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Comparing deliantra/server/common/object.C (file contents):
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.92 by root, Tue Dec 26 17:39:29 2006 UTC

141 * 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
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 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)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * 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.
375 */ 360 */
376 361
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * 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
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485} 470}
486 471
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 472/*
530 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
533 * 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,
539{ 482{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 485
543 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 487
549 if (is_freed) 488 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
551 490
552 if (is_removed) 491 if (is_removed)
583 tail = new_link; 522 tail = new_link;
584 } 523 }
585 } 524 }
586 } 525 }
587 526
588 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
589} 528}
590 529
591object * 530object *
592object::clone () 531object::clone ()
593{ 532{
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 extern int arch_init;
623 562
624 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated. 564 * since they never really need to be updated.
626 */ 565 */
627 566 if (flag [FLAG_FREED] && speed)
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 567 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 569 speed = 0;
635#endif
636 } 570 }
571
572 this->speed = speed;
637 573
638 if (arch_init) 574 if (arch_init)
639 return; 575 return;
640 576
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 578 {
643 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
645 return; 581 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 584 * of the list. */
649 op->active_next = active_objects; 585 active_next = active_objects;
650 586
651 if (op->active_next != NULL) 587 if (active_next)
652 op->active_next->active_prev = op; 588 active_next->active_prev = this;
653 589
654 active_objects = op; 590 active_objects = this;
655 } 591 }
656 else 592 else
657 { 593 {
658 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
660 return; 596 return;
661 597
662 if (op->active_prev == NULL) 598 if (!active_prev)
663 { 599 {
664 active_objects = op->active_next; 600 active_objects = active_next;
665 601
666 if (op->active_next != NULL) 602 if (active_next)
667 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
668 } 604 }
669 else 605 else
670 { 606 {
671 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
672 608
673 if (op->active_next) 609 if (active_next)
674 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
675 } 611 }
676 612
677 op->active_next = NULL; 613 active_next = 0;
678 op->active_prev = NULL; 614 active_prev = 0;
679 } 615 }
680} 616}
681 617
682/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
683 * objects. 619 * objects.
709 op->active_next = NULL; 645 op->active_next = NULL;
710 op->active_prev = NULL; 646 op->active_prev = NULL;
711} 647}
712 648
713/* 649/*
714 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 653 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
721 * 657 *
722 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 659 * current action are:
728 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
733 */ 665 */
734
735void 666void
736update_object (object *op, int action) 667update_object (object *op, int action)
737{ 668{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
740 670
741 if (op == NULL) 671 if (op == NULL)
742 { 672 {
743 /* this should never happen */ 673 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 675 return;
746 } 676 }
747 677
748 if (op->env != NULL) 678 if (op->env)
749 { 679 {
750 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
751 * to do in this case. 681 * to do in this case.
752 */ 682 */
753 return; 683 return;
758 */ 688 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 690 return;
761 691
762 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 694 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 696#ifdef MANY_CORES
767 abort (); 697 abort ();
768#endif 698#endif
769 return; 699 return;
770 } 700 }
771 701
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
779 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
780 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 719 * to have move_allow right now.
804 */ 720 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 723 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 724 }
811
812 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 727 * that is being removed.
