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Comparing deliantra/server/common/object.C (file contents):
Revision 1.63 by root, Tue Dec 12 20:53:02 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
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);
558 536
559 if (is_removed) 537 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED); 538 SET_FLAG (dst, FLAG_REMOVED);
561 539
562 if (op2->speed < 0) 540 if (speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
564 542
565 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
566 if (op2->key_values) 544 if (key_values)
567 { 545 {
568 key_value *tail = 0; 546 key_value *tail = 0;
569 key_value *i; 547 key_value *i;
570 548
571 op->key_values = 0; 549 dst->key_values = 0;
572 550
573 for (i = op2->key_values; i; i = i->next) 551 for (i = key_values; i; i = i->next)
574 { 552 {
575 key_value *new_link = new key_value; 553 key_value *new_link = new key_value;
576 554
577 new_link->next = 0; 555 new_link->next = 0;
578 new_link->key = i->key; 556 new_link->key = i->key;
579 new_link->value = i->value; 557 new_link->value = i->value;
580 558
581 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
582 if (!op->key_values) 560 if (!dst->key_values)
583 { 561 {
584 op->key_values = new_link; 562 dst->key_values = new_link;
585 tail = new_link; 563 tail = new_link;
586 } 564 }
587 else 565 else
588 { 566 {
589 tail->next = new_link; 567 tail->next = new_link;
590 tail = new_link; 568 tail = new_link;
591 } 569 }
592 } 570 }
593 } 571 }
594 572
595 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;
596} 582}
597 583
598/* 584/*
599 * 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
600 * 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
948 934
949 op->remove (); 935 op->remove ();
950 936
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
952 || 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))
953 op->destroy (0); 939 op->destroy ();
954 else 940 else
955 { 941 {
956 op->x = x; 942 op->x = x;
957 op->y = y; 943 op->y = y;
958 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 */
1054 1040
1055 /* 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
1056 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 1043 * to save cpu time.
1058 */ 1044 */
1059 if ((otmp = is_player_inv (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))
1060 fix_player (otmp); 1046 fix_player (otmp);
1061 1047
1062 if (above != NULL) 1048 if (above != NULL)
1063 above->below = below; 1049 above->below = below;
1064 else 1050 else
1135 { 1121 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0; 1123 tmp->container = 0;
1138 } 1124 }
1139 1125
1140 tmp->contr->socket.update_look = 1; 1126 tmp->contr->socket->floorbox_update ();
1141 } 1127 }
1142 1128
1143 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1144 if (check_walk_off 1130 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1131 && ((move_type & tmp->move_off)
1197 1183
1198 for (; top != NULL; top = top->below) 1184 for (; top != NULL; top = top->below)
1199 { 1185 {
1200 if (top == op) 1186 if (top == op)
1201 continue; 1187 continue;
1202 if (CAN_MERGE (op, top)) 1188
1189 if (object::can_merge (op, top))
1203 { 1190 {
1204 top->nrof += op->nrof; 1191 top->nrof += op->nrof;
1205 1192
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1208 op->remove ();
1209 op->destroy (0); 1195 op->destroy ();
1210 return top; 1196 return top;
1211 } 1197 }
1212 } 1198 }
1213 1199
1214 return 0; 1200 return 0;
1341 1327
1342 /* this has to be done after we translate the coordinates. 1328 /* this has to be done after we translate the coordinates.
1343 */ 1329 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1330 if (op->nrof && !(flag & INS_NO_MERGE))
1345 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)
1346 if (CAN_MERGE (op, tmp)) 1332 if (object::can_merge (op, tmp))
1347 { 1333 {
1348 op->nrof += tmp->nrof; 1334 op->nrof += tmp->nrof;
1349 tmp->remove ();
1350 tmp->destroy (0); 1335 tmp->destroy ();
1351 } 1336 }
1352 1337
1353 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 */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1340
1483 * it, so save a few ticks and start from there. 1468 * it, so save a few ticks and start from there.
