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Comparing deliantra/server/common/object.C (file contents):
Revision 1.68 by root, Mon Dec 18 02:35:00 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 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
227 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 ()
228 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name 228 || ob1->name != ob2->name
230 || ob1->title != ob2->title 229 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
353 op = op->env; 352 op = op->env;
354 return op; 353 return op;
355} 354}
356 355
357/* 356/*
358 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
359 * a better check. We basically keeping traversing up until we can't
360 * or find a player.
361 */
362
363object *
364is_player_inv (object *op)
365{
366 for (; op != NULL && op->type != PLAYER; op = op->env)
367 if (op->env == op)
368 op->env = NULL;
369 return op;
370}
371
372/*
373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
374 * Some error messages. 358 * Some error messages.
375 * 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.
376 */ 360 */
377 361
380{ 364{
381 if (!op) 365 if (!op)
382 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
383 367
384 object_freezer freezer; 368 object_freezer freezer;
385 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
386 return freezer.as_string (); 370 return freezer.as_string ();
387} 371}
388 372
389/* 373/*
390 * 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
483 } 467 }
484 468
485 op->key_values = 0; 469 op->key_values = 0;
486} 470}
487 471
488void object::clear ()
489{
490 attachable_base::clear ();
491
492 free_key_values (this);
493
494 owner = 0;
495 name = 0;
496 name_pl = 0;
497 title = 0;
498 race = 0;
499 slaying = 0;
500 skill = 0;
501 msg = 0;
502 lore = 0;
503 custom_name = 0;
504 materialname = 0;
505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
518
519 SET_FLAG (this, FLAG_REMOVED);
520
521 /* What is not cleared is next, prev, and count */
522
523 expmul = 1.0;
524 face = blank_face;
525
526 if (settings.casting_time)
527 casting_time = -1;
528}
529
530/* 472/*
531 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
532 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
533 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
534 * 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,
540{ 482{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
543 485
544 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
545 *(object_pod *)dst = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
549 487
550 if (is_freed) 488 if (is_freed)
551 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
552 490
553 if (is_removed) 491 if (is_removed)
584 tail = new_link; 522 tail = new_link;
585 } 523 }
586 } 524 }
587 } 525 }
588 526
589 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
590} 528}
591 529
592object * 530object *
593object::clone () 531object::clone ()
594{ 532{
616 * 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
617 * 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.
618 * 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.
619 */ 557 */
620void 558void
621update_ob_speed (object *op) 559object::set_speed (float speed)
622{ 560{
623 extern int arch_init; 561 extern int arch_init;
624 562
625 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
626 * since they never really need to be updated. 564 * since they never really need to be updated.
627 */ 565 */
628 566 if (flag [FLAG_FREED] && speed)
629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 { 567 {
631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
632#ifdef MANY_CORES
633 abort ();
634#else
635 op->speed = 0; 569 speed = 0;
636#endif
637 } 570 }
571
572 this->speed = speed;
638 573
639 if (arch_init) 574 if (arch_init)
640 return; 575 return;
641 576
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
643 { 578 {
644 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
646 return; 581 return;
647 582
648 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
649 * of the list. */ 584 * of the list. */
650 op->active_next = active_objects; 585 active_next = active_objects;
651 586
652 if (op->active_next != NULL) 587 if (active_next)
653 op->active_next->active_prev = op; 588 active_next->active_prev = this;
654 589
655 active_objects = op; 590 active_objects = this;
656 } 591 }
657 else 592 else
658 { 593 {
659 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
660 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
661 return; 596 return;
662 597
663 if (op->active_prev == NULL) 598 if (!active_prev)
664 { 599 {
665 active_objects = op->active_next; 600 active_objects = active_next;
666 601
667 if (op->active_next != NULL) 602 if (active_next)
668 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
669 } 604 }
670 else 605 else
671 { 606 {
672 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
673 608
674 if (op->active_next) 609 if (active_next)
675 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
676 } 611 }
677 612
678 op->active_next = NULL; 613 active_next = 0;
679 op->active_prev = NULL; 614 active_prev = 0;
680 } 615 }
681} 616}
682 617
683/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
684 * objects. 619 * objects.
710 op->active_next = NULL; 645 op->active_next = NULL;
711 op->active_prev = NULL; 646 op->active_prev = NULL;
712} 647}
713 648
714/* 649/*
715 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
716 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
717 * 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
718 * invisible object, etc...) 653 * invisible object, etc...)
719 * 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
720 * 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
721 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
722 * 657 *
723 * 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.
