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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 1.86 by root, Tue Dec 26 08:17:58 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 ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
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 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
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;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
558 if (is_removed) 491 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
560 493
561 if (op2->speed < 0) 494 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 496
564 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
565 if (op2->key_values) 498 if (key_values)
566 { 499 {
567 key_value *tail = 0; 500 key_value *tail = 0;
568 key_value *i; 501 key_value *i;
569 502
570 op->key_values = 0; 503 dst->key_values = 0;
571 504
572 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
573 { 506 {
574 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
575 508
576 new_link->next = 0; 509 new_link->next = 0;
577 new_link->key = i->key; 510 new_link->key = i->key;
578 new_link->value = i->value; 511 new_link->value = i->value;
579 512
580 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
581 if (!op->key_values) 514 if (!dst->key_values)
582 { 515 {
583 op->key_values = new_link; 516 dst->key_values = new_link;
584 tail = new_link; 517 tail = new_link;
585 } 518 }
586 else 519 else
587 { 520 {
588 tail->next = new_link; 521 tail->next = new_link;
589 tail = new_link; 522 tail = new_link;
590 } 523 }
591 } 524 }
592 } 525 }
593 526
594 update_ob_speed (op); 527 update_ob_speed (dst);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
595} 536}
596 537
597/* 538/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * 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 540 * to the closest player being on the other side, this function can
620 extern int arch_init; 561 extern int arch_init;
621 562
622 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated. 564 * since they never really need to be updated.
624 */ 565 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed) 566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 567 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 569 op->speed = 0;
633#endif
634 } 570 }
635 571
636 if (arch_init) 572 if (arch_init)
637 return; 573 return;
638 574
707 op->active_next = NULL; 643 op->active_next = NULL;
708 op->active_prev = NULL; 644 op->active_prev = NULL;
709} 645}
710 646
711/* 647/*
712 * update_object() updates the array which represents the map. 648 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 649 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 650 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 651 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 652 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 653 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 654 * updating that window, though, since update_object() is called _often_)
719 * 655 *
720 * action is a hint of what the caller believes need to be done. 656 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 657 * current action are:
726 * UP_OBJ_INSERT: op was inserted 658 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 659 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 660 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 661 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 662 * UP_OBJ_FACE: only the objects face has changed.
731 */ 663 */
732
733void 664void
734update_object (object *op, int action) 665update_object (object *op, int action)
735{ 666{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 667 MoveType move_on, move_off, move_block, move_slow;
738 668
739 if (op == NULL) 669 if (op == NULL)
740 { 670 {
741 /* this should never happen */ 671 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 672 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 673 return;
744 } 674 }
745 675
746 if (op->env != NULL) 676 if (op->env)
747 { 677 {
748 /* Animation is currently handled by client, so nothing 678 /* Animation is currently handled by client, so nothing
749 * to do in this case. 679 * to do in this case.
750 */ 680 */
751 return; 681 return;
756 */ 686 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 687 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 688 return;
759 689
760 /* make sure the object is within map boundaries */ 690 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 691 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 692 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 693 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 694#ifdef MANY_CORES
765 abort (); 695 abort ();
766#endif 696#endif
767 return; 697 return;
768 } 698 }
769 699
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 700 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 701
702 if (m.flags_ & P_NEED_UPDATE)
703 /* nop */;
777 if (action == UP_OBJ_INSERT) 704 else if (action == UP_OBJ_INSERT)
778 { 705 {
706 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 707 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 708 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 709 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 710 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
711 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 712 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 713 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 714 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 715 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 716 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 717 * to have move_allow right now.
802 */ 718 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 719 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 720 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 721 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 722 }
809 /* if the object is being removed, we can't make intelligent 723 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 724 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 725 * that is being removed.
812 */ 726 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 727 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 728 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 729 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 730 /* Nothing to do for that case */ ;
817 else 731 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 732 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 733
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 734 if (op->more)
827 update_object (op->more, action); 735 update_object (op->more, action);
828} 736}
829 737
830object::vector object::mortals;
831object::vector object::objects; // not yet used 738object::vector object::objects; // not yet used
832object *object::first; 739object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
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}
853 740
854object::object () 741object::object ()
855{ 742{
856 SET_FLAG (this, FLAG_REMOVED); 743 SET_FLAG (this, FLAG_REMOVED);
857 744
906 * this function to succeed. 793 * this function to succeed.
907 * 794 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in 795 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground. 796 * inventory to the ground.
910 */ 797 */
911void object::destroy (bool destroy_inventory) 798void
799object::do_destroy ()
912{ 800{
913 if (QUERY_FLAG (this, FLAG_FREED)) 801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
914 return; 813 return;
915 814
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 815 flag [FLAG_FREED] = 1;
917 remove_friendly_object (this);
918 816
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 817 // hack to ensure that freed objects still have a valid map
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 if (more)
925 { 818 {
926 more->destroy (destroy_inventory); 819 static maptile *freed_map; // freed objects are moved here to avoid crashes
927 more = 0;
928 }
929 820
930 if (inv) 821 if (!freed_map)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 { 822 {
938 object *op = inv; 823 freed_map = new maptile;
939 824
940 while (op) 825 freed_map->name = "/internal/freed_objects_map";
941 { 826 freed_map->width = 3;
942 object *tmp = op->below; 827 freed_map->height = 3;
943 op->destroy (destroy_inventory); 828
944 op = tmp; 829 freed_map->allocate ();
945 }
946 } 830 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950 831
951 while (op) 832 map = freed_map;
952 { 833 x = 1;
953 object *tmp = op->below; 834 y = 1;
954
955 remove_ob (op);
956
957 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))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
971 840
972 // clear those pointers that likely might have circular references to us 841 // clear those pointers that likely might have circular references to us
973 owner = 0; 842 owner = 0;
974 enemy = 0; 843 enemy = 0;
975 attacked_by = 0; 844 attacked_by = 0;
980 /* Remove object from the active list */ 849 /* Remove object from the active list */
981 speed = 0; 850 speed = 0;
982 update_ob_speed (this); 851 update_ob_speed (this);
983 852
984 unlink (); 853 unlink ();
854}
985 855
986 mortals.push_back (this); 856/*
857 * Remove and free all objects in the inventory of the given object.
