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Comparing deliantra/server/common/object.C (file contents):
Revision 1.53 by root, Tue Nov 7 16:30:54 2006 UTC vs.
Revision 1.74 by root, Wed Dec 20 09:14:21 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
412 */ 395 */
413 396
414object * 397object *
415find_object (tag_t i) 398find_object (tag_t i)
416{ 399{
417 object *op;
418
419 for (op = object::first; op != NULL; op = op->next) 400 for (object *op = object::first; op; op = op->next)
420 if (op->count == i) 401 if (op->count == i)
421 break; 402 return op;
422 403
423 return op; 404 return 0;
424} 405}
425 406
426/* 407/*
427 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
428 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
528 509
529 if (settings.casting_time) 510 if (settings.casting_time)
530 casting_time = -1; 511 casting_time = -1;
531} 512}
532 513
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
540}
541
542/* 514/*
543 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
544 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
545 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
546 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
547 * if the first object is freed, the pointers in the new object 519 * if the first object is freed, the pointers in the new object
548 * will point at garbage. 520 * will point at garbage.
549 */ 521 */
550void 522void
551copy_object (object *op2, object *op) 523object::copy_to (object *dst)
552{ 524{
553 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
555 527
556 op2->clone (op); 528 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
557 533
558 if (is_freed) 534 if (is_freed)
559 SET_FLAG (op, FLAG_FREED); 535 SET_FLAG (dst, FLAG_FREED);
536
560 if (is_removed) 537 if (is_removed)
561 SET_FLAG (op, FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
562 539
563 if (op2->speed < 0) 540 if (speed < 0)
564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
565 542
566 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
567 if (op2->key_values) 544 if (key_values)
568 { 545 {
569 key_value *tail = 0; 546 key_value *tail = 0;
570 key_value *i; 547 key_value *i;
571 548
572 op->key_values = 0; 549 dst->key_values = 0;
573 550
574 for (i = op2->key_values; i; i = i->next) 551 for (i = key_values; i; i = i->next)
575 { 552 {
576 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
577 554
578 new_link->next = 0; 555 new_link->next = 0;
579 new_link->key = i->key; 556 new_link->key = i->key;
580 new_link->value = i->value; 557 new_link->value = i->value;
581 558
582 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
583 if (!op->key_values) 560 if (!dst->key_values)
584 { 561 {
585 op->key_values = new_link; 562 dst->key_values = new_link;
586 tail = new_link; 563 tail = new_link;
587 } 564 }
588 else 565 else
589 { 566 {
590 tail->next = new_link; 567 tail->next = new_link;
591 tail = new_link; 568 tail = new_link;
592 } 569 }
593 } 570 }
594 } 571 }
595 572
596 update_ob_speed (op); 573 update_ob_speed (dst);
574}
575
576object *
577object::clone ()
578{
579 object *neu = create ();
580 copy_to (neu);
581 return neu;
597} 582}
598 583
599/* 584/*
600 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * If an object with the IS_TURNABLE() flag needs to be turned due
601 * to the closest player being on the other side, this function can 586 * to the closest player being on the other side, this function can
806 update_now = 1; 791 update_now = 1;
807 792
808 if ((move_slow | op->move_slow) != move_slow) 793 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1; 794 update_now = 1;
810 } 795 }
796
811 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 799 * that is being removed.