815 */ 728 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
820 else 733 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 735
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 736 if (op->more)
830 update_object (op->more, action); 737 update_object (op->more, action);
831} 738}
832 739
833object::vector object::mortals;
834object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
835object *object::first; 741object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848 742
849object::object () 743object::object ()
850{ 744{
851 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
852 746
884 778
885 prev = 0; 779 prev = 0;
886 next = 0; 780 next = 0;
887} 781}
888 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground
795 || !map
796 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL)
798 {
799 while (inv)
800 {
801 inv->destroy_inv (drop_to_ground);
802 inv->destroy ();
803 }
804 }
805 else
806 { /* Put objects in inventory onto this space */
807 while (inv)
808 {
809 object *op = inv;
810
811 if (op->flag [FLAG_STARTEQUIP]
812 || op->flag [FLAG_NO_DROP]
813 || op->type == RUNE
814 || op->type == TRAP
815 || op->flag [FLAG_IS_A_TEMPLATE])
816 op->destroy ();
817 else
818 {
819 op->remove ();
820 op->x = x;
821 op->y = y;
822 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
823 }
824 }
825 }
826}
827
889object *object::create () 828object *object::create ()
890{ 829{
891 object *op = new object; 830 object *op = new object;
892 op->link (); 831 op->link ();
893 return op; 832 return op;
894} 833}
895 834
896/* 835void
897 * free_object() frees everything allocated by an object, removes 836object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 837{
908 if (QUERY_FLAG (this, FLAG_FREED)) 838 if (flag [FLAG_IS_LINKED])
839 remove_button_link (this);
840
841 if (flag [FLAG_FRIENDLY])
842 remove_friendly_object (this);
843
844 if (!flag [FLAG_REMOVED])
845 remove ();
846
847 if (flag [FLAG_FREED])
909 return; 848 return;
910 849
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 850 set_speed (0);
912 remove_friendly_object (this);
913 851
914 if (!QUERY_FLAG (this, FLAG_REMOVED)) 852 flag [FLAG_FREED] = 1;
915 remove ();
916 853
917 SET_FLAG (this, FLAG_FREED); 854 attachable::do_destroy ();
918 855
919 if (more) 856 destroy_inv (true);
920 { 857 unlink ();
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 858
967 // hack to ensure that freed objects still have a valid map 859 // hack to ensure that freed objects still have a valid map
968 { 860 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 861 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 862
982 map = freed_map; 874 map = freed_map;
983 x = 1; 875 x = 1;
984 y = 1; 876 y = 1;
985 } 877 }
986 878
879 head = 0;
880
881 if (more)
882 {
883 more->destroy ();
884 more = 0;
885 }
886
987 // clear those pointers that likely might have circular references to us 887 // clear those pointers that likely might have circular references to us
988 owner = 0; 888 owner = 0;
989 enemy = 0; 889 enemy = 0;
990 attacked_by = 0; 890 attacked_by = 0;
991 891
992 // only relevant for players(?), but make sure of it anyways 892 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 893 contr = 0;
894}
994 895
995 /* Remove object from the active list */ 896void
996 speed = 0; 897object::destroy (bool destroy_inventory)
997 update_ob_speed (this); 898{
899 if (destroyed ())
900 return;
998 901
999 unlink (); 902 if (destroy_inventory)
903 destroy_inv (false);
1000 904
1001 mortals.push_back (this); 905 attachable::destroy ();
1002} 906}
1003 907
1004/* 908/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 909 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 910 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 934object::remove ()
1031{ 935{
1032 object *tmp, *last = 0; 936 object *tmp, *last = 0;
1033 object *otmp; 937 object *otmp;
1034 938
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 939 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 940 return;
1039 941
1040 SET_FLAG (this, FLAG_REMOVED); 942 SET_FLAG (this, FLAG_REMOVED);
943 INVOKE_OBJECT (REMOVE, this);
1041 944
1042 if (more) 945 if (more)
1043 more->remove (); 946 more->remove ();
1044 947
1045 /* 948 /*
1055 958
1056 /* NO_FIX_PLAYER is set when a great many changes are being 959 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 960 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 961 * to save cpu time.
1059 */ 962 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 963 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 964 otmp->update_stats ();
1062 965
1063 if (above != NULL) 966 if (above != NULL)
1064 above->below = below; 967 above->below = below;
1065 else 968 else
1066 env->inv = below; 969 env->inv = below;
1085 988
1086 /* link the object above us */ 989 /* link the object above us */
1087 if (above) 990 if (above)
1088 above->below = below; 991 above->below = below;
1089 else 992 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 993 map->at (x, y).top = below; /* we were top, set new top */
1091 994
1092 /* Relink the object below us, if there is one */ 995 /* Relink the object below us, if there is one */
1093 if (below) 996 if (below)
1094 below->above = above; 997 below->above = above;
1095 else 998 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1010 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1011 LOG (llevError, "%s\n", dump);
1109 free (dump); 1012 free (dump);
1110 } 1013 }
1111 1014
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1015 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1016 }
1114 1017
1115 above = 0; 1018 above = 0;
1116 below = 0; 1019 below = 0;
1117 1020
1118 if (map->in_memory == MAP_SAVING) 1021 if (map->in_memory == MAP_SAVING)
1119 return; 1022 return;
1120 1023
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1024 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1025
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1026 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1124 { 1027 {
1125 /* No point updating the players look faces if he is the object 1028 /* No point updating the players look faces if he is the object
1126 * being removed. 1029 * being removed.
