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Comparing deliantra/server/common/object.C (file contents):
Revision 1.312 by elmex, Sat Mar 20 00:42:08 2010 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 (©) 2005,2006,2007,2008,2009,2010 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.
36static const uint64 UUID_GAP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
41 47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
266 * 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
267 * 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
268 * 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
269 * flags lose any meaning. 275 * flags lose any meaning.
270 */ 276 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
273 279
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
276 282
277 if (ob1->arch->archname != ob2->arch->archname 283 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 284 || ob1->name != ob2->name
279 || ob1->title != ob2->title 285 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 286 || ob1->msg != ob2->msg
329 335
330 /* 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,
331 * 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
332 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
333 */ 339 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 341 return 0;
336 342
337 /* 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
338 * 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
339 * check? 345 * check?
340 */ 346 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 348 return 0;
343 349
344 switch (ob1->type) 350 switch (ob1->type)
345 { 351 {
346 case SCROLL: 352 case SCROLL:
574 } 580 }
575 581
576 this->owner = owner; 582 this->owner = owner;
577} 583}
578 584
579int
580object::slottype () const
581{
582 if (type == SKILL)
583 {
584 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
585 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
586 }
587 else
588 {
589 if (slot [body_combat].info) return slot_combat;
590 if (slot [body_range ].info) return slot_ranged;
591 }
592
593 return slot_none;
594}
595
596bool
597object::change_weapon (object *ob)
598{
599 if (current_weapon == ob)
600 return true;
601
602 if (chosen_skill)
603 chosen_skill->flag [FLAG_APPLIED] = false;
604
605 current_weapon = ob;
606 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
607
608 if (chosen_skill)
609 chosen_skill->flag [FLAG_APPLIED] = true;
610
611 update_stats ();
612
613 if (ob)
614 {
615 // now check wether any body locations became invalid, in which case
616 // we cannot apply the weapon at the moment.
617 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
618 if (slot[i].used < 0)
619 {
620 current_weapon = chosen_skill = 0;
621 update_stats ();
622
623 new_draw_info_format (NDI_UNIQUE, 0, this,
624 "You try to balance all your items at once, "
625 "but the %s is just too much for your body. "
626 "[You need to unapply some items first - use the 'body' command to see "
627 "how many items you cna wera on a specific body part.]", &ob->name);
628 return false;
629 }
630
631 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
632 }
633 else
634 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
635
636 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
637 {
638 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
639 &name, ob->debug_desc ());
640 return false;
641 }
642
643 return true;
644}
645
646/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
647 * refcounts and freeing the links. 586 * refcounts and freeing the links.
648 */ 587 */
649static void 588static void
650free_key_values (object *op) 589free_key_values (object *op)
750 * 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.
751 */ 690 */
752void 691void
753update_turn_face (object *op) 692update_turn_face (object *op)
754{ 693{
755 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
756 return; 695 return;
757 696
758 SET_ANIMATION (op, op->direction); 697 SET_ANIMATION (op, op->direction);
759 update_object (op, UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
760} 699}
826 /* nop */; 765 /* nop */;
827 else if (action == UP_OBJ_INSERT) 766 else if (action == UP_OBJ_INSERT)
828 { 767 {
829#if 0 768#if 0
830 // this is likely overkill, TODO: revisit (schmorp) 769 // this is likely overkill, TODO: revisit (schmorp)
831 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
832 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
833 || (op->is_player () && !(m.flags_ & P_PLAYER)) 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
834 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
835 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
836 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
837 || (m.move_on | op->move_on ) != m.move_on 776 || (m.move_on | op->move_on ) != m.move_on
838 || (m.move_off | op->move_off ) != m.move_off 777 || (m.move_off | op->move_off ) != m.move_off
839 || (m.move_slow | op->move_slow) != m.move_slow 778 || (m.move_slow | op->move_slow) != m.move_slow
840 /* 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
841 * have move_allow right now. 780 * have move_allow right now.
