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Comparing deliantra/server/common/object.C (file contents):
Revision 1.272 by root, Sat Dec 27 04:09:58 2008 UTC vs.
Revision 1.364 by root, Sat Sep 16 22:17:42 2017 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <stdio.h> 26#include <stdio.h>
26#include <sys/types.h> 27#include <sys/types.h>
27#include <sys/uio.h> 28#include <sys/uio.h>
28#include <object.h> 29#include <object.h>
29#include <sproto.h> 30#include <sproto.h>
30#include <loader.h>
31 31
32#include <bitset> 32#include <bitset>
33 33
34UUID UUID::cur; 34UUID UUID::cur;
35static uint64_t seq_next_save; 35static uint64_t seq_next_save;
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;
47
48//+GPL
41 49
42short freearr_x[SIZEOFFREE] = { 50short freearr_x[SIZEOFFREE] = {
43 0, 51 0,
44 0, 1, 1, 1, 0, -1, -1, -1, 52 0, 1, 1, 1, 0, -1, -1, -1,
45 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
49 0, 57 0,
50 -1, -1, 0, 1, 1, 1, 0, -1, 58 -1, -1, 0, 1, 1, 1, 0, -1,
51 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
53}; 61};
54int maxfree[SIZEOFFREE] = {
55 0,
56 9, 10, 13, 14, 17, 18, 21, 22,
57 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
58 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
59};
60int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
61 0, 63 0,
62 1, 2, 3, 4, 5, 6, 7, 8, 64 1, 2, 3, 4, 5, 6, 7, 8,
63 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
64 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
65}; 67};
66 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
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
74};
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
67static void 95static void
68write_uuid (uval64 skip, bool sync) 96write_uuid (uval64 skip, bool sync)
69{ 97{
70 CALL_BEGIN (2); 98 CALL_BEGIN (2);
71 CALL_ARG_SV (newSVval64 (skip)); 99 CALL_ARG_SV (newSVval64 (skip));
73 CALL_CALL ("cf::write_uuid", G_DISCARD); 101 CALL_CALL ("cf::write_uuid", G_DISCARD);
74 CALL_END; 102 CALL_END;
75} 103}
76 104
77static void 105static void
78read_uuid (void) 106read_uuid ()
79{ 107{
80 char filename[MAX_BUF]; 108 char filename[MAX_BUF];
81 109
82 sprintf (filename, "%s/uuid", settings.localdir); 110 sprintf (filename, "%s/uuid", settings.localdir);
83 111
97 125
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 126 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1); 127 _exit (1);
100 } 128 }
101 129
102 UUID::BUF buf; 130 char buf [UUID::MAX_LEN];
103 buf[0] = 0; 131 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp); 132 fgets (buf, sizeof (buf), fp);
105 133
106 if (!UUID::cur.parse (buf)) 134 if (!UUID::cur.parse (buf))
107 { 135 {
134 162
135void 163void
136UUID::init () 164UUID::init ()
137{ 165{
138 read_uuid (); 166 read_uuid ();
167}
168
169bool
170UUID::parse (const char *s)
171{
172 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
173 return false;
174
175 seq = 0;
176
177 while (*s != '>')
178 {
179 if (*s < '0')
180 return false;
181
182 // this gives nice branchless code with gcc
183 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
184 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
185
186 seq = (seq << 4) | digit;
187
188 ++s;
189 }
190
191 return true;
192}
193
194char *
195UUID::append (char *buf) const
196{
197 *buf++ = '<';
198 *buf++ = '1';
199 *buf++ = '.';
200
201 uint64_t seq = this->seq;
202 const int bits = 64;
203 char nz = 0;
204 static const char tohex [] = "0123456789abcdef";
205
206 // assert (len >= 3 + bits / 4 + 1 + 1);
207 for (int i = bits / 4; --i; )
208 {
209 uint8_t digit = seq >> (bits - 4);
210
211 *buf = tohex [digit];
212 nz |= digit;
213 buf += nz ? 1 : 0;
214 seq <<= 4;
215 }
216
217 // last digit is special - always emit
218 uint8_t digit = seq >> (bits - 4);
219 *buf++ = tohex [digit];
220
221 *buf++ = '>';
222
223 return buf;
224}
225
226char *
227UUID::c_str () const
228{
229 static char buf [MAX_LEN];
230 *append (buf) = 0;
231 return buf;
139} 232}
140 233
141/* 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. */
142static bool 235static bool
143compare_ob_value_lists_one (const object *wants, const object *has) 236compare_ob_value_lists_one (const object *wants, const object *has)
144{ 237{
145 /* n-squared behaviour (see kv_get), but I'm hoping both 238 /* n-squared behaviour (see kv.get), but I'm hoping both
146 * 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
147 * different structure or at least keep the lists sorted... 240 * different structure or at least keep the lists sorted...
148 */ 241 */
149 242
150 /* For each field in wants, */ 243 /* For each field in wants, */
151 for (key_value *kv = wants->key_values; kv; kv = kv->next) 244 for (key_value *kv = wants->kv.first; kv; kv = kv->next)
152 if (has->kv_get (kv->key) != kv->value) 245 if (has->kv.get (kv->key) != kv->value)
153 return false; 246 return false;
154 247
155 /* 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. */
156 return true; 249 return true;
157} 250}
179 * Improvements made with merge: Better checking on potion, and also 272 * Improvements made with merge: Better checking on potion, and also
180 * check weight 273 * check weight
181 */ 274 */
182bool object::can_merge_slow (object *ob1, object *ob2) 275bool object::can_merge_slow (object *ob1, object *ob2)
183{ 276{
184 /* A couple quicksanity checks */ 277 /* A couple quick sanity checks */
185 if (ob1 == ob2 278 if (ob1 == ob2
186 || ob1->type != ob2->type 279 || ob1->type != ob2->type
187 || ob1->speed != ob2->speed
188 || ob1->value != ob2->value 280 || ob1->value != ob2->value
189 || ob1->name != ob2->name) 281 || ob1->name != ob2->name
282 || ob1->custom_name != ob2->custom_name
283 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
190 return 0; 284 return 0;
191 285
192 /* Do not merge objects if nrof would overflow, assume nrof 286 /* Do not merge objects if nrof would overflow, assume nrof
193 * is always 0 .. 2**31-1 */ 287 * is always 0 .. 2**31-1 */
194 if (ob1->nrof > 0x7fffffff - ob2->nrof) 288 if (ob1->nrof > 0x7fffffff - ob2->nrof)
198 * 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
199 * 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
200 * 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
201 * flags lose any meaning. 295 * flags lose any meaning.
202 */ 296 */
203 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 297 if (ob1->flag [FLAG_IDENTIFIED])
204 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 298 ob1->set_flag (FLAG_BEEN_APPLIED);
205 299
206 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 300 if (ob2->flag [FLAG_IDENTIFIED])
207 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 301 ob2->set_flag (FLAG_BEEN_APPLIED);
208 302
209 if (ob1->arch->archname != ob2->arch->archname 303 if (ob1->arch->archname != ob2->arch->archname
210 || ob1->name != ob2->name 304 || ob1->name != ob2->name
211 || ob1->title != ob2->title 305 || ob1->title != ob2->title
212 || ob1->msg != ob2->msg 306 || ob1->msg != ob2->msg
215 || ob1->magic != ob2->magic 309 || ob1->magic != ob2->magic
216 || ob1->slaying != ob2->slaying 310 || ob1->slaying != ob2->slaying
217 || ob1->skill != ob2->skill 311 || ob1->skill != ob2->skill
218 || ob1->value != ob2->value 312 || ob1->value != ob2->value
219 || ob1->animation_id != ob2->animation_id 313 || ob1->animation_id != ob2->animation_id
220 || (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
221 || ob1->client_type != ob2->client_type 315 || ob1->client_type != ob2->client_type
222 || ob1->materialname != ob2->materialname 316 || ob1->material != ob2->material
223 || ob1->lore != ob2->lore 317 || ob1->lore != ob2->lore
224 || ob1->subtype != ob2->subtype 318 || ob1->subtype != ob2->subtype
225 || ob1->move_type != ob2->move_type 319 || ob1->move_type != ob2->move_type
226 || ob1->move_block != ob2->move_block 320 || ob1->move_block != ob2->move_block
227 || ob1->move_allow != ob2->move_allow 321 || ob1->move_allow != ob2->move_allow
228 || ob1->move_on != ob2->move_on 322 || ob1->move_on != ob2->move_on
229 || ob1->move_off != ob2->move_off 323 || ob1->move_off != ob2->move_off
230 || ob1->move_slow != ob2->move_slow 324 || ob1->move_slow != ob2->move_slow
231 || ob1->move_slow_penalty != ob2->move_slow_penalty 325 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 326 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 327 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
234 return 0; 328 return 0;
235 329
236 if ((ob1->flag ^ ob2->flag) 330 if ((ob1->flag ^ ob2->flag)
257 /* inventory ok - still need to check rest of this object to see 351 /* inventory ok - still need to check rest of this object to see
258 * if it is valid. 352 * if it is valid.
259 */ 353 */
260 } 354 }
261 355
262 /* 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,
263 * 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
264 * some items equipped, and we don't want those to merge. 358 * some items equipped, and we don't want those to merge.
265 */ 359 */
266 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 360 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
267 return 0; 361 return 0;
268 362
269 /* Note sure why the following is the case - either the object has to 363 /* Not sure why the following is the case - either the object has to
270 * 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
271 * check? 365 * check?
