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Comparing deliantra/server/common/object.C (file contents):
Revision 1.61 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.80 by root, Sat Dec 23 06:41:39 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->flag ^ ob2->flag).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.
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
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/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * 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 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
555 490
556 if (is_freed) 491 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 492 SET_FLAG (dst, FLAG_FREED);
558 493
559 if (is_removed) 494 if (is_removed)
560 SET_FLAG (op, FLAG_REMOVED); 495 SET_FLAG (dst, FLAG_REMOVED);
561 496
562 if (op2->speed < 0) 497 if (speed < 0)
563 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
564 499
565 /* Copy over key_values, if any. */ 500 /* Copy over key_values, if any. */
566 if (op2->key_values) 501 if (key_values)
567 { 502 {
568 key_value *tail = 0; 503 key_value *tail = 0;
569 key_value *i; 504 key_value *i;
570 505
571 op->key_values = 0; 506 dst->key_values = 0;
572 507
573 for (i = op2->key_values; i; i = i->next) 508 for (i = key_values; i; i = i->next)
574 { 509 {
575 key_value *new_link = new key_value; 510 key_value *new_link = new key_value;
576 511
577 new_link->next = 0; 512 new_link->next = 0;
578 new_link->key = i->key; 513 new_link->key = i->key;
579 new_link->value = i->value; 514 new_link->value = i->value;
580 515
581 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
582 if (!op->key_values) 517 if (!dst->key_values)
583 { 518 {
584 op->key_values = new_link; 519 dst->key_values = new_link;
585 tail = new_link; 520 tail = new_link;
586 } 521 }
587 else 522 else
588 { 523 {
589 tail->next = new_link; 524 tail->next = new_link;
590 tail = new_link; 525 tail = new_link;
591 } 526 }
592 } 527 }
593 } 528 }
594 529
595 update_ob_speed (op); 530 update_ob_speed (dst);
531}
532
533object *
534object::clone ()
535{
536 object *neu = create ();
537 copy_to (neu);
538 return neu;
596} 539}
597 540
598/* 541/*
599 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * 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 543 * to the closest player being on the other side, this function can
708 op->active_next = NULL; 651 op->active_next = NULL;
709 op->active_prev = NULL; 652 op->active_prev = NULL;
710} 653}
711 654
712/* 655/*
713 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
714 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
715 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
716 * invisible object, etc...) 659 * invisible object, etc...)
717 * If the object being updated is beneath a player, the look-window 660 * If the object being updated is beneath a player, the look-window
718 * of that player is updated (this might be a suboptimal way of 661 * of that player is updated (this might be a suboptimal way of
719 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
720 * 663 *
721 * action is a hint of what the caller believes need to be done. 664 * action is a hint of what the caller believes need to be done.
722 * For example, if the only thing that has changed is the face (due to
723 * an animation), we don't need to call update_position until that actually
724 * comes into view of a player. OTOH, many other things, like addition/removal
725 * of walls or living creatures may need us to update the flags now.
726 * current action are: 665 * current action are:
727 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
728 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
729 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
730 * as that is easier than trying to look at what may have changed. 669 * as that is easier than trying to look at what may have changed.
731 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
732 */ 671 */
733
734void 672void
735update_object (object *op, int action) 673update_object (object *op, int action)
736{ 674{
737 int update_now = 0, flags;
738 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
739 676
740 if (op == NULL) 677 if (op == NULL)
741 { 678 {
742 /* this should never happen */ 679 /* this should never happen */
743 LOG (llevDebug, "update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
744 return; 681 return;
745 } 682 }
746 683
747 if (op->env != NULL) 684 if (op->env)
748 { 685 {
749 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
750 * to do in this case. 687 * to do in this case.
