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Comparing deliantra/server/common/object.C (file contents):
Revision 1.316 by root, Sun Mar 28 02:53:46 2010 UTC vs.
Revision 1.344 by root, Sun May 1 13:18:23 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 (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
37uint32_t mapspace::smellcount = 10000; 37uint32_t mapspace::smellcount = 10000;
38 38
39objectvec objects; 39objectvec objects;
40activevec actives; 40activevec actives;
41 41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
42//+GPL 48//+GPL
43 49
44short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
45 0, 51 0,
46 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
65 9, 10, 13, 14, 17, 18, 21, 22, 71 9, 10, 13, 14, 17, 18, 21, 22,
66 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,
67 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
68}; 74};
69 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
70static void 95static void
71write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
72{ 97{
73 CALL_BEGIN (2); 98 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
208 233
209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 234/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool 235static bool
211compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
212{ 237{
213 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
214 * objects with lists are rare, and lists stay short. If not, use a 239 * objects with lists are rare, and lists stay short. If not, use a
215 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
216 */ 241 */
217 242
218 /* For each field in wants, */ 243 /* For each field in wants, */
219 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
220 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
221 return false; 246 return false;
222 247
223 /* If we get here, every field in wants has a matching field in has. */ 248 /* If we get here, every field in wants has a matching field in has. */
224 return true; 249 return true;
225} 250}
249 */ 274 */
250bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
251{ 276{
252 /* A couple quick sanity checks */ 277 /* A couple quick sanity checks */
253 if (ob1 == ob2 278 if (ob1 == ob2
254 || ob1->type != ob2->type 279 || ob1->type != ob2->type
255 || ob1->value != ob2->value 280 || ob1->value != ob2->value
256 || ob1->name != ob2->name 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED) 283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0; 284 return 0;
259 285
260 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
266 * 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
267 * 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
268 * 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
269 * flags lose any meaning. 295 * flags lose any meaning.
270 */ 296 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
273 299
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
276 302
277 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name 304 || ob1->name != ob2->name
279 || ob1->title != ob2->title 305 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
329 355
330 /* 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,
331 * 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
332 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
333 */ 359 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
335 return 0; 361 return 0;
336 362
337 /* 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
338 * 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
339 * check? 365 * check?
340 */ 366 */
341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
342 return 0; 368 return 0;
343 369
344 switch (ob1->type) 370 switch (ob1->type)
345 { 371 {
346 case SCROLL: 372 case SCROLL:
347 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
348 return 0; 374 return 0;
349 break; 375 break;
350 } 376 }
351 377
352 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
353 { 379 {
354 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
355 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
356 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
357 383
358 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
359 return 0; 385 return 0;
360 } 386 }
420 446
421 return 0; 447 return 0;
422} 448}
423 449
424// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
425static sint32 451static uint32
426weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, uint32 weight)
427{ 453{
428 return op->type == CONTAINER 454 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 ? weight - weight * op->stats.Str / 100
430 : weight; 456 : weight;
431} 457}
432 458
433/* 459/*
434 * adjust_weight(object, weight) adds the specified weight to an object, 460 * subtracts, then adds, the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying. 461 * and also updates how much the environment(s) is/are carrying.