272 */ 366 */
273 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) 367 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
274 return 0; 368 return 0;
275 369
276 switch (ob1->type) 370 switch (ob1->type)
277 { 371 {
278 case SCROLL: 372 case SCROLL:
279 if (ob1->level != ob2->level) 373 if (ob1->level != ob2->level)
280 return 0; 374 return 0;
281 break; 375 break;
282 } 376 }
283 377
284 if (ob1->key_values || ob2->key_values) 378 if (!ob1->kv.empty () || !ob2->kv.empty ())
285 { 379 {
286 /* At least one of these has key_values. */ 380 /* At least one of these has key_values. */
287 if ((!ob1->key_values) != (!ob2->key_values)) 381 if (ob1->kv.empty () != ob2->kv.empty ())
288 return 0; /* One has fields, but the other one doesn't. */ 382 return 0; /* One has fields, but the other one doesn't. */
289 383
290 if (!compare_ob_value_lists (ob1, ob2)) 384 if (!compare_ob_value_lists (ob1, ob2))
291 return 0; 385 return 0;
292 } 386 }
328 // the player inventory itself is always visible 422 // the player inventory itself is always visible
329 if (env->is_player ()) 423 if (env->is_player ())
330 return env; 424 return env;
331 425
332 // else a player could have our env open 426 // else a player could have our env open
333 object *envest = env->outer_env (); 427 object *envest = env->outer_env_or_self ();
334 428
335 // the player itself is always on a map, so we will find him here 429 // the player itself is always on a map, so we will find him here
336 // even if our inv is in a player. 430 // even if our inv is in a player.
337 if (envest->is_on_map ()) 431 if (envest->is_on_map ())
338 if (object *pl = envest->ms ().player ()) 432 if (object *pl = envest->ms ().player ())
339 if (pl->container == env) 433 if (pl->container_ () == env)
340 return pl; 434 return pl;
341 } 435 }
342 else 436 else
343 { 437 {
344 // maybe there is a player standing on the same mapspace 438 // maybe there is a player standing on the same mapspace
345 // this will catch the case where "this" is a player 439 // this will catch the case where "this" is a player
346 if (object *pl = ms ().player ()) 440 if (object *pl = ms ().player ())
347 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look) 441 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
348 || this == pl->container) 442 || pl->container_ () == this)
349 return pl; 443 return pl;
350 } 444 }
351 } 445 }
352 446
353 return 0; 447 return 0;
354} 448}
355 449
356// adjust weight per container type ("of holding") 450// adjust weight per container type ("of holding")
357static sint32 451static weight_t
358weight_adjust_for (object *op, sint32 weight) 452weight_adjust_for (object *op, weight_t weight)
359{ 453{
360 return op->type == CONTAINER 454 if (op->type == CONTAINER)
361 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str) 455 weight -= weight * op->stats.Str / 100;
362 : weight;
363}
364 456
457 return weight;
458}
459
365/* 460/*
366 * adjust_weight(object, weight) adds the specified weight to an object, 461 * subtracts, then adds, the specified weight to an object,
367 * and also updates how much the environment(s) is/are carrying. 462 * and also updates how much the environment(s) is/are carrying.
368 */ 463 */
369static void 464static void
370adjust_weight (object *op, sint32 weight) 465adjust_weight (object *op, weight_t sub, weight_t add)
371{ 466{
372 while (op) 467 while (op)
373 { 468 {
374 // adjust by actual difference to account for rounding errors 469 weight_t carrying = (weight_t)op->carrying
375 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct 470 - weight_adjust_for (op, sub)
376 weight = weight_adjust_for (op, op->carrying) 471 + weight_adjust_for (op, add);
377 - weight_adjust_for (op, op->carrying - weight);
378 472
379 if (!weight) 473 sub = op->carrying;
380 return;
381
382 op->carrying += weight; 474 op->carrying = carrying;
475 add = op->carrying;
383 476
384 if (object *pl = op->visible_to ()) 477 if (object *pl = op->visible_to ())
385 if (pl != op) // player is handled lazily 478 if (pl != op) // player is handled lazily
386 esrv_update_item (UPD_WEIGHT, pl, op); 479 esrv_update_item (UPD_WEIGHT, pl, op);
387 480
395 * containers are carrying, and sums it up. 488 * containers are carrying, and sums it up.
396 */ 489 */
397void 490void
398object::update_weight () 491object::update_weight ()
399{ 492{
400 sint32 sum = 0; 493 weight_t sum = 0;
401 494
402 for (object *op = inv; op; op = op->below) 495 for (object *op = inv; op; op = op->below)
403 { 496 {
404 if (op->inv)
405 op->update_weight (); 497 op->update_weight ();
406 498
407 sum += op->total_weight (); 499 sum += weight_adjust_for (this, op->total_weight ());
408 } 500 }
409
410 sum = weight_adjust_for (this, sum);
411 501
412 if (sum != carrying) 502 if (sum != carrying)
413 { 503 {
504 if (carrying != sum && carrying)//D
505 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
506 (long long)sum, (long long)carrying, debug_desc ());
507
414 carrying = sum; 508 carrying = sum;
415 509
416 if (object *pl = visible_to ()) 510 if (object *pl = visible_to ())
417 if (pl != this) // player is handled lazily 511 if (pl != this) // player is handled lazily
418 esrv_update_item (UPD_WEIGHT, pl, this); 512 esrv_update_item (UPD_WEIGHT, pl, this);
431 object_freezer freezer; 525 object_freezer freezer;
432 op->write (freezer); 526 op->write (freezer);
433 return freezer.as_string (); 527 return freezer.as_string ();
434} 528}
435 529
436/* 530char *
437 * get_nearest_part(multi-object, object 2) returns the part of the 531object::as_string ()
438 * multi-object 1 which is closest to the second object.
439 * If it's not a multi-object, it is returned.
440 */
441object *
442get_nearest_part (object *op, const object *pl)
443{ 532{
444 object *tmp, *closest; 533 return dump_object (this);
445 int last_dist, i;
446
447 if (!op->more)
448 return op;
449
450 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
451 tmp;
452 tmp = tmp->more)
453 if ((i = distance (tmp, pl)) < last_dist)
454 closest = tmp, last_dist = i;
455
456 return closest;
457} 534}
458 535
459/* 536/*
460 * Returns the object which has the count-variable equal to the argument. 537 * Returns the object which has the count-variable equal to the argument.
461 * VERRRY slow. 538 * VERRRY slow.
463object * 540object *
464find_object (tag_t i) 541find_object (tag_t i)
465{ 542{
466 for_all_objects (op) 543 for_all_objects (op)
467 if (op->count == i) 544 if (op->count == i)
545 return op;
546
547 return 0;
548}
549
550/*
551 * Returns the object which has the uuid equal to the argument.
552 * MOAR VERRRY slow.
553 */
554
555object *
556find_object_uuid (UUID i)
557{
558 for_all_objects (op)
559 if (op->uuid == i)
468 return op; 560 return op;
469 561
470 return 0; 562 return 0;
471} 563}
472 564
506 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ()); 598 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
507 return; 599 return;
508 } 600 }
509 601
510 this->owner = owner; 602 this->owner = owner;
511}
512
513int
514object::slottype () const
515{
516 if (type == SKILL)
517 {
518 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
519 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
520 }
521 else
522 {
523 if (slot [body_combat].info) return slot_combat;
524 if (slot [body_range ].info) return slot_ranged;
525 }
526
527 return slot_none;
528}
529
530bool
531object::change_weapon (object *ob)
532{
533 if (current_weapon == ob)
534 return true;
535
536 if (chosen_skill)
537 chosen_skill->flag [FLAG_APPLIED] = false;
538
539 current_weapon = ob;
540 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541
542 if (chosen_skill)
543 chosen_skill->flag [FLAG_APPLIED] = true;
544
545 update_stats ();
546
547 if (ob)
548 {
549 // now check wether any body locations became invalid, in which case
550 // we cannot apply the weapon at the moment.
551 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
552 if (slot[i].used < 0)
553 {
554 current_weapon = chosen_skill = 0;
555 update_stats ();
556
557 new_draw_info_format (NDI_UNIQUE, 0, this,
558 "You try to balance all your items at once, "
559 "but the %s is just too much for your body. "
560 "[You need to unapply some items first.]", &ob->name);
561 return false;
562 }
563
564 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
565 }
566 else
567 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
568
569 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
570 {
571 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
572 &name, ob->debug_desc ());
573 return false;
574 }
575
576 return true;
577}
578
579/* Zero the key_values on op, decrementing the shared-string
580 * refcounts and freeing the links.
581 */
582static void
583free_key_values (object *op)
584{
585 for (key_value *i = op->key_values; i; )
586 {
587 key_value *next = i->next;
588 delete i;
589
590 i = next;
591 }
592
593 op->key_values = 0;
594} 603}
595 604
596/* 605/*
597 * copy_to first frees everything allocated by the dst object, 606 * copy_to first frees everything allocated by the dst object,
598 * and then copies the contents of itself into the second 607 * and then copies the contents of itself into the second
604void 613void
605object::copy_to (object *dst) 614object::copy_to (object *dst)
606{ 615{
607 dst->remove (); 616 dst->remove ();
608 *(object_copy *)dst = *this; 617 *(object_copy *)dst = *this;
618
619 // maybe move to object_copy?
620 dst->kv = kv;
621
609 dst->flag [FLAG_REMOVED] = true; 622 dst->flag [FLAG_REMOVED] = true;
610
611 /* Copy over key_values, if any. */
612 if (key_values)
613 {
614 key_value *tail = 0;
615 dst->key_values = 0;
616
617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
620
621 new_link->next = 0;
622 new_link->key = i->key;
623 new_link->value = i->value;
624
625 /* Try and be clever here, too. */
626 if (!dst->key_values)
627 {
628 dst->key_values = new_link;
629 tail = new_link;
630 }
631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
637 }
638
639 if (speed < 0)
640 dst->speed_left -= rndm ();
641
642 dst->activate (); 623 dst->activate ();
643} 624}
644 625
645void 626void
646object::instantiate () 627object::instantiate ()
647{ 628{
648 if (!uuid.seq) // HACK 629 if (!uuid.seq) // HACK
649 uuid = UUID::gen (); 630 uuid = UUID::gen ();
650 631
632 // TODO: unclean state changes, should not be done in copy_to AND instantiate
633 if (flag [FLAG_RANDOM_SPEED] && speed)
634 speed_left = - speed - rndm (); // TODO animation
635 else
651 speed_left = -0.1f; 636 speed_left = -1.;
637
652 /* copy the body_info to the body_used - this is only really 638 /* copy the body_info to the body_used - this is only really
653 * need for monsters, but doesn't hurt to do it for everything. 639 * need for monsters, but doesn't hurt to do it for everything.