862 update_object (op->more, action); 801 update_object (op->more, action);
863} 802}
864 803
865object::object () 804object::object ()
866{ 805{
867 SET_FLAG (this, FLAG_REMOVED); 806 this->set_flag (FLAG_REMOVED);
868 807
869 //expmul = 1.0; declared const for the time being 808 //expmul = 1.0; declared const for the time being
870 face = blank_face; 809 face = blank_face;
871 material = MATERIAL_NULL; 810 material = MATERIAL_NULL;
872} 811}
876 unlink (); 815 unlink ();
877 816
878 free_key_values (this); 817 free_key_values (this);
879} 818}
880 819
881static int object_count;
882
883void object::link () 820void object::link ()
884{ 821{
885 assert (!index);//D 822 assert (!index);//D
886 uuid = UUID::gen (); 823 uuid = UUID::gen ();
887 count = ++object_count;
888 824
889 refcnt_inc (); 825 refcnt_inc ();
890 objects.insert (this); 826 objects.insert (this);
827
828 ++create_count;
829
891} 830}
892 831
893void object::unlink () 832void object::unlink ()
894{ 833{
895 if (!index) 834 if (!index)
896 return; 835 return;
836
837 ++destroy_count;
897 838
898 objects.erase (this); 839 objects.erase (this);
899 refcnt_dec (); 840 refcnt_dec ();
900} 841}
901 842
1006 map->insert (op, x, y); 947 map->insert (op, x, y);
1007 } 948 }
1008 } 949 }
1009} 950}
1010 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 *
1011object *object::create () 989object::create ()
1012{ 990{
1013 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
1014 op->link (); 1013 op->link ();
1014
1015 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;
1016} 1031}
1017 1032
1018static struct freed_map : maptile 1033static struct freed_map : maptile
1019{ 1034{
1020 freed_map () 1035 freed_map ()
1085 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1086 head->destroy (); 1101 head->destroy ();
1087 return; 1102 return;
1088 } 1103 }
1089 1104
1090 destroy_inv (false); 1105 destroy_inv_fast ();
1091 1106
1092 if (is_head ()) 1107 if (is_head ())
1093 if (sound_destroy) 1108 if (sound_destroy)
1094 play_sound (sound_destroy); 1109 play_sound (sound_destroy);
1095 else if (flag [FLAG_MONSTER]) 1110 else if (flag [FLAG_MONSTER])
1149 below = 0; 1164 below = 0;
1150 env = 0; 1165 env = 0;
1151 1166
1152 if (pl && pl->is_player ()) 1167 if (pl && pl->is_player ())
1153 { 1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
1170 {
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 }
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
1154 pl->contr->queue_stats_update (); 1183 pl->contr->queue_stats_update ();
1155 1184
1156 if (glow_radius && pl->is_on_map ()) 1185 if (expect_false (glow_radius) && pl->is_on_map ())
1157 update_all_los (pl->map, pl->x, pl->y); 1186 update_all_los (pl->map, pl->x, pl->y);
1158 } 1187 }
1159 } 1188 }
1160 else if (map) 1189 else if (map)
1161 { 1190 {
1181 else if (pl->container_ () == this) 1210 else if (pl->container_ () == this)
1182 { 1211 {
1183 // removing a container should close it 1212 // removing a container should close it
1184 close_container (); 1213 close_container ();
1185 } 1214 }
1186 1215 else
1187 esrv_del_item (pl->contr, count); 1216 esrv_del_item (pl->contr, count);
1188 } 1217 }
1189 1218
1190 /* link the object above us */ 1219 /* link the object above us */
1191 // re-link, make sure compiler can easily use cmove 1220 // re-link, make sure compiler can easily use cmove
1192 *(above ? &above->below : &ms.top) = below; 1221 *(above ? &above->below : &ms.top) = below;
1331 * 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
1332 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1333 * 1362 *
1334 * Return value: 1363 * Return value:
1335 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1336 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1337 * just 'op' otherwise 1366 * just 'op' otherwise
1338 */ 1367 */
1339object * 1368object *
1340insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1341{ 1370{
1378 // from here :/ 1407 // from here :/
1379 op->nrof += tmp->nrof; 1408 op->nrof += tmp->nrof;
1380 tmp->destroy (); 1409 tmp->destroy ();
1381 } 1410 }
1382 1411
1383 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 */
1384 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1385 1414
1386 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1415 if (!op->flag [FLAG_ALIVE])
1387 CLEAR_FLAG (op, FLAG_NO_STEAL); 1416 op->clr_flag (FLAG_NO_STEAL);
1388 1417