858 * object.c ?
859 */
860void
861object::destroy_inv (bool drop_to_ground)
862{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects
868 * drop on that space.
869 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 {
872 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy ();
876 }
877 }
878 else
879 { /* Put objects in inventory onto this space */
880 while (inv)
881 {
882 object *op = inv;
883
884 if (op->flag [FLAG_STARTEQUIP]
885 || op->flag [FLAG_NO_DROP]
886 || op->type == RUNE
887 || op->type == TRAP
888 || op->flag [FLAG_IS_A_TEMPLATE])
889 op->destroy ();
890 else
891 {
892 op->remove ();
893 op->x = x;
894 op->y = y;
895 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
896 }
897 }
898 }
899}
900
901void
902object::destroy (bool destroy_inventory)
903{
904 if (destroyed ())
905 return;
906
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory)
915 destroy_inv (true);
916
917 attachable::destroy ();
987} 918}
988 919
989/* 920/*
990 * sub_weight() recursively (outwards) subtracts a number from the 921 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 922 * weight of an object (and what is carried by it's environment(s)).
992 */ 923 */
993
994void 924void
995sub_weight (object *op, signed long weight) 925sub_weight (object *op, signed long weight)
996{ 926{
997 while (op != NULL) 927 while (op != NULL)
998 { 928 {
1002 op->carrying -= weight; 932 op->carrying -= weight;
1003 op = op->env; 933 op = op->env;
1004 } 934 }
1005} 935}
1006 936
1007/* remove_ob(op): 937/* op->remove ():
1008 * This function removes the object op from the linked list of objects 938 * 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 939 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 940 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 941 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 942 * the previous environment.
1013 * Beware: This function is called from the editor as well! 943 * Beware: This function is called from the editor as well!
1014 */ 944 */
1015
1016void 945void
1017remove_ob (object *op) 946object::remove ()
1018{ 947{
1019 object *tmp, *last = 0; 948 object *tmp, *last = 0;
1020 object *otmp; 949 object *otmp;
1021 950
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 952 return;
1029 953
1030 SET_FLAG (op, FLAG_REMOVED); 954 SET_FLAG (this, FLAG_REMOVED);
955 INVOKE_OBJECT (REMOVE, this);
1031 956
1032 if (op->more != NULL) 957 if (more)
1033 remove_ob (op->more); 958 more->remove ();
1034 959
1035 /* 960 /*
1036 * In this case, the object to be removed is in someones 961 * In this case, the object to be removed is in someones
1037 * inventory. 962 * inventory.
1038 */ 963 */
1039 if (op->env != NULL) 964 if (env)
1040 { 965 {
1041 if (op->nrof) 966 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 967 sub_weight (env, weight * nrof);
1043 else 968 else
1044 sub_weight (op->env, op->weight + op->carrying); 969 sub_weight (env, weight + carrying);
1045 970
1046 /* NO_FIX_PLAYER is set when a great many changes are being 971 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 972 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 973 * to save cpu time.
1049 */ 974 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 975 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 976 otmp->update_stats ();
1052 977
1053 if (op->above != NULL) 978 if (above != NULL)
1054 op->above->below = op->below; 979 above->below = below;
1055 else 980 else
1056 op->env->inv = op->below; 981 env->inv = below;
1057 982
1058 if (op->below != NULL) 983 if (below != NULL)
1059 op->below->above = op->above; 984 below->above = above;
1060 985
1061 /* we set up values so that it could be inserted into 986 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 987 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 988 * to the caller to decide what we want to do.