436 */ 462 */
437static void 463static void
438adjust_weight (object *op, sint32 weight) 464adjust_weight (object *op, sint32 sub, sint32 add)
439{ 465{
440 while (op) 466 while (op)
441 { 467 {
442 // adjust by actual difference to account for rounding errors 468 sint32 ocarrying = op->carrying;
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446 469
447 if (!weight) 470 op->carrying -= weight_adjust_for (op, sub);
448 return; 471 op->carrying += weight_adjust_for (op, add);
449
450 op->carrying += weight;
451 472
452 if (object *pl = op->visible_to ()) 473 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily 474 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op); 475 esrv_update_item (UPD_WEIGHT, pl, op);
455 476
477 sub = ocarrying;
478 add = op->carrying;
479
456 op = op->env; 480 op = op->env;
457 } 481 }
458} 482}
459 483
460/* 484/*
467{ 491{
468 sint32 sum = 0; 492 sint32 sum = 0;
469 493
470 for (object *op = inv; op; op = op->below) 494 for (object *op = inv; op; op = op->below)
471 { 495 {
472 if (op->inv)
473 op->update_weight (); 496 op->update_weight ();
474 497
475 sum += op->total_weight (); 498 sum += weight_adjust_for (this, op->total_weight ());
476 } 499 }
477
478 sum = weight_adjust_for (this, sum);
479 500
480 if (sum != carrying) 501 if (sum != carrying)
481 { 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
482 carrying = sum; 507 carrying = sum;
483 508
484 if (object *pl = visible_to ()) 509 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily 510 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this); 511 esrv_update_item (UPD_WEIGHT, pl, this);
572 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 ());
573 return; 598 return;
574 } 599 }
575 600
576 this->owner = owner; 601 this->owner = owner;
577}
578
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 if (chosen_skill)
621 chosen_skill->flag [FLAG_APPLIED] = false;
622
623 current_weapon = chosen_skill = 0;
624 update_stats ();
625
626 new_draw_info_format (NDI_UNIQUE, 0, this,
627 "You try to balance all your items at once, "
628 "but the %s is just too much for your body. "
629 "[You need to unapply some items first - use the 'body' command to see "
630 "how many items you can wear on a specific body part.]", &ob->name);
631 return false;
632 }
633
634 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
635 }
636 else
637 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
638
639 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
640 {
641 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
642 &name, ob->debug_desc ());
643 return false;
644 }
645
646 return true;
647}
648
649/* Zero the key_values on op, decrementing the shared-string
650 * refcounts and freeing the links.
651 */
652static void
653free_key_values (object *op)
654{
655 for (key_value *i = op->key_values; i; )
656 {
657 key_value *next = i->next;
658 delete i;
659
660 i = next;
661 }
662
663 op->key_values = 0;
664} 602}
665 603
666/* 604/*
667 * copy_to first frees everything allocated by the dst object, 605 * copy_to first frees everything allocated by the dst object,
668 * and then copies the contents of itself into the second 606 * and then copies the contents of itself into the second
674void 612void
675object::copy_to (object *dst) 613object::copy_to (object *dst)
676{ 614{
677 dst->remove (); 615 dst->remove ();
678 *(object_copy *)dst = *this; 616 *(object_copy *)dst = *this;
617
618 // maybe move to object_copy?
619 dst->kv = kv;
620
679 dst->flag [FLAG_REMOVED] = true; 621 dst->flag [FLAG_REMOVED] = true;
680
681 /* Copy over key_values, if any. */
682 if (key_values)
683 {
684 key_value *tail = 0;
685 dst->key_values = 0;
686
687 for (key_value *i = key_values; i; i = i->next)
688 {
689 key_value *new_link = new key_value;
690
691 new_link->next = 0;
692 new_link->key = i->key;
693 new_link->value = i->value;
694
695 /* Try and be clever here, too. */
696 if (!dst->key_values)
697 {
698 dst->key_values = new_link;
699 tail = new_link;
700 }
701 else
702 {
703 tail->next = new_link;
704 tail = new_link;
705 }
706 }
707 }
708
709 dst->activate (); 622 dst->activate ();
710} 623}
711 624
712void 625void
713object::instantiate () 626object::instantiate ()
714{ 627{
715 if (!uuid.seq) // HACK 628 if (!uuid.seq) // HACK
716 uuid = UUID::gen (); 629 uuid = UUID::gen ();
717 630
718 // TODO: unclean state changes, should nt be done in copy_to AND instantiate 631 // TODO: unclean state changes, should not be done in copy_to AND instantiate
719 if (flag [FLAG_RANDOM_SPEED] && speed) 632 if (flag [FLAG_RANDOM_SPEED] && speed)
720 speed_left = - speed - rndm (); // TODO animation 633 speed_left = - speed - rndm (); // TODO animation
721 else 634 else
722 speed_left = -1.; 635 speed_left = -1.;
723 636
753 * be called to update the face variable, _and_ how it looks on the map. 666 * be called to update the face variable, _and_ how it looks on the map.