1127 */ 1030 */
1128 1031
1132 * removed (most likely destroyed), update the player view 1035 * removed (most likely destroyed), update the player view
1133 * appropriately. 1036 * appropriately.
1134 */ 1037 */
1135 if (tmp->container == this) 1038 if (tmp->container == this)
1136 { 1039 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1040 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1041 tmp->container = 0;
1139 } 1042 }
1140 1043
1044 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1045 tmp->contr->ns->floorbox_update ();
1142 } 1046 }
1143 1047
1144 /* See if player moving off should effect something */ 1048 /* See if player moving off should effect something */
1145 if (check_walk_off 1049 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1050 && ((move_type & tmp->move_off)
1160 last = tmp; 1064 last = tmp;
1161 } 1065 }
1162 1066
1163 /* last == NULL of there are no objects on this space */ 1067 /* last == NULL of there are no objects on this space */
1164 if (!last) 1068 if (!last)
1165 { 1069 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1070 else
1175 update_object (last, UP_OBJ_REMOVE); 1071 update_object (last, UP_OBJ_REMOVE);
1176 1072
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1073 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1074 update_all_los (map, x, y);
1179 } 1075 }
1180} 1076}
1181 1077
1182/* 1078/*
1191merge_ob (object *op, object *top) 1087merge_ob (object *op, object *top)
1192{ 1088{
1193 if (!op->nrof) 1089 if (!op->nrof)
1194 return 0; 1090 return 0;
1195 1091
1196 if (top == NULL) 1092 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1093 for (top = op; top && top->above; top = top->above)
1094 ;
1198 1095
1199 for (; top != NULL; top = top->below) 1096 for (; top; top = top->below)
1200 { 1097 {
1201 if (top == op) 1098 if (top == op)
1202 continue; 1099 continue;
1203 1100
1204 if (object::can_merge (op, top)) 1101 if (object::can_merge (op, top))
1254 * Return value: 1151 * Return value:
1255 * new object if 'op' was merged with other object 1152 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1153 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1154 * just 'op' otherwise
1258 */ 1155 */
1259
1260object * 1156object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1157insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1158{
1263 object *tmp, *top, *floor = NULL; 1159 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1160 sint16 x, y;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1194 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1195 free (dump);
1300 return op; 1196 return op;
1301 } 1197 }
1302 1198
1303 if (op->more != NULL) 1199 if (op->more)
1304 { 1200 {
1305 /* The part may be on a different map. */ 1201 /* The part may be on a different map. */
1306 1202
1307 object *more = op->more; 1203 object *more = op->more;
1308 1204
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1220 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1221 {
1326 if (!op->head) 1222 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1223 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1224
1329 return NULL; 1225 return 0;
1330 } 1226 }
1331 } 1227 }
1332 1228
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1229 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1230
1368 op->below = originator->below; 1264 op->below = originator->below;
1369 1265
1370 if (op->below) 1266 if (op->below)
1371 op->below->above = op; 1267 op->below->above = op;
1372 else 1268 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1269 op->ms ().bot = op;
1374 1270
1375 /* since *below* originator, no need to update top */ 1271 /* since *below* originator, no need to update top */
1376 originator->below = op; 1272 originator->below = op;
1377 } 1273 }
1378 else 1274 else
1424 * If INS_ON_TOP is used, don't do this processing 1320 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1321 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1322 * stacking is a bit odd.
