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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 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 */
350object * 348object *
351object_get_env_recursive (object *op) 349object_get_env_recursive (object *op)
352{ 350{
353 while (op->env != NULL) 351 while (op->env != NULL)
354 op = op->env; 352 op = op->env;
355 return op;
356}
357
358/*
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; 353 return op;
371} 354}
372 355
373/* 356/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
526 509
527 if (settings.casting_time) 510 if (settings.casting_time)
528 casting_time = -1; 511 casting_time = -1;
529} 512}
530 513
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 514/*
541 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
544 * 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,
545 * 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
546 * will point at garbage. 520 * will point at garbage.
547 */ 521 */
548void 522void
549copy_object (object *op2, object *op) 523object::copy_to (object *dst)
550{ 524{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 527
554 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));
555 533
556 if (is_freed) 534 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 535 SET_FLAG (dst, FLAG_FREED);
536
558 if (is_removed) 537 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
560 539
561 if (op2->speed < 0) 540 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 542
564 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
565 if (op2->key_values) 544 if (key_values)
566 { 545 {
567 key_value *tail = 0; 546 key_value *tail = 0;
568 key_value *i; 547 key_value *i;
569 548
570 op->key_values = 0; 549 dst->key_values = 0;
571 550
572 for (i = op2->key_values; i; i = i->next) 551 for (i = key_values; i; i = i->next)
573 { 552 {
574 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
575 554
576 new_link->next = 0; 555 new_link->next = 0;
577 new_link->key = i->key; 556 new_link->key = i->key;
578 new_link->value = i->value; 557 new_link->value = i->value;
579 558
580 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
581 if (!op->key_values) 560 if (!dst->key_values)
582 { 561 {
583 op->key_values = new_link; 562 dst->key_values = new_link;
584 tail = new_link; 563 tail = new_link;
585 } 564 }
586 else 565 else
587 { 566 {
588 tail->next = new_link; 567 tail->next = new_link;
589 tail = new_link; 568 tail = new_link;
590 } 569 }
591 } 570 }
592 } 571 }
593 572
594 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;
595} 582}
596 583
597/* 584/*
598 * 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
599 * 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
804 update_now = 1; 791 update_now = 1;
805 792
806 if ((move_slow | op->move_slow) != move_slow) 793 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1; 794 update_now = 1;
808 } 795 }
796
809 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 799 * that is being removed.
812 */ 800 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
839 else 827 else
840 { 828 {
841 delete *i; 829 delete *i;
842 mortals.erase (i); 830 mortals.erase (i);
843 } 831 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852} 832}
853 833
854object::object () 834object::object ()
855{ 835{
856 SET_FLAG (this, FLAG_REMOVED); 836 SET_FLAG (this, FLAG_REMOVED);
915 895
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this); 897 remove_friendly_object (this);
918 898
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 899 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this); 900 remove ();
921 901
922 SET_FLAG (this, FLAG_FREED); 902 SET_FLAG (this, FLAG_FREED);
923 903
924 if (more) 904 if (more)
925 { 905 {
950 930
951 while (op) 931 while (op)
952 { 932 {
953 object *tmp = op->below; 933 object *tmp = op->below;
954 934
955 remove_ob (op); 935 op->remove ();
956 936
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || 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))
959 free_object (op); 939 op->destroy ();
960 else 940 else
961 { 941 {
962 op->x = x; 942 op->x = x;
963 op->y = y; 943 op->y = y;
964 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 */
967 op = tmp; 947 op = tmp;
968 } 948 }
969 } 949 }
970 } 950 }
971 951
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
972 // clear those pointers that likely might have circular references to us 972 // clear those pointers that likely might have circular references to us
973 owner = 0; 973 owner = 0;
974 enemy = 0; 974 enemy = 0;
975 attacked_by = 0; 975 attacked_by = 0;
976 976
988 988
989/* 989/*
990 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
991 * 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)).
