below = 0;
1129 env = 0; 1182 env = 0;
1130 1183
1131 /* NO_FIX_PLAYER is set when a great many changes are being 1184 if (pl && pl->is_player ())
1132 * made to players inventory. If set, avoiding the call
1133 * to save cpu time.
1134 */ 1185 {
1135 if (pl) 1186 if (expect_false (pl->contr->combat_ob == this))
1136 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1137 { 1187 {
1138 pl->update_stats (); 1188 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1189 pl->contr->combat_ob = 0;
1190 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1191 }
1139 1192
1193 if (expect_false (pl->contr->ranged_ob == this))
1194 {
1195 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1196 pl->contr->ranged_ob = 0;
1197 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1198 }
1199
1200 pl->contr->queue_stats_update ();
1201
1140 if (glow_radius && pl->is_on_map ()) 1202 if (expect_false (glow_radius) && pl->is_on_map ())
1141 update_all_los (pl->map, pl->x, pl->y); 1203 update_all_los (pl->map, pl->x, pl->y);
1142 } 1204 }
1143 } 1205 }
1144 else if (map) 1206 else if (map)
1145 { 1207 {
1146 map->dirty = true; 1208 map->dirty = true;
1147 mapspace &ms = this->ms (); 1209 mapspace &ms = this->ms ();
1165 else if (pl->container_ () == this) 1227 else if (pl->container_ () == this)
1166 { 1228 {
1167 // removing a container should close it 1229 // removing a container should close it
1168 close_container (); 1230 close_container ();
1169 } 1231 }
1170 1232 else
1171 esrv_del_item (pl->contr, count); 1233 esrv_del_item (pl->contr, count);
1172 } 1234 }
1173 1235
1174 /* link the object above us */ 1236 /* link the object above us */
1175 // re-link, make sure compiler can easily use cmove 1237 // re-link, make sure compiler can easily use cmove
1176 *(above ? &above->below : &ms.top) = below; 1238 *(above ? &above->below : &ms.top) = below;
1267 1329
1268 object *prev = this; 1330 object *prev = this;
1269 1331
1270 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1332 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1271 { 1333 {
1272 object *op = arch_to_object (at); 1334 object *op = at->instance ();
1273 1335
1274 op->name = name; 1336 op->name = name;
1275 op->name_pl = name_pl; 1337 op->name_pl = name_pl;
1276 op->title = title; 1338 op->title = title;
1277 1339
1315 * Passing 0 for flag gives proper default values, so flag really only needs 1377 * Passing 0 for flag gives proper default values, so flag really only needs
1316 * to be set if special handling is needed. 1378 * to be set if special handling is needed.
1317 * 1379 *
1318 * Return value: 1380 * Return value:
1319 * new object if 'op' was merged with other object 1381 * new object if 'op' was merged with other object
1320 * NULL if 'op' was destroyed 1382 * NULL if there was an error (destroyed, blocked etc.)
1321 * just 'op' otherwise 1383 * just 'op' otherwise
1322 */ 1384 */
1323object * 1385object *
1324insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1386insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1325{ 1387{
1362 // from here :/ 1424 // from here :/
1363 op->nrof += tmp->nrof; 1425 op->nrof += tmp->nrof;
1364 tmp->destroy (); 1426 tmp->destroy ();
1365 } 1427 }
1366 1428
1367 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1429 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1368 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1430 op->clr_flag (FLAG_INV_LOCKED);
1369 1431
1370 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1432 if (!op->flag [FLAG_ALIVE])
1371 CLEAR_FLAG (op, FLAG_NO_STEAL); 1433 op->clr_flag (FLAG_NO_STEAL);
1372 1434
1373 if (flag & INS_BELOW_ORIGINATOR) 1435 if (flag & INS_BELOW_ORIGINATOR)
1374 { 1436 {
1375 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1376 { 1438 {
1411 * when lots of spells are cast in one area. Currently, it is presumed 1473 * when lots of spells are cast in one area. Currently, it is presumed
1412 * that flying non pickable objects are spell objects. 1474 * that flying non pickable objects are spell objects.