1427 */ 1323 */
1428 if (!(flag & INS_ON_TOP) && 1324 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)) 1325 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1326 {
1431 for (last = top; last != floor; last = last->below) 1327 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1328 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1329 break;
1434 /* Check to see if we found the object that blocks view, 1330 /* Check to see if we found the object that blocks view,
1457 1353
1458 if (op->above) 1354 if (op->above)
1459 op->above->below = op; 1355 op->above->below = op;
1460 1356
1461 op->below = NULL; 1357 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1358 op->ms ().bot = op;
1463 } 1359 }
1464 else 1360 else
1465 { /* get inserted into the stack above top */ 1361 { /* get inserted into the stack above top */
1466 op->above = top->above; 1362 op->above = top->above;
1467 1363
1471 op->below = top; 1367 op->below = top;
1472 top->above = op; 1368 top->above = op;
1473 } 1369 }
1474 1370
1475 if (op->above == NULL) 1371 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1372 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1373 } /* else not INS_BELOW_ORIGINATOR */
1478 1374
1479 if (op->type == PLAYER) 1375 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1376 op->contr->do_los = 1;
1481 1377
1482 /* If we have a floor, we know the player, if any, will be above 1378 /* 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. 1379 * it, so save a few ticks and start from there.
1484 */ 1380 */
1485 if (!(flag & INS_MAP_LOAD)) 1381 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1382 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1383 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1384 pl->contr->ns->floorbox_update ();
1489 1385
1490 /* If this object glows, it may affect lighting conditions that are 1386 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1387 * 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 1388 * 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 1389 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1390 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1391 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1392 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient. 1393 * of effect may be sufficient.
1498 */ 1394 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1395 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1396 update_all_los (op->map, op->x, op->y);
1501 1397
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1398 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1399 update_object (op, UP_OBJ_INSERT);
1400
1401 INVOKE_OBJECT (INSERT, op);
1504 1402
1505 /* Don't know if moving this to the end will break anything. However, 1403 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1404 * we want to have floorbox_update called before calling this.
1507 * 1405 *
1508 * check_move_on() must be after this because code called from 1406 * check_move_on() must be after this because code called from
1513 1411
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1412 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1413 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1414 {
1517 if (check_move_on (op, originator)) 1415 if (check_move_on (op, originator))
1518 return NULL; 1416 return 0;
1519 1417
1520 /* If we are a multi part object, lets work our way through the check 1418 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1419 * walk on's.
1522 */ 1420 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1421 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1422 if (check_move_on (tmp, originator))
1525 return NULL; 1423 return 0;
1526 } 1424 }
1527 1425
1528 return op; 1426 return op;
1529} 1427}
1530 1428
1531/* this function inserts an object in the map, but if it 1429/* 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. 1430 * 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. 1431 * op is the object to insert it under: supplies x and the map.
1534 */ 1432 */
1535void 1433void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1434replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1435{
1538 object * 1436 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1437
1543 /* first search for itself and remove any old instances */ 1438 /* first search for itself and remove any old instances */
1544 1439
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1440 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1441 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1499
1605object * 1500object *
1606decrease_ob_nr (object *op, uint32 i) 1501decrease_ob_nr (object *op, uint32 i)
1607{ 1502{
1608 object *tmp; 1503 object *tmp;
1609 player *pl;
1610 1504
1611 if (i == 0) /* objects with op->nrof require this check */ 1505 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1506 return op;
1613 1507
1614 if (i > op->nrof) 1508 if (i > op->nrof)
1615 i = op->nrof; 1509 i = op->nrof;
1616 1510
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1511 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1512 op->nrof -= i;
1619 else if (op->env != NULL) 1513 else if (op->env)
1620 { 1514 {
1621 /* is this object in the players inventory, or sub container 1515 /* is this object in the players inventory, or sub container
1622 * therein? 1516 * therein?
1623 */ 1517 */
1624 tmp = is_player_inv (op->env); 1518 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1519 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1520 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1521 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1522 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1523 * and then searching the map for a player.