724 * For example, if the only thing that has changed is the face (due to
725 * an animation), we don't need to call update_position until that actually
726 * comes into view of a player. OTOH, many other things, like addition/removal
727 * of walls or living creatures may need us to update the flags now.
728 * current action are: 659 * current action are:
729 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
730 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
731 * 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
732 * 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.
733 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
734 */ 665 */
735
736void 666void
737update_object (object *op, int action) 667update_object (object *op, int action)
738{ 668{
739 int update_now = 0, flags;
740 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
741 670
742 if (op == NULL) 671 if (op == NULL)
743 { 672 {
744 /* this should never happen */ 673 /* this should never happen */
745 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
746 return; 675 return;
747 } 676 }
748 677
749 if (op->env != NULL) 678 if (op->env)
750 { 679 {
751 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
752 * to do in this case. 681 * to do in this case.
753 */ 682 */
754 return; 683 return;
759 */ 688 */
760 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
761 return; 690 return;
762 691
763 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
764 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)
765 { 694 {
766 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
767#ifdef MANY_CORES 696#ifdef MANY_CORES
768 abort (); 697 abort ();
769#endif 698#endif
770 return; 699 return;
771 } 700 }
772 701
773 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
774 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
775 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
776 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
777 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
779 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
780 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
781 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
786 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
787 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
789 update_now = 1;
790
791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
792 update_now = 1;
793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
797 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
798 update_now = 1;
799
800 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
801 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
802
803 /* 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
804 * to have move_allow right now. 719 * to have move_allow right now.
805 */ 720 */
806 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
807 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
808 723 m.flags_ = P_NEED_UPDATE;
809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
811 } 724 }
812
813 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
814 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
815 * that is being removed. 727 * that is being removed.
816 */ 728 */
817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
818 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
819 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
820 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
821 else 733 else
822 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
823 735
824 if (update_now)
825 {
826 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
827 update_position (op->map, op->x, op->y);
828 }
829
830 if (op->more != NULL) 736 if (op->more)
831 update_object (op->more, action); 737 update_object (op->more, action);
832} 738}
833 739
834object::vector object::mortals;
835object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
836object *object::first; 741object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849 742
850object::object () 743object::object ()
851{ 744{
852 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
853 746
892 object *op = new object; 785 object *op = new object;
893 op->link (); 786 op->link ();
894 return op; 787 return op;
895} 788}
896 789
897/* 790void
898 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
899 * it from the list of used objects, and puts it on the list of
900 * free objects. The IS_FREED() flag is set in the object.
901 * The object must have been removed by remove_ob() first for
902 * this function to succeed.
903 *
904 * If destroy_inventory is set, free inventory as well. Else drop items in
905 * inventory to the ground.
906 */
907void object::destroy (bool destroy_inventory)
908{ 792{
909 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
910 return; 805 return;
911 806
912 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
921 {
922 more->destroy (destroy_inventory);
923 more = 0;
924 }
925
926 if (inv)
927 {
928 /* Only if the space blocks everything do we not process -
929 * if some form of movement is allowed, let objects
930 * drop on that space.
931 */
932 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
933 {
934 object *op = inv;
935
936 while (op)
937 {
938 object *tmp = op->below;
939 op->destroy (destroy_inventory);
940 op = tmp;
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 object *op = inv;
946
947 while (op)
948 {
949 object *tmp = op->below;
950
951 op->remove ();
952
953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
956 else
957 {
958 op->x = x;
959 op->y = y;
960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
961 }
962
963 op = tmp;
964 }
965 }
966 }
967 808
968 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
969 { 810 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
971 812
983 map = freed_map; 824 map = freed_map;
984 x = 1; 825 x = 1;
985 y = 1; 826 y = 1;
986 } 827 }
987 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
988 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
989 owner = 0; 834 owner = 0;
990 enemy = 0; 835 enemy = 0;
991 attacked_by = 0; 836 attacked_by = 0;
992 837
993 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
994 contr = 0; 839 contr = 0;
995 840
996 /* Remove object from the active list */ 841 /* Remove object from the active list */
997 speed = 0; 842 set_speed (0);
998 update_ob_speed (this);
999 843
1000 unlink (); 844 unlink ();
845}
1001 846
1002 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
1003} 909}
1004 910
1005/* 911/*
1006 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1007 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1031object::remove () 937object::remove ()
1032{ 938{
1033 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1034 object *otmp; 940 object *otmp;
1035 941
1036 int check_walk_off;
1037
1038 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1039 return; 943 return;
1040 944
1041 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1042 947
1043 if (more) 948 if (more)
1044 more->remove (); 949 more->remove ();
1045 950
1046 /* 951 /*
1056 961
1057 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1058 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1059 * to save cpu time. 964 * to save cpu time.