1484 */ 1469 */
1485 if (!(flag & INS_MAP_LOAD)) 1470 if (!(flag & INS_MAP_LOAD))
1486 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)
1487 if (tmp->type == PLAYER) 1472 if (tmp->type == PLAYER)
1488 tmp->contr->socket.update_look = 1; 1473 tmp->contr->socket->floorbox_update ();
1489 1474
1490 /* If this object glows, it may affect lighting conditions that are 1475 /* If this object glows, it may affect lighting conditions that are
1491 * 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
1492 * 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
1493 * on the map will get recalculated. The players could very well 1478 * on the map will get recalculated. The players could very well
1501 1486
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1488 update_object (op, UP_OBJ_INSERT);
1504 1489
1505 /* 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,
1506 * we want to have update_look set above before calling this. 1491 * we want to have floorbox_update called before calling this.
1507 * 1492 *
1508 * check_move_on() must be after this because code called from 1493 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1494 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1495 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1496 * update_object().
1541 tmp1; 1526 tmp1;
1542 1527
1543 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1544 1529
1545 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)
1546 {
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 {
1549 tmp->remove ();
1550 tmp->destroy (0); 1532 tmp->destroy ();
1551 }
1552 }
1553 1533
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1535
1556 tmp1->x = op->x; 1536 tmp1->x = op->x;
1557 tmp1->y = op->y; 1537 tmp1->y = op->y;
1567 */ 1547 */
1568 1548
1569object * 1549object *
1570get_split_ob (object *orig_ob, uint32 nr) 1550get_split_ob (object *orig_ob, uint32 nr)
1571{ 1551{
1572 object * 1552 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1554
1577 if (orig_ob->nrof < nr) 1555 if (orig_ob->nrof < nr)
1578 { 1556 {
1579 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);
1580 return NULL; 1558 return NULL;
1621 if (i > op->nrof) 1599 if (i > op->nrof)
1622 i = op->nrof; 1600 i = op->nrof;
1623 1601
1624 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1625 op->nrof -= i; 1603 op->nrof -= i;
1626 else if (op->env != NULL) 1604 else if (op->env)
1627 { 1605 {
1628 /* is this object in the players inventory, or sub container 1606 /* is this object in the players inventory, or sub container
1629 * therein? 1607 * therein?
1630 */ 1608 */
1631 tmp = is_player_inv (op->env); 1609 tmp = op->in_player ();
1632 /* nope. Is this a container the player has opened? 1610 /* nope. Is this a container the player has opened?
1633 * If so, set tmp to that player. 1611 * If so, set tmp to that player.
1634 * IMO, searching through all the players will mostly 1612 * IMO, searching through all the players will mostly
1635 * likely be quicker than following op->env to the map, 1613 * likely be quicker than following op->env to the map,
1636 * and then searching the map for a player. 1614 * and then searching the map for a player.