754 */ 667 */
755void 668void
756update_turn_face (object *op) 669update_turn_face (object *op)
757{ 670{
758 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 671 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
759 return; 672 return;
760 673
761 SET_ANIMATION (op, op->direction); 674 SET_ANIMATION (op, op->direction);
762 update_object (op, UP_OBJ_FACE); 675 update_object (op, UP_OBJ_FACE);
763} 676}
829 /* nop */; 742 /* nop */;
830 else if (action == UP_OBJ_INSERT) 743 else if (action == UP_OBJ_INSERT)
831 { 744 {
832#if 0 745#if 0
833 // this is likely overkill, TODO: revisit (schmorp) 746 // this is likely overkill, TODO: revisit (schmorp)
834 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 747 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
835 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 748 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
836 || (op->is_player () && !(m.flags_ & P_PLAYER)) 749 || (op->is_player () && !(m.flags_ & P_PLAYER))
837 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 750 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
838 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 751 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
839 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 752 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
840 || (m.move_on | op->move_on ) != m.move_on 753 || (m.move_on | op->move_on ) != m.move_on
841 || (m.move_off | op->move_off ) != m.move_off 754 || (m.move_off | op->move_off ) != m.move_off
842 || (m.move_slow | op->move_slow) != m.move_slow 755 || (m.move_slow | op->move_slow) != m.move_slow
843 /* This isn't perfect, but I don't expect a lot of objects to 756 /* This isn't perfect, but I don't expect a lot of objects to
844 * have move_allow right now. 757 * have move_allow right now.
865 update_object (op->more, action); 778 update_object (op->more, action);
866} 779}
867 780
868object::object () 781object::object ()
869{ 782{
870 SET_FLAG (this, FLAG_REMOVED); 783 this->set_flag (FLAG_REMOVED);
871 784
872 //expmul = 1.0; declared const for the time being 785 //expmul = 1.0; declared const for the time being
873 face = blank_face; 786 face = blank_face;
874 material = MATERIAL_NULL; 787 material = MATERIAL_NULL;
875} 788}
876 789
877object::~object () 790object::~object ()
878{ 791{
879 unlink (); 792 unlink ();
880 793
881 free_key_values (this); 794 kv.clear ();
882} 795}
883
884static int object_count;
885 796
886void object::link () 797void object::link ()
887{ 798{
888 assert (!index);//D 799 assert (!index);//D
889 uuid = UUID::gen (); 800 uuid = UUID::gen ();
890 count = ++object_count;
891 801
892 refcnt_inc (); 802 refcnt_inc ();
893 objects.insert (this); 803 objects.insert (this);
804
805 ++create_count;
806
894} 807}
895 808
896void object::unlink () 809void object::unlink ()
897{ 810{
898 if (!index) 811 if (!index)
899 return; 812 return;
813
814 ++destroy_count;
900 815
901 objects.erase (this); 816 objects.erase (this);
902 refcnt_dec (); 817 refcnt_dec ();
903} 818}
904 819
1009 map->insert (op, x, y); 924 map->insert (op, x, y);
1010 } 925 }
1011 } 926 }
1012} 927}
1013 928
929/*
930 * Remove and free all objects in the inventory of the given object.
931 * Unlike destroy_inv, this assumes the *this is destroyed as well
932 * well, so we can (and have to!) take shortcuts.
933 */
934void
935object::destroy_inv_fast ()
936{
937 while (object *op = inv)
938 {
939 // remove from object the fast way
940 op->flag [FLAG_REMOVED] = true;
941 op->env = 0;
942 if ((inv = inv->below))
943 inv->above = 0;
944
945 // then destroy
946 op->destroy ();
947 }
948}
949
950void
951object::freelist_free (int count)
952{
953 while (count-- && freelist)
954 {
955 freelist_item *next = freelist->next;
956 // count is being "destroyed"
957
958 sfree ((char *)freelist, sizeof (object));
959
960 freelist = next;
961 --free_count;
962 }
963}
964
965object *
1014object *object::create () 966object::create ()
1015{ 967{
1016 object *op = new object; 968 object *op;
969
970 if (freelist)
971 {
972 freelist_item li = *freelist;
973 memset (freelist, 0, sizeof (object));
974
975 op = new (freelist) object;
976 op->count = li.count;
977
978 freelist = li.next;
979 --free_count;
980 }
981 else
982 {
983 void *ni = salloc0<char> (sizeof (object));
984
985 op = new(ni) object;
986
987 op->count = ++object_count;
988 }
989
1017 op->link (); 990 op->link ();
991
1018 return op; 992 return op;
1019} 993}
1020 994
995void
996object::do_delete ()
997{
998 uint32_t count = this->count;
999
1000 this->~object ();
1001
1002 freelist_item *li = (freelist_item *)this;