814 */ 800 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
841 else 827 else
842 { 828 {
843 delete *i; 829 delete *i;
844 mortals.erase (i); 830 mortals.erase (i);
845 } 831 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854} 832}
855 833
856object::object () 834object::object ()
857{ 835{
858 SET_FLAG (this, FLAG_REMOVED); 836 SET_FLAG (this, FLAG_REMOVED);
917 895
918 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
919 remove_friendly_object (this); 897 remove_friendly_object (this);
920 898
921 if (!QUERY_FLAG (this, FLAG_REMOVED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
922 remove_ob (this); 900 remove ();
923 901
924 SET_FLAG (this, FLAG_FREED); 902 SET_FLAG (this, FLAG_FREED);
925 903
926 if (more) 904 if (more)
927 { 905 {
952 930
953 while (op) 931 while (op)
954 { 932 {
955 object *tmp = op->below; 933 object *tmp = op->below;
956 934
957 remove_ob (op); 935 op->remove ();
958 936
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op); 939 op->destroy ();
962 else 940 else
963 { 941 {
964 op->x = x; 942 op->x = x;
965 op->y = y; 943 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
969 op = tmp; 947 op = tmp;
970 } 948 }
971 } 949 }
972 } 950 }
973 951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 }
966
967 map = freed_map;
968 x = 1;
969 y = 1;
970 }
971
974 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might have circular references to us
975 owner = 0; 973 owner = 0;
976 enemy = 0; 974 enemy = 0;
977 attacked_by = 0; 975 attacked_by = 0;
978 976
990 988
991/* 989/*
992 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
993 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
994 */ 992 */
995
996void 993void
997sub_weight (object *op, signed long weight) 994sub_weight (object *op, signed long weight)
998{ 995{
999 while (op != NULL) 996 while (op != NULL)
1000 { 997 {
1004 op->carrying -= weight; 1001 op->carrying -= weight;
1005 op = op->env; 1002 op = op->env;
1006 } 1003 }
1007} 1004}
1008 1005
1009/* remove_ob(op): 1006/* op->remove ():
1010 * This function removes the object op from the linked list of objects 1007 * This function removes the object op from the linked list of objects
1011 * which it is currently tied to. When this function is done, the 1008 * which it is currently tied to. When this function is done, the
1012 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1013 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1014 * the previous environment. 1011 * the previous environment.
1015 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1016 */ 1013 */
1017
1018void 1014void
1019remove_ob (object *op) 1015object::remove ()
1020{ 1016{
1021 object *tmp, *last = 0; 1017 object *tmp, *last = 0;
1022 object *otmp; 1018 object *otmp;
1023 1019
1024 int check_walk_off; 1020 int check_walk_off;
1025 maptile *m;
1026 1021
1027 sint16 x, y;
1028
1029 if (QUERY_FLAG (op, FLAG_REMOVED)) 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1030 return; 1023 return;
1031 1024
1032 SET_FLAG (op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1033 1026
1034 if (op->more != NULL) 1027 if (more)
1035 remove_ob (op->more); 1028 more->remove ();
1036 1029
1037 /* 1030 /*
1038 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1039 * inventory. 1032 * inventory.
1040 */ 1033 */
1041 if (op->env != NULL) 1034 if (env)
1042 { 1035 {
1043 if (op->nrof) 1036 if (nrof)
1044 sub_weight (op->env, op->weight * op->nrof); 1037 sub_weight (env, weight * nrof);
1045 else 1038 else
1046 sub_weight (op->env, op->weight + op->carrying); 1039 sub_weight (env, weight + carrying);
1047 1040
1048 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1049 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1050 * to save cpu time. 1043 * to save cpu time.
1051 */ 1044 */
1052 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1053 fix_player (otmp); 1046 fix_player (otmp);
1054 1047
1055 if (op->above != NULL) 1048 if (above != NULL)
1056 op->above->below = op->below; 1049 above->below = below;
1057 else 1050 else
1058 op->env->inv = op->below; 1051 env->inv = below;
1059 1052
1060 if (op->below != NULL) 1053 if (below != NULL)
1061 op->below->above = op->above; 1054 below->above = above;
1062 1055
1063 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1064 * the map, but we don't actually do that - it is up 1057 * the map, but we don't actually do that - it is up
1065 * to the caller to decide what we want to do. 1058 * to the caller to decide what we want to do.
1066 */ 1059 */
1067 op->x = op->env->x, op->y = op->env->y; 1060 x = env->x, y = env->y;
1068 op->map = op->env->map; 1061 map = env->map;
1069 op->above = NULL, op->below = NULL; 1062 above = 0, below = 0;
1070 op->env = NULL; 1063 env = 0;
1071 } 1064 }
1072 else if (op->map) 1065 else if (map)
1073 { 1066 {
1074 x = op->x;
1075 y = op->y;
1076 m = get_map_from_coord (op->map, &x, &y);
1077
1078 if (!m)
1079 {
1080 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1081 op->map->path, op->x, op->y);
1082 /* in old days, we used to set x and y to 0 and continue.
1083 * it seems if we get into this case, something is probablye
1084 * screwed up and should be fixed.