1064 */ 989 */
1065 op->x = op->env->x, op->y = op->env->y; 990 x = env->x, y = env->y;
1066 op->map = op->env->map; 991 map = env->map;
1067 op->above = NULL, op->below = NULL; 992 above = 0, below = 0;
1068 op->env = NULL; 993 env = 0;
1069 } 994 }
1070 else if (op->map) 995 else if (map)
1071 { 996 {
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 997 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about 998 * lots of logic for things we no longer care about
1093 */ 999 */
1094 1000
1095 /* link the object above us */ 1001 /* link the object above us */
1096 if (op->above) 1002 if (above)
1097 op->above->below = op->below; 1003 above->below = below;
1098 else 1004 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1005 map->at (x, y).top = below; /* we were top, set new top */
1100 1006
1101 /* Relink the object below us, if there is one */ 1007 /* Relink the object below us, if there is one */
1102 if (op->below) 1008 if (below)
1103 op->below->above = op->above; 1009 below->above = above;
1104 else 1010 else
1105 { 1011 {
1106 /* Nothing below, which means we need to relink map object for this space 1012 /* 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 1013 * use translated coordinates in case some oddness with map tiling is
1108 * evident 1014 * evident
1109 */ 1015 */
1110 if (GET_MAP_OB (m, x, y) != op) 1016 if (GET_MAP_OB (map, x, y) != this)
1111 { 1017 {
1112 char *dump = dump_object (op); 1018 char *dump = dump_object (this);
1113 LOG (llevError, 1019 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); 1020 "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); 1021 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1022 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1023 LOG (llevError, "%s\n", dump);
1118 free (dump); 1024 free (dump);
1119 } 1025 }
1120 1026
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1027 map->at (x, y).bot = above; /* goes on above it. */
1122 } 1028 }
1123 1029
1124 op->above = 0; 1030 above = 0;
1125 op->below = 0; 1031 below = 0;
1126 1032
1127 if (op->map->in_memory == MAP_SAVING) 1033 if (map->in_memory == MAP_SAVING)
1128 return; 1034 return;
1129 1035
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1036 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1037
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1133 { 1039 {
1134 /* No point updating the players look faces if he is the object 1040 /* No point updating the players look faces if he is the object
1135 * being removed. 1041 * being removed.
1136 */ 1042 */
1137 1043
1138 if (tmp->type == PLAYER && tmp != op) 1044 if (tmp->type == PLAYER && tmp != this)
1139 { 1045 {
1140 /* If a container that the player is currently using somehow gets 1046 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1047 * removed (most likely destroyed), update the player view
1142 * appropriately. 1048 * appropriately.
1143 */ 1049 */
1144 if (tmp->container == op) 1050 if (tmp->container == this)
1145 { 1051 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1052 flag [FLAG_APPLIED] = 0;
1147 tmp->container = NULL; 1053 tmp->container = 0;
1148 } 1054 }
1149 1055
1150 tmp->contr->socket.update_look = 1; 1056 if (tmp->contr->ns)
1057 tmp->contr->ns->floorbox_update ();
1151 } 1058 }
1152 1059
1153 /* See if player moving off should effect something */ 1060 /* See if player moving off should effect something */
1154 if (check_walk_off 1061 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1062 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1063 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1064 {
1158 move_apply (tmp, op, NULL); 1065 move_apply (tmp, this, 0);
1159 1066
1160 if (op->destroyed ()) 1067 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1068 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1069 }
1163 1070
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1071 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1072
1166 if (tmp->above == tmp) 1073 if (tmp->above == tmp)
1167 tmp->above = NULL; 1074 tmp->above = 0;
1168 1075
1169 last = tmp; 1076 last = tmp;
1170 } 1077 }
1171 1078
1172 /* last == NULL of there are no objects on this space */ 1079 /* last == NULL of there are no objects on this space */
1173 if (last == NULL) 1080 if (!last)
1174 { 1081 map->at (x, y).flags_ = P_NEED_UPDATE;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * 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
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1082 else
1184 update_object (last, UP_OBJ_REMOVE); 1083 update_object (last, UP_OBJ_REMOVE);
1185 1084
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1085 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1086 update_all_los (map, x, y);
1188 } 1087 }
1189} 1088}
1190 1089
1191/* 1090/*
1192 * merge_ob(op,top): 1091 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1099merge_ob (object *op, object *top)
1201{ 1100{
1202 if (!op->nrof) 1101 if (!op->nrof)
1203 return 0; 1102 return 0;
1204 1103
1205 if (top == NULL) 1104 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1105 for (top = op; top && top->above; top = top->above)
1106 ;
1207 1107
1208 for (; top != NULL; top = top->below) 1108 for (; top; top = top->below)
1209 { 1109 {
1210 if (top == op) 1110 if (top == op)
1211 continue; 1111 continue;
1212 if (CAN_MERGE (op, top)) 1112
1113 if (object::can_merge (op, top))
1213 { 1114 {
1214 top->nrof += op->nrof; 1115 top->nrof += op->nrof;
1215 1116
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1117/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1118 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1119 op->destroy ();
1219 free_object (op);
1220 return top; 1120 return top;
1221 } 1121 }
1222 } 1122 }
1223 1123
1224 return 0; 1124 return 0;
1263 * Return value: 1163 * Return value:
1264 * new object if 'op' was merged with other object 1164 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1165 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1166 * just 'op' otherwise
1267 */ 1167 */
1268
1269object * 1168object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1169insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1170{
1272 object *tmp, *top, *floor = NULL; 1171 object *tmp, *top, *floor = NULL;
1273 sint16 x, y; 1172 sint16 x, y;
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1206 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump); 1207 free (dump);
1309 return op; 1208 return op;
1310 } 1209 }
1311 1210
1312 if (op->more != NULL) 1211 if (op->more)
1313 { 1212 {
1314 /* The part may be on a different map. */ 1213 /* The part may be on a different map. */
1315 1214
1316 object *more = op->more; 1215 object *more = op->more;
1317 1216
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1232 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 { 1233 {
1335 if (!op->head) 1234 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1235 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337 1236
1338 return NULL; 1237 return 0;
1339 } 1238 }
1340 } 1239 }
1341 1240
1342 CLEAR_FLAG (op, FLAG_REMOVED); 1241 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1242
1351 1250
1352 /* this has to be done after we translate the coordinates. 1251 /* this has to be done after we translate the coordinates.