1060 */ 965 */
1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1062 fix_player (otmp); 967 otmp->update_stats ();
1063 968
1064 if (above != NULL) 969 if (above != NULL)
1065 above->below = below; 970 above->below = below;
1066 else 971 else
1067 env->inv = below; 972 env->inv = below;
1086 991
1087 /* link the object above us */ 992 /* link the object above us */
1088 if (above) 993 if (above)
1089 above->below = below; 994 above->below = below;
1090 else 995 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1092 997
1093 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1094 if (below) 999 if (below)
1095 below->above = above; 1000 below->above = above;
1096 else 1001 else
1108 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1110 free (dump); 1015 free (dump);
1111 } 1016 }
1112 1017
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1114 } 1019 }
1115 1020
1116 above = 0; 1021 above = 0;
1117 below = 0; 1022 below = 0;
1118 1023
1119 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1120 return; 1025 return;
1121 1026
1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1123 1028
1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 { 1030 {
1126 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1127 * being removed. 1032 * being removed.
1133 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1134 * appropriately. 1039 * appropriately.
1135 */ 1040 */
1136 if (tmp->container == this) 1041 if (tmp->container == this)
1137 { 1042 {
1138 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1139 tmp->container = 0; 1044 tmp->container = 0;
1140 } 1045 }
1141 1046
1142 tmp->contr->socket->update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1143 } 1049 }
1144 1050
1145 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1146 if (check_walk_off 1052 if (check_walk_off
1147 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1161 last = tmp; 1067 last = tmp;
1162 } 1068 }
1163 1069
1164 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1165 if (!last) 1071 if (!last)
1166 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1168 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1169 * those out anyways, and if there are any flags set right now, they won't
1170 * be correct anyways.
1171 */
1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1173 update_position (map, x, y);
1174 }
1175 else 1073 else
1176 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1177 1075
1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1179 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1180 } 1078 }
1181} 1079}
1182 1080
1183/* 1081/*
1192merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1193{ 1091{
1194 if (!op->nrof) 1092 if (!op->nrof)
1195 return 0; 1093 return 0;
1196 1094
1197 if (top == NULL) 1095 if (top)
1198 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1199 1098
1200 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1201 { 1100 {
1202 if (top == op) 1101 if (top == op)
1203 continue; 1102 continue;
1204 1103
1205 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1255 * Return value: 1154 * Return value:
1256 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1257 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1258 * just 'op' otherwise 1157 * just 'op' otherwise
1259 */ 1158 */
1260
1261object * 1159object *
1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1263{ 1161{
1264 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1265 sint16 x, y; 1163 sint16 x, y;
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump); 1198 free (dump);
1301 return op; 1199 return op;
1302 } 1200 }
1303 1201
1304 if (op->more != NULL) 1202 if (op->more)
1305 { 1203 {
1306 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1307 1205
1308 object *more = op->more; 1206 object *more = op->more;
1309 1207
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 { 1224 {
1327 if (!op->head) 1225 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329 1227
1330 return NULL; 1228 return 0;
1331 } 1229 }
1332 } 1230 }
1333 1231
1334 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1335 1233
1369 op->below = originator->below; 1267 op->below = originator->below;
1370 1268
1371 if (op->below) 1269 if (op->below)
1372 op->below->above = op; 1270 op->below->above = op;
1373 else 1271 else
1374 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1375 1273
1376 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1377 originator->below = op; 1275 originator->below = op;
1378 } 1276 }
1379 else 1277 else
1425 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd. 1325 * stacking is a bit odd.
1428 */ 1326 */
1429 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 { 1329 {
1432 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break; 1332 break;
1435 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1458 1356
1459 if (op->above) 1357 if (op->above)
1460 op->above->below = op; 1358 op->above->below = op;
1461 1359
1462 op->below = NULL; 1360 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1464 } 1362 }
1465 else 1363 else
1466 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1467 op->above = top->above; 1365 op->above = top->above;
1468 1366
1472 op->below = top; 1370 op->below = top;
1473 top->above = op; 1371 top->above = op;
1474 } 1372 }
1475 1373
1476 if (op->above == NULL) 1374 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1478 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1479 1377
1480 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1481 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1482 1380
1483 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1485 */ 1383 */
1486 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1488 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1489 tmp->contr->socket->update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1490 1388
1491 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient. 1396 * of effect may be sufficient.