1085 */
1086 abort ();
1087 }
1088
1089 if (op->map != m)
1090 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1091 op->map->path, m->path, op->x, op->y, x, y);
1092
1093 /* Re did the following section of code - it looks like it had 1067 /* Re did the following section of code - it looks like it had
1094 * lots of logic for things we no longer care about 1068 * lots of logic for things we no longer care about
1095 */ 1069 */
1096 1070
1097 /* link the object above us */ 1071 /* link the object above us */
1098 if (op->above) 1072 if (above)
1099 op->above->below = op->below; 1073 above->below = below;
1100 else 1074 else
1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1102 1076
1103 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1104 if (op->below) 1078 if (below)
1105 op->below->above = op->above; 1079 below->above = above;
1106 else 1080 else
1107 { 1081 {
1108 /* Nothing below, which means we need to relink map object for this space 1082 /* Nothing below, which means we need to relink map object for this space
1109 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1110 * evident 1084 * evident
1111 */ 1085 */
1112 if (GET_MAP_OB (m, x, y) != op) 1086 if (GET_MAP_OB (map, x, y) != this)
1113 { 1087 {
1114 char *dump = dump_object (op); 1088 char *dump = dump_object (this);
1115 LOG (llevError, 1089 LOG (llevError,
1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1090 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1117 free (dump); 1091 free (dump);
1118 dump = dump_object (GET_MAP_OB (m, x, y)); 1092 dump = dump_object (GET_MAP_OB (map, x, y));
1119 LOG (llevError, "%s\n", dump); 1093 LOG (llevError, "%s\n", dump);
1120 free (dump); 1094 free (dump);
1121 } 1095 }
1122 1096
1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1124 } 1098 }
1125 1099
1126 op->above = 0; 1100 above = 0;
1127 op->below = 0; 1101 below = 0;
1128 1102
1129 if (op->map->in_memory == MAP_SAVING) 1103 if (map->in_memory == MAP_SAVING)
1130 return; 1104 return;
1131 1105
1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1133 1107
1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1135 { 1109 {
1136 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1137 * being removed. 1111 * being removed.
1138 */ 1112 */
1139 1113
1140 if (tmp->type == PLAYER && tmp != op) 1114 if (tmp->type == PLAYER && tmp != this)
1141 { 1115 {
1142 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1143 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1144 * appropriately. 1118 * appropriately.
1145 */ 1119 */
1146 if (tmp->container == op) 1120 if (tmp->container == this)
1147 { 1121 {
1148 CLEAR_FLAG (op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1149 tmp->container = NULL; 1123 tmp->container = 0;
1150 } 1124 }
1151 1125
1152 tmp->contr->socket.update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1153 } 1127 }
1154 1128
1155 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1156 if (check_walk_off 1130 if (check_walk_off
1157 && ((op->move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1159 { 1133 {
1160 move_apply (tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1161 1135
1162 if (op->destroyed ()) 1136 if (destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 } 1138 }
1165 1139
1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1167 1141
1168 if (tmp->above == tmp) 1142 if (tmp->above == tmp)
1169 tmp->above = NULL; 1143 tmp->above = 0;
1170 1144
1171 last = tmp; 1145 last = tmp;
1172 } 1146 }
1173 1147
1174 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1175 if (last == NULL) 1149 if (!last)
1176 { 1150 {
1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1178 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1152 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1179 * those out anyways, and if there are any flags set right now, they won't 1153 * those out anyways, and if there are any flags set right now, they won't
1180 * be correct anyways. 1154 * be correct anyways.
1181 */ 1155 */
1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1183 update_position (op->map, op->x, op->y); 1157 update_position (map, x, y);
1184 } 1158 }
1185 else 1159 else
1186 update_object (last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1187 1161
1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1189 update_all_los (op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1190 } 1164 }
1191} 1165}
1192 1166
1193/* 1167/*
1194 * merge_ob(op,top): 1168 * merge_ob(op,top):
1209 1183
1210 for (; top != NULL; top = top->below) 1184 for (; top != NULL; top = top->below)
1211 { 1185 {
1212 if (top == op) 1186 if (top == op)
1213 continue; 1187 continue;
1214 if (CAN_MERGE (op, top)) 1188
1189 if (object::can_merge (op, top))
1215 { 1190 {
1216 top->nrof += op->nrof; 1191 top->nrof += op->nrof;
1217 1192
1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1219 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1220 remove_ob (op); 1195 op->destroy ();
1221 free_object (op);
1222 return top; 1196 return top;
1223 } 1197 }
1224 } 1198 }
1225 1199
1226 return 0; 1200 return 0;
1353 1327
1354 /* this has to be done after we translate the coordinates. 1328 /* this has to be done after we translate the coordinates.