751 */ 688 */
752 return; 689 return;
766 abort (); 703 abort ();
767#endif 704#endif
768 return; 705 return;
769 } 706 }
770 707
771 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 708 mapspace &m = op->ms ();
772 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
773 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
774 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
776 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
777 709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
778 if (action == UP_OBJ_INSERT) 712 else if (action == UP_OBJ_INSERT)
779 { 713 {
714 // this is likely overkill, TODO: revisit (schmorp)
780 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
781 update_now = 1;
782
783 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
784 update_now = 1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
785 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
786 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
787 update_now = 1;
788
789 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
790 update_now = 1;
791
792 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
793 update_now = 1;
794
795 if ((move_on | op->move_on) != move_on) 721 || (m.move_on | op->move_on ) != m.move_on
796 update_now = 1;
797
798 if ((move_off | op->move_off) != move_off) 722 || (m.move_off | op->move_off ) != m.move_off
799 update_now = 1; 723 || (m.move_slow | op->move_slow) != m.move_slow
800
801 /* This isn't perfect, but I don't expect a lot of objects to 724 /* This isn't perfect, but I don't expect a lot of objects to
802 * to have move_allow right now. 725 * to have move_allow right now.
803 */ 726 */
804 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
805 update_now = 1; 728 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
806 729 m.flags_ = P_NEED_UPDATE;
807 if ((move_slow | op->move_slow) != move_slow)
808 update_now = 1;
809 } 730 }
810
811 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
812 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
813 * that is being removed. 733 * that is being removed.
814 */ 734 */
815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
816 update_now = 1; 736 m.flags_ = P_NEED_UPDATE;
817 else if (action == UP_OBJ_FACE) 737 else if (action == UP_OBJ_FACE)
818 /* Nothing to do for that case */ ; 738 /* Nothing to do for that case */ ;
819 else 739 else
820 LOG (llevError, "update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
821 741
822 if (update_now)
823 {
824 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
825 update_position (op->map, op->x, op->y);
826 }
827
828 if (op->more != NULL) 742 if (op->more)
829 update_object (op->more, action); 743 update_object (op->more, action);
830} 744}
831 745
832object::vector object::mortals; 746object::vector object::mortals;
833object::vector object::objects; // not yet used 747object::vector object::objects; // not yet used
909 823
910 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
911 remove_friendly_object (this); 825 remove_friendly_object (this);
912 826
913 if (!QUERY_FLAG (this, FLAG_REMOVED)) 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
914 remove_ob (this); 828 remove ();
915 829
916 SET_FLAG (this, FLAG_FREED); 830 SET_FLAG (this, FLAG_FREED);
917 831
918 if (more) 832 if (more)
919 { 833 {
944 858
945 while (op) 859 while (op)
946 { 860 {
947 object *tmp = op->below; 861 object *tmp = op->below;
948 862
949 remove_ob (op); 863 op->remove ();
950 864
951 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 865 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)) 866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
953 free_object (op); 867 op->destroy ();
954 else 868 else
955 { 869 {
956 op->x = x; 870 op->x = x;
957 op->y = y; 871 op->y = y;
958 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */ 872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1015 op->carrying -= weight; 929 op->carrying -= weight;
1016 op = op->env; 930 op = op->env;
1017 } 931 }
1018} 932}
1019 933
1020/* remove_ob(op): 934/* op->remove ():
1021 * This function removes the object op from the linked list of objects 935 * This function removes the object op from the linked list of objects
1022 * which it is currently tied to. When this function is done, the 936 * which it is currently tied to. When this function is done, the
1023 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1024 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1025 * the previous environment. 939 * the previous environment.
1054 968
1055 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1056 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1057 * to save cpu time. 971 * to save cpu time.