1499 */ 1397 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1502 1400
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1505 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1506 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1508 * 1408 *
1509 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object(). 1412 * update_object().
1514 1414
1515 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 { 1417 {
1518 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1519 return NULL; 1419 return 0;
1520 1420
1521 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1522 * walk on's. 1422 * walk on's.
1523 */ 1423 */
1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1525 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1526 return NULL; 1426 return 0;
1527 } 1427 }
1528 1428
1529 return op; 1429 return op;
1530} 1430}
1531 1431
1532/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1533 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1534 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1535 */ 1435 */
1536void 1436void
1537replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1538{ 1438{
1539 object * 1439 object *tmp, *tmp1;
1540 tmp;
1541 object *
1542 tmp1;
1543 1440
1544 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1545 1442
1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1605 1502
1606object * 1503object *
1607decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1608{ 1505{
1609 object *tmp; 1506 object *tmp;
1610 player *pl;
1611 1507
1612 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1613 return op; 1509 return op;
1614 1510
1615 if (i > op->nrof) 1511 if (i > op->nrof)
1616 i = op->nrof; 1512 i = op->nrof;
1617 1513
1618 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i; 1515 op->nrof -= i;
1620 else if (op->env != NULL) 1516 else if (op->env)
1621 { 1517 {
1622 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1623 * therein? 1519 * therein?
1624 */ 1520 */
1625 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1626 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player. 1526 * and then searching the map for a player.
1631 */ 1527 */
1632 if (!tmp) 1528 if (!tmp)
1633 { 1529 for_all_players (pl)
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1636 break; 1533 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 } 1534 }
1642 1535
1643 if (i < op->nrof) 1536 if (i < op->nrof)
1644 { 1537 {
1645 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i; 1539 op->nrof -= i;
1647 if (tmp) 1540 if (tmp)
1648 {
1649 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1650 }
1651 } 1542 }
1652 else 1543 else
1653 { 1544 {
1654 op->remove (); 1545 op->remove ();
1655 op->nrof = 0; 1546 op->nrof = 0;
1656 if (tmp) 1547 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1659 }
1660 } 1549 }
1661 } 1550 }
1662 else 1551 else
1663 { 1552 {
1664 object *above = op->above; 1553 object *above = op->above;
1670 op->remove (); 1559 op->remove ();
1671 op->nrof = 0; 1560 op->nrof = 0;
1672 } 1561 }
1673 1562
1674 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1675 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1676 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1677 { 1566 {
1678 if (op->nrof) 1567 if (op->nrof)
1679 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1680 else 1569 else
1685 if (op->nrof) 1574 if (op->nrof)
1686 return op; 1575 return op;
1687 else 1576 else
1688 { 1577 {
1689 op->destroy (); 1578 op->destroy ();
1690 return NULL; 1579 return 0;
1691 } 1580 }
1692} 1581}
1693 1582
1694/* 1583/*
1695 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1783 add_weight (this, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1784 } 1673 }
1785 else 1674 else
1786 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1787 1676
1788 otmp = is_player_inv (this); 1677 otmp = this->in_player ();
1789 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1791 fix_player (otmp); 1680 otmp->update_stats ();
1792 1681
1793 op->map = NULL; 1682 op->map = 0;
1794 op->env = this; 1683 op->env = this;
1795 op->above = NULL; 1684 op->above = 0;
1796 op->below = NULL; 1685 op->below = 0;
1797 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1798 1687
1799 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1800 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1801 { 1690 {
1802#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1804#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1805 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1806 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1807 } 1696 }
1808 1697
1809 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1810 * It sure simplifies this function... 1699 * It sure simplifies this function...
1815 { 1704 {
1816 op->below = inv; 1705 op->below = inv;
1817 op->below->above = op; 1706 op->below->above = op;
1818 inv = op; 1707 inv = op;
1819 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1820 1711
1821 return op; 1712 return op;
1822} 1713}
1823 1714
1824/* 1715/*
1876 1767
1877 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1879 */ 1770 */
1880 1771
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1882 { 1773 {
1883 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them. 1776 * we don't need to check all of them.