1630 */ 1524 */
1631 if (!tmp) 1525 if (!tmp)
1632 { 1526 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1527 if (pl->ob->container == op->env)
1528 {
1529 tmp = pl->ob;
1635 break; 1530 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1531 }
1641 1532
1642 if (i < op->nrof) 1533 if (i < op->nrof)
1643 { 1534 {
1644 sub_weight (op->env, op->weight * i); 1535 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1536 op->nrof -= i;
1646 if (tmp) 1537 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1538 esrv_send_item (tmp, op);
1649 }
1650 } 1539 }
1651 else 1540 else
1652 { 1541 {
1653 op->remove (); 1542 op->remove ();
1654 op->nrof = 0; 1543 op->nrof = 0;
1655 if (tmp) 1544 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1546 }
1660 } 1547 }
1661 else 1548 else
1662 { 1549 {
1663 object *above = op->above; 1550 object *above = op->above;
1669 op->remove (); 1556 op->remove ();
1670 op->nrof = 0; 1557 op->nrof = 0;
1671 } 1558 }
1672 1559
1673 /* Since we just removed op, op->above is null */ 1560 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1561 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1562 if (tmp->type == PLAYER)
1676 { 1563 {
1677 if (op->nrof) 1564 if (op->nrof)
1678 esrv_send_item (tmp, op); 1565 esrv_send_item (tmp, op);
1679 else 1566 else
1684 if (op->nrof) 1571 if (op->nrof)
1685 return op; 1572 return op;
1686 else 1573 else
1687 { 1574 {
1688 op->destroy (); 1575 op->destroy ();
1689 return NULL; 1576 return 0;
1690 } 1577 }
1691} 1578}
1692 1579
1693/* 1580/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1581 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1783 } 1670 }
1784 else 1671 else
1785 add_weight (this, (op->weight + op->carrying)); 1672 add_weight (this, (op->weight + op->carrying));
1786 1673
1787 otmp = is_player_inv (this); 1674 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1675 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1676 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1677 otmp->update_stats ();
1791 1678
1792 op->map = NULL; 1679 op->map = 0;
1793 op->env = this; 1680 op->env = this;
1794 op->above = NULL; 1681 op->above = 0;
1795 op->below = NULL; 1682 op->below = 0;
1796 op->x = 0, op->y = 0; 1683 op->x = 0, op->y = 0;
1797 1684
1798 /* reset the light list and los of the players on the map */ 1685 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1686 if ((op->glow_radius != 0) && map)
1800 { 1687 {
1801#ifdef DEBUG_LIGHTS 1688#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1689 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1690#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1691 if (map->darkness)
1805 update_all_los (map, x, y); 1692 update_all_los (map, x, y);
1806 } 1693 }
1807 1694
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1695 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1696 * It sure simplifies this function...
1814 { 1701 {
1815 op->below = inv; 1702 op->below = inv;
1816 op->below->above = op; 1703 op->below->above = op;
1817 inv = op; 1704 inv = op;
1818 } 1705 }
1706
1707 INVOKE_OBJECT (INSERT, this);
1819 1708
1820 return op; 1709 return op;
1821} 1710}
1822 1711
1823/* 1712/*
1875 1764
1876 /* The objects have to be checked from top to bottom. 1765 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1766 * Hence, we first go to the top:
1878 */ 1767 */
1879 1768
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1769 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1881 { 1770 {
1882 /* Trim the search when we find the first other spell effect 1771 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1772 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1773 * we don't need to check all of them.
1885 */ 1774 */
1940/* 1829/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1830 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1831 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1832 * The first matching object is returned, or NULL if none.
1944 */ 1833 */
1945
1946object * 1834object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1835present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1836{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1837 if (m == NULL || out_of_map (m, x, y))
1953 { 1838 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1839 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1840 return NULL;
1956 } 1841 }
1842
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1843 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at) 1844 if (tmp->arch == at)
1959 return tmp; 1845 return tmp;
1846
1960 return NULL; 1847 return NULL;
1961} 1848}
1962 1849
1963/* 1850/*
1964 * present(type, map, x, y) searches for any objects with 1851 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1852 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1853 * The first matching object is returned, or NULL if none.
1967 */ 1854 */
1968
1969object * 1855object *
1970present (unsigned char type, maptile *m, int x, int y) 1856present (unsigned char type, maptile *m, int x, int y)
1971{ 1857{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1858 if (out_of_map (m, x, y))
1976 { 1859 {
1977 LOG (llevError, "Present called outside map.\n"); 1860 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1861 return NULL;
1979 } 1862 }
1863
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1864 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type) 1865 if (tmp->type == type)
1982 return tmp; 1866 return tmp;
1867
1983 return NULL; 1868 return NULL;
1984} 1869}
1985 1870
1986/* 1871/*
1987 * present_in_ob(type, object) searches for any objects with 1872 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1873 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1874 * The first matching object is returned, or NULL if none.