1058 */ 972 */
1059 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1060 fix_player (otmp); 974 otmp->update_stats ();
1061 975
1062 if (above != NULL) 976 if (above != NULL)
1063 above->below = below; 977 above->below = below;
1064 else 978 else
1065 env->inv = below; 979 env->inv = below;
1084 998
1085 /* link the object above us */ 999 /* link the object above us */
1086 if (above) 1000 if (above)
1087 above->below = below; 1001 above->below = below;
1088 else 1002 else
1089 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1090 1004
1091 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1092 if (below) 1006 if (below)
1093 below->above = above; 1007 below->above = above;
1094 else 1008 else
1106 dump = dump_object (GET_MAP_OB (map, x, y)); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1107 LOG (llevError, "%s\n", dump); 1021 LOG (llevError, "%s\n", dump);
1108 free (dump); 1022 free (dump);
1109 } 1023 }
1110 1024
1111 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1025 map->at (x, y).bottom = above; /* goes on above it. */
1112 } 1026 }
1113 1027
1114 above = 0; 1028 above = 0;
1115 below = 0; 1029 below = 0;
1116 1030
1135 { 1049 {
1136 CLEAR_FLAG (this, FLAG_APPLIED); 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1137 tmp->container = 0; 1051 tmp->container = 0;
1138 } 1052 }
1139 1053
1140 tmp->contr->socket.update_look = 1; 1054 tmp->contr->ns->floorbox_update ();
1141 } 1055 }
1142 1056
1143 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1144 if (check_walk_off 1058 if (check_walk_off
1145 && ((move_type & tmp->move_off) 1059 && ((move_type & tmp->move_off)
1159 last = tmp; 1073 last = tmp;
1160 } 1074 }
1161 1075
1162 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1163 if (!last) 1077 if (!last)
1164 { 1078 map->at (x, y).flags_ = P_NEED_UPDATE;
1165 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1166 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1167 * those out anyways, and if there are any flags set right now, they won't
1168 * be correct anyways.
1169 */
1170 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1171 update_position (map, x, y);
1172 }
1173 else 1079 else
1174 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1175 1081
1176 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1177 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1197 1103
1198 for (; top != NULL; top = top->below) 1104 for (; top != NULL; top = top->below)
1199 { 1105 {
1200 if (top == op) 1106 if (top == op)
1201 continue; 1107 continue;
1202 if (CAN_MERGE (op, top)) 1108
1109 if (object::can_merge (op, top))
1203 { 1110 {
1204 top->nrof += op->nrof; 1111 top->nrof += op->nrof;
1205 1112
1206/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1207 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1208 remove_ob (op); 1115 op->destroy ();
1209 free_object (op);
1210 return top; 1116 return top;
1211 } 1117 }
1212 } 1118 }
1213 1119
1214 return 0; 1120 return 0;
1341 1247
1342 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1343 */ 1249 */
1344 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1345 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1346 if (CAN_MERGE (op, tmp)) 1252 if (object::can_merge (op, tmp))
1347 { 1253 {
1348 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1349 remove_ob (tmp); 1255 tmp->destroy ();
1350 free_object (tmp);
1351 } 1256 }
1352 1257
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355 1260
1368 op->below = originator->below; 1273 op->below = originator->below;
1369 1274
1370 if (op->below) 1275 if (op->below)
1371 op->below->above = op; 1276 op->below->above = op;
1372 else 1277 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1278 op->ms ().bottom = op;
1374 1279
1375 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1376 originator->below = op; 1281 originator->below = op;
1377 } 1282 }
1378 else 1283 else
1424 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1331 * stacking is a bit odd.
1427 */ 1332 */
1428 if (!(flag & INS_ON_TOP) && 1333 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1334 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1335 {
1431 for (last = top; last != floor; last = last->below) 1336 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1338 break;
1434 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1457 1362
1458 if (op->above) 1363 if (op->above)
1459 op->above->below = op; 1364 op->above->below = op;
1460 1365
1461 op->below = NULL; 1366 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1463 } 1368 }
1464 else 1369 else
1465 { /* get inserted into the stack above top */ 1370 { /* get inserted into the stack above top */
1466 op->above = top->above; 1371 op->above = top->above;
1467 1372
1471 op->below = top; 1376 op->below = top;
1472 top->above = op; 1377 top->above = op;
1473 } 1378 }
1474 1379
1475 if (op->above == NULL) 1380 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1381 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1478 1383
1479 if (op->type == PLAYER) 1384 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1481 1386
1482 /* If we have a floor, we know the player, if any, will be above 1387 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1388 * it, so save a few ticks and start from there.