1003 li->next = freelist;
1004 li->count = count;
1005
1006 freelist = li;
1007 ++free_count;
1008}
1009
1021static struct freed_map : maptile 1010static struct freed_map : maptile
1022{ 1011{
1023 freed_map () 1012 freed_map ()
1013 : maptile (3, 3)
1024 { 1014 {
1025 path = "<freed objects map>"; 1015 path = "<freed objects map>";
1026 name = "/internal/freed_objects_map"; 1016 name = "/internal/freed_objects_map";
1027 width = 3;
1028 height = 3;
1029 no_drop = 1; 1017 no_drop = 1;
1030 no_reset = 1; 1018 no_reset = 1;
1031 1019
1032 alloc ();
1033 in_memory = MAP_ACTIVE; 1020 in_memory = MAP_ACTIVE;
1034 } 1021 }
1035 1022
1036 ~freed_map () 1023 ~freed_map ()
1037 { 1024 {
1088 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1075 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1089 head->destroy (); 1076 head->destroy ();
1090 return; 1077 return;
1091 } 1078 }
1092 1079
1093 destroy_inv (false); 1080 destroy_inv_fast ();
1094 1081
1095 if (is_head ()) 1082 if (is_head ())
1096 if (sound_destroy) 1083 if (sound_destroy)
1097 play_sound (sound_destroy); 1084 play_sound (sound_destroy);
1098 else if (flag [FLAG_MONSTER]) 1085 else if (flag [FLAG_MONSTER])
1130 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1117 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1131 if (object *pl = visible_to ()) 1118 if (object *pl = visible_to ())
1132 esrv_del_item (pl->contr, count); 1119 esrv_del_item (pl->contr, count);
1133 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1120 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1134 1121
1135 adjust_weight (env, -total_weight ()); 1122 adjust_weight (env, total_weight (), 0);
1136 1123
1137 object *pl = in_player (); 1124 object *pl = in_player ();
1138 1125
1139 /* we set up values so that it could be inserted into 1126 /* we set up values so that it could be inserted into
1140 * the map, but we don't actually do that - it is up 1127 * the map, but we don't actually do that - it is up
1152 below = 0; 1139 below = 0;
1153 env = 0; 1140 env = 0;
1154 1141
1155 if (pl && pl->is_player ()) 1142 if (pl && pl->is_player ())
1156 { 1143 {
1144 if (expect_false (pl->contr->combat_ob == this))
1145 {
1146 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1147 pl->contr->combat_ob = 0;
1148 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1149 }
1150
1151 if (expect_false (pl->contr->ranged_ob == this))
1152 {
1153 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1154 pl->contr->ranged_ob = 0;
1155 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1156 }
1157
1157 pl->contr->queue_stats_update (); 1158 pl->contr->queue_stats_update ();
1158 1159
1159 if (glow_radius && pl->is_on_map ()) 1160 if (expect_false (glow_radius) && pl->is_on_map ())
1160 update_all_los (pl->map, pl->x, pl->y); 1161 update_all_los (pl->map, pl->x, pl->y);
1161 } 1162 }
1162 } 1163 }
1163 else if (map) 1164 else if (map)
1164 { 1165 {
1184 else if (pl->container_ () == this) 1185 else if (pl->container_ () == this)
1185 { 1186 {
1186 // removing a container should close it 1187 // removing a container should close it
1187 close_container (); 1188 close_container ();
1188 } 1189 }
1189 1190 else
1190 esrv_del_item (pl->contr, count); 1191 esrv_del_item (pl->contr, count);
1191 } 1192 }
1192 1193
1193 /* link the object above us */ 1194 /* link the object above us */
1194 // re-link, make sure compiler can easily use cmove 1195 // re-link, make sure compiler can easily use cmove
1195 *(above ? &above->below : &ms.top) = below; 1196 *(above ? &above->below : &ms.top) = below;
1381 // from here :/ 1382 // from here :/
1382 op->nrof += tmp->nrof; 1383 op->nrof += tmp->nrof;
1383 tmp->destroy (); 1384 tmp->destroy ();
1384 } 1385 }
1385 1386
1386 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1387 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1387 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1388 op->clr_flag (FLAG_INV_LOCKED);
1388 1389
1389 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1390 if (!op->flag [FLAG_ALIVE])
1390 CLEAR_FLAG (op, FLAG_NO_STEAL); 1391 op->clr_flag (FLAG_NO_STEAL);
1391 1392
1392 if (flag & INS_BELOW_ORIGINATOR) 1393 if (flag & INS_BELOW_ORIGINATOR)
1393 { 1394 {
1394 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1395 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1395 { 1396 {
1430 * when lots of spells are cast in one area. Currently, it is presumed 1431 * when lots of spells are cast in one area. Currently, it is presumed
1431 * that flying non pickable objects are spell objects. 1432 * that flying non pickable objects are spell objects.