1990 */ 1875 */
1991
1992object * 1876object *
1993present_in_ob (unsigned char type, const object *op) 1877present_in_ob (unsigned char type, const object *op)
1994{ 1878{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1879 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1880 if (tmp->type == type)
2000 return tmp; 1881 return tmp;
1882
2001 return NULL; 1883 return NULL;
2002} 1884}
2003 1885
2004/* 1886/*
2005 * present_in_ob (type, str, object) searches for any objects with 1887 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1895 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1896 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1897 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1898 * to be unique.
2017 */ 1899 */
2018
2019object * 1900object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1901present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1902{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1903 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1904 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1905 return tmp;
2029 } 1906
2030 return NULL; 1907 return 0;
2031} 1908}
2032 1909
2033/* 1910/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1911 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1912 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1913 * The first matching object is returned, or NULL if none.
2037 */ 1914 */
2038
2039object * 1915object *
2040present_arch_in_ob (const archetype *at, const object *op) 1916present_arch_in_ob (const archetype *at, const object *op)
2041{ 1917{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1918 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1919 if (tmp->arch == at)
2047 return tmp; 1920 return tmp;
1921
2048 return NULL; 1922 return NULL;
2049} 1923}
2050 1924
2051/* 1925/*
2052 * activate recursively a flag on an object inventory 1926 * activate recursively a flag on an object inventory
2053 */ 1927 */
2054void 1928void
2055flag_inv (object *op, int flag) 1929flag_inv (object *op, int flag)
2056{ 1930{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1931 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1933 {
2063 SET_FLAG (tmp, flag); 1934 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1935 flag_inv (tmp, flag);
2065 } 1936 }
2066} /* 1937}
1938
1939/*
2067 * desactivate recursively a flag on an object inventory 1940 * deactivate recursively a flag on an object inventory
2068 */ 1941 */
2069void 1942void
2070unflag_inv (object *op, int flag) 1943unflag_inv (object *op, int flag)
2071{ 1944{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1945 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1947 {
2078 CLEAR_FLAG (tmp, flag); 1948 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1949 unflag_inv (tmp, flag);
2080 } 1950 }
2081} 1951}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1954 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1955 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1956 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function. 1957 * him/her-self and all object carried by a call to this function.
2088 */ 1958 */
2089
2090void 1959void
2091set_cheat (object *op) 1960set_cheat (object *op)
2092{ 1961{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1962 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1963 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1982 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1983 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1984 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1985 * customized, changed states, etc.
2117 */ 1986 */
2118
2119int 1987int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1988find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1989{
2122 int
2123 i,
2124 index = 0, flag; 1990 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1991 int altern[SIZEOFFREE];
2127 1992
2128 for (i = start; i < stop; i++) 1993 for (int i = start; i < stop; i++)
2129 { 1994 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1995 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 1996 if (!flag)
2132 altern[index++] = i; 1997 altern [index++] = i;
2133 1998
2134 /* Basically, if we find a wall on a space, we cut down the search size. 1999 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2000 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2001 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2002 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2003 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2004 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2005 * won't look 2 spaces south of the target space.
2141 */ 2006 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2007 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2008 stop = maxfree[i];
2144 } 2009 }
2010
2145 if (!index) 2011 if (!index)
2146 return -1; 2012 return -1;
2013
2147 return altern[RANDOM () % index]; 2014 return altern[RANDOM () % index];
2148} 2015}
2149 2016
2150/* 2017/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2018 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2019 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2020 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2021 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2022 */
2156
2157int 2023int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2024find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2025{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2026 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2027 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2028 return i;
2167 } 2029
2168 return -1; 2030 return -1;
2169} 2031}
2170 2032
2171/* 2033/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2034 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2035 * arr[begin..end-1].