1484 */ 1389 */
1485 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1391 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1488 tmp->contr->socket.update_look = 1;
1489 1393
1490 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1395 * 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 1396 * 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 1397 * on the map will get recalculated. The players could very well
1501 1405
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1504 1408
1505 /* Don't know if moving this to the end will break anything. However, 1409 /* 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. 1410 * we want to have floorbox_update called before calling this.
1507 * 1411 *
1508 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1415 * update_object().
1527 1431
1528 return op; 1432 return op;
1529} 1433}
1530 1434
1531/* this function inserts an object in the map, but if it 1435/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1436 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1437 * op is the object to insert it under: supplies x and the map.
1534 */ 1438 */
1535void 1439void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1441{
1538 object * 1442 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1443
1543 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1544 1445
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1446 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 */ 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1548 { 1448 tmp->destroy ();
1549 remove_ob (tmp);
1550 free_object (tmp);
1551 }
1552 }
1553 1449
1554 tmp1 = arch_to_object (archetype::find (arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1555 1451
1556 tmp1->x = op->x; 1452 tmp1->x = op->x;
1557 tmp1->y = op->y; 1453 tmp1->y = op->y;
1567 */ 1463 */
1568 1464
1569object * 1465object *
1570get_split_ob (object *orig_ob, uint32 nr) 1466get_split_ob (object *orig_ob, uint32 nr)
1571{ 1467{
1572 object * 1468 object *newob;
1573 newob;
1574 int
1575 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1576 1470
1577 if (orig_ob->nrof < nr) 1471 if (orig_ob->nrof < nr)
1578 { 1472 {
1579 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1580 return NULL; 1474 return NULL;
1581 } 1475 }
1582 1476
1583 newob = object_create_clone (orig_ob); 1477 newob = object_create_clone (orig_ob);
1584 1478
1585 if ((orig_ob->nrof -= nr) < 1) 1479 if ((orig_ob->nrof -= nr) < 1)
1586 { 1480 orig_ob->destroy (1);
1587 if (!is_removed)
1588 remove_ob (orig_ob);
1589 free_object2 (orig_ob, 1);
1590 }
1591 else if (!is_removed) 1481 else if (!is_removed)
1592 { 1482 {
1593 if (orig_ob->env != NULL) 1483 if (orig_ob->env != NULL)
1594 sub_weight (orig_ob->env, orig_ob->weight * nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1595 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 if (i > op->nrof) 1515 if (i > op->nrof)
1626 i = op->nrof; 1516 i = op->nrof;
1627 1517
1628 if (QUERY_FLAG (op, FLAG_REMOVED)) 1518 if (QUERY_FLAG (op, FLAG_REMOVED))
1629 op->nrof -= i; 1519 op->nrof -= i;
1630 else if (op->env != NULL) 1520 else if (op->env)
1631 { 1521 {
1632 /* is this object in the players inventory, or sub container 1522 /* is this object in the players inventory, or sub container
1633 * therein? 1523 * therein?
1634 */ 1524 */
1635 tmp = is_player_inv (op->env); 1525 tmp = op->in_player ();
1636 /* nope. Is this a container the player has opened? 1526 /* nope. Is this a container the player has opened?
1637 * If so, set tmp to that player. 1527 * If so, set tmp to that player.
1638 * IMO, searching through all the players will mostly 1528 * IMO, searching through all the players will mostly
1639 * likely be quicker than following op->env to the map, 1529 * likely be quicker than following op->env to the map,
1640 * and then searching the map for a player. 1530 * and then searching the map for a player.