1432 */ 1433 */
1433 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1434 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1434 { 1435 {
1435 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1436 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1436 floor = tmp; 1437 floor = tmp;
1437 1438
1438 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1439 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1439 { 1440 {
1440 /* We insert above top, so we want this object below this */ 1441 /* We insert above top, so we want this object below this */
1441 top = tmp->below; 1442 top = tmp->below;
1442 break; 1443 break;
1443 } 1444 }
1461 && (op->face && !faces [op->face].visibility)) 1462 && (op->face && !faces [op->face].visibility))
1462 { 1463 {
1463 object *last; 1464 object *last;
1464 1465
1465 for (last = top; last != floor; last = last->below) 1466 for (last = top; last != floor; last = last->below)
1466 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1467 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1467 break; 1468 break;
1468 1469
1469 /* Check to see if we found the object that blocks view, 1470 /* Check to see if we found the object that blocks view,
1470 * and make sure we have a below pointer for it so that 1471 * and make sure we have a below pointer for it so that
1471 * we can get inserted below this one, which requires we 1472 * we can get inserted below this one, which requires we
1544 */ 1545 */
1545 1546
1546 /* if this is not the head or flag has been passed, don't check walk on status */ 1547 /* if this is not the head or flag has been passed, don't check walk on status */
1547 if (!(flag & INS_NO_WALK_ON) && op->is_head ()) 1548 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1548 { 1549 {
1549 if (check_move_on (op, originator)) 1550 if (check_move_on (op, originator, flag))
1550 return 0; 1551 return 0;
1551 1552
1552 /* If we are a multi part object, lets work our way through the check 1553 /* If we are a multi part object, let's work our way through the check
1553 * walk on's. 1554 * walk on's.
1554 */ 1555 */
1555 for (object *tmp = op->more; tmp; tmp = tmp->more) 1556 for (object *tmp = op->more; tmp; tmp = tmp->more)
1556 if (check_move_on (tmp, originator)) 1557 if (check_move_on (tmp, originator, flag))
1557 return 0; 1558 return 0;
1558 } 1559 }
1559 1560
1560 return op; 1561 return op;
1561} 1562}
1602 || (items < m->max_items 1603 || (items < m->max_items
1603 && ms.volume () < m->max_volume)) 1604 && ms.volume () < m->max_volume))
1604 return true; 1605 return true;
1605 1606
1606 if (originator && originator->is_player ()) 1607 if (originator && originator->is_player ())
1607 originator->contr->failmsg (format ( 1608 originator->contr->failmsgf (
1608 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>", 1609 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1609 query_name () 1610 query_name ()
1610 )); 1611 );
1611 1612
1612 return false; 1613 return false;
1613} 1614}
1614 1615
1615/* 1616/*
1627 1628
1628 nr = min (nr, nrof); 1629 nr = min (nr, nrof);
1629 1630
1630 if (nrof > nr) 1631 if (nrof > nr)
1631 { 1632 {
1633 sint64 oweight = total_weight ();
1634
1632 nrof -= nr; 1635 nrof -= nr;
1633 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1634 1636
1635 if (object *pl = visible_to ()) 1637 if (object *pl = visible_to ())
1636 esrv_update_item (UPD_NROF, pl, this); 1638 esrv_update_item (UPD_NROF, pl, this);
1639
1640 adjust_weight (env, oweight, total_weight ());
1637 1641
1638 return true; 1642 return true;
1639 } 1643 }
1640 else 1644 else
1641 { 1645 {
1716 if (op->nrof) 1720 if (op->nrof)
1717 for (object *tmp = inv; tmp; tmp = tmp->below) 1721 for (object *tmp = inv; tmp; tmp = tmp->below)
1718 if (object::can_merge (tmp, op)) 1722 if (object::can_merge (tmp, op))
1719 { 1723 {
1720 /* return the original object and remove inserted object 1724 /* return the original object and remove inserted object
1721 (client needs the original object) */ 1725 (client prefers the original object) */
1726
1727 // carring must be 0 for mergable objects
1728 sint64 oweight = tmp->weight * tmp->nrof;
1729
1722 tmp->nrof += op->nrof; 1730 tmp->nrof += op->nrof;
1723 1731
1724 if (object *pl = tmp->visible_to ()) 1732 if (object *pl = tmp->visible_to ())
1725 esrv_update_item (UPD_NROF, pl, tmp); 1733 esrv_update_item (UPD_NROF, pl, tmp);
1726 1734