654 * by doing so, when a monster is created, it has good starting 640 * by doing so, when a monster is created, it has good starting
655 * values for the body_used info, so when items are created 641 * values for the body_used info, so when items are created
656 * for it, they can be properly equipped. 642 * for it, they can be properly equipped.
657 */ 643 */
658 for (int i = NUM_BODY_LOCATIONS; i--; ) 644 for (int i = NUM_BODY_LOCATIONS; i--; )
659 slot[i].used = slot[i].info; 645 slot[i].used = slot[i].info;
660 646
664object * 650object *
665object::clone () 651object::clone ()
666{ 652{
667 object *neu = create (); 653 object *neu = create ();
668 copy_to (neu); 654 copy_to (neu);
655
656 // TODO: unclean state changes, should not be done in clone AND instantiate
657 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
658 neu->speed_left = - neu->speed - rndm (); // TODO animation
659
669 neu->map = map; // not copied by copy_to 660 neu->map = map; // not copied by copy_to
670 return neu; 661 return neu;
671} 662}
672 663
673/* 664/*
676 * be called to update the face variable, _and_ how it looks on the map. 667 * be called to update the face variable, _and_ how it looks on the map.
677 */ 668 */
678void 669void
679update_turn_face (object *op) 670update_turn_face (object *op)
680{ 671{
681 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch) 672 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
682 return; 673 return;
683 674
684 SET_ANIMATION (op, op->direction); 675 SET_ANIMATION (op, op->direction);
685 update_object (op, UP_OBJ_FACE); 676 update_object (op, UP_OBJ_FACE);
686} 677}
691 * This function needs to be called whenever the speed of an object changes. 682 * This function needs to be called whenever the speed of an object changes.
692 */ 683 */
693void 684void
694object::set_speed (float speed) 685object::set_speed (float speed)
695{ 686{
696 if (flag [FLAG_FREED] && speed)
697 {
698 LOG (llevError, "Object %s is freed but has speed.\n", &name);
699 speed = 0;
700 }
701
702 this->speed = speed; 687 this->speed = speed;
703 688
704 if (has_active_speed ()) 689 if (has_active_speed ())
705 activate (); 690 activate ();
706 else 691 else
753 } 738 }
754 739
755 mapspace &m = op->ms (); 740 mapspace &m = op->ms ();
756 741
757 if (!(m.flags_ & P_UPTODATE)) 742 if (!(m.flags_ & P_UPTODATE))
758 /* nop */; 743 m.update_up (); // nothing to do except copy up
759 else if (action == UP_OBJ_INSERT) 744 else if (action == UP_OBJ_INSERT)
760 { 745 {
746#if 0
761 // this is likely overkill, TODO: revisit (schmorp) 747 // this is likely overkill, TODO: revisit (schmorp)
762 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 748 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
763 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 749 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
764 || (op->is_player () && !(m.flags_ & P_PLAYER)) 750 || (op->is_player () && !(m.flags_ & P_PLAYER))
765 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 751 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
766 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 752 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
767 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 753 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
768 || (m.move_on | op->move_on ) != m.move_on 754 || (m.move_on | op->move_on ) != m.move_on
769 || (m.move_off | op->move_off ) != m.move_off 755 || (m.move_off | op->move_off ) != m.move_off
770 || (m.move_slow | op->move_slow) != m.move_slow 756 || (m.move_slow | op->move_slow) != m.move_slow
771 /* This isn't perfect, but I don't expect a lot of objects to 757 /* This isn't perfect, but I don't expect a lot of objects to
772 * have move_allow right now. 758 * have move_allow right now.
773 */ 759 */
774 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 760 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
775 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
776 m.invalidate (); 761 m.invalidate ();
762#else
763 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
764 m.invalidate ();
765#endif
777 } 766 }
778 /* if the object is being removed, we can't make intelligent 767 /* if the object is being removed, we can't make intelligent
779 * decisions, because remove_ob can't really pass the object 768 * decisions, because remove_ob can't really pass the object
780 * that is being removed. 769 * that is being removed.
781 */ 770 */
782 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 771 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
783 m.invalidate (); 772 m.invalidate ();
784 else if (action == UP_OBJ_FACE) 773 else if (action == UP_OBJ_FACE)
785 /* Nothing to do for that case */ ; 774 m.update_up (); // nothing to do for that case, except copy up
786 else 775 else
787 LOG (llevError, "update_object called with invalid action: %d\n", action); 776 LOG (llevError, "update_object called with invalid action: %d\n", action);
788 777
789 if (op->more) 778 if (op->more)
790 update_object (op->more, action); 779 update_object (op->more, action);
791} 780}
792 781
793object::object () 782object::object ()
794{ 783{
795 SET_FLAG (this, FLAG_REMOVED); 784 this->set_flag (FLAG_REMOVED);
796 785
797 expmul = 1.0; 786 //expmul = 1.0; declared const for the time being
798 face = blank_face; 787 face = blank_face;
788 material = MATERIAL_NULL;
799} 789}
800 790
801object::~object () 791object::~object ()
802{ 792{
803 unlink (); 793 unlink ();
804 794
805 free_key_values (this); 795 kv.clear ();
806} 796}
807
808static int object_count;
809 797
810void object::link () 798void object::link ()
811{ 799{
812 assert (!index);//D 800 assert (!index);//D
813 uuid = UUID::gen (); 801 uuid = UUID::gen ();
814 count = ++object_count;
815 802
816 refcnt_inc (); 803 refcnt_inc ();
817 objects.insert (this); 804 objects.insert (this);
805
806 ++create_count;
807
818} 808}
819 809
820void object::unlink () 810void object::unlink ()
821{ 811{
822 if (!index) 812 if (!index)
823 return; 813 return;
814
815 ++destroy_count;
824 816
825 objects.erase (this); 817 objects.erase (this);
826 refcnt_dec (); 818 refcnt_dec ();
827} 819}
828 820
831{ 823{
832 /* If already on active list, don't do anything */ 824 /* If already on active list, don't do anything */
833 if (active) 825 if (active)
834 return; 826 return;
835 827
836 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
837 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
838
839 if (has_active_speed ()) 828 if (has_active_speed ())
829 {
830 if (flag [FLAG_FREED])
831 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
832
840 actives.insert (this); 833 actives.insert (this);
834 }
841} 835}
842 836
843void 837void
844object::activate_recursive () 838object::activate_recursive ()
845{ 839{
849 op->activate_recursive (); 843 op->activate_recursive ();
850} 844}
851 845
852/* This function removes object 'op' from the list of active 846/* This function removes object 'op' from the list of active
853 * objects. 847 * objects.
854 * This should only be used for style maps or other such 848 * This should only be used for style maps or other such
855 * reference maps where you don't want an object that isn't 849 * reference maps where you don't want an object that isn't
856 * in play chewing up cpu time getting processed. 850 * in play chewing up cpu time getting processed.
857 * The reverse of this is to call update_ob_speed, which 851 * The reverse of this is to call update_ob_speed, which
858 * will do the right thing based on the speed of the object. 852 * will do the right thing based on the speed of the object.
859 */ 853 */
905 * if some form of movement is allowed, let objects 899 * if some form of movement is allowed, let objects
906 * drop on that space. 900 * drop on that space.
907 */ 901 */
908 if (!drop_to_ground 902 if (!drop_to_ground
909 || !map 903 || !map
910 || map->in_memory != MAP_ACTIVE 904 || !map->linkable ()
911 || map->no_drop 905 || map->no_drop
912 || ms ().move_block == MOVE_ALL) 906 || ms ().move_block == MOVE_ALL)
913 { 907 {
914 while (inv) 908 while (inv)
915 inv->destroy (); 909 inv->destroy ();
931 map->insert (op, x, y); 925 map->insert (op, x, y);
932 } 926 }
933 } 927 }
934} 928}
935 929
930/*
931 * Remove and free all objects in the inventory of the given object.
932 * Unlike destroy_inv, this assumes the *this is destroyed as well
933 * well, so we can (and have to!) take shortcuts.