2036 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2037 */
2175static void 2038static void
2176permute (int *arr, int begin, int end) 2039permute (int *arr, int begin, int end)
2177{ 2040{
2178 int 2041 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2042 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2043
2189 tmp = arr[i]; 2044 while (--end)
2190 arr[i] = arr[j]; 2045 swap (arr [end], arr [RANDOM () % (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2046}
2194 2047
2195/* new function to make monster searching more efficient, and effective! 2048/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2049 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2050 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2053 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2054 */
2202void 2055void
2203get_search_arr (int *search_arr) 2056get_search_arr (int *search_arr)
2204{ 2057{
2205 int 2058 int i;
2206 i;
2207 2059
2208 for (i = 0; i < SIZEOFFREE; i++) 2060 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2061 search_arr[i] = i;
2211 }
2212 2062
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2063 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2064 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2065 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2066}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2075 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2076 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2077 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2078 * there is capable of.
2229 */ 2079 */
2230
2231int 2080int
2232find_dir (maptile *m, int x, int y, object *exclude) 2081find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2082{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2083 int i, max = SIZEOFFREE, mflags;
2237 2084
2238 sint16 nx, ny; 2085 sint16 nx, ny;
2239 object * 2086 object *tmp;
2240 tmp;
2241 maptile * 2087 maptile *mp;
2242 mp;
2243 2088
2244 MoveType blocked, move_type; 2089 MoveType blocked, move_type;
2245 2090
2246 if (exclude && exclude->head) 2091 if (exclude && exclude->head)
2247 { 2092 {
2259 mp = m; 2104 mp = m;
2260 nx = x + freearr_x[i]; 2105 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2106 ny = y + freearr_y[i];
2262 2107
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2108 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2109
2264 if (mflags & P_OUT_OF_MAP) 2110 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2111 max = maxfree[i];
2267 }
2268 else 2112 else
2269 { 2113 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2114 mapspace &ms = mp->at (nx, ny);
2115
2116 blocked = ms.move_block;
2271 2117
2272 if ((move_type & blocked) == move_type) 2118 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2119 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2120 else if (mflags & P_IS_ALIVE)
2277 { 2121 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2122 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2123 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2124 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2125 break;
2283 } 2126
2284 }
2285 if (tmp) 2127 if (tmp)
2286 {
2287 return freedir[i]; 2128 return freedir[i];
2288 }
2289 } 2129 }
2290 } 2130 }
2291 } 2131 }
2132
2292 return 0; 2133 return 0;
2293} 2134}
2294 2135
2295/* 2136/*
2296 * distance(object 1, object 2) will return the square of the 2137 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2138 * distance between the two given objects.
2298 */ 2139 */
2299
2300int 2140int
2301distance (const object *ob1, const object *ob2) 2141distance (const object *ob1, const object *ob2)
2302{ 2142{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2143 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2144}
2309 2145
2310/* 2146/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2147 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2148 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2149 * object, needs to travel toward it.
2314 */ 2150 */
2315
2316int 2151int
2317find_dir_2 (int x, int y) 2152find_dir_2 (int x, int y)
2318{ 2153{
2319 int 2154 int q;
2320 q;
2321 2155
2322 if (y) 2156 if (y)
2323 q = x * 100 / y; 2157 q = x * 100 / y;
2324 else if (x) 2158 else if (x)
2325 q = -300 * x; 2159 q = -300 * x;
2360int 2194int
2361absdir (int d) 2195absdir (int d)
2362{ 2196{
2363 while (d < 1) 2197 while (d < 1)
2364 d += 8; 2198 d += 8;
2199
2365 while (d > 8) 2200 while (d > 8)
2366 d -= 8; 2201 d -= 8;
2202
2367 return d; 2203 return d;
2368} 2204}
2369 2205
2370/* 2206/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2207 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 */ 2209 */
2374 2210
2375int 2211int
2376dirdiff (int dir1, int dir2) 2212dirdiff (int dir1, int dir2)
2377{ 2213{
2378 int 2214 int d;
2379 d;
2380 2215
2381 d = abs (dir1 - dir2); 2216 d = abs (dir1 - dir2);
2382 if (d > 4) 2217 if (d > 4)
2383 d = 8 - d; 2218 d = 8 - d;
2219
2384 return d; 2220 return d;
2385} 2221}
2386 2222
2387/* peterm: 2223/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2224 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2227 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2228 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2229 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2230 * functions.