1727 adjust_weight (this, op->total_weight ()); 1735 adjust_weight (this, oweight, tmp->weight * tmp->nrof);
1728 1736
1729 op->destroy (); 1737 op->destroy ();
1730 op = tmp; 1738 op = tmp;
1731 goto inserted; 1739 goto inserted;
1732 } 1740 }
1748 op->flag [FLAG_REMOVED] = 0; 1756 op->flag [FLAG_REMOVED] = 0;
1749 1757
1750 if (object *pl = op->visible_to ()) 1758 if (object *pl = op->visible_to ())
1751 esrv_send_item (pl, op); 1759 esrv_send_item (pl, op);
1752 1760
1753 adjust_weight (this, op->total_weight ()); 1761 adjust_weight (this, 0, op->total_weight ());
1754 1762
1755inserted: 1763inserted:
1756 /* reset the light list and los of the players on the map */ 1764 /* reset the light list and los of the players on the map */
1757 if (op->glow_radius && is_on_map ()) 1765 if (op->glow_radius && is_on_map ())
1758 { 1766 {
1787 * MSW 2001-07-08: Check all objects on space, not just those below 1795 * MSW 2001-07-08: Check all objects on space, not just those below
1788 * object being inserted. insert_ob_in_map may not put new objects 1796 * object being inserted. insert_ob_in_map may not put new objects
1789 * on top. 1797 * on top.
1790 */ 1798 */
1791int 1799int
1792check_move_on (object *op, object *originator) 1800check_move_on (object *op, object *originator, int flags)
1793{ 1801{
1794 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1802 if (op->flag [FLAG_NO_APPLY])
1795 return 0; 1803 return 0;
1796 1804
1797 object *tmp; 1805 object *tmp;
1798 maptile *m = op->map; 1806 maptile *m = op->map;
1799 int x = op->x, y = op->y; 1807 int x = op->x, y = op->y;
1836 * Second check makes sure that the movement types not being slowed 1844 * Second check makes sure that the movement types not being slowed
1837 * (~slow_move) is not blocked on this space - just because the 1845 * (~slow_move) is not blocked on this space - just because the
1838 * space doesn't slow down swimming (for example), if you can't actually 1846 * space doesn't slow down swimming (for example), if you can't actually
1839 * swim on that space, can't use it to avoid the penalty. 1847 * swim on that space, can't use it to avoid the penalty.
1840 */ 1848 */
1841 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1849 if (!op->flag [FLAG_WIZPASS])
1842 { 1850 {
1843 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1851 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1844 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1852 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1845 { 1853 {
1846 float diff = tmp->move_slow_penalty * fabs (op->speed); 1854 float diff = tmp->move_slow_penalty * fabs (op->speed);
1856 1864
1857 /* Basically same logic as above, except now for actual apply. */ 1865 /* Basically same logic as above, except now for actual apply. */
1858 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1866 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1859 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1867 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1860 { 1868 {
1869 if ((flags & INS_NO_AUTO_EXIT)
1870 && (tmp->type == EXIT || tmp->type == TELEPORTER
1871 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1872 continue;
1873
1861 move_apply (tmp, op, originator); 1874 move_apply (tmp, op, originator);
1862 1875
1863 if (op->destroyed ()) 1876 if (op->destroyed ())
1864 return 1; 1877 return 1;
1865 1878
1977void 1990void
1978flag_inv (object *op, int flag) 1991flag_inv (object *op, int flag)
1979{ 1992{
1980 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1994 {
1982 SET_FLAG (tmp, flag); 1995 tmp->set_flag (flag);
1983 flag_inv (tmp, flag); 1996 flag_inv (tmp, flag);
1984 } 1997 }
1985} 1998}
1986 1999
1987/* 2000/*
1990void 2003void
1991unflag_inv (object *op, int flag) 2004unflag_inv (object *op, int flag)
1992{ 2005{
1993 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1994 { 2007 {
1995 CLEAR_FLAG (tmp, flag); 2008 tmp->clr_flag (flag);
1996 unflag_inv (tmp, flag); 2009 unflag_inv (tmp, flag);
1997 } 2010 }
1998} 2011}
1999 2012
2000/* 2013/*
2190{ 2203{
2191 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2204 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2192} 2205}
2193 2206
2194/* 2207/*
2195 * find_dir_2(delta-x,delta-y) will return a direction in which 2208 * find_dir_2(delta-x,delta-y) will return a direction value
2196 * an object which has subtracted the x and y coordinates of another 2209 * for running into direct [dx, dy].