1353 */ 1252 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1253 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1254 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1255 if (object::can_merge (op, tmp))
1357 { 1256 {
1358 op->nrof += tmp->nrof; 1257 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1258 tmp->destroy ();
1360 free_object (tmp);
1361 } 1259 }
1362 1260
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1261 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1262 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1263
1378 op->below = originator->below; 1276 op->below = originator->below;
1379 1277
1380 if (op->below) 1278 if (op->below)
1381 op->below->above = op; 1279 op->below->above = op;
1382 else 1280 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1281 op->ms ().bot = op;
1384 1282
1385 /* since *below* originator, no need to update top */ 1283 /* since *below* originator, no need to update top */
1386 originator->below = op; 1284 originator->below = op;
1387 } 1285 }
1388 else 1286 else
1434 * If INS_ON_TOP is used, don't do this processing 1332 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1333 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1334 * stacking is a bit odd.
1437 */ 1335 */
1438 if (!(flag & INS_ON_TOP) && 1336 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1337 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1338 {
1441 for (last = top; last != floor; last = last->below) 1339 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1340 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1341 break;
1444 /* Check to see if we found the object that blocks view, 1342 /* Check to see if we found the object that blocks view,
1467 1365
1468 if (op->above) 1366 if (op->above)
1469 op->above->below = op; 1367 op->above->below = op;
1470 1368
1471 op->below = NULL; 1369 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1370 op->ms ().bot = op;
1473 } 1371 }
1474 else 1372 else
1475 { /* get inserted into the stack above top */ 1373 { /* get inserted into the stack above top */
1476 op->above = top->above; 1374 op->above = top->above;
1477 1375
1481 op->below = top; 1379 op->below = top;
1482 top->above = op; 1380 top->above = op;
1483 } 1381 }
1484 1382
1485 if (op->above == NULL) 1383 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1384 op->ms ().top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1385 } /* else not INS_BELOW_ORIGINATOR */
1488 1386
1489 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1388 op->contr->do_los = 1;
1491 1389
1492 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1494 */ 1392 */
1495 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1394 if (object *pl = op->ms ().player ())
1497 if (tmp->type == PLAYER) 1395 if (pl->contr->ns)
1498 tmp->contr->socket.update_look = 1; 1396 pl->contr->ns->floorbox_update ();
1499 1397
1500 /* If this object glows, it may affect lighting conditions that are 1398 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1399 * 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 1400 * 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 1401 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1402 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1403 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1404 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient. 1405 * of effect may be sufficient.
1508 */ 1406 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1407 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1408 update_all_los (op->map, op->x, op->y);
1511 1409
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1410 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1411 update_object (op, UP_OBJ_INSERT);
1514 1412
1413 INVOKE_OBJECT (INSERT, op);
1414
1515 /* Don't know if moving this to the end will break anything. However, 1415 /* 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. 1416 * we want to have floorbox_update called before calling this.
1517 * 1417 *
1518 * check_move_on() must be after this because code called from 1418 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1419 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1420 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1421 * update_object().
1523 1423
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1424 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1425 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 { 1426 {
1527 if (check_move_on (op, originator)) 1427 if (check_move_on (op, originator))
1528 return NULL; 1428 return 0;
1529 1429
1530 /* If we are a multi part object, lets work our way through the check 1430 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1431 * walk on's.
1532 */ 1432 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1433 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1434 if (check_move_on (tmp, originator))
1535 return NULL; 1435 return 0;
1536 } 1436 }
1537 1437
1538 return op; 1438 return op;
1539} 1439}
1540 1440
1541/* this function inserts an object in the map, but if it 1441/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1442 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1443 * op is the object to insert it under: supplies x and the map.
1544 */ 1444 */
1545void 1445void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1446replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1447{
1548 object * 1448 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1449
1553 /* first search for itself and remove any old instances */ 1450 /* first search for itself and remove any old instances */
1554 1451
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1452 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 */ 1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1454 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1455
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1456 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1457
1566 tmp1->x = op->x; 1458 tmp1->x = op->x;
1567 tmp1->y = op->y; 1459 tmp1->y = op->y;
1577 */ 1469 */
1578 1470
1579object * 1471object *
1580get_split_ob (object *orig_ob, uint32 nr) 1472get_split_ob (object *orig_ob, uint32 nr)
1581{ 1473{
1582 object * 1474 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1475 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1476
1587 if (orig_ob->nrof < nr) 1477 if (orig_ob->nrof < nr)
1588 { 1478 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1479 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1480 return NULL;
1591 } 1481 }
1592 1482
1593 newob = object_create_clone (orig_ob); 1483 newob = object_create_clone (orig_ob);
1594 1484
1595 if ((orig_ob->nrof -= nr) < 1) 1485 if ((orig_ob->nrof -= nr) < 1)
1596 { 1486 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) 1487 else if (!is_removed)
1602 { 1488 {
1603 if (orig_ob->env != NULL) 1489 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1490 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1491 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 1511
1626object * 1512object *
1627decrease_ob_nr (object *op, uint32 i) 1513decrease_ob_nr (object *op, uint32 i)
1628{ 1514{
1629 object *tmp; 1515 object *tmp;
1630 player *pl;
1631 1516
1632 if (i == 0) /* objects with op->nrof require this check */ 1517 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1518 return op;
1634 1519
1635 if (i > op->nrof) 1520 if (i > op->nrof)
1636 i = op->nrof; 1521 i = op->nrof;
1637 1522
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1523 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1524 op->nrof -= i;
1640 else if (op->env != NULL) 1525 else if (op->env)
1641 { 1526 {
1642 /* is this object in the players inventory, or sub container 1527 /* is this object in the players inventory, or sub container
1643 * therein? 1528 * therein?