992 */ 992 */
993
994void 993void
995sub_weight (object *op, signed long weight) 994sub_weight (object *op, signed long weight)
996{ 995{
997 while (op != NULL) 996 while (op != NULL)
998 { 997 {
1002 op->carrying -= weight; 1001 op->carrying -= weight;
1003 op = op->env; 1002 op = op->env;
1004 } 1003 }
1005} 1004}
1006 1005
1007/* remove_ob(op): 1006/* op->remove ():
1008 * 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
1009 * 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
1010 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 1011 * the previous environment.
1013 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1014 */ 1013 */
1015
1016void 1014void
1017remove_ob (object *op) 1015object::remove ()
1018{ 1016{
1019 object *tmp, *last = 0; 1017 object *tmp, *last = 0;
1020 object *otmp; 1018 object *otmp;
1021 1019
1022 int check_walk_off; 1020 int check_walk_off;
1023 maptile *m;
1024 1021
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 1023 return;
1029 1024
1030 SET_FLAG (op, FLAG_REMOVED); 1025 SET_FLAG (this, FLAG_REMOVED);
1031 1026
1032 if (op->more != NULL) 1027 if (more)
1033 remove_ob (op->more); 1028 more->remove ();
1034 1029
1035 /* 1030 /*
1036 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1037 * inventory. 1032 * inventory.
1038 */ 1033 */
1039 if (op->env != NULL) 1034 if (env)
1040 { 1035 {
1041 if (op->nrof) 1036 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 1037 sub_weight (env, weight * nrof);
1043 else 1038 else
1044 sub_weight (op->env, op->weight + op->carrying); 1039 sub_weight (env, weight + carrying);
1045 1040
1046 /* 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
1047 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 1043 * to save cpu time.
1049 */ 1044 */
1050 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))
1051 fix_player (otmp); 1046 fix_player (otmp);
1052 1047
1053 if (op->above != NULL) 1048 if (above != NULL)
1054 op->above->below = op->below; 1049 above->below = below;
1055 else 1050 else
1056 op->env->inv = op->below; 1051 env->inv = below;
1057 1052
1058 if (op->below != NULL) 1053 if (below != NULL)
1059 op->below->above = op->above; 1054 below->above = above;
1060 1055
1061 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1062 * 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
1063 * to the caller to decide what we want to do. 1058 * to the caller to decide what we want to do.
1064 */ 1059 */
1065 op->x = op->env->x, op->y = op->env->y; 1060 x = env->x, y = env->y;
1066 op->map = op->env->map; 1061 map = env->map;
1067 op->above = NULL, op->below = NULL; 1062 above = 0, below = 0;
1068 op->env = NULL; 1063 env = 0;
1069 } 1064 }
1070 else if (op->map) 1065 else if (map)
1071 { 1066 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* 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
1092 * lots of logic for things we no longer care about 1068 * lots of logic for things we no longer care about
1093 */ 1069 */
1094 1070
1095 /* link the object above us */ 1071 /* link the object above us */
1096 if (op->above) 1072 if (above)
1097 op->above->below = op->below; 1073 above->below = below;
1098 else 1074 else
1099 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 */
1100 1076
1101 /* Relink the object below us, if there is one */ 1077 /* Relink the object below us, if there is one */
1102 if (op->below) 1078 if (below)
1103 op->below->above = op->above; 1079 below->above = above;
1104 else 1080 else
1105 { 1081 {
1106 /* 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
1107 * use translated coordinates in case some oddness with map tiling is 1083 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1084 * evident
1109 */ 1085 */
1110 if (GET_MAP_OB (m, x, y) != op) 1086 if (GET_MAP_OB (map, x, y) != this)
1111 { 1087 {
1112 char *dump = dump_object (op); 1088 char *dump = dump_object (this);
1113 LOG (llevError, 1089 LOG (llevError,
1114 "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);
1115 free (dump); 1091 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1092 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1093 LOG (llevError, "%s\n", dump);
1118 free (dump); 1094 free (dump);
1119 } 1095 }
1120 1096
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1122 } 1098 }
1123 1099
1124 op->above = 0; 1100 above = 0;
1125 op->below = 0; 1101 below = 0;
1126 1102
1127 if (op->map->in_memory == MAP_SAVING) 1103 if (map->in_memory == MAP_SAVING)
1128 return; 1104 return;
1129 1105
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1131 1107
1132 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)
1133 { 1109 {
1134 /* 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
1135 * being removed. 1111 * being removed.