1413 */ 1475 */
1414 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1476 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1415 { 1477 {
1416 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1478 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1417 floor = tmp; 1479 floor = tmp;
1418 1480
1419 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1481 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1420 { 1482 {
1421 /* We insert above top, so we want this object below this */ 1483 /* We insert above top, so we want this object below this */
1422 top = tmp->below; 1484 top = tmp->below;
1423 break; 1485 break;
1424 } 1486 }
1442 && (op->face && !faces [op->face].visibility)) 1504 && (op->face && !faces [op->face].visibility))
1443 { 1505 {
1444 object *last; 1506 object *last;
1445 1507
1446 for (last = top; last != floor; last = last->below) 1508 for (last = top; last != floor; last = last->below)
1447 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1509 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1448 break; 1510 break;
1449 1511
1450 /* Check to see if we found the object that blocks view, 1512 /* Check to see if we found the object that blocks view,
1451 * and make sure we have a below pointer for it so that 1513 * and make sure we have a below pointer for it so that
1452 * we can get inserted below this one, which requires we 1514 * we can get inserted below this one, which requires we
1525 */ 1587 */
1526 1588
1527 /* if this is not the head or flag has been passed, don't check walk on status */ 1589 /* if this is not the head or flag has been passed, don't check walk on status */
1528 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1590 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1529 { 1591 {
1530 if (check_move_on (op, originator)) 1592 if (check_move_on (op, originator, flag))
1531 return 0; 1593 return 0;
1532 1594
1533 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, let's work our way through the check
1534 * walk on's. 1596 * walk on's.
1535 */ 1597 */
1536 for (object *tmp = op->more; tmp; tmp = tmp->more) 1598 for (object *tmp = op->more; tmp; tmp = tmp->more)
1537 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator, flag))
1538 return 0; 1600 return 0;
1539 } 1601 }
1540 1602
1541 return op; 1603 return op;
1542} 1604}
1552 1614
1553 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1615 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1554 if (tmp->arch->archname == archname) /* same archetype */ 1616 if (tmp->arch->archname == archname) /* same archetype */
1555 tmp->destroy (); 1617 tmp->destroy ();
1556 1618
1557 object *tmp = arch_to_object (archetype::find (archname)); 1619 object *tmp = archetype::find (archname)->instance ();
1558 1620
1559 tmp->x = op->x; 1621 tmp->x = op->x;
1560 tmp->y = op->y; 1622 tmp->y = op->y;
1561 1623
1562 insert_ob_in_map (tmp, op->map, op, 0); 1624 insert_ob_in_map (tmp, op->map, op, 0);
1583 || (items < m->max_items 1645 || (items < m->max_items
1584 && ms.volume () < m->max_volume)) 1646 && ms.volume () < m->max_volume))
1585 return true; 1647 return true;
1586 1648
1587 if (originator && originator->is_player ()) 1649 if (originator && originator->is_player ())
1588 originator->contr->failmsg (format ( 1650 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.>", 1651 "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 () 1652 query_name ()
1591 )); 1653 );
1592 1654
1593 return false; 1655 return false;
1594} 1656}
1595 1657
1596/* 1658/*
1608 1670
1609 nr = min (nr, nrof); 1671 nr = min (nr, nrof);
1610 1672
1611 if (nrof > nr) 1673 if (nrof > nr)
1612 { 1674 {