1355 */ 1329 */
1356 if (op->nrof && !(flag & INS_NO_MERGE)) 1330 if (op->nrof && !(flag & INS_NO_MERGE))
1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1358 if (CAN_MERGE (op, tmp)) 1332 if (object::can_merge (op, tmp))
1359 { 1333 {
1360 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1361 remove_ob (tmp); 1335 tmp->destroy ();
1362 free_object (tmp);
1363 } 1336 }
1364 1337
1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1366 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367 1340
1495 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1496 */ 1469 */
1497 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1499 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1500 tmp->contr->socket.update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1501 1474
1502 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1503 * visible to others on this map. But update_all_los is really 1476 * visible to others on this map. But update_all_los is really
1504 * an inefficient way to do this, as it means los for all players 1477 * an inefficient way to do this, as it means los for all players
1505 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1513 1486
1514 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1515 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1516 1489
1517 /* Don't know if moving this to the end will break anything. However, 1490 /* Don't know if moving this to the end will break anything. However,
1518 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1519 * 1492 *
1520 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1521 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1522 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1523 * update_object(). 1496 * update_object().
1553 tmp1; 1526 tmp1;
1554 1527
1555 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1556 1529
1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1530 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 { 1532 tmp->destroy ();
1561 remove_ob (tmp);
1562 free_object (tmp);
1563 }
1564 }
1565 1533
1566 tmp1 = arch_to_object (archetype::find (arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1567 1535
1568 tmp1->x = op->x; 1536 tmp1->x = op->x;
1569 tmp1->y = op->y; 1537 tmp1->y = op->y;
1579 */ 1547 */
1580 1548
1581object * 1549object *
1582get_split_ob (object *orig_ob, uint32 nr) 1550get_split_ob (object *orig_ob, uint32 nr)
1583{ 1551{
1584 object * 1552 object *newob;
1585 newob;
1586 int
1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1588 1554
1589 if (orig_ob->nrof < nr) 1555 if (orig_ob->nrof < nr)
1590 { 1556 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL; 1558 return NULL;
1593 } 1559 }
1594 1560
1595 newob = object_create_clone (orig_ob); 1561 newob = object_create_clone (orig_ob);
1596 1562
1597 if ((orig_ob->nrof -= nr) < 1) 1563 if ((orig_ob->nrof -= nr) < 1)
1598 { 1564 orig_ob->destroy (1);
1599 if (!is_removed)
1600 remove_ob (orig_ob);
1601 free_object2 (orig_ob, 1);
1602 }
1603 else if (!is_removed) 1565 else if (!is_removed)
1604 { 1566 {
1605 if (orig_ob->env != NULL) 1567 if (orig_ob->env != NULL)
1606 sub_weight (orig_ob->env, orig_ob->weight * nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1637 if (i > op->nrof) 1599 if (i > op->nrof)
1638 i = op->nrof; 1600 i = op->nrof;
1639 1601
1640 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i; 1603 op->nrof -= i;
1642 else if (op->env != NULL) 1604 else if (op->env)
1643 { 1605 {
1644 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1645 * therein? 1607 * therein?
1646 */ 1608 */
1647 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1648 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player. 1614 * and then searching the map for a player.