1136 */ 1112 */
1137 1113
1138 if (tmp->type == PLAYER && tmp != op) 1114 if (tmp->type == PLAYER && tmp != this)
1139 { 1115 {
1140 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1142 * appropriately. 1118 * appropriately.
1143 */ 1119 */
1144 if (tmp->container == op) 1120 if (tmp->container == this)
1145 { 1121 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1147 tmp->container = NULL; 1123 tmp->container = 0;
1148 } 1124 }
1149 1125
1150 tmp->contr->socket.update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1151 } 1127 }
1152 1128
1153 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1154 if (check_walk_off 1130 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1133 {
1158 move_apply (tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1159 1135
1160 if (op->destroyed ()) 1136 if (destroyed ())
1161 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 ());
1162 } 1138 }
1163 1139
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1141
1166 if (tmp->above == tmp) 1142 if (tmp->above == tmp)
1167 tmp->above = NULL; 1143 tmp->above = 0;
1168 1144
1169 last = tmp; 1145 last = tmp;
1170 } 1146 }
1171 1147
1172 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1173 if (last == NULL) 1149 if (!last)
1174 { 1150 {
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * 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
1177 * 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
1178 * be correct anyways. 1154 * be correct anyways.
1179 */ 1155 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y); 1157 update_position (map, x, y);
1182 } 1158 }
1183 else 1159 else
1184 update_object (last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1185 1161
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1188 } 1164 }
1189} 1165}
1190 1166
1191/* 1167/*
1192 * merge_ob(op,top): 1168 * merge_ob(op,top):
1207 1183
1208 for (; top != NULL; top = top->below) 1184 for (; top != NULL; top = top->below)
1209 { 1185 {
1210 if (top == op) 1186 if (top == op)
1211 continue; 1187 continue;
1212 if (CAN_MERGE (op, top)) 1188
1189 if (object::can_merge (op, top))
1213 { 1190 {
1214 top->nrof += op->nrof; 1191 top->nrof += op->nrof;
1215 1192
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1195 op->destroy ();
1219 free_object (op);
1220 return top; 1196 return top;
1221 } 1197 }
1222 } 1198 }
1223 1199
1224 return 0; 1200 return 0;
1351 1327
1352 /* this has to be done after we translate the coordinates. 1328 /* this has to be done after we translate the coordinates.
1353 */ 1329 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1330 if (op->nrof && !(flag & INS_NO_MERGE))
1355 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)
1356 if (CAN_MERGE (op, tmp)) 1332 if (object::can_merge (op, tmp))
1357 { 1333 {
1358 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1335 tmp->destroy ();
1360 free_object (tmp);
1361 } 1336 }
1362 1337
1363 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 */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1340
1493 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1494 */ 1469 */
1495 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1496 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)
1497 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1499 1474
1500 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1501 * 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
1502 * 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
1503 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1511 1486
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1514 1489
1515 /* 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,
1516 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1517 * 1492 *
1518 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1496 * update_object().