2197 * object, needs to travel toward it. 2210 * (the opposite of crossfire's find_dir_2!)
2198 */ 2211 */
2199int 2212int
2200find_dir_2 (int x, int y) 2213find_dir_2 (int x, int y)
2201{ 2214{
2215#if 1 // new algorithm
2216 // this works by putting x, y into 16 sectors, which
2217 // are not equal sized, but are a better approximation
2218 // then the old algorithm, and then using a mapping
2219 // table to map it into a direction value.
2220 // basically, it maps these comparisons to each bit
2221 // bit #3: x < 0
2222 // bit #2: y < 0
2223 // bit #1: x > y
2224 // bit #0: x > 2y
2225
2226 static const uint8 dir[16] = {
2227 4, 5, 4, 3,
2228 2, 1, 2, 3,
2229 6, 5, 6, 7,
2230 8, 1, 8, 7,
2231 };
2232 int sector = 0;
2233
2234 // this is a bit ugly, but more likely to result in branchless code
2235 sector |= x < 0 ? 8 : 0;
2236 x = x < 0 ? -x : x; // abs
2237
2238 sector |= y < 0 ? 4 : 0;
2239 y = y < 0 ? -y : y; // abs
2240
2241 if (x > y)
2242 {
2243 sector |= 2;
2244
2245 if (x > y * 2)
2246 sector |= 1;
2247 }
2248 else
2249 {
2250 if (y > x * 2)
2251 sector |= 1;
2252 else if (!y)
2253 return 0; // x == 0 here
2254 }
2255
2256 return dir [sector];
2257#else // old algorithm
2202 int q; 2258 int q;
2203 2259
2204 if (y) 2260 if (y)
2205 q = x * 100 / y; 2261 q = 128 * x / y;
2206 else if (x) 2262 else if (x)
2207 q = -300 * x; 2263 q = -512 * x; // to make it > 309
2208 else 2264 else
2209 return 0; 2265 return 0;
2210 2266
2211 if (y > 0) 2267 if (y > 0)
2212 { 2268 {
2213 if (q < -242) 2269 if (q < -309) return 7;
2270 if (q < -52) return 6;
2271 if (q < 52) return 5;
2272 if (q < 309) return 4;
2273
2214 return 3; 2274 return 3;
2215 if (q < -41) 2275 }
2216 return 2; 2276 else
2217 if (q < 41) 2277 {
2218 return 1; 2278 if (q < -309) return 3;
2219 if (q < 242) 2279 if (q < -52) return 2;
2220 return 8; 2280 if (q < 52) return 1;
2281 if (q < 309) return 8;
2282
2221 return 7; 2283 return 7;
2222 } 2284 }
2223 2285#endif
2224 if (q < -242)
2225 return 7;
2226 if (q < -41)
2227 return 6;
2228 if (q < 41)
2229 return 5;
2230 if (q < 242)
2231 return 4;
2232
2233 return 3;
2234} 2286}
2235 2287
2236/* 2288/*
2237 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2289 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2238 * between two directions (which are expected to be absolute (see absdir()) 2290 * between two directions (which are expected to be absolute (see absdir())
2239 */ 2291 */
2240int 2292int
2241dirdiff (int dir1, int dir2) 2293dirdiff (int dir1, int dir2)
2242{ 2294{
2243 int d;
2244
2245 d = abs (dir1 - dir2); 2295 int d = abs (dir1 - dir2);
2246 if (d > 4)
2247 d = 8 - d;
2248 2296
2249 return d; 2297 return d > 4 ? 8 - d : d;
2250} 2298}
2251 2299
2252/* peterm: 2300/* peterm:
2253 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2301 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2254 * Basically, this is a table of directions, and what directions 2302 * Basically, this is a table of directions, and what directions
2360 * Add a check so we can't pick up invisible objects (0.93.8) 2408 * Add a check so we can't pick up invisible objects (0.93.8)
2361 */ 2409 */
2362int 2410int
2363can_pick (const object *who, const object *item) 2411can_pick (const object *who, const object *item)
2364{ 2412{
2365 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2413 return /*who->flag [FLAG_WIZ]|| */
2366 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2414 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2367 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2415 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2368} 2416}
2369 2417
2370/* 2418/*
2371 * create clone from object to another 2419 * create clone from object to another
2372 */ 2420 */
2404 return tmp; 2452 return tmp;
2405 2453
2406 return 0; 2454 return 0;
2407} 2455}
2408 2456
2457/* Zero the key_values on op, decrementing the shared-string
2458 * refcounts and freeing the links.