934 */
935void
936object::destroy_inv_fast ()
937{
938 while (object *op = inv)
939 {
940 // remove from object the fast way
941 op->flag [FLAG_REMOVED] = true;
942 op->env = 0;
943 if ((inv = inv->below))
944 inv->above = 0;
945
946 // then destroy
947 op->destroy ();
948 }
949}
950
951void
952object::freelist_free (int count)
953{
954 while (count-- && freelist)
955 {
956 freelist_item *next = freelist->next;
957 // count is being "destroyed"
958
959 sfree ((char *)freelist, sizeof (object));
960
961 freelist = next;
962 --free_count;
963 }
964}
965
966object *
936object *object::create () 967object::create ()
937{ 968{
938 object *op = new object; 969 object *op;
970
971 if (freelist)
972 {
973 freelist_item li = *freelist;
974 memset (freelist, 0, sizeof (object));
975
976 op = new (freelist) object;
977 op->count = li.count;
978
979 freelist = li.next;
980 --free_count;
981 }
982 else
983 {
984 void *ni = salloc0<char> (sizeof (object));
985
986 op = new(ni) object;
987
988 op->count = ++object_count;
989 }
990
939 op->link (); 991 op->link ();
992
940 return op; 993 return op;
941} 994}
942 995
943static struct freed_map : maptile 996void
997object::do_delete ()
944{ 998{
945 freed_map () 999 uint32_t count = this->count;
946 {
947 path = "<freed objects map>";
948 name = "/internal/freed_objects_map";
949 width = 3;
950 height = 3;
951 no_drop = 1;
952 no_reset = 1;
953 1000
954 alloc (); 1001 this->~object ();
955 in_memory = MAP_ACTIVE;
956 }
957 1002
958 ~freed_map () 1003 freelist_item *li = (freelist_item *)this;
959 { 1004 li->next = freelist;
960 destroy (); 1005 li->count = count;
961 } 1006
962} freed_map; // freed objects are moved here to avoid crashes 1007 freelist = li;
1008 ++free_count;
1009}
963 1010
964void 1011void
965object::do_destroy () 1012object::do_destroy ()
966{ 1013{
967 if (flag [FLAG_IS_LINKED]) 1014 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1015 remove_link ();
969 1016
970 if (flag [FLAG_FRIENDLY]) 1017 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1018 remove_friendly_object (this);
972 1019
973 remove (); 1020 remove ();
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1057 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (); 1058 head->destroy ();
1012 return; 1059 return;
1013 } 1060 }
1014 1061
1015 destroy_inv (false); 1062 destroy_inv_fast ();
1016 1063
1017 if (is_head ()) 1064 if (is_head ())
1018 if (sound_destroy) 1065 if (sound_destroy)
1019 play_sound (sound_destroy); 1066 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1067 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1078 * the previous environment.
1032 */ 1079 */
1033void 1080void
1034object::do_remove () 1081object::do_remove ()
1035{ 1082{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1083 if (flag [FLAG_REMOVED])
1040 return; 1084 return;
1041 1085
1042 INVOKE_OBJECT (REMOVE, this); 1086 INVOKE_OBJECT (REMOVE, this);
1043 1087
1044 flag [FLAG_REMOVED] = true; 1088 flag [FLAG_REMOVED] = true;
1045 1089
1046 if (more) 1090 if (more)
1047 more->remove (); 1091 more->remove ();
1048 1092
1049 /* 1093 /*
1050 * In this case, the object to be removed is in someones 1094 * In this case, the object to be removed is in someones
1051 * inventory. 1095 * inventory.
1052 */ 1096 */
1053 if (env) 1097 if (env)
1054 { 1098 {
1055 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed 1099 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1056 if (object *pl = visible_to ()) 1100 if (object *pl = visible_to ())
1057 esrv_del_item (pl->contr, count); 1101 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1102 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1103
1060 adjust_weight (env, -total_weight ()); 1104 adjust_weight (env, total_weight (), 0);
1061 1105
1062 object *pl = in_player (); 1106 object *pl = in_player ();
1063 1107
1064 /* we set up values so that it could be inserted into 1108 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up 1109 * the map, but we don't actually do that - it is up
1075 1119
1076 above = 0; 1120 above = 0;
1077 below = 0; 1121 below = 0;
1078 env = 0; 1122 env = 0;
1079 1123
1080 /* NO_FIX_PLAYER is set when a great many changes are being 1124 if (pl && pl->is_player ())
1081 * made to players inventory. If set, avoiding the call
1082 * to save cpu time.
1083 */ 1125 {
1084 if (pl) 1126 if (expect_false (pl->contr->combat_ob == this))
1085 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1086 { 1127 {
1087 pl->update_stats (); 1128 pl->apply (pl->contr->combat_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1129 pl->contr->combat_ob = 0;
1130 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1131 }
1088 1132
1133 if (expect_false (pl->contr->ranged_ob == this))
1134 {
1135 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY | AP_IGNORE_CURSE);
1136 pl->contr->ranged_ob = 0;
1137 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1138 }
1139
1140 pl->contr->queue_stats_update ();
1141
1089 if (glow_radius && pl->is_on_map ()) 1142 if (expect_false (glow_radius) && pl->is_on_map ())
1090 update_all_los (pl->map, pl->x, pl->y); 1143 update_all_los (pl->map, pl->x, pl->y);
1091 } 1144 }
1092 } 1145 }
1093 else if (map) 1146 else if (map)
1094 { 1147 {
1095 map->dirty = true; 1148 map->dirty = true;
1096 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1097 1150
1098 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1099 { 1152 {
1100 if (is_player ()) 1153 if (is_player ())
1101 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1102 ms.smell = ++mapspace::smellcount; // remember the smell of the player 1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1103 1157
1104 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1105 if (container && !container->env) 1159 if (container && !container->env)
1106 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1107 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1108 close_container (); 1162 close_container ();
1109 1163
1110 --map->players; 1164 --map->players;
1111 map->touch (); 1165 map->touch ();
1112 } 1166 }
1113 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1114 { 1168 {
1115 // removing a container should close it 1169 // removing a container should close it
1116 close_container (); 1170 close_container ();
1117 } 1171 }
1118 1172 else
1119 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1120 } 1174 }
1121 1175
1122 /* link the object above us */ 1176 /* link the object above us */
1123 // re-link, make sure compiler can easily use cmove 1177 // re-link, make sure compiler can easily use cmove
1124 *(above ? &above->below : &ms.top) = below; 1178 *(above ? &above->below : &ms.top) = below;
1127 above = 0; 1181 above = 0;
1128 below = 0; 1182 below = 0;
1129 1183
1130 ms.invalidate (); 1184 ms.invalidate ();
1131 1185
1132 if (map->in_memory == MAP_SAVING)
1133 return;
1134
1135 int check_walk_off = !flag [FLAG_NO_APPLY]; 1186 int check_walk_off = !flag [FLAG_NO_APPLY];
1136 1187
1137 if (object *pl = ms.player ()) 1188 if (object *pl = ms.player ())
1138 { 1189 {
1139 if (pl->container == this) 1190 if (pl->container_ () == this)
1140 /* If a container that the player is currently using somehow gets 1191 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1192 * removed (most likely destroyed), update the player view
1142 * appropriately. 1193 * appropriately.
1143 */ 1194 */
1144 pl->close_container (); 1195 pl->close_container ();
1148 //TODO: update floorbox to preserve ordering 1199 //TODO: update floorbox to preserve ordering
1149 if (pl->contr->ns) 1200 if (pl->contr->ns)
1150 pl->contr->ns->floorbox_update (); 1201 pl->contr->ns->floorbox_update ();
1151 } 1202 }
1152 1203
1204 if (check_walk_off)
1153 for (tmp = ms.bot; tmp; tmp = tmp->above) 1205 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1154 { 1206 {
1207 above = tmp->above;
1208
1155 /* No point updating the players look faces if he is the object 1209 /* No point updating the players look faces if he is the object
1156 * being removed. 1210 * being removed.
1157 */ 1211 */
1158 1212
1159 /* See if object moving off should effect something */ 1213 /* See if object moving off should effect something */
1160 if (check_walk_off
1161 && ((move_type & tmp->move_off) 1214 if ((move_type & tmp->move_off)
1162 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1215 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1163 {
1164 move_apply (tmp, this, 0); 1216 move_apply (tmp, this, 0);
1165
1166 if (destroyed ())
1167 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1168 } 1217 }
1169
1170 last = tmp;
1171 }
1172 1218
1173 if (affects_los ()) 1219 if (affects_los ())
1174 update_all_los (map, x, y); 1220 update_all_los (map, x, y);
1175 } 1221 }
1176} 1222}
1220 1266
1221 object *prev = this; 1267 object *prev = this;
1222 1268
1223 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1269 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1224 { 1270 {
1225 object *op = arch_to_object (at); 1271 object *op = at->instance ();
1226 1272
1227 op->name = name; 1273 op->name = name;
1228 op->name_pl = name_pl; 1274 op->name_pl = name_pl;
1229 op->title = title; 1275 op->title = title;
1230 1276
1268 * Passing 0 for flag gives proper default values, so flag really only needs 1314 * Passing 0 for flag gives proper default values, so flag really only needs
1269 * to be set if special handling is needed. 1315 * to be set if special handling is needed.
1270 * 1316 *
1271 * Return value: 1317 * Return value:
1272 * new object if 'op' was merged with other object 1318 * new object if 'op' was merged with other object
1273 * NULL if 'op' was destroyed 1319 * NULL if there was an error (destroyed, blocked etc.)
1274 * just 'op' otherwise 1320 * just 'op' otherwise
1275 */ 1321 */
1276object * 1322object *
1277insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1323insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1278{ 1324{
1279 op->remove (); 1325 op->remove ();
1280 1326
1281 if (m == &freed_map)//D TODO: remove soon 1327 if (m == &freed_map)//D TODO: remove soon
1282 {//D 1328 {//D
1283 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D 1329 LOG (llevError | logBacktrace, "tries to insert object on freed objects map: %s", op->debug_desc ());//D
1284 }//D 1330 }//D
1285 1331
1286 /* Ideally, the caller figures this out. However, it complicates a lot 1332 /* Ideally, the caller figures this out. However, it complicates a lot
1287 * of areas of callers (eg, anything that uses find_free_spot would now 1333 * of areas of callers (eg, anything that uses find_free_spot would now
1288 * need extra work 1334 * need extra work
1289 */ 1335 */
1336 maptile *newmap = m;
1290 if (!xy_normalise (m, op->x, op->y)) 1337 if (!xy_normalise (newmap, op->x, op->y))
1291 { 1338 {
1292 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found 1339 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1293 return 0; 1340 return 0;
1294 } 1341 }
1295 1342
1296 if (object *more = op->more) 1343 if (object *more = op->more)
1297 if (!insert_ob_in_map (more, m, originator, flag)) 1344 if (!insert_ob_in_map (more, m, originator, flag))
1298 return 0; 1345 return 0;
1299 1346
1300 CLEAR_FLAG (op, FLAG_REMOVED); 1347 op->flag [FLAG_REMOVED] = false;
1301 1348 op->env = 0;
1302 op->map = m; 1349 op->map = newmap;
1350
1303 mapspace &ms = op->ms (); 1351 mapspace &ms = op->ms ();
1304 1352
1305 /* this has to be done after we translate the coordinates. 1353 /* this has to be done after we translate the coordinates.