1644 */ 1529 */
1645 tmp = is_player_inv (op->env); 1530 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1531 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1532 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1533 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1534 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1535 * and then searching the map for a player.
1651 */ 1536 */
1652 if (!tmp) 1537 if (!tmp)
1653 { 1538 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1539 if (pl->ob->container == op->env)
1540 {
1541 tmp = pl->ob;
1656 break; 1542 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1543 }
1662 1544
1663 if (i < op->nrof) 1545 if (i < op->nrof)
1664 { 1546 {
1665 sub_weight (op->env, op->weight * i); 1547 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1548 op->nrof -= i;
1667 if (tmp) 1549 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1550 esrv_send_item (tmp, op);
1670 }
1671 } 1551 }
1672 else 1552 else
1673 { 1553 {
1674 remove_ob (op); 1554 op->remove ();
1675 op->nrof = 0; 1555 op->nrof = 0;
1676 if (tmp) 1556 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1557 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1558 }
1681 } 1559 }
1682 else 1560 else
1683 { 1561 {
1684 object *above = op->above; 1562 object *above = op->above;
1685 1563
1686 if (i < op->nrof) 1564 if (i < op->nrof)
1687 op->nrof -= i; 1565 op->nrof -= i;
1688 else 1566 else
1689 { 1567 {
1690 remove_ob (op); 1568 op->remove ();
1691 op->nrof = 0; 1569 op->nrof = 0;
1692 } 1570 }
1693 1571
1694 /* Since we just removed op, op->above is null */ 1572 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1573 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1574 if (tmp->type == PLAYER)
1697 { 1575 {
1698 if (op->nrof) 1576 if (op->nrof)
1699 esrv_send_item (tmp, op); 1577 esrv_send_item (tmp, op);
1700 else 1578 else
1704 1582
1705 if (op->nrof) 1583 if (op->nrof)
1706 return op; 1584 return op;
1707 else 1585 else
1708 { 1586 {
1709 free_object (op); 1587 op->destroy ();
1710 return NULL; 1588 return 0;
1711 } 1589 }
1712} 1590}
1713 1591
1714/* 1592/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1593 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1605 op->carrying += weight;
1728 op = op->env; 1606 op = op->env;
1729 } 1607 }
1730} 1608}
1731 1609
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 * 1610object *
1747insert_ob_in_ob (object *op, object *where) 1611insert_ob_in_ob (object *op, object *where)
1748{ 1612{
1749 object * 1613 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 { 1614 {
1763 char *dump = dump_object (op); 1615 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1616 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1617 free (dump);
1766 return op; 1618 return op;
1767 } 1619 }
1768 1620
1769 if (where->head) 1621 if (where->head)
1770 { 1622 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1623 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1624 where = where->head;
1773 } 1625 }
1626
1627 return where->insert (op);
1628}
1629
1630/*
1631 * env->insert (op)
1632 * This function inserts the object op in the linked list
1633 * inside the object environment.
1634 *
1635 * The function returns now pointer to inserted item, and return value can
1636 * be != op, if items are merged. -Tero
1637 */
1638
1639object *
1640object::insert (object *op)
1641{
1642 object *tmp, *otmp;
1643
1644 if (!QUERY_FLAG (op, FLAG_REMOVED))
1645 op->remove ();
1774 1646
1775 if (op->more) 1647 if (op->more)
1776 { 1648 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1649 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1650 return op;
1780 1652
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1653 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1654 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1655 if (op->nrof)
1784 { 1656 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1657 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1658 if (object::can_merge (tmp, op))
1787 { 1659 {
1788 /* return the original object and remove inserted object 1660 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1661 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1662 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1663 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1664 * tmp->nrof, we need to increase the weight.
1793 */ 1665 */
1794 add_weight (where, op->weight * op->nrof); 1666 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1667 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1668 op->destroy (); /* free the inserted object */
1797 op = tmp; 1669 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1670 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1671 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1672 break;
1801 } 1673 }
1802 1674
1803 /* I assume combined objects have no inventory 1675 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1676 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1677 * (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 1678 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1679 * the linking below
1808 */ 1680 */
1809 add_weight (where, op->weight * op->nrof); 1681 add_weight (this, op->weight * op->nrof);
1810 } 1682 }
1811 else 1683 else
1812 add_weight (where, (op->weight + op->carrying)); 1684 add_weight (this, (op->weight + op->carrying));
1813 1685
1814 otmp = is_player_inv (where); 1686 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1687 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1688 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1689 otmp->update_stats ();
1819 }
1820 1690
1821 op->map = NULL; 1691 op->map = 0;
1822 op->env = where; 1692 op->env = this;
1823 op->above = NULL; 1693 op->above = 0;
1824 op->below = NULL; 1694 op->below = 0;
1825 op->x = 0, op->y = 0; 1695 op->x = 0, op->y = 0;
1826 1696
1827 /* reset the light list and los of the players on the map */ 1697 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1698 if ((op->glow_radius != 0) && map)
1829 { 1699 {
1830#ifdef DEBUG_LIGHTS 1700#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1701 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1702#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1703 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1704 update_all_los (map, x, y);
1835 } 1705 }
1836 1706
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1707 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1708 * It sure simplifies this function...