1551 tmp1; 1526 tmp1;
1552 1527
1553 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1554 1529
1555 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)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1532 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1533
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1535
1566 tmp1->x = op->x; 1536 tmp1->x = op->x;
1567 tmp1->y = op->y; 1537 tmp1->y = op->y;
1577 */ 1547 */
1578 1548
1579object * 1549object *
1580get_split_ob (object *orig_ob, uint32 nr) 1550get_split_ob (object *orig_ob, uint32 nr)
1581{ 1551{
1582 object * 1552 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1554
1587 if (orig_ob->nrof < nr) 1555 if (orig_ob->nrof < nr)
1588 { 1556 {
1589 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);
1590 return NULL; 1558 return NULL;
1591 } 1559 }
1592 1560
1593 newob = object_create_clone (orig_ob); 1561 newob = object_create_clone (orig_ob);
1594 1562
1595 if ((orig_ob->nrof -= nr) < 1) 1563 if ((orig_ob->nrof -= nr) < 1)
1596 { 1564 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1565 else if (!is_removed)
1602 { 1566 {
1603 if (orig_ob->env != NULL) 1567 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 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)
1635 if (i > op->nrof) 1599 if (i > op->nrof)
1636 i = op->nrof; 1600 i = op->nrof;
1637 1601
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1603 op->nrof -= i;
1640 else if (op->env != NULL) 1604 else if (op->env)
1641 { 1605 {
1642 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1643 * therein? 1607 * therein?
1644 */ 1608 */
1645 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1614 * and then searching the map for a player.
1651 */ 1615 */
1652 if (!tmp) 1616 if (!tmp)
1653 { 1617 {
1654 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1656 break; 1622 break;
1657 if (pl) 1623 }
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1624 }
1662 1625
1663 if (i < op->nrof) 1626 if (i < op->nrof)
1664 { 1627 {
1665 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1629 op->nrof -= i;
1667 if (tmp) 1630 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1670 }
1671 } 1632 }
1672 else 1633 else
1673 { 1634 {
1674 remove_ob (op); 1635 op->remove ();
1675 op->nrof = 0; 1636 op->nrof = 0;
1676 if (tmp) 1637 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1639 }
1681 } 1640 }
1682 else 1641 else
1683 { 1642 {
1684 object *above = op->above; 1643 object *above = op->above;
1685 1644
1686 if (i < op->nrof) 1645 if (i < op->nrof)
1687 op->nrof -= i; 1646 op->nrof -= i;
1688 else 1647 else
1689 { 1648 {
1690 remove_ob (op); 1649 op->remove ();
1691 op->nrof = 0; 1650 op->nrof = 0;
1692 } 1651 }
1693 1652
1694 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1697 { 1656 {
1698 if (op->nrof) 1657 if (op->nrof)
1699 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1700 else 1659 else
1704 1663
1705 if (op->nrof) 1664 if (op->nrof)
1706 return op; 1665 return op;
1707 else 1666 else
1708 { 1667 {
1709 free_object (op); 1668 op->destroy ();
1710 return NULL; 1669 return 0;
1711 } 1670 }
1712} 1671}
1713 1672
1714/* 1673/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1686 op->carrying += weight;
1728 op = op->env; 1687 op = op->env;
1729 } 1688 }
1730} 1689}
1731 1690
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1691object *
1747insert_ob_in_ob (object *op, object *where) 1692insert_ob_in_ob (object *op, object *where)
1748{ 1693{
1749 object * 1694 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1695 {
1763 char *dump = dump_object (op); 1696 char *dump = dump_object (op);
1764 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);
1765 free (dump); 1698 free (dump);
1766 return op; 1699 return op;
1767 } 1700 }
1768 1701
1769 if (where->head) 1702 if (where->head)
1770 { 1703 {
1771 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");
1772 where = where->head; 1705 where = where->head;
1773 } 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 ();
1774 1727
1775 if (op->more) 1728 if (op->more)
1776 { 1729 {
1777 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);
1778 return op; 1731 return op;
1780 1733
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1736 if (op->nrof)
1784 { 1737 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1739 if (object::can_merge (tmp, op))
1787 { 1740 {
1788 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1742 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1793 */ 1746 */
1794 add_weight (where, op->weight * op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1797 op = tmp; 1750 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1753 break;
1801 } 1754 }
1802 1755
1803 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1758 * (if it was possible to merge). calling remove_ob will subtract
1806 * 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
1807 * the linking below 1760 * the linking below
1808 */ 1761 */
1809 add_weight (where, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1810 } 1763 }
1811 else 1764 else
1812 add_weight (where, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1813 1766
1814 otmp = is_player_inv (where); 1767 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1768 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1770 fix_player (otmp);
1819 }
1820 1771
1821 op->map = NULL; 1772 op->map = 0;
1822 op->env = where; 1773 op->env = this;
1823 op->above = NULL; 1774 op->above = 0;
1824 op->below = NULL; 1775 op->below = 0;
1825 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1826 1777
1827 /* 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 */
1828 if ((op->glow_radius != 0) && where->map) 1779 if ((op->glow_radius != 0) && map)
1829 { 1780 {
1830#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1831 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);
1832#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1784 if (MAP_DARKNESS (map))
1834 update_all_los (where->map, where->x, where->y); 1785 update_all_los (map, x, y);
1835 } 1786 }
1836 1787
1837 /* 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.