1306 */ 1354 */
1307 if (op->nrof && !(flag & INS_NO_MERGE)) 1355 if (op->nrof && !(flag & INS_NO_MERGE))
1313 // from here :/ 1361 // from here :/
1314 op->nrof += tmp->nrof; 1362 op->nrof += tmp->nrof;
1315 tmp->destroy (); 1363 tmp->destroy ();
1316 } 1364 }
1317 1365
1318 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1319 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1367 op->clr_flag (FLAG_INV_LOCKED);
1320 1368
1321 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1369 if (!op->flag [FLAG_ALIVE])
1322 CLEAR_FLAG (op, FLAG_NO_STEAL); 1370 op->clr_flag (FLAG_NO_STEAL);
1323 1371
1324 if (flag & INS_BELOW_ORIGINATOR) 1372 if (flag & INS_BELOW_ORIGINATOR)
1325 { 1373 {
1326 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1374 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1327 { 1375 {
1328 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1376 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1329 abort (); 1377 abort ();
1330 } 1378 }
1331 1379
1332 if (!originator->is_on_map ()) 1380 if (!originator->is_on_map ())
1381 {
1333 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map", 1382 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1334 op->debug_desc (), originator->debug_desc ()); 1383 op->debug_desc (), originator->debug_desc ());
1384 abort ();
1385 }
1335 1386
1336 op->above = originator; 1387 op->above = originator;
1337 op->below = originator->below; 1388 op->below = originator->below;
1338 originator->below = op; 1389 originator->below = op;
1339 1390
1352 * We've already dealt with merging if appropriate. 1403 * We've already dealt with merging if appropriate.
1353 * Generally, we want to put the new object on top. But if 1404 * Generally, we want to put the new object on top. But if
1354 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1405 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1355 * floor, we want to insert above that and no further. 1406 * floor, we want to insert above that and no further.
1356 * Also, if there are spell objects on this space, we stop processing 1407 * Also, if there are spell objects on this space, we stop processing
1357 * once we get to them. This reduces the need to traverse over all of 1408 * once we get to them. This reduces the need to traverse over all of
1358 * them when adding another one - this saves quite a bit of cpu time 1409 * them when adding another one - this saves quite a bit of cpu time
1359 * when lots of spells are cast in one area. Currently, it is presumed 1410 * when lots of spells are cast in one area. Currently, it is presumed
1360 * that flying non pickable objects are spell objects. 1411 * that flying non pickable objects are spell objects.
1361 */ 1412 */
1362 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1363 { 1414 {
1364 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR)) 1415 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1365 floor = tmp; 1416 floor = tmp;
1366 1417
1367 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1418 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1368 { 1419 {
1369 /* We insert above top, so we want this object below this */ 1420 /* We insert above top, so we want this object below this */
1370 top = tmp->below; 1421 top = tmp->below;
1371 break; 1422 break;
1372 } 1423 }
1390 && (op->face && !faces [op->face].visibility)) 1441 && (op->face && !faces [op->face].visibility))
1391 { 1442 {
1392 object *last; 1443 object *last;
1393 1444
1394 for (last = top; last != floor; last = last->below) 1445 for (last = top; last != floor; last = last->below)
1395 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1446 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1396 break; 1447 break;
1397 1448
1398 /* Check to see if we found the object that blocks view, 1449 /* Check to see if we found the object that blocks view,
1399 * and make sure we have a below pointer for it so that 1450 * and make sure we have a below pointer for it so that
1400 * we can get inserted below this one, which requires we 1451 * we can get inserted below this one, which requires we
1471 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1472 * update_object(). 1523 * update_object().
1473 */ 1524 */
1474 1525
1475 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* if this is not the head or flag has been passed, don't check walk on status */
1476 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1527 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1477 { 1528 {
1478 if (check_move_on (op, originator)) 1529 if (check_move_on (op, originator, flag))
1479 return 0; 1530 return 0;
1480 1531
1481 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, let's work our way through the check
1482 * walk on's. 1533 * walk on's.
1483 */ 1534 */
1484 for (object *tmp = op->more; tmp; tmp = tmp->more) 1535 for (object *tmp = op->more; tmp; tmp = tmp->more)
1485 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator, flag))
1486 return 0; 1537 return 0;
1487 } 1538 }
1488 1539
1489 return op; 1540 return op;
1490} 1541}
1491 1542
1492/* this function inserts an object in the map, but if it 1543/* this function inserts an object in the map, but if it
1493 * finds an object of its own type, it'll remove that one first. 1544 * finds an object of its own type, it'll remove that one first.
1494 * op is the object to insert it under: supplies x and the map. 1545 * op is the object to insert it under: supplies x and the map.
1495 */ 1546 */
1496void 1547void
1497replace_insert_ob_in_map (const char *arch_string, object *op) 1548replace_insert_ob_in_map (shstr_tmp archname, object *op)
1498{ 1549{
1499 /* first search for itself and remove any old instances */ 1550 /* first search for itself and remove any old instances */
1500 1551
1501 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1552 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1502 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1553 if (tmp->arch->archname == archname) /* same archetype */
1503 tmp->destroy (); 1554 tmp->destroy ();
1504 1555
1505 object *tmp = arch_to_object (archetype::find (arch_string)); 1556 object *tmp = archetype::find (archname)->instance ();
1506 1557
1507 tmp->x = op->x; 1558 tmp->x = op->x;
1508 tmp->y = op->y; 1559 tmp->y = op->y;
1509 1560
1510 insert_ob_in_map (tmp, op->map, op, 0); 1561 insert_ob_in_map (tmp, op->map, op, 0);
1515{ 1566{
1516 if (where->env) 1567 if (where->env)
1517 return where->env->insert (this); 1568 return where->env->insert (this);
1518 else 1569 else
1519 return where->map->insert (this, where->x, where->y, originator, flags); 1570 return where->map->insert (this, where->x, where->y, originator, flags);
1571}
1572
1573// check whether we can put this into the map, respect max_volume, max_items
1574bool
1575object::can_drop_at (maptile *m, int x, int y, object *originator)
1576{
1577 mapspace &ms = m->at (x, y);
1578
1579 int items = ms.items ();
1580
1581 if (!items // testing !items ensures we can drop at least one item
1582 || (items < m->max_items
1583 && ms.volume () < m->max_volume))
1584 return true;
1585
1586 if (originator)
1587 originator->failmsgf (
1588 "No matter how hard you try, you just cannot put the %s here! H<Try to remove some items from the floor first.>",
1589 query_name ()
1590 );
1591
1592 return false;
1520} 1593}
1521 1594
1522/* 1595/*
1523 * decrease(object, number) decreases a specified number from 1596 * decrease(object, number) decreases a specified number from
1524 * the amount of an object. If the amount reaches 0, the object 1597 * the amount of an object. If the amount reaches 0, the object
1534 1607
1535 nr = min (nr, nrof); 1608 nr = min (nr, nrof);
1536 1609
1537 if (nrof > nr) 1610 if (nrof > nr)
1538 { 1611 {
1612 weight_t oweight = total_weight ();
1613
1539 nrof -= nr; 1614 nrof -= nr;
1540 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1541 1615
1542 if (object *pl = visible_to ()) 1616 if (object *pl = visible_to ())
1543 esrv_update_item (UPD_NROF, pl, this); 1617 esrv_update_item (UPD_NROF, pl, this);
1618
1619 adjust_weight (env, oweight, total_weight ());
1544 1620
1545 return true; 1621 return true;
1546 } 1622 }
1547 else 1623 else
1548 { 1624 {
1602/* 1678/*
1603 * env->insert (op) 1679 * env->insert (op)
1604 * This function inserts the object op in the linked list 1680 * This function inserts the object op in the linked list
1605 * inside the object environment. 1681 * inside the object environment.