1675 sint64 oweight = total_weight ();
1676
1613 nrof -= nr; 1677 nrof -= nr;
1614 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1615 1678
1616 if (object *pl = visible_to ()) 1679 if (object *pl = visible_to ())
1617 esrv_update_item (UPD_NROF, pl, this); 1680 esrv_update_item (UPD_NROF, pl, this);
1681
1682 adjust_weight (env, oweight, total_weight ());
1618 1683
1619 return true; 1684 return true;
1620 } 1685 }
1621 else 1686 else
1622 { 1687 {
1697 if (op->nrof) 1762 if (op->nrof)
1698 for (object *tmp = inv; tmp; tmp = tmp->below) 1763 for (object *tmp = inv; tmp; tmp = tmp->below)
1699 if (object::can_merge (tmp, op)) 1764 if (object::can_merge (tmp, op))
1700 { 1765 {
1701 /* return the original object and remove inserted object 1766 /* return the original object and remove inserted object
1702 (client needs the original object) */ 1767 (client prefers the original object) */
1768
1769 // carring must be 0 for mergable objects
1770 sint64 oweight = tmp->weight * tmp->nrof;
1771
1703 tmp->nrof += op->nrof; 1772 tmp->nrof += op->nrof;
1704 1773
1705 if (object *pl = tmp->visible_to ()) 1774 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_NROF, pl, tmp); 1775 esrv_update_item (UPD_NROF, pl, tmp);
1707 1776
1708 adjust_weight (this, op->total_weight ()); 1777 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1709 1778
1710 op->destroy (); 1779 op->destroy ();
1711 op = tmp; 1780 op = tmp;
1712 goto inserted; 1781 goto inserted;
1713 } 1782 }
1729 op->flag [FLAG_REMOVED] = 0; 1798 op->flag [FLAG_REMOVED] = 0;
1730 1799
1731 if (object *pl = op->visible_to ()) 1800 if (object *pl = op->visible_to ())
1732 esrv_send_item (pl, op); 1801 esrv_send_item (pl, op);
1733 1802
1734 adjust_weight (this, op->total_weight ()); 1803 adjust_weight (this, 0, op->total_weight ());
1735 1804
1736inserted: 1805inserted:
1737 /* reset the light list and los of the players on the map */ 1806 /* reset the light list and los of the players on the map */
1738 if (op->glow_radius && is_on_map ()) 1807 if (op->glow_radius && is_on_map ())
1739 { 1808 {
1740 update_stats (); 1809 update_stats ();
1741 update_all_los (map, x, y); 1810 update_all_los (map, x, y);
1742 } 1811 }
1743 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1812 else if (is_player ())
1744 // if this is a player's inventory, update stats 1813 // if this is a player's inventory, update stats
1745 update_stats (); 1814 contr->queue_stats_update ();
1746 1815
1747 INVOKE_OBJECT (INSERT, this); 1816 INVOKE_OBJECT (INSERT, this);
1748 1817
1749 return op; 1818 return op;
1750} 1819}
1768 * MSW 2001-07-08: Check all objects on space, not just those below 1837 * MSW 2001-07-08: Check all objects on space, not just those below
1769 * object being inserted. insert_ob_in_map may not put new objects 1838 * object being inserted. insert_ob_in_map may not put new objects
1770 * on top. 1839 * on top.
1771 */ 1840 */
1772int 1841int
1773check_move_on (object *op, object *originator) 1842check_move_on (object *op, object *originator, int flags)
1774{ 1843{
1775 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1844 if (op->flag [FLAG_NO_APPLY])
1776 return 0; 1845 return 0;
1777 1846
1778 object *tmp; 1847 object *tmp;
1779 maptile *m = op->map; 1848 maptile *m = op->map;
1780 int x = op->x, y = op->y; 1849 int x = op->x, y = op->y;
1817 * Second check makes sure that the movement types not being slowed 1886 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the 1887 * (~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 1888 * 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. 1889 * swim on that space, can't use it to avoid the penalty.