2459 */
2460void
2461key_values::clear ()
2462{
2463 for (key_value *kvp = first; kvp; )
2464 {
2465 key_value *next = kvp->next;
2466 delete kvp;
2467 kvp = next;
2468 }
2469
2470 first = 0;
2471}
2472
2409shstr_tmp 2473shstr_tmp
2410object::kv_get (shstr_tmp key) const 2474key_values::get (shstr_tmp key) const
2411{ 2475{
2412 for (key_value *kv = key_values; kv; kv = kv->next) 2476 for (key_value *kv = first; kv; kv = kv->next)
2413 if (kv->key == key) 2477 if (kv->key == key)
2414 return kv->value; 2478 return kv->value;
2415 2479
2416 return shstr (); 2480 return shstr ();
2417} 2481}
2418 2482
2419void 2483void
2484key_values::add (shstr_tmp key, shstr_tmp value)
2485{
2486 key_value *kv = new key_value;
2487
2488 kv->next = first;
2489 kv->key = key;
2490 kv->value = value;
2491
2492 first = kv;
2493}
2494
2495void
2420object::kv_set (shstr_tmp key, shstr_tmp value) 2496key_values::set (shstr_tmp key, shstr_tmp value)
2421{ 2497{
2422 for (key_value *kv = key_values; kv; kv = kv->next) 2498 for (key_value *kv = first; kv; kv = kv->next)
2423 if (kv->key == key) 2499 if (kv->key == key)
2424 { 2500 {
2425 kv->value = value; 2501 kv->value = value;
2426 return; 2502 return;
2427 } 2503 }
2428 2504
2429 key_value *kv = new key_value; 2505 add (key, value);
2430
2431 kv->next = key_values;
2432 kv->key = key;
2433 kv->value = value;
2434
2435 key_values = kv;
2436} 2506}
2437 2507
2438void 2508void
2439object::kv_del (shstr_tmp key) 2509key_values::del (shstr_tmp key)
2440{ 2510{
2441 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2511 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2442 if ((*kvp)->key == key) 2512 if ((*kvp)->key == key)
2443 { 2513 {
2444 key_value *kv = *kvp; 2514 key_value *kv = *kvp;
2445 *kvp = (*kvp)->next; 2515 *kvp = (*kvp)->next;
2446 delete kv; 2516 delete kv;
2447 return; 2517 return;
2448 } 2518 }
2519}
2520
2521void
2522key_values::reverse ()
2523{
2524 key_value *prev = 0;
2525 key_value *head = first;
2526
2527 while (head)
2528 {
2529 key_value *node = head;
2530 head = head->next;
2531 node->next = prev;
2532 prev = node;
2533 }
2534
2535 first = prev;
2536}
2537
2538key_values &
2539key_values::operator =(const key_values &kv)
2540{
2541 clear ();
2542
2543 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2544 add (kvp->key, kvp->value);
2545
2546 reverse ();
2449} 2547}
2450 2548
2451object::depth_iterator::depth_iterator (object *container) 2549object::depth_iterator::depth_iterator (object *container)
2452: iterator_base (container) 2550: iterator_base (container)
2453{ 2551{
2712 } 2810 }
2713 else 2811 else
2714 move_type = mt; 2812 move_type = mt;
2715} 2813}
2716 2814
2815/* object should be a player.
2816 * we return the object the player has marked with the 'mark' command
2817 * below. If no match is found (or object has changed), we return
2818 * NULL. We leave it up to the calling function to print messages if
2819 * nothing is found.
2820 */
2821object *
2822object::mark () const
2823{
2824 if (contr && contr->mark && contr->mark->env == this)
2825 return contr->mark;
2826 else
2827 return 0;
2828}
2829
2830// put marked object first in the inventory
2831// this is used by identify-like spells so players can influence
2832// the order a bit.
2833void
2834object::splay_marked ()
2835{
2836 if (object *marked = mark ())
2837 splay (marked);
2838}
2839

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