1641 */ 1531 */
1642 if (!tmp) 1532 if (!tmp)
1643 { 1533 {
1644 for (pl = first_player; pl; pl = pl->next) 1534 for (pl = first_player; pl; pl = pl->next)
1645 if (pl->ob->container == op->env) 1535 if (pl->ob->container == op->env)
1536 {
1537 tmp = pl->ob;
1646 break; 1538 break;
1647 if (pl) 1539 }
1648 tmp = pl->ob;
1649 else
1650 tmp = NULL;
1651 } 1540 }
1652 1541
1653 if (i < op->nrof) 1542 if (i < op->nrof)
1654 { 1543 {
1655 sub_weight (op->env, op->weight * i); 1544 sub_weight (op->env, op->weight * i);
1656 op->nrof -= i; 1545 op->nrof -= i;
1657 if (tmp) 1546 if (tmp)
1658 {
1659 esrv_send_item (tmp, op); 1547 esrv_send_item (tmp, op);
1660 }
1661 } 1548 }
1662 else 1549 else
1663 { 1550 {
1664 remove_ob (op); 1551 op->remove ();
1665 op->nrof = 0; 1552 op->nrof = 0;
1666 if (tmp) 1553 if (tmp)
1667 {
1668 esrv_del_item (tmp->contr, op->count); 1554 esrv_del_item (tmp->contr, op->count);
1669 }
1670 } 1555 }
1671 } 1556 }
1672 else 1557 else
1673 { 1558 {
1674 object *above = op->above; 1559 object *above = op->above;
1675 1560
1676 if (i < op->nrof) 1561 if (i < op->nrof)
1677 op->nrof -= i; 1562 op->nrof -= i;
1678 else 1563 else
1679 { 1564 {
1680 remove_ob (op); 1565 op->remove ();
1681 op->nrof = 0; 1566 op->nrof = 0;
1682 } 1567 }
1683 1568
1684 /* Since we just removed op, op->above is null */ 1569 /* Since we just removed op, op->above is null */
1685 for (tmp = above; tmp != NULL; tmp = tmp->above) 1570 for (tmp = above; tmp; tmp = tmp->above)
1686 if (tmp->type == PLAYER) 1571 if (tmp->type == PLAYER)
1687 { 1572 {
1688 if (op->nrof) 1573 if (op->nrof)
1689 esrv_send_item (tmp, op); 1574 esrv_send_item (tmp, op);
1690 else 1575 else
1694 1579
1695 if (op->nrof) 1580 if (op->nrof)
1696 return op; 1581 return op;
1697 else 1582 else
1698 { 1583 {
1699 free_object (op); 1584 op->destroy ();
1700 return NULL; 1585 return 0;
1701 } 1586 }
1702} 1587}
1703 1588
1704/* 1589/*
1705 * add_weight(object, weight) adds the specified weight to an object, 1590 * add_weight(object, weight) adds the specified weight to an object,
1765 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1650 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1766 CLEAR_FLAG (op, FLAG_REMOVED); 1651 CLEAR_FLAG (op, FLAG_REMOVED);
1767 if (op->nrof) 1652 if (op->nrof)
1768 { 1653 {
1769 for (tmp = inv; tmp != NULL; tmp = tmp->below) 1654 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1770 if (CAN_MERGE (tmp, op)) 1655 if (object::can_merge (tmp, op))
1771 { 1656 {
1772 /* return the original object and remove inserted object 1657 /* return the original object and remove inserted object
1773 (client needs the original object) */ 1658 (client needs the original object) */
1774 tmp->nrof += op->nrof; 1659 tmp->nrof += op->nrof;
1775 /* Weight handling gets pretty funky. Since we are adding to 1660 /* Weight handling gets pretty funky. Since we are adding to
1793 add_weight (this, op->weight * op->nrof); 1678 add_weight (this, op->weight * op->nrof);
1794 } 1679 }
1795 else 1680 else
1796 add_weight (this, (op->weight + op->carrying)); 1681 add_weight (this, (op->weight + op->carrying));
1797 1682
1798 otmp = is_player_inv (this); 1683 otmp = this->in_player ();
1799 if (otmp && otmp->contr) 1684 if (otmp && otmp->contr)
1800 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1685 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1801 fix_player (otmp); 1686 otmp->update_stats ();
1802 1687
1803 op->map = NULL; 1688 op->map = 0;