1606 * 1682 *
1607 * The function returns now pointer to inserted item, and return value can 1683 * The function returns now pointer to inserted item, and return value can
1608 * be != op, if items are merged. -Tero 1684 * be != op, if items are merged. -Tero
1609 */ 1685 */
1610object * 1686object *
1611object::insert (object *op) 1687object::insert (object *op)
1612{ 1688{
1623 if (op->nrof) 1699 if (op->nrof)
1624 for (object *tmp = inv; tmp; tmp = tmp->below) 1700 for (object *tmp = inv; tmp; tmp = tmp->below)
1625 if (object::can_merge (tmp, op)) 1701 if (object::can_merge (tmp, op))
1626 { 1702 {
1627 /* return the original object and remove inserted object 1703 /* return the original object and remove inserted object
1628 (client needs the original object) */ 1704 (client prefers the original object) */
1705
1706 // carrying must be 0 for mergable objects
1707 weight_t oweight = weight_t (tmp->weight) * tmp->nrof;
1708
1629 tmp->nrof += op->nrof; 1709 tmp->nrof += op->nrof;
1630 1710
1631 if (object *pl = tmp->visible_to ()) 1711 if (object *pl = tmp->visible_to ())
1632 esrv_update_item (UPD_NROF, pl, tmp); 1712 esrv_update_item (UPD_NROF, pl, tmp);
1633 1713
1634 adjust_weight (this, op->total_weight ()); 1714 adjust_weight (this, oweight, weight_t (tmp->weight) * tmp->nrof);
1635 1715
1636 op->destroy (); 1716 op->destroy ();
1637 op = tmp; 1717 op = tmp;
1638 goto inserted; 1718 goto inserted;
1639 } 1719 }
1655 op->flag [FLAG_REMOVED] = 0; 1735 op->flag [FLAG_REMOVED] = 0;
1656 1736
1657 if (object *pl = op->visible_to ()) 1737 if (object *pl = op->visible_to ())
1658 esrv_send_item (pl, op); 1738 esrv_send_item (pl, op);
1659 1739
1660 adjust_weight (this, op->total_weight ()); 1740 adjust_weight (this, 0, op->total_weight ());
1661 1741
1662inserted: 1742inserted:
1663 /* reset the light list and los of the players on the map */ 1743 /* reset the light list and los of the players on the map */
1664 if (op->glow_radius && is_on_map ()) 1744 if (op->glow_radius && is_on_map ())
1665 { 1745 {
1666 update_stats (); 1746 update_stats ();
1667 update_all_los (map, x, y); 1747 update_all_los (map, x, y);
1668 } 1748 }
1669 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1749 else if (is_player ())
1670 // if this is a player's inventory, update stats 1750 // if this is a player's inventory, update stats
1671 update_stats (); 1751 contr->queue_stats_update ();
1672 1752
1673 INVOKE_OBJECT (INSERT, this); 1753 INVOKE_OBJECT (INSERT, this);
1674 1754
1675 return op; 1755 return op;
1676} 1756}
1694 * MSW 2001-07-08: Check all objects on space, not just those below 1774 * MSW 2001-07-08: Check all objects on space, not just those below
1695 * object being inserted. insert_ob_in_map may not put new objects 1775 * object being inserted. insert_ob_in_map may not put new objects
1696 * on top. 1776 * on top.
1697 */ 1777 */
1698int 1778int
1699check_move_on (object *op, object *originator) 1779check_move_on (object *op, object *originator, int flags)
1700{ 1780{
1781 if (op->flag [FLAG_NO_APPLY])
1782 return 0;
1783
1701 object *tmp; 1784 object *tmp;
1702 maptile *m = op->map; 1785 maptile *m = op->map;
1703 int x = op->x, y = op->y; 1786 int x = op->x, y = op->y;
1704 1787
1705 MoveType move_on, move_slow, move_block; 1788 mapspace &ms = m->at (x, y);
1706 1789
1707 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1790 ms.update ();
1708 return 0;
1709 1791
1710 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1792 MoveType move_on = ms.move_on;
1711 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1793 MoveType move_slow = ms.move_slow;
1712 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1794 MoveType move_block = ms.move_block;
1713 1795
1714 /* if nothing on this space will slow op down or be applied, 1796 /* if nothing on this space will slow op down or be applied,
1715 * no need to do checking below. have to make sure move_type 1797 * no need to do checking below. have to make sure move_type
1716 * is set, as lots of objects don't have it set - we treat that 1798 * is set, as lots of objects don't have it set - we treat that
1717 * as walking. 1799 * as walking.
1726 */ 1808 */
1727 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0) 1809 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1728 return 0; 1810 return 0;
1729 1811
1730 /* The objects have to be checked from top to bottom. 1812 /* The objects have to be checked from top to bottom.
1731 * Hence, we first go to the top: 1813 * Hence, we first go to the top:
1732 */ 1814 */
1733 1815 for (object *next, *tmp = ms.top; tmp; tmp = next)
1734 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1735 {
1736 /* Trim the search when we find the first other spell effect
1737 * this helps performance so that if a space has 50 spell objects,
1738 * we don't need to check all of them.
1739 */
1740 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1741 break;
1742 } 1816 {
1817 next = tmp->below;
1743 1818
1744 for (; tmp; tmp = tmp->below)
1745 {
1746 if (tmp == op) 1819 if (tmp == op)
1747 continue; /* Can't apply yourself */ 1820 continue; /* Can't apply yourself */
1748 1821
1749 /* Check to see if one of the movement types should be slowed down. 1822 /* Check to see if one of the movement types should be slowed down.
1750 * Second check makes sure that the movement types not being slowed 1823 * Second check makes sure that the movement types not being slowed
1751 * (~slow_move) is not blocked on this space - just because the 1824 * (~slow_move) is not blocked on this space - just because the
1752 * space doesn't slow down swimming (for example), if you can't actually 1825 * space doesn't slow down swimming (for example), if you can't actually
1753 * swim on that space, can't use it to avoid the penalty. 1826 * swim on that space, can't use it to avoid the penalty.
1754 */ 1827 */
1755 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1828 if (!op->flag [FLAG_WIZPASS])
1756 { 1829 {
1757 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1830 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1758 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1831 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1759 { 1832 {
1760
1761 float
1762 diff = tmp->move_slow_penalty * fabs (op->speed); 1833 float diff = tmp->move_slow_penalty * fabs (op->speed);
1763 1834
1764 if (op->is_player ()) 1835 if (op->is_player ())
1765 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1836 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1766 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1837 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1767 diff /= 4.0; 1838 diff /= 4.0;
1768 1839
1769 op->speed_left -= diff; 1840 op->speed_left -= diff;
1770 } 1841 }
1771 } 1842 }
1772 1843
1773 /* Basically same logic as above, except now for actual apply. */ 1844 /* Basically same logic as above, except now for actual apply. */
1774 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1845 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1846 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1776 { 1847 {
1848 if ((flags & INS_NO_AUTO_EXIT)
1849 && (tmp->type == EXIT || tmp->type == TELEPORTER
1850 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1851 continue;
1852
1777 move_apply (tmp, op, originator); 1853 move_apply (tmp, op, originator);
1778 1854
1779 if (op->destroyed ()) 1855 if (op->destroyed ())
1780 return 1; 1856 return 1;
1781 1857
1893void 1969void
1894flag_inv (object *op, int flag) 1970flag_inv (object *op, int flag)
1895{ 1971{
1896 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1897 { 1973 {
1898 SET_FLAG (tmp, flag); 1974 tmp->set_flag (flag);
1899 flag_inv (tmp, flag); 1975 flag_inv (tmp, flag);
1900 } 1976 }
1901} 1977}
1902 1978
1903/* 1979/*
1906void 1982void
1907unflag_inv (object *op, int flag) 1983unflag_inv (object *op, int flag)
1908{ 1984{
1909 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1910 { 1986 {
1911 CLEAR_FLAG (tmp, flag); 1987 tmp->clr_flag (flag);
1912 unflag_inv (tmp, flag); 1988 unflag_inv (tmp, flag);
1913 } 1989 }
1914} 1990}
1915 1991
1916/* 1992/*
1926 * inform the caller. However, insert_ob_in_map will update as 2002 * inform the caller. However, insert_ob_in_map will update as
1927 * necessary, so the caller shouldn't need to do any special work. 2003 * necessary, so the caller shouldn't need to do any special work.
1928 * Note - updated to take an object instead of archetype - this is necessary 2004 * Note - updated to take an object instead of archetype - this is necessary
1929 * because arch_blocked (now ob_blocked) needs to know the movement type 2005 * because arch_blocked (now ob_blocked) needs to know the movement type
1930 * to know if the space in question will block the object. We can't use 2006 * to know if the space in question will block the object. We can't use
1931 * the archetype because that isn't correct if the monster has been 2007 * the archetype because that isn't correct if the monster has been
1932 * customized, changed states, etc. 2008 * customized, changed states, etc.
1933 */ 2009 */
1934int 2010int
1935find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2011find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1936{ 2012{
1937 int altern[SIZEOFFREE]; 2013 int altern[SIZEOFFREE];
1938 int index = 0, flag; 2014 int index = 0;
1939 2015
1940 for (int i = start; i < stop; i++) 2016 for (int i = start; i < stop; i++)
1941 { 2017 {
1942 mapxy pos (m, x, y); pos.move (i); 2018 mapxy pos (m, x, y); pos.move (i);
1943 2019
1959 continue; 2035 continue;
1960 } 2036 }
1961 2037
1962 /* Basically, if we find a wall on a space, we cut down the search size. 2038 /* Basically, if we find a wall on a space, we cut down the search size.
1963 * In this way, we won't return spaces that are on another side of a wall. 2039 * In this way, we won't return spaces that are on another side of a wall.
1964 * This mostly work, but it cuts down the search size in all directions - 2040 * This mostly work, but it cuts down the search size in all directions -
1965 * if the space being examined only has a wall to the north and empty 2041 * if the space being examined only has a wall to the north and empty
1966 * spaces in all the other directions, this will reduce the search space 2042 * spaces in all the other directions, this will reduce the search space
1967 * to only the spaces immediately surrounding the target area, and 2043 * to only the spaces immediately surrounding the target area, and
1968 * won't look 2 spaces south of the target space. 2044 * won't look 2 spaces south of the target space.
1969 */ 2045 */
1999 */ 2075 */
2000int 2076int
2001find_first_free_spot (const object *ob, maptile *m, int x, int y) 2077find_first_free_spot (const object *ob, maptile *m, int x, int y)
2002{ 2078{
2003 for (int i = 0; i < SIZEOFFREE; i++) 2079 for (int i = 0; i < SIZEOFFREE; i++)
2004 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i])) 2080 if (!ob->blocked (m, x + DIRX (i), y + DIRY (i)))
2005 return i; 2081 return i;
2006 2082
2007 return -1; 2083 return -1;
2008} 2084}
2009 2085
2020 2096
2021 while (--end) 2097 while (--end)
2022 swap (arr [end], arr [rndm (end + 1)]); 2098 swap (arr [end], arr [rndm (end + 1)]);
2023} 2099}
2024 2100
2025/* new function to make monster searching more efficient, and effective! 2101/* new function to make monster searching more efficient, and effective!