2395 */ 2231 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2232int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2233 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2234 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2235 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2236 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2237 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2285 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2286 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2287 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2288 * Modified to be map tile aware -.MSW
2455 */ 2289 */
2456
2457
2458int 2290int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2291can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2292{
2461 sint16 dx, dy; 2293 sint16 dx, dy;
2462 int
2463 mflags; 2294 int mflags;
2464 2295
2465 if (dir < 0) 2296 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2297 return 0; /* exit condition: invalid direction */
2467 2298
2468 dx = x + freearr_x[dir]; 2299 dx = x + freearr_x[dir];
2481 return 0; 2312 return 0;
2482 2313
2483 /* yes, can see. */ 2314 /* yes, can see. */
2484 if (dir < 9) 2315 if (dir < 9)
2485 return 1; 2316 return 1;
2317
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2318 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2319 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2320 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2321}
2489
2490
2491 2322
2492/* 2323/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2324 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2325 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2326 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2337 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2338 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2339 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2340}
2510 2341
2511
2512/* 2342/*
2513 * create clone from object to another 2343 * create clone from object to another
2514 */ 2344 */
2515object * 2345object *
2516object_create_clone (object *asrc) 2346object_create_clone (object *asrc)
2535 { 2365 {
2536 dst = tmp; 2366 dst = tmp;
2537 tmp->head = 0; 2367 tmp->head = 0;
2538 } 2368 }
2539 else 2369 else
2540 {
2541 tmp->head = dst; 2370 tmp->head = dst;
2542 }
2543 2371
2544 tmp->more = 0; 2372 tmp->more = 0;
2545 2373
2546 if (prev) 2374 if (prev)
2547 prev->more = tmp; 2375 prev->more = tmp;
2559/* Basically, we save the content of the string to a temp file, then call */ 2387/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */ 2388/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */ 2389/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */ 2390/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */ 2391/* Also remember that multiparts objects are not supported for now. */
2564
2565object * 2392object *
2566load_object_str (const char *obstr) 2393load_object_str (const char *obstr)
2567{ 2394{
2568 object *op; 2395 object *op;
2569 char filename[MAX_BUF]; 2396 char filename[MAX_BUF];
2599 * returns NULL if no match. 2426 * returns NULL if no match.
2600 */ 2427 */
2601object * 2428object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2429find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2430{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2431 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2432 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2433 return tmp;
2609 2434
2610 return NULL; 2435 return 0;
2611} 2436}
2612 2437
2613/* If ob has a field named key, return the link from the list, 2438/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2439 * otherwise return NULL.
2615 * 2440 *
2617 * do the desired thing. 2442 * do the desired thing.
2618 */ 2443 */
2619key_value * 2444key_value *
2620get_ob_key_link (const object *ob, const char *key) 2445get_ob_key_link (const object *ob, const char *key)
2621{ 2446{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2447 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2448 if (link->key == key)
2626 return link; 2449 return link;
2627 2450
2628 return NULL; 2451 return 0;
2629} 2452}
2630 2453
2631/* 2454/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2455 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2456 *
2673 * Returns TRUE on success. 2496 * Returns TRUE on success.
2674 */ 2497 */
2675int 2498int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2499set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2500{
2678 key_value *
2679 field = NULL, *last = NULL; 2501 key_value *field = NULL, *last = NULL;
2680 2502
2681 for (field = op->key_values; field != NULL; field = field->next) 2503 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2504 {
2683 if (field->key != canonical_key) 2505 if (field->key != canonical_key)
2684 { 2506 {
2712 /* IF we get here, key doesn't exist */ 2534 /* IF we get here, key doesn't exist */
2713 2535
2714 /* No field, we'll have to add it. */ 2536 /* No field, we'll have to add it. */
2715 2537
2716 if (!add_key) 2538 if (!add_key)
2717 {
2718 return FALSE; 2539 return FALSE;
2719 } 2540
2720 /* There isn't any good reason to store a null 2541 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2542 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2543 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2544 * be here. If user wants to store empty strings,
2724 * should pass in "" 2545 * should pass in ""

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