1839 */ 1709 */
1840 if (where->inv == NULL) 1710 if (!inv)
1841 where->inv = op; 1711 inv = op;
1842 else 1712 else
1843 { 1713 {
1844 op->below = where->inv; 1714 op->below = inv;
1845 op->below->above = op; 1715 op->below->above = op;
1846 where->inv = op; 1716 inv = op;
1847 } 1717 }
1718
1719 INVOKE_OBJECT (INSERT, this);
1720
1848 return op; 1721 return op;
1849} 1722}
1850 1723
1851/* 1724/*
1852 * Checks if any objects has a move_type that matches objects 1725 * Checks if any objects has a move_type that matches objects
1903 1776
1904 /* The objects have to be checked from top to bottom. 1777 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1778 * Hence, we first go to the top:
1906 */ 1779 */
1907 1780
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1909 { 1782 {
1910 /* Trim the search when we find the first other spell effect 1783 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1784 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1785 * we don't need to check all of them.
1913 */ 1786 */
1968/* 1841/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1842 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1843 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1844 * The first matching object is returned, or NULL if none.
1972 */ 1845 */
1973
1974object * 1846object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1847present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1848{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1849 if (m == NULL || out_of_map (m, x, y))
1981 { 1850 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1852 return NULL;
1984 } 1853 }
1854
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1986 if (tmp->arch == at) 1856 if (tmp->arch == at)
1987 return tmp; 1857 return tmp;
1858
1988 return NULL; 1859 return NULL;
1989} 1860}
1990 1861
1991/* 1862/*
1992 * present(type, map, x, y) searches for any objects with 1863 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1864 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1865 * The first matching object is returned, or NULL if none.
1995 */ 1866 */
1996
1997object * 1867object *
1998present (unsigned char type, maptile *m, int x, int y) 1868present (unsigned char type, maptile *m, int x, int y)
1999{ 1869{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1870 if (out_of_map (m, x, y))
2004 { 1871 {
2005 LOG (llevError, "Present called outside map.\n"); 1872 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1873 return NULL;
2007 } 1874 }
1875
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2009 if (tmp->type == type) 1877 if (tmp->type == type)
2010 return tmp; 1878 return tmp;
1879
2011 return NULL; 1880 return NULL;
2012} 1881}
2013 1882
2014/* 1883/*
2015 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2018 */ 1887 */
2019
2020object * 1888object *
2021present_in_ob (unsigned char type, const object *op) 1889present_in_ob (unsigned char type, const object *op)
2022{ 1890{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1891 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1892 if (tmp->type == type)
2028 return tmp; 1893 return tmp;
1894
2029 return NULL; 1895 return NULL;
2030} 1896}
2031 1897
2032/* 1898/*
2033 * present_in_ob (type, str, object) searches for any objects with 1899 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1907 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1908 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1909 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1910 * to be unique.
2045 */ 1911 */
2046
2047object * 1912object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1913present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1914{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1916 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1917 return tmp;
2057 } 1918
2058 return NULL; 1919 return 0;
2059} 1920}
2060 1921
2061/* 1922/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1923 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1924 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1925 * The first matching object is returned, or NULL if none.
2065 */ 1926 */
2066
2067object * 1927object *
2068present_arch_in_ob (const archetype *at, const object *op) 1928present_arch_in_ob (const archetype *at, const object *op)
2069{ 1929{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1930 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1931 if (tmp->arch == at)
2075 return tmp; 1932 return tmp;
1933
2076 return NULL; 1934 return NULL;
2077} 1935}
2078 1936
2079/* 1937/*
2080 * activate recursively a flag on an object inventory 1938 * activate recursively a flag on an object inventory
2081 */ 1939 */
2082void 1940void
2083flag_inv (object *op, int flag) 1941flag_inv (object *op, int flag)
2084{ 1942{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1943 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1945 {
2091 SET_FLAG (tmp, flag); 1946 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1947 flag_inv (tmp, flag);
2093 } 1948 }
2094} /* 1949}
1950
1951/*
2095 * desactivate recursively a flag on an object inventory 1952 * deactivate recursively a flag on an object inventory
2096 */ 1953 */
2097void 1954void
2098unflag_inv (object *op, int flag) 1955unflag_inv (object *op, int flag)
2099{ 1956{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1957 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1959 {
2106 CLEAR_FLAG (tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1961 unflag_inv (tmp, flag);
2108 } 1962 }
2109} 1963}
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1966 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively). 1967 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for 1968 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function. 1969 * him/her-self and all object carried by a call to this function.
2116 */ 1970 */
2117
2118void 1971void
2119set_cheat (object *op) 1972set_cheat (object *op)
2120{ 1973{
2121 SET_FLAG (op, FLAG_WAS_WIZ); 1974 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ); 1975 flag_inv (op, FLAG_WAS_WIZ);
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1994 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1995 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1996 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1997 * customized, changed states, etc.