2026 * This basically returns a randomized array (in the passed pointer) of 2102 * This basically returns a randomized array (in the passed pointer) of
2027 * the spaces to find monsters. In this way, it won't always look for 2103 * the spaces to find monsters. In this way, it won't always look for
2028 * monsters to the north first. However, the size of the array passed 2104 * monsters to the north first. However, the size of the array passed
2029 * covers all the spaces, so within that size, all the spaces within 2105 * covers all the spaces, so within that size, all the spaces within
2030 * the 3x3 area will be searched, just not in a predictable order. 2106 * the 3x3 area will be searched, just not in a predictable order.
2055 * there is capable of. 2131 * there is capable of.
2056 */ 2132 */
2057int 2133int
2058find_dir (maptile *m, int x, int y, object *exclude) 2134find_dir (maptile *m, int x, int y, object *exclude)
2059{ 2135{
2060 int i, max = SIZEOFFREE, mflags; 2136 int max = SIZEOFFREE;
2061
2062 sint16 nx, ny;
2063 object *tmp;
2064 maptile *mp;
2065
2066 MoveType blocked, move_type; 2137 MoveType move_type;
2067 2138
2068 if (exclude && exclude->head_ () != exclude) 2139 if (exclude && exclude->head_ () != exclude)
2069 { 2140 {
2070 exclude = exclude->head; 2141 exclude = exclude->head;
2071 move_type = exclude->move_type; 2142 move_type = exclude->move_type;
2074 { 2145 {
2075 /* If we don't have anything, presume it can use all movement types. */ 2146 /* If we don't have anything, presume it can use all movement types. */
2076 move_type = MOVE_ALL; 2147 move_type = MOVE_ALL;
2077 } 2148 }
2078 2149
2079 for (i = 1; i < max; i++) 2150 for (int i = 1; i < max; i++)
2080 { 2151 {
2081 mp = m; 2152 mapxy pos (m, x, y);
2082 nx = x + freearr_x[i]; 2153 pos.move (i);
2083 ny = y + freearr_y[i];
2084 2154
2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2155 if (!pos.normalise ())
2086
2087 if (mflags & P_OUT_OF_MAP)
2088 max = maxfree[i]; 2156 max = maxfree[i];
2089 else 2157 else
2090 { 2158 {
2091 mapspace &ms = mp->at (nx, ny); 2159 mapspace &ms = *pos;
2092 2160
2093 blocked = ms.move_block;
2094
2095 if ((move_type & blocked) == move_type) 2161 if ((move_type & ms.move_block) == move_type)
2096 max = maxfree[i]; 2162 max = maxfree [i];
2097 else if (mflags & P_IS_ALIVE) 2163 else if (ms.flags () & P_IS_ALIVE)
2098 { 2164 {
2099 for (tmp = ms.bot; tmp; tmp = tmp->above) 2165 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ()) 2166 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2101 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2167 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2102 break;
2103
2104 if (tmp)
2105 return freedir[i]; 2168 return freedir [i];
2106 } 2169 }
2107 } 2170 }
2108 } 2171 }
2109 2172
2110 return 0; 2173 return 0;
2119{ 2182{
2120 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2121} 2184}
2122 2185
2123/* 2186/*
2124 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction value
2125 * an object which has subtracted the x and y coordinates of another 2188 * for running into direct [dx, dy].
2126 * object, needs to travel toward it. 2189 * (the opposite of crossfire's find_dir_2!)
2127 */ 2190 */
2128int 2191int
2129find_dir_2 (int x, int y) 2192find_dir_2 (int x, int y)
2130{ 2193{
2194#if 1 // new algorithm
2195 // this works by putting x, y into 16 sectors, which
2196 // are not equal sized, but are a better approximation
2197 // then the old algorithm, and then using a mapping
2198 // table to map it into a direction value.
2199 // basically, it maps these comparisons to each bit
2200 // bit #3: x < 0
2201 // bit #2: y < 0
2202 // bit #1: x > y
2203 // bit #0: x > 2y
2204
2205 static const uint8 dir[16] = {
2206 4, 5, 4, 3,
2207 2, 1, 2, 3,
2208 6, 5, 6, 7,
2209 8, 1, 8, 7,
2210 };
2211 int sector = 0;
2212
2213 // this is a bit ugly, but more likely to result in branchless code
2214 sector |= x < 0 ? 8 : 0;
2215 x = x < 0 ? -x : x; // abs
2216
2217 sector |= y < 0 ? 4 : 0;
2218 y = y < 0 ? -y : y; // abs
2219
2220 if (x > y)
2221 {
2222 sector |= 2;
2223
2224 if (x > y * 2)
2225 sector |= 1;
2226 }
2227 else
2228 {
2229 if (y > x * 2)
2230 sector |= 1;
2231 else if (!y)
2232 return 0; // x == 0 here
2233 }
2234
2235 return dir [sector];
2236#else // old algorithm
2131 int q; 2237 int q;
2132 2238
2133 if (y) 2239 if (y)
2134 q = x * 100 / y; 2240 q = 128 * x / y;
2135 else if (x) 2241 else if (x)
2136 q = -300 * x; 2242 q = -512 * x; // to make it > 309
2137 else 2243 else
2138 return 0; 2244 return 0;
2139 2245
2140 if (y > 0) 2246 if (y > 0)
2141 { 2247 {
2142 if (q < -242) 2248 if (q < -309) return 7;
2249 if (q < -52) return 6;
2250 if (q < 52) return 5;
2251 if (q < 309) return 4;
2252
2143 return 3; 2253 return 3;
2144 if (q < -41) 2254 }
2145 return 2; 2255 else
2146 if (q < 41) 2256 {
2147 return 1; 2257 if (q < -309) return 3;
2148 if (q < 242) 2258 if (q < -52) return 2;
2149 return 8; 2259 if (q < 52) return 1;
2260 if (q < 309) return 8;
2261
2150 return 7; 2262 return 7;
2151 } 2263 }
2152 2264#endif
2153 if (q < -242)
2154 return 7;
2155 if (q < -41)
2156 return 6;
2157 if (q < 41)
2158 return 5;
2159 if (q < 242)
2160 return 4;
2161
2162 return 3;
2163} 2265}
2164 2266
2165/* 2267/*
2166 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2268 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2167 * between two directions (which are expected to be absolute (see absdir()) 2269 * between two directions (which are expected to be absolute (see absdir())
2168 */ 2270 */
2169int 2271int
2170dirdiff (int dir1, int dir2) 2272dirdiff (int dir1, int dir2)
2171{ 2273{
2172 int d;
2173
2174 d = abs (dir1 - dir2); 2274 int d = abs (dir1 - dir2);
2175 if (d > 4)
2176 d = 8 - d;
2177 2275
2178 return d; 2276 return d > 4 ? 8 - d : d;
2179} 2277}
2180 2278
2181/* peterm: 2279/* peterm:
2182 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2280 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2183 * Basically, this is a table of directions, and what directions 2281 * Basically, this is a table of directions, and what directions
2185 * This basically means that if direction is 15, then it could either go 2283 * This basically means that if direction is 15, then it could either go
2186 * direction 4, 14, or 16 to get back to where we are. 2284 * direction 4, 14, or 16 to get back to where we are.
2187 * Moved from spell_util.c to object.c with the other related direction 2285 * Moved from spell_util.c to object.c with the other related direction
2188 * functions. 2286 * functions.
2189 */ 2287 */
2190int reduction_dir[SIZEOFFREE][3] = { 2288static const int reduction_dir[SIZEOFFREE][3] = {
2191 {0, 0, 0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2192 {0, 0, 0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2193 {0, 0, 0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2194 {0, 0, 0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2195 {0, 0, 0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2252 int mflags; 2350 int mflags;
2253 2351
2254 if (dir < 0) 2352 if (dir < 0)
2255 return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2256 2354
2257 dx = x + freearr_x[dir]; 2355 dx = x + DIRX (dir);
2258 dy = y + freearr_y[dir]; 2356 dy = y + DIRY (dir);
2259 2357
2260 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2261 2359
2262 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2263 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2289 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2290 */ 2388 */
2291int 2389int
2292can_pick (const object *who, const object *item) 2390can_pick (const object *who, const object *item)
2293{ 2391{
2294 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*who->flag [FLAG_WIZ]|| */
2295 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2296 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3)); 2394 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2297} 2395}
2396
2397//-GPL
2298 2398
2299/* 2399/*
2300 * create clone from object to another 2400 * create clone from object to another
2301 */ 2401 */
2302object * 2402object *
2333 return tmp; 2433 return tmp;
2334 2434
2335 return 0; 2435 return 0;
2336} 2436}
2337 2437
2338const shstr & 2438/* Zero the key_values on op, decrementing the shared-string
2339object::kv_get (const shstr &key) const 2439 * refcounts and freeing the links.