1821 */ 1890 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1891 if (!op->flag [FLAG_WIZPASS])
1823 { 1892 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1893 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)) 1894 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 { 1895 {
1827 float diff = tmp->move_slow_penalty * fabs (op->speed); 1896 float diff = tmp->move_slow_penalty * fabs (op->speed);
1837 1906
1838 /* Basically same logic as above, except now for actual apply. */ 1907 /* Basically same logic as above, except now for actual apply. */
1839 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1908 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1840 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1909 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1841 { 1910 {
1911 if ((flags & INS_NO_AUTO_EXIT)
1912 && (tmp->type == EXIT || tmp->type == TELEPORTER
1913 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1914 continue;
1915
1842 move_apply (tmp, op, originator); 1916 move_apply (tmp, op, originator);
1843 1917
1844 if (op->destroyed ()) 1918 if (op->destroyed ())
1845 return 1; 1919 return 1;
1846 1920
1958void 2032void
1959flag_inv (object *op, int flag) 2033flag_inv (object *op, int flag)
1960{ 2034{
1961 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2035 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 { 2036 {
1963 SET_FLAG (tmp, flag); 2037 tmp->set_flag (flag);
1964 flag_inv (tmp, flag); 2038 flag_inv (tmp, flag);
1965 } 2039 }
1966} 2040}
1967 2041
1968/* 2042/*
1971void 2045void
1972unflag_inv (object *op, int flag) 2046unflag_inv (object *op, int flag)
1973{ 2047{
1974 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2048 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1975 { 2049 {
1976 CLEAR_FLAG (tmp, flag); 2050 tmp->clr_flag (flag);
1977 unflag_inv (tmp, flag); 2051 unflag_inv (tmp, flag);
1978 } 2052 }
1979} 2053}
1980 2054
1981/* 2055/*
2171{ 2245{
2172 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2246 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2173} 2247}
2174 2248
2175/* 2249/*
2176 * find_dir_2(delta-x,delta-y) will return a direction in which 2250 * find_dir_2(delta-x,delta-y) will return a direction value
2177 * an object which has subtracted the x and y coordinates of another 2251 * for running into direct [dx, dy].
2178 * object, needs to travel toward it. 2252 * (the opposite of crossfire's find_dir_2!)
2179 */ 2253 */
2180int 2254int
2181find_dir_2 (int x, int y) 2255find_dir_2 (int x, int y)
2182{ 2256{
2257#if 1 // new algorithm
2258 // this works by putting x, y into 16 sectors, which
2259 // are not equal sized, but are a better approximation
2260 // then the old algorithm, and then using a mapping
2261 // table to map it into a direction value.
2262 // basically, it maps these comparisons to each bit
2263 // bit #3: x < 0
2264 // bit #2: y < 0
2265 // bit #1: x > y
2266 // bit #0: x > 2y
2267
2268 static const uint8 dir[16] = {
2269 4, 5, 4, 3,
2270 2, 1, 2, 3,
2271 6, 5, 6, 7,
2272 8, 1, 8, 7,
2273 };
2274 int sector = 0;
2275
2276 // this is a bit ugly, but more likely to result in branchless code
2277 sector |= x < 0 ? 8 : 0;
2278 x = x < 0 ? -x : x; // abs
2279
2280 sector |= y < 0 ? 4 : 0;
2281 y = y < 0 ? -y : y; // abs
2282
2283 if (x > y)
2284 {
2285 sector |= 2;
2286
2287 if (x > y * 2)
2288 sector |= 1;
2289 }
2290 else
2291 {
2292 if (y > x * 2)
2293 sector |= 1;
2294 else if (!y)
2295 return 0; // x == 0 here
2296 }
2297
2298 return dir [sector];
2299#else // old algorithm
2183 int q; 2300 int q;
2184 2301
2185 if (y) 2302 if (y)
2186 q = x * 100 / y; 2303 q = 128 * x / y;
2187 else if (x) 2304 else if (x)
2188 q = -300 * x; 2305 q = -512 * x; // to make it > 309
2189 else 2306 else
2190 return 0; 2307 return 0;
2191 2308
2192 if (y > 0) 2309 if (y > 0)
2193 { 2310 {
2194 if (q < -242) 2311 if (q < -309) return 7;
2312 if (q < -52) return 6;
2313 if (q < 52) return 5;
2314 if (q < 309) return 4;
2315