2145 */ 1998 */
2146
2147int 1999int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2000find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 2001{
2150 int
2151 i,
2152 index = 0, flag; 2002 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 2003 int altern[SIZEOFFREE];
2155 2004
2156 for (i = start; i < stop; i++) 2005 for (int i = start; i < stop; i++)
2157 { 2006 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2007 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159 if (!flag) 2008 if (!flag)
2160 altern[index++] = i; 2009 altern [index++] = i;
2161 2010
2162 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 2014 * 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 2015 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2169 */ 2018 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2019 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2020 stop = maxfree[i];
2172 } 2021 }
2022
2173 if (!index) 2023 if (!index)
2174 return -1; 2024 return -1;
2025
2175 return altern[RANDOM () % index]; 2026 return altern[RANDOM () % index];
2176} 2027}
2177 2028
2178/* 2029/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2030 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2031 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2032 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2033 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2034 */
2184
2185int 2035int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2036find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2037{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2038 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2039 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2040 return i;
2195 } 2041
2196 return -1; 2042 return -1;
2197} 2043}
2198 2044
2199/* 2045/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2046 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2047 * arr[begin..end-1].
2048 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2049 */
2203static void 2050static void
2204permute (int *arr, int begin, int end) 2051permute (int *arr, int begin, int end)
2205{ 2052{
2206 int 2053 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2054 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2055
2217 tmp = arr[i]; 2056 while (--end)
2218 arr[i] = arr[j]; 2057 swap (arr [end], arr [RANDOM () % (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2058}
2222 2059
2223/* new function to make monster searching more efficient, and effective! 2060/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2061 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2062 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2065 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2066 */
2230void 2067void
2231get_search_arr (int *search_arr) 2068get_search_arr (int *search_arr)
2232{ 2069{
2233 int 2070 int i;
2234 i;
2235 2071
2236 for (i = 0; i < SIZEOFFREE; i++) 2072 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2073 search_arr[i] = i;
2239 }
2240 2074
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2075 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2076 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2077 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2078}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2087 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2088 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2089 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2090 * there is capable of.
2257 */ 2091 */
2258
2259int 2092int
2260find_dir (maptile *m, int x, int y, object *exclude) 2093find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2094{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2095 int i, max = SIZEOFFREE, mflags;
2265 2096
2266 sint16 nx, ny; 2097 sint16 nx, ny;
2267 object * 2098 object *tmp;
2268 tmp;
2269 maptile * 2099 maptile *mp;
2270 mp;
2271 2100
2272 MoveType blocked, move_type; 2101 MoveType blocked, move_type;
2273 2102
2274 if (exclude && exclude->head) 2103 if (exclude && exclude->head)
2275 { 2104 {
2287 mp = m; 2116 mp = m;
2288 nx = x + freearr_x[i]; 2117 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2118 ny = y + freearr_y[i];
2290 2119
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2120 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2121
2292 if (mflags & P_OUT_OF_MAP) 2122 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2123 max = maxfree[i];
2295 }
2296 else 2124 else
2297 { 2125 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2126 mapspace &ms = mp->at (nx, ny);
2127
2128 blocked = ms.move_block;
2299 2129
2300 if ((move_type & blocked) == move_type) 2130 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2131 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2132 else if (mflags & P_IS_ALIVE)
2305 { 2133 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2134 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2135 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2136 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2137 break;
2311 } 2138
2312 }
2313 if (tmp) 2139 if (tmp)
2314 {
2315 return freedir[i]; 2140 return freedir[i];
2316 }
2317 } 2141 }
2318 } 2142 }
2319 } 2143 }
2144
2320 return 0; 2145 return 0;
2321} 2146}
2322 2147
2323/* 2148/*
2324 * distance(object 1, object 2) will return the square of the 2149 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2150 * distance between the two given objects.
2326 */ 2151 */
2327
2328int 2152int
2329distance (const object *ob1, const object *ob2) 2153distance (const object *ob1, const object *ob2)
2330{ 2154{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2155 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2156}
2337 2157
2338/* 2158/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2159 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2160 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2161 * object, needs to travel toward it.
2342 */ 2162 */
2343
2344int 2163int
2345find_dir_2 (int x, int y) 2164find_dir_2 (int x, int y)
2346{ 2165{
2347 int 2166 int q;
2348 q;
2349 2167
2350 if (y) 2168 if (y)
2351 q = x * 100 / y; 2169 q = x * 100 / y;
2352 else if (x) 2170 else if (x)
2353 q = -300 * x; 2171 q = -300 * x;
2388int 2206int
2389absdir (int d) 2207absdir (int d)
2390{ 2208{
2391 while (d < 1) 2209 while (d < 1)
2392 d += 8; 2210 d += 8;
2211
2393 while (d > 8) 2212 while (d > 8)
2394 d -= 8; 2213 d -= 8;
2214
2395 return d; 2215 return d;
2396} 2216}
2397 2217
2398/* 2218/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2401 */ 2221 */
2402 2222
2403int 2223int
2404dirdiff (int dir1, int dir2) 2224dirdiff (int dir1, int dir2)
2405{ 2225{
2406 int 2226 int d;
2407 d;
2408 2227
2409 d = abs (dir1 - dir2); 2228 d = abs (dir1 - dir2);
2410 if (d > 4) 2229 if (d > 4)
2411 d = 8 - d; 2230 d = 8 - d;
2231
2412 return d; 2232 return d;
2413} 2233}
2414 2234
2415/* peterm: 2235/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2236 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2242 * functions.