1389 if (flag & INS_BELOW_ORIGINATOR) 1418 if (flag & INS_BELOW_ORIGINATOR)
1390 { 1419 {
1391 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)
1392 { 1421 {
1427 * 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
1428 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1429 */ 1458 */
1430 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1431 { 1460 {
1432 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])
1433 floor = tmp; 1462 floor = tmp;
1434 1463
1435 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])
1436 { 1465 {
1437 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1438 top = tmp->below; 1467 top = tmp->below;
1439 break; 1468 break;
1440 } 1469 }
1458 && (op->face && !faces [op->face].visibility)) 1487 && (op->face && !faces [op->face].visibility))
1459 { 1488 {
1460 object *last; 1489 object *last;
1461 1490
1462 for (last = top; last != floor; last = last->below) 1491 for (last = top; last != floor; last = last->below)
1463 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1464 break; 1493 break;
1465 1494
1466 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1467 * 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
1468 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1599 || (items < m->max_items 1628 || (items < m->max_items
1600 && ms.volume () < m->max_volume)) 1629 && ms.volume () < m->max_volume))
1601 return true; 1630 return true;
1602 1631
1603 if (originator && originator->is_player ()) 1632 if (originator && originator->is_player ())
1604 originator->contr->failmsg (format ( 1633 originator->contr->failmsgf (
1605 "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.>",
1606 query_name () 1635 query_name ()
1607 )); 1636 );
1608 1637
1609 return false; 1638 return false;
1610} 1639}
1611 1640
1612/* 1641/*
1786 * on top. 1815 * on top.
1787 */ 1816 */
1788int 1817int
1789check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
1790{ 1819{
1791 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1820 if (op->flag [FLAG_NO_APPLY])
1792 return 0; 1821 return 0;
1793 1822
1794 object *tmp; 1823 object *tmp;
1795 maptile *m = op->map; 1824 maptile *m = op->map;
1796 int x = op->x, y = op->y; 1825 int x = op->x, y = op->y;
1833 * Second check makes sure that the movement types not being slowed 1862 * Second check makes sure that the movement types not being slowed
1834 * (~slow_move) is not blocked on this space - just because the 1863 * (~slow_move) is not blocked on this space - just because the
1835 * 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
1836 * 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.
1837 */ 1866 */
1838 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1867 if (!op->flag [FLAG_WIZPASS])
1839 { 1868 {
1840 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1841 ((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))
1842 { 1871 {
1843 float diff = tmp->move_slow_penalty * fabs (op->speed); 1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1974void 2003void
1975flag_inv (object *op, int flag) 2004flag_inv (object *op, int flag)
1976{ 2005{
1977 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1978 { 2007 {
1979 SET_FLAG (tmp, flag); 2008 tmp->set_flag (flag);
1980 flag_inv (tmp, flag); 2009 flag_inv (tmp, flag);
1981 } 2010 }
1982} 2011}
1983 2012
1984/* 2013/*
1987void 2016void
1988unflag_inv (object *op, int flag) 2017unflag_inv (object *op, int flag)
1989{ 2018{
1990 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1991 { 2020 {
1992 CLEAR_FLAG (tmp, flag); 2021 tmp->clr_flag (flag);
1993 unflag_inv (tmp, flag); 2022 unflag_inv (tmp, flag);
1994 } 2023 }
1995} 2024}
1996 2025
1997/* 2026/*
2357 * 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)
2358 */ 2387 */
2359int 2388int
2360can_pick (const object *who, const object *item) 2389can_pick (const object *who, const object *item)
2361{ 2390{
2362 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2391 return /*who->flag [FLAG_WIZ]|| */
2363 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2364 !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));
2365} 2394}
2366 2395
2367/* 2396/*
2368 * create clone from object to another 2397 * create clone from object to another
2369 */ 2398 */
2693 2722
2694 insert (force); 2723 insert (force);
2695 } 2724 }
2696} 2725}
2697 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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