2195 return 3; 2316 return 3;
2196 if (q < -41) 2317 }
2197 return 2; 2318 else
2198 if (q < 41) 2319 {
2199 return 1; 2320 if (q < -309) return 3;
2200 if (q < 242) 2321 if (q < -52) return 2;
2201 return 8; 2322 if (q < 52) return 1;
2323 if (q < 309) return 8;
2324
2202 return 7; 2325 return 7;
2203 } 2326 }
2204 2327#endif
2205 if (q < -242)
2206 return 7;
2207 if (q < -41)
2208 return 6;
2209 if (q < 41)
2210 return 5;
2211 if (q < 242)
2212 return 4;
2213
2214 return 3;
2215} 2328}
2216 2329
2217/* 2330/*
2218 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2331 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2219 * between two directions (which are expected to be absolute (see absdir()) 2332 * between two directions (which are expected to be absolute (see absdir())
2220 */ 2333 */
2221int 2334int
2222dirdiff (int dir1, int dir2) 2335dirdiff (int dir1, int dir2)
2223{ 2336{
2224 int d;
2225
2226 d = abs (dir1 - dir2); 2337 int d = abs (dir1 - dir2);
2227 if (d > 4)
2228 d = 8 - d;
2229 2338
2230 return d; 2339 return d > 4 ? 8 - d : d;
2231} 2340}
2232 2341
2233/* peterm: 2342/* peterm:
2234 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2343 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2235 * Basically, this is a table of directions, and what directions 2344 * Basically, this is a table of directions, and what directions
2341 * Add a check so we can't pick up invisible objects (0.93.8) 2450 * Add a check so we can't pick up invisible objects (0.93.8)
2342 */ 2451 */
2343int 2452int
2344can_pick (const object *who, const object *item) 2453can_pick (const object *who, const object *item)
2345{ 2454{
2346 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2455 return /*who->flag [FLAG_WIZ]|| */
2347 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2456 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2348 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2457 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2349} 2458}
2350 2459
2351/* 2460/*
2352 * create clone from object to another 2461 * create clone from object to another
2353 */ 2462 */
2561 // TODO: this does not seem to serve any purpose anymore? 2670 // TODO: this does not seem to serve any purpose anymore?
2562#if 0 2671#if 0
2563 // insert the "Close Container" object. 2672 // insert the "Close Container" object.
2564 if (archetype *closer = new_container->other_arch) 2673 if (archetype *closer = new_container->other_arch)
2565 { 2674 {
2566 object *closer = arch_to_object (new_container->other_arch); 2675 object *closer = new_container->other_arch->instance ();
2567 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2676 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2568 new_container->insert (closer); 2677 new_container->insert (closer);
2569 } 2678 }
2570#endif 2679#endif
2571 2680
2677 2786
2678 insert (force); 2787 insert (force);
2679 } 2788 }
2680} 2789}
2681 2790
2791void object::change_move_type (MoveType mt)
2792{
2793 if (move_type == mt)
2794 return;
2795
2796 if (is_on_map ())
2797 {
2798 // we are on the map, so handle move_on/off effects
2799 remove ();
2800 move_type = mt;
2801 map->insert (this, x, y, this);
2802 }
2803 else
2804 move_type = mt;
2805}
2806
2807/* object should be a player.
2808 * we return the object the player has marked with the 'mark' command
2809 * below. If no match is found (or object has changed), we return
2810 * NULL. We leave it up to the calling function to print messages if
2811 * nothing is found.
2812 */
2813object *
2814object::mark () const
2815{
2816 if (contr && contr->mark && contr->mark->env == this)
2817 return contr->mark;
2818 else
2819 return 0;
2820}
2821
2822// put marked object first in the inventory
2823// this is used by identify-like spells so players can influence
2824// the order a bit.
2825void
2826object::splay_marked ()
2827{
2828 if (object *marked = mark ())
2829 splay (marked);
2830}
2831

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