1804 op->env = this; 1689 op->env = this;
1805 op->above = NULL; 1690 op->above = 0;
1806 op->below = NULL; 1691 op->below = 0;
1807 op->x = 0, op->y = 0; 1692 op->x = 0, op->y = 0;
1808 1693
1809 /* reset the light list and los of the players on the map */ 1694 /* reset the light list and los of the players on the map */
1810 if ((op->glow_radius != 0) && map) 1695 if ((op->glow_radius != 0) && map)
1811 { 1696 {
2148 * if the space being examined only has a wall to the north and empty 2033 * if the space being examined only has a wall to the north and empty
2149 * spaces in all the other directions, this will reduce the search space 2034 * spaces in all the other directions, this will reduce the search space
2150 * to only the spaces immediately surrounding the target area, and 2035 * to only the spaces immediately surrounding the target area, and
2151 * won't look 2 spaces south of the target space. 2036 * won't look 2 spaces south of the target space.
2152 */ 2037 */
2153 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2038 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2154 stop = maxfree[i]; 2039 stop = maxfree[i];
2155 } 2040 }
2041
2156 if (!index) 2042 if (!index)
2157 return -1; 2043 return -1;
2044
2158 return altern[RANDOM () % index]; 2045 return altern[RANDOM () % index];
2159} 2046}
2160 2047
2161/* 2048/*
2162 * find_first_free_spot(archetype, maptile, x, y) works like 2049 * find_first_free_spot(archetype, maptile, x, y) works like
2270 mp = m; 2157 mp = m;
2271 nx = x + freearr_x[i]; 2158 nx = x + freearr_x[i];
2272 ny = y + freearr_y[i]; 2159 ny = y + freearr_y[i];
2273 2160
2274 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2161 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2162
2275 if (mflags & P_OUT_OF_MAP) 2163 if (mflags & P_OUT_OF_MAP)
2276 {
2277 max = maxfree[i]; 2164 max = maxfree[i];
2278 }
2279 else 2165 else
2280 { 2166 {
2281 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2282 2168
2283 if ((move_type & blocked) == move_type) 2169 if ((move_type & blocked) == move_type)
2284 {
2285 max = maxfree[i]; 2170 max = maxfree[i];
2286 }
2287 else if (mflags & P_IS_ALIVE) 2171 else if (mflags & P_IS_ALIVE)
2288 { 2172 {
2289 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2290 {
2291 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2174 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2292 {
2293 break; 2175 break;
2294 } 2176
2295 }
2296 if (tmp) 2177 if (tmp)
2297 {
2298 return freedir[i]; 2178 return freedir[i];
2299 }
2300 } 2179 }
2301 } 2180 }
2302 } 2181 }
2182
2303 return 0; 2183 return 0;
2304} 2184}
2305 2185
2306/* 2186/*
2307 * distance(object 1, object 2) will return the square of the 2187 * distance(object 1, object 2) will return the square of the
2309 */ 2189 */
2310 2190
2311int 2191int
2312distance (const object *ob1, const object *ob2) 2192distance (const object *ob1, const object *ob2)
2313{ 2193{
2314 int 2194 int i;
2315 i;
2316 2195
2317 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2196 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2318 return i; 2197 return i;
2319} 2198}
2320 2199
2325 */ 2204 */
2326 2205
2327int 2206int
2328find_dir_2 (int x, int y) 2207find_dir_2 (int x, int y)
2329{ 2208{
2330 int 2209 int q;
2331 q;
2332 2210
2333 if (y) 2211 if (y)
2334 q = x * 100 / y; 2212 q = x * 100 / y;
2335 else if (x) 2213 else if (x)
2336 q = -300 * x; 2214 q = -300 * x;