1653 */ 1615 */
1654 if (!tmp) 1616 if (!tmp)
1655 { 1617 {
1656 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1658 break; 1622 break;
1659 if (pl) 1623 }
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 } 1624 }
1664 1625
1665 if (i < op->nrof) 1626 if (i < op->nrof)
1666 { 1627 {
1667 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i; 1629 op->nrof -= i;
1669 if (tmp) 1630 if (tmp)
1670 {
1671 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1672 }
1673 } 1632 }
1674 else 1633 else
1675 { 1634 {
1676 remove_ob (op); 1635 op->remove ();
1677 op->nrof = 0; 1636 op->nrof = 0;
1678 if (tmp) 1637 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1681 }
1682 } 1639 }
1683 } 1640 }
1684 else 1641 else
1685 { 1642 {
1686 object *above = op->above; 1643 object *above = op->above;
1687 1644
1688 if (i < op->nrof) 1645 if (i < op->nrof)
1689 op->nrof -= i; 1646 op->nrof -= i;
1690 else 1647 else
1691 { 1648 {
1692 remove_ob (op); 1649 op->remove ();
1693 op->nrof = 0; 1650 op->nrof = 0;
1694 } 1651 }
1695 1652
1696 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1697 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1698 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1699 { 1656 {
1700 if (op->nrof) 1657 if (op->nrof)
1701 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1702 else 1659 else
1706 1663
1707 if (op->nrof) 1664 if (op->nrof)
1708 return op; 1665 return op;
1709 else 1666 else
1710 { 1667 {
1711 free_object (op); 1668 op->destroy ();
1712 return NULL; 1669 return 0;
1713 } 1670 }
1714} 1671}
1715 1672
1716/* 1673/*
1717 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1729 op->carrying += weight; 1686 op->carrying += weight;
1730 op = op->env; 1687 op = op->env;
1731 } 1688 }
1732} 1689}
1733 1690
1734/*
1735 * insert_ob_in_ob(op,environment):
1736 * This function inserts the object op in the linked list
1737 * inside the object environment.
1738 *
1739 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1740 * the inventory at the last position or next to other objects of the same
1741 * type.
1742 * Frank: Now sorted by type, archetype and magic!
1743 *
1744 * The function returns now pointer to inserted item, and return value can
1745 * be != op, if items are merged. -Tero
1746 */
1747
1748object * 1691object *
1749insert_ob_in_ob (object *op, object *where) 1692insert_ob_in_ob (object *op, object *where)
1750{ 1693{
1751 object * 1694 if (!where)
1752 tmp, *
1753 otmp;
1754
1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1756 {
1757 char *dump = dump_object (op);
1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1760 return op;
1761 }
1762
1763 if (where == NULL)
1764 { 1695 {
1765 char *dump = dump_object (op); 1696 char *dump = dump_object (op);
1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump); 1698 free (dump);
1768 return op; 1699 return op;
1769 } 1700 }
1770 1701
1771 if (where->head) 1702 if (where->head)
1772 { 1703 {
1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1774 where = where->head; 1705 where = where->head;
1775 } 1706 }
1707
1708 return where->insert (op);
1709}
1710
1711/*
1712 * env->insert (op)
1713 * This function inserts the object op in the linked list
1714 * inside the object environment.
1715 *
1716 * The function returns now pointer to inserted item, and return value can
1717 * be != op, if items are merged. -Tero
1718 */
1719
1720object *
1721object::insert (object *op)
1722{
1723 object *tmp, *otmp;
1724
1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1726 op->remove ();
1776 1727
1777 if (op->more) 1728 if (op->more)
1778 { 1729 {
1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1780 return op; 1731 return op;
1782 1733
1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1784 CLEAR_FLAG (op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1785 if (op->nrof) 1736 if (op->nrof)
1786 { 1737 {
1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1788 if (CAN_MERGE (tmp, op)) 1739 if (object::can_merge (tmp, op))
1789 { 1740 {
1790 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1791 (client needs the original object) */ 1742 (client needs the original object) */
1792 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1793 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1794 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1795 */ 1746 */
1796 add_weight (where, op->weight * op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1797 SET_FLAG (op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1798 free_object (op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1799 op = tmp; 1750 op = tmp;
1800 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1801 CLEAR_FLAG (op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1802 break; 1753 break;
1803 } 1754 }
1804 1755
1805 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1806 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1807 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1808 * the weight, so we need to add it in again, since we actually do 1759 * the weight, so we need to add it in again, since we actually do
1809 * the linking below 1760 * the linking below
1810 */ 1761 */
1811 add_weight (where, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1812 } 1763 }
1813 else 1764 else
1814 add_weight (where, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1815 1766
1816 otmp = is_player_inv (where); 1767 otmp = this->in_player ();
1817 if (otmp && otmp->contr != NULL) 1768 if (otmp && otmp->contr)
1818 {
1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1820 fix_player (otmp); 1770 fix_player (otmp);
1821 }
1822 1771
1823 op->map = NULL; 1772 op->map = 0;
1824 op->env = where; 1773 op->env = this;
1825 op->above = NULL; 1774 op->above = 0;
1826 op->below = NULL; 1775 op->below = 0;
1827 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1828 1777
1829 /* reset the light list and los of the players on the map */ 1778 /* reset the light list and los of the players on the map */
1830 if ((op->glow_radius != 0) && where->map) 1779 if ((op->glow_radius != 0) && map)
1831 { 1780 {
1832#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1834#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map)) 1784 if (MAP_DARKNESS (map))
1836 update_all_los (where->map, where->x, where->y); 1785 update_all_los (map, x, y);
1837 } 1786 }
1838 1787
1839 /* Client has no idea of ordering so lets not bother ordering it here. 1788 /* Client has no idea of ordering so lets not bother ordering it here.