2440 */
2441void
2442key_values::clear ()
2340{ 2443{
2444 for (key_value *kvp = first; kvp; )
2445 {
2446 key_value *next = kvp->next;
2447 delete kvp;
2448 kvp = next;
2449 }
2450
2451 first = 0;
2452}
2453
2454shstr_tmp
2455key_values::get (shstr_tmp key) const
2456{
2341 for (key_value *kv = key_values; kv; kv = kv->next) 2457 for (key_value *kv = first; kv; kv = kv->next)
2342 if (kv->key == key) 2458 if (kv->key == key)
2343 return kv->value; 2459 return kv->value;
2344 2460
2345 return shstr_null; 2461 return shstr ();
2346} 2462}
2347 2463
2348void 2464void
2349object::kv_set (const shstr &key, const shstr &value) 2465key_values::add (shstr_tmp key, shstr_tmp value)
2350{ 2466{
2467 key_value *kv = new key_value;
2468
2469 kv->next = first;
2470 kv->key = key;
2471 kv->value = value;
2472
2473 first = kv;
2474}
2475
2476void
2477key_values::set (shstr_tmp key, shstr_tmp value)
2478{
2351 for (key_value *kv = key_values; kv; kv = kv->next) 2479 for (key_value *kv = first; kv; kv = kv->next)
2352 if (kv->key == key) 2480 if (kv->key == key)
2353 { 2481 {
2354 kv->value = value; 2482 kv->value = value;
2355 return; 2483 return;
2356 } 2484 }
2357 2485
2358 key_value *kv = new key_value; 2486 add (key, value);
2359
2360 kv->next = key_values;
2361 kv->key = key;
2362 kv->value = value;
2363
2364 key_values = kv;
2365} 2487}
2366 2488
2367void 2489void
2368object::kv_del (const shstr &key) 2490key_values::del (shstr_tmp key)
2369{ 2491{
2370 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2492 for (key_value **kvp = &first; *kvp; kvp = &(*kvp)->next)
2371 if ((*kvp)->key == key) 2493 if ((*kvp)->key == key)
2372 { 2494 {
2373 key_value *kv = *kvp; 2495 key_value *kv = *kvp;
2374 *kvp = (*kvp)->next; 2496 *kvp = (*kvp)->next;
2375 delete kv; 2497 delete kv;
2376 return; 2498 return;
2377 } 2499 }
2500}
2501
2502void
2503key_values::reverse ()
2504{
2505 key_value *prev = 0;
2506 key_value *head = first;
2507
2508 while (head)
2509 {
2510 key_value *node = head;
2511 head = head->next;
2512 node->next = prev;
2513 prev = node;
2514 }
2515
2516 first = prev;
2517}
2518
2519key_values &
2520key_values::operator =(const key_values &kv)
2521{
2522 clear ();
2523
2524 for (key_value *kvp = kv.first; kvp; kvp = kvp->next)
2525 add (kvp->key, kvp->value);
2526
2527 reverse ();
2378} 2528}
2379 2529
2380object::depth_iterator::depth_iterator (object *container) 2530object::depth_iterator::depth_iterator (object *container)
2381: iterator_base (container) 2531: iterator_base (container)
2382{ 2532{
2466{ 2616{
2467 return map ? map->region (x, y) 2617 return map ? map->region (x, y)
2468 : region::default_region (); 2618 : region::default_region ();
2469} 2619}
2470 2620
2471const materialtype_t * 2621//+GPL
2472object::dominant_material () const
2473{
2474 if (materialtype_t *mt = name_to_material (materialname))
2475 return mt;
2476
2477 return name_to_material (shstr_unknown);
2478}
2479 2622
2480void 2623void
2481object::open_container (object *new_container) 2624object::open_container (object *new_container)
2482{ 2625{
2483 if (container == new_container) 2626 if (container == new_container)
2504 container = 0; 2647 container = 0;
2505 2648
2506 // client needs item update to make it work, client bug requires this to be separate 2649 // client needs item update to make it work, client bug requires this to be separate
2507 esrv_update_item (UPD_FLAGS, this, old_container); 2650 esrv_update_item (UPD_FLAGS, this, old_container);
2508 2651
2509 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2652 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2510 play_sound (sound_find ("chest_close")); 2653 play_sound (sound_find ("chest_close"));
2511 } 2654 }
2512 2655
2513 if (new_container) 2656 if (new_container)
2514 { 2657 {
2518 // TODO: this does not seem to serve any purpose anymore? 2661 // TODO: this does not seem to serve any purpose anymore?
2519#if 0 2662#if 0
2520 // insert the "Close Container" object. 2663 // insert the "Close Container" object.
2521 if (archetype *closer = new_container->other_arch) 2664 if (archetype *closer = new_container->other_arch)
2522 { 2665 {
2523 object *closer = arch_to_object (new_container->other_arch); 2666 object *closer = new_container->other_arch->instance ();
2524 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2667 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2525 new_container->insert (closer); 2668 new_container->insert (closer);
2526 } 2669 }
2527#endif 2670#endif
2528 2671
2529 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2672 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2530 2673
2531 // make sure the container is available, client bug requires this to be separate 2674 // make sure the container is available, client bug requires this to be separate
2532 esrv_send_item (this, new_container); 2675 esrv_send_item (this, new_container);
2533 2676
2534 new_container->flag [FLAG_APPLIED] = true; 2677 new_container->flag [FLAG_APPLIED] = true;
2541 } 2684 }
2542// else if (!old_container->env && contr && contr->ns) 2685// else if (!old_container->env && contr && contr->ns)
2543// contr->ns->floorbox_reset (); 2686// contr->ns->floorbox_reset ();
2544} 2687}
2545 2688
2689//-GPL
2690
2691// prefetch some flat area around the player
2692static void
2693prefetch_surrounding_area (object *op, maptile *map, int range)
2694{
2695 for (maprect *rect = map->split_to_tiles (mapwalk_buf,
2696 op->x - range , op->y - range ,
2697 op->x + range + 1, op->y + range + 1);
2698 rect->m;
2699 ++rect)
2700 {
2701 rect->m->touch ();
2702 rect->m->activate ();
2703 }
2704}
2705
2706// prefetch a generous area around the player, also up and down
2707void
2708object::prefetch_surrounding_maps ()
2709{
2710 prefetch_surrounding_area (this, map, 40);
2711
2712 if (maptile *m = map->tile_available (TILE_DOWN))
2713 prefetch_surrounding_area (this, m, 20);
2714
2715 if (maptile *m = map->tile_available (TILE_UP))
2716 prefetch_surrounding_area (this, m, 20);
2717}
2718
2719//+GPL
2720
2546object * 2721object *
2547object::force_find (const shstr name) 2722object::force_find (shstr_tmp name)
2548{ 2723{
2549 /* cycle through his inventory to look for the MARK we want to 2724 /* cycle through his inventory to look for the MARK we want to
2550 * place 2725 * place
2551 */ 2726 */
2552 for (object *tmp = inv; tmp; tmp = tmp->below) 2727 for (object *tmp = inv; tmp; tmp = tmp->below)
2553 if (tmp->type == FORCE && tmp->slaying == name) 2728 if (tmp->type == FORCE && tmp->slaying == name)
2554 return splay (tmp); 2729 return splay (tmp);
2555 2730
2556 return 0; 2731 return 0;
2557} 2732}
2558 2733
2734void
2735object::force_set_timer (int duration)
2736{
2737 this->duration = 1;
2738 this->speed_left = -1.f;
2739
2740 this->set_speed (duration ? 1.f / duration : 0.f);
2741}
2742
2559object * 2743object *
2560object::force_add (const shstr name, int duration) 2744object::force_add (shstr_tmp name, int duration)
2561{ 2745{
2562 if (object *force = force_find (name)) 2746 if (object *force = force_find (name))
2563 force->destroy (); 2747 force->destroy ();
2564 2748
2565 object *force = get_archetype (FORCE_NAME); 2749 object *force = archetype::get (FORCE_NAME);
2566 2750
2567 force->slaying = name; 2751 force->slaying = name;
2568 force->stats.food = 1; 2752 force->force_set_timer (duration);
2569 force->speed_left = -1.f;
2570
2571 force->set_speed (duration ? 1.f / duration : 0.f);
2572 force->flag [FLAG_IS_USED_UP] = true;
2573 force->flag [FLAG_APPLIED] = true; 2753 force->flag [FLAG_APPLIED] = true;
2574 2754
2575 return insert (force); 2755 return insert (force);
2576} 2756}
2577 2757
2578void 2758void
2579object::play_sound (faceidx sound) 2759object::play_sound (faceidx sound) const
2580{ 2760{
2581 if (!sound) 2761 if (!sound)
2582 return; 2762 return;
2583 2763
2584 if (flag [FLAG_REMOVED]) 2764 if (is_on_map ())
2585 return;
2586
2587 if (env)
2588 {
2589 if (object *pl = in_player ())
2590 pl->contr->play_sound (sound);
2591 }
2592 else
2593 map->play_sound (sound, x, y); 2765 map->play_sound (sound, x, y);
2766 else if (object *pl = in_player ())
2767 pl->contr->play_sound (sound);
2768}
2769
2770void
2771object::say_msg (const char *msg) const
2772{
2773 if (is_on_map ())
2774 map->say_msg (msg, x, y);
2775 else if (object *pl = in_player ())
2776 pl->contr->play_sound (sound);
2594} 2777}
2595 2778
2596void 2779void
2597object::make_noise () 2780object::make_noise ()
2598{ 2781{
2624 2807
2625 insert (force); 2808 insert (force);
2626 } 2809 }
2627} 2810}
2628 2811
2812void object::change_move_type (MoveType mt)
2813{
2814 if (move_type == mt)
2815 return;
2816
2817 if (is_on_map ())
2818 {
2819 // we are on the map, so handle move_on/off effects
2820 remove ();
2821 move_type = mt;
2822 map->insert (this, x, y, this);
2823 }
2824 else
2825 move_type = mt;
2826}
2827
2828/* object should be a player.
2829 * we return the object the player has marked with the 'mark' command
2830 * below. If no match is found (or object has changed), we return
2831 * NULL. We leave it up to the calling function to print messages if
2832 * nothing is found.
2833 */
2834object *
2835object::mark () const
2836{
2837 if (contr && contr->mark && contr->mark->env == this)
2838 return contr->mark;
2839 else
2840 return 0;
2841}
2842
2843// put marked object first in the inventory
2844// this is used by identify-like spells so players can influence
2845// the order a bit.
2846void
2847object::splay_marked ()
2848{
2849 if (object *marked = mark ())
2850 splay (marked);
2851}
2852

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