2462 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2463 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2464 * can see a direct way to get it 2342 * can see a direct way to get it
2465 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2466 */ 2344 */
2467
2468
2469int 2345int
2470can_see_monsterP (maptile *m, int x, int y, int dir) 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2471{ 2347{
2472 sint16 dx, dy; 2348 sint16 dx, dy;
2473 int
2474 mflags; 2349 int mflags;
2475 2350
2476 if (dir < 0) 2351 if (dir < 0)
2477 return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2478 2353
2479 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2492 return 0; 2367 return 0;
2493 2368
2494 /* yes, can see. */ 2369 /* yes, can see. */
2495 if (dir < 9) 2370 if (dir < 9)
2496 return 1; 2371 return 1;
2372
2497 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2498 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2499} 2376}
2500
2501
2502 2377
2503/* 2378/*
2504 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2505 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2506 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2517 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2392 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2518 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2393 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2519 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2394 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2520} 2395}
2521 2396
2522
2523/* 2397/*
2524 * create clone from object to another 2398 * create clone from object to another
2525 */ 2399 */
2526object * 2400object *
2527object_create_clone (object *asrc) 2401object_create_clone (object *asrc)
2528{ 2402{
2529 object *
2530 dst = NULL, *tmp, *src, *part, *prev, *item; 2403 object *dst = 0, *tmp, *src, *part, *prev, *item;
2531 2404
2532 if (!asrc) 2405 if (!asrc)
2533 return NULL; 2406 return 0;
2407
2534 src = asrc; 2408 src = asrc;
2535 if (src->head) 2409 if (src->head)
2536 src = src->head; 2410 src = src->head;
2537 2411
2538 prev = NULL; 2412 prev = 0;
2539 for (part = src; part; part = part->more) 2413 for (part = src; part; part = part->more)
2540 { 2414 {
2541 tmp = get_object (); 2415 tmp = part->clone ();
2542 copy_object (part, tmp);
2543 tmp->x -= src->x; 2416 tmp->x -= src->x;
2544 tmp->y -= src->y; 2417 tmp->y -= src->y;
2418
2545 if (!part->head) 2419 if (!part->head)
2546 { 2420 {
2547 dst = tmp; 2421 dst = tmp;
2548 tmp->head = NULL; 2422 tmp->head = 0;
2549 } 2423 }
2550 else 2424 else
2551 {
2552 tmp->head = dst; 2425 tmp->head = dst;
2553 } 2426
2554 tmp->more = NULL; 2427 tmp->more = 0;
2428
2555 if (prev) 2429 if (prev)
2556 prev->more = tmp; 2430 prev->more = tmp;
2431
2557 prev = tmp; 2432 prev = tmp;
2558 } 2433 }
2559 2434
2560 for (item = src->inv; item; item = item->below) 2435 for (item = src->inv; item; item = item->below)
2561 insert_ob_in_ob (object_create_clone (item), dst); 2436 insert_ob_in_ob (object_create_clone (item), dst);
2587 } 2462 }
2588 2463
2589 fprintf (tempfile, obstr); 2464 fprintf (tempfile, obstr);
2590 fclose (tempfile); 2465 fclose (tempfile);
2591 2466
2592 op = get_object (); 2467 op = object::create ();
2593 2468
2594 object_thawer thawer (filename); 2469 object_thawer thawer (filename);
2595 2470
2596 if (thawer) 2471 if (thawer)
2597 load_object (thawer, op, 0); 2472 load_object (thawer, op, 0);

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