1840 * It sure simplifies this function... 1789 * It sure simplifies this function...
1841 */ 1790 */
1842 if (where->inv == NULL) 1791 if (!inv)
1843 where->inv = op; 1792 inv = op;
1844 else 1793 else
1845 { 1794 {
1846 op->below = where->inv; 1795 op->below = inv;
1847 op->below->above = op; 1796 op->below->above = op;
1848 where->inv = op; 1797 inv = op;
1849 } 1798 }
1799
1850 return op; 1800 return op;
1851} 1801}
1852 1802
1853/* 1803/*
1854 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
2167 * if the space being examined only has a wall to the north and empty 2117 * if the space being examined only has a wall to the north and empty
2168 * spaces in all the other directions, this will reduce the search space 2118 * spaces in all the other directions, this will reduce the search space
2169 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2170 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2171 */ 2121 */
2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2173 stop = maxfree[i]; 2123 stop = maxfree[i];
2174 } 2124 }
2125
2175 if (!index) 2126 if (!index)
2176 return -1; 2127 return -1;
2128
2177 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2178} 2130}
2179 2131
2180/* 2132/*
2181 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2543 * create clone from object to another 2495 * create clone from object to another
2544 */ 2496 */
2545object * 2497object *
2546object_create_clone (object *asrc) 2498object_create_clone (object *asrc)
2547{ 2499{
2548 object *
2549 dst = NULL, *tmp, *src, *part, *prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2550 2501
2551 if (!asrc) 2502 if (!asrc)
2552 return NULL; 2503 return 0;
2504
2553 src = asrc; 2505 src = asrc;
2554 if (src->head) 2506 if (src->head)
2555 src = src->head; 2507 src = src->head;
2556 2508
2557 prev = NULL; 2509 prev = 0;
2558 for (part = src; part; part = part->more) 2510 for (part = src; part; part = part->more)
2559 { 2511 {
2560 tmp = get_object (); 2512 tmp = part->clone ();
2561 copy_object (part, tmp);
2562 tmp->x -= src->x; 2513 tmp->x -= src->x;
2563 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2564 if (!part->head) 2516 if (!part->head)
2565 { 2517 {
2566 dst = tmp; 2518 dst = tmp;
2567 tmp->head = NULL; 2519 tmp->head = 0;
2568 } 2520 }
2569 else 2521 else
2570 { 2522 {
2571 tmp->head = dst; 2523 tmp->head = dst;
2572 } 2524 }
2525
2573 tmp->more = NULL; 2526 tmp->more = 0;
2527
2574 if (prev) 2528 if (prev)
2575 prev->more = tmp; 2529 prev->more = tmp;
2530
2576 prev = tmp; 2531 prev = tmp;
2577 } 2532 }
2578 2533
2579 for (item = src->inv; item; item = item->below) 2534 for (item = src->inv; item; item = item->below)
2580 insert_ob_in_ob (object_create_clone (item), dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2606 } 2561 }
2607 2562
2608 fprintf (tempfile, obstr); 2563 fprintf (tempfile, obstr);
2609 fclose (tempfile); 2564 fclose (tempfile);
2610 2565
2611 op = get_object (); 2566 op = object::create ();
2612 2567
2613 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2614 2569
2615 if (thawer) 2570 if (thawer)
2616 load_object (thawer, op, 0); 2571 load_object (thawer, op, 0);

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