1838 * It sure simplifies this function... 1789 * It sure simplifies this function...
1839 */ 1790 */
1840 if (where->inv == NULL) 1791 if (!inv)
1841 where->inv = op; 1792 inv = op;
1842 else 1793 else
1843 { 1794 {
1844 op->below = where->inv; 1795 op->below = inv;
1845 op->below->above = op; 1796 op->below->above = op;
1846 where->inv = op; 1797 inv = op;
1847 } 1798 }
1799
1848 return op; 1800 return op;
1849} 1801}
1850 1802
1851/* 1803/*
1852 * Checks if any objects has a move_type that matches objects 1804 * Checks if any objects has a move_type that matches objects
2165 * 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
2166 * 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
2167 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2169 */ 2121 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2123 stop = maxfree[i];
2172 } 2124 }
2125
2173 if (!index) 2126 if (!index)
2174 return -1; 2127 return -1;
2128
2175 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2176} 2130}
2177 2131
2178/* 2132/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2541 * create clone from object to another 2495 * create clone from object to another
2542 */ 2496 */
2543object * 2497object *
2544object_create_clone (object *asrc) 2498object_create_clone (object *asrc)
2545{ 2499{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2501
2549 if (!asrc) 2502 if (!asrc)
2550 return NULL; 2503 return 0;
2504
2551 src = asrc; 2505 src = asrc;
2552 if (src->head) 2506 if (src->head)
2553 src = src->head; 2507 src = src->head;
2554 2508
2555 prev = NULL; 2509 prev = 0;
2556 for (part = src; part; part = part->more) 2510 for (part = src; part; part = part->more)
2557 { 2511 {
2558 tmp = get_object (); 2512 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2513 tmp->x -= src->x;
2561 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2562 if (!part->head) 2516 if (!part->head)
2563 { 2517 {
2564 dst = tmp; 2518 dst = tmp;
2565 tmp->head = NULL; 2519 tmp->head = 0;
2566 } 2520 }
2567 else 2521 else
2568 { 2522 {
2569 tmp->head = dst; 2523 tmp->head = dst;
2570 } 2524 }
2525
2571 tmp->more = NULL; 2526 tmp->more = 0;
2527
2572 if (prev) 2528 if (prev)
2573 prev->more = tmp; 2529 prev->more = tmp;
2530
2574 prev = tmp; 2531 prev = tmp;
2575 } 2532 }
2576 2533
2577 for (item = src->inv; item; item = item->below) 2534 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2604 } 2561 }
2605 2562
2606 fprintf (tempfile, obstr); 2563 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2564 fclose (tempfile);
2608 2565
2609 op = get_object (); 2566 op = object::create ();
2610 2567
2611 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2612 2569
2613 if (thawer) 2570 if (thawer)
2614 load_object (thawer, op, 0); 2571 load_object (thawer, op, 0);

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