2423 */ 2243 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2244int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2297 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2298 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2299 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2300 * Modified to be map tile aware -.MSW
2483 */ 2301 */
2484
2485
2486int 2302int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2303can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2304{
2489 sint16 dx, dy; 2305 sint16 dx, dy;
2490 int
2491 mflags; 2306 int mflags;
2492 2307
2493 if (dir < 0) 2308 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2309 return 0; /* exit condition: invalid direction */
2495 2310
2496 dx = x + freearr_x[dir]; 2311 dx = x + freearr_x[dir];
2509 return 0; 2324 return 0;
2510 2325
2511 /* yes, can see. */ 2326 /* yes, can see. */
2512 if (dir < 9) 2327 if (dir < 9)
2513 return 1; 2328 return 1;
2329
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2330 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2332 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2333}
2517
2518
2519 2334
2520/* 2335/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2336 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2337 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2338 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2349 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2350 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2351 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2352}
2538 2353
2539
2540/* 2354/*
2541 * create clone from object to another 2355 * create clone from object to another
2542 */ 2356 */
2543object * 2357object *
2544object_create_clone (object *asrc) 2358object_create_clone (object *asrc)
2545{ 2359{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2360 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2361
2549 if (!asrc) 2362 if (!asrc)
2550 return NULL; 2363 return 0;
2364
2551 src = asrc; 2365 src = asrc;
2552 if (src->head) 2366 if (src->head)
2553 src = src->head; 2367 src = src->head;
2554 2368
2555 prev = NULL; 2369 prev = 0;
2556 for (part = src; part; part = part->more) 2370 for (part = src; part; part = part->more)
2557 { 2371 {
2558 tmp = get_object (); 2372 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2373 tmp->x -= src->x;
2561 tmp->y -= src->y; 2374 tmp->y -= src->y;
2375
2562 if (!part->head) 2376 if (!part->head)
2563 { 2377 {
2564 dst = tmp; 2378 dst = tmp;
2565 tmp->head = NULL; 2379 tmp->head = 0;
2566 } 2380 }
2567 else 2381 else
2568 {
2569 tmp->head = dst; 2382 tmp->head = dst;
2570 } 2383
2571 tmp->more = NULL; 2384 tmp->more = 0;
2385
2572 if (prev) 2386 if (prev)
2573 prev->more = tmp; 2387 prev->more = tmp;
2388
2574 prev = tmp; 2389 prev = tmp;
2575 } 2390 }
2576 2391
2577 for (item = src->inv; item; item = item->below) 2392 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2393 insert_ob_in_ob (object_create_clone (item), dst);
2584/* Basically, we save the content of the string to a temp file, then call */ 2399/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */ 2400/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */ 2401/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */ 2402/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */ 2403/* Also remember that multiparts objects are not supported for now. */
2589
2590object * 2404object *
2591load_object_str (const char *obstr) 2405load_object_str (const char *obstr)
2592{ 2406{
2593 object *op; 2407 object *op;
2594 char filename[MAX_BUF]; 2408 char filename[MAX_BUF];
2604 } 2418 }
2605 2419
2606 fprintf (tempfile, obstr); 2420 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2421 fclose (tempfile);
2608 2422
2609 op = get_object (); 2423 op = object::create ();
2610 2424
2611 object_thawer thawer (filename); 2425 object_thawer thawer (filename);
2612 2426
2613 if (thawer) 2427 if (thawer)
2614 load_object (thawer, op, 0); 2428 load_object (thawer, op, 0);
2624 * returns NULL if no match. 2438 * returns NULL if no match.
2625 */ 2439 */
2626object * 2440object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2441find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2442{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2443 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2444 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2445 return tmp;
2634 2446
2635 return NULL; 2447 return 0;
2636} 2448}
2637 2449
2638/* If ob has a field named key, return the link from the list, 2450/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2451 * otherwise return NULL.
2640 * 2452 *
2642 * do the desired thing. 2454 * do the desired thing.
2643 */ 2455 */
2644key_value * 2456key_value *
2645get_ob_key_link (const object *ob, const char *key) 2457get_ob_key_link (const object *ob, const char *key)
2646{ 2458{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2459 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2460 if (link->key == key)
2651 return link; 2461 return link;
2652 2462
2653 return NULL; 2463 return 0;
2654} 2464}
2655 2465
2656/* 2466/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2467 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2468 *
2698 * Returns TRUE on success. 2508 * Returns TRUE on success.
2699 */ 2509 */
2700int 2510int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2511set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2512{
2703 key_value *
2704 field = NULL, *last = NULL; 2513 key_value *field = NULL, *last = NULL;
2705 2514
2706 for (field = op->key_values; field != NULL; field = field->next) 2515 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2516 {
2708 if (field->key != canonical_key) 2517 if (field->key != canonical_key)
2709 { 2518 {
2737 /* IF we get here, key doesn't exist */ 2546 /* IF we get here, key doesn't exist */
2738 2547
2739 /* No field, we'll have to add it. */ 2548 /* No field, we'll have to add it. */
2740 2549
2741 if (!add_key) 2550 if (!add_key)
2742 {
2743 return FALSE; 2551 return FALSE;
2744 } 2552
2745 /* There isn't any good reason to store a null 2553 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2554 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2555 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2556 * be here. If user wants to store empty strings,
2749 * should pass in "" 2557 * should pass in ""

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