1637 */ 1615 */
1638 if (!tmp) 1616 if (!tmp)
1639 { 1617 {
1640 for (pl = first_player; pl; pl = pl->next) 1618 for (pl = first_player; pl; pl = pl->next)
1641 if (pl->ob->container == op->env) 1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1642 break; 1622 break;
1643 if (pl) 1623 }
1644 tmp = pl->ob;
1645 else
1646 tmp = NULL;
1647 } 1624 }
1648 1625
1649 if (i < op->nrof) 1626 if (i < op->nrof)
1650 { 1627 {
1651 sub_weight (op->env, op->weight * i); 1628 sub_weight (op->env, op->weight * i);
1652 op->nrof -= i; 1629 op->nrof -= i;
1653 if (tmp) 1630 if (tmp)
1654 {
1655 esrv_send_item (tmp, op); 1631 esrv_send_item (tmp, op);
1656 }
1657 } 1632 }
1658 else 1633 else
1659 { 1634 {
1660 op->remove (); 1635 op->remove ();
1661 op->nrof = 0; 1636 op->nrof = 0;
1662 if (tmp) 1637 if (tmp)
1663 {
1664 esrv_del_item (tmp->contr, op->count); 1638 esrv_del_item (tmp->contr, op->count);
1665 }
1666 } 1639 }
1667 } 1640 }
1668 else 1641 else
1669 { 1642 {
1670 object *above = op->above; 1643 object *above = op->above;
1676 op->remove (); 1649 op->remove ();
1677 op->nrof = 0; 1650 op->nrof = 0;
1678 } 1651 }
1679 1652
1680 /* Since we just removed op, op->above is null */ 1653 /* Since we just removed op, op->above is null */
1681 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1682 if (tmp->type == PLAYER) 1655 if (tmp->type == PLAYER)
1683 { 1656 {
1684 if (op->nrof) 1657 if (op->nrof)
1685 esrv_send_item (tmp, op); 1658 esrv_send_item (tmp, op);
1686 else 1659 else
1690 1663
1691 if (op->nrof) 1664 if (op->nrof)
1692 return op; 1665 return op;
1693 else 1666 else
1694 { 1667 {
1695 op->destroy (0); 1668 op->destroy ();
1696 return NULL; 1669 return 0;
1697 } 1670 }
1698} 1671}
1699 1672
1700/* 1673/*
1701 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1761 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1762 CLEAR_FLAG (op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1763 if (op->nrof) 1736 if (op->nrof)
1764 { 1737 {
1765 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1766 if (CAN_MERGE (tmp, op)) 1739 if (object::can_merge (tmp, op))
1767 { 1740 {
1768 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1769 (client needs the original object) */ 1742 (client needs the original object) */
1770 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1771 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1789 add_weight (this, op->weight * op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1790 } 1763 }
1791 else 1764 else
1792 add_weight (this, (op->weight + op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1793 1766
1794 otmp = is_player_inv (this); 1767 otmp = this->in_player ();
1795 if (otmp && otmp->contr) 1768 if (otmp && otmp->contr)
1796 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1797 fix_player (otmp); 1770 fix_player (otmp);
1798 1771
1799 op->map = NULL; 1772 op->map = 0;
1800 op->env = this; 1773 op->env = this;
1801 op->above = NULL; 1774 op->above = 0;
1802 op->below = NULL; 1775 op->below = 0;
1803 op->x = 0, op->y = 0; 1776 op->x = 0, op->y = 0;
1804 1777
1805 /* 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 */
1806 if ((op->glow_radius != 0) && map) 1779 if ((op->glow_radius != 0) && map)
1807 { 1780 {
2144 * 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
2145 * 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
2146 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2147 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2148 */ 2121 */
2149 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2150 stop = maxfree[i]; 2123 stop = maxfree[i];
2151 } 2124 }
2125
2152 if (!index) 2126 if (!index)
2153 return -1; 2127 return -1;
2128
2154 return altern[RANDOM () % index]; 2129 return altern[RANDOM () % index];
2155} 2130}
2156 2131
2157/* 2132/*
2158 * find_first_free_spot(archetype, maptile, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2532 src = src->head; 2507 src = src->head;
2533 2508
2534 prev = 0; 2509 prev = 0;
2535 for (part = src; part; part = part->more) 2510 for (part = src; part; part = part->more)
2536 { 2511 {
2537 tmp = get_object (); 2512 tmp = part->clone ();
2538 copy_object (part, tmp);
2539 tmp->x -= src->x; 2513 tmp->x -= src->x;
2540 tmp->y -= src->y; 2514 tmp->y -= src->y;
2541 2515
2542 if (!part->head) 2516 if (!part->head)
2543 { 2517 {
2587 } 2561 }
2588 2562
2589 fprintf (tempfile, obstr); 2563 fprintf (tempfile, obstr);
2590 fclose (tempfile); 2564 fclose (tempfile);
2591 2565
2592 op = get_object (); 2566 op = object::create ();
2593 2567
2594 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2595 2569
2596 if (thawer) 2570 if (thawer)
2597 load_object (thawer, op, 0); 2571 load_object (thawer, op, 0);

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