1886 */ 1777 */
1941/* 1832/*
1942 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1943 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1944 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1945 */ 1836 */
1946
1947object * 1837object *
1948present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1949{ 1839{
1950 object *
1951 tmp;
1952
1953 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1954 { 1841 {
1955 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1956 return NULL; 1843 return NULL;
1957 } 1844 }
1845
1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1959 if (tmp->arch == at) 1847 if (tmp->arch == at)
1960 return tmp; 1848 return tmp;
1849
1961 return NULL; 1850 return NULL;
1962} 1851}
1963 1852
1964/* 1853/*
1965 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1966 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1967 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1968 */ 1857 */
1969
1970object * 1858object *
1971present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1972{ 1860{
1973 object *
1974 tmp;
1975
1976 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1977 { 1862 {
1978 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1979 return NULL; 1864 return NULL;
1980 } 1865 }
1866
1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1982 if (tmp->type == type) 1868 if (tmp->type == type)
1983 return tmp; 1869 return tmp;
1870
1984 return NULL; 1871 return NULL;
1985} 1872}
1986 1873
1987/* 1874/*
1988 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1989 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1990 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1991 */ 1878 */
1992
1993object * 1879object *
1994present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1995{ 1881{
1996 object *
1997 tmp;
1998
1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2000 if (tmp->type == type) 1883 if (tmp->type == type)
2001 return tmp; 1884 return tmp;
1885
2002 return NULL; 1886 return NULL;
2003} 1887}
2004 1888
2005/* 1889/*
2006 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2014 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2015 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2016 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2017 * to be unique. 1901 * to be unique.
2018 */ 1902 */
2019
2020object * 1903object *
2021present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2022{ 1905{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2027 {
2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2029 return tmp; 1908 return tmp;
2030 } 1909
2031 return NULL; 1910 return 0;
2032} 1911}
2033 1912
2034/* 1913/*
2035 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2036 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2037 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2038 */ 1917 */
2039
2040object * 1918object *
2041present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2042{ 1920{
2043 object *
2044 tmp;
2045
2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2047 if (tmp->arch == at) 1922 if (tmp->arch == at)
2048 return tmp; 1923 return tmp;
1924
2049 return NULL; 1925 return NULL;
2050} 1926}
2051 1927
2052/* 1928/*
2053 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2054 */ 1930 */
2055void 1931void
2056flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2057{ 1933{
2058 object *
2059 tmp;
2060
2061 if (op->inv) 1934 if (op->inv)
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 { 1936 {
2064 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2065 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2066 } 1939 }
2067} /* 1940}
1941
1942/*
2068 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2069 */ 1944 */
2070void 1945void
2071unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2072{ 1947{
2073 object *
2074 tmp;
2075
2076 if (op->inv) 1948 if (op->inv)
2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 { 1950 {
2079 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2080 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2081 } 1953 }
2082} 1954}
2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2086 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2087 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2088 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2089 */ 1961 */
2090
2091void 1962void
2092set_cheat (object *op) 1963set_cheat (object *op)
2093{ 1964{
2094 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2095 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2114 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2115 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2116 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2117 * customized, changed states, etc. 1988 * customized, changed states, etc.
2118 */ 1989 */
2119
2120int 1990int
2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{ 1992{
2123 int
2124 i,
2125 index = 0, flag; 1993 int index = 0, flag;
2126 static int
2127 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2128 1995
2129 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2130 { 1997 {
2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2132 if (!flag) 1999 if (!flag)
2133 altern[index++] = i; 2000 altern [index++] = i;
2134 2001
2135 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2136 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2137 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2138 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2139 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2140 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2141 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2142 */ 2009 */
2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2144 stop = maxfree[i]; 2011 stop = maxfree[i];
2145 } 2012 }
2013
2146 if (!index) 2014 if (!index)
2147 return -1; 2015 return -1;
2016
2148 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2149} 2018}
2150 2019
2151/* 2020/*
2152 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2153 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2154 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2155 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2156 */ 2025 */
2157
2158int 2026int
2159find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{ 2028{
2161 int
2162 i;
2163
2164 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2165 {
2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2167 return i; 2031 return i;
2168 } 2032
2169 return -1; 2033 return -1;
2170} 2034}
2171 2035
2172/* 2036/*
2173 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2174 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2175 */ 2040 */
2176static void 2041static void
2177permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2178{ 2043{
2179 int 2044 arr += begin;
2180 i,
2181 j,
2182 tmp,
2183 len;
2184
2185 len = end - begin; 2045 end -= begin;
2186 for (i = begin; i < end; i++)
2187 {
2188 j = begin + RANDOM () % len;
2189 2046
2190 tmp = arr[i]; 2047 while (--end)
2191 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2192 arr[j] = tmp;
2193 }
2194} 2049}
2195 2050
2196/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2197 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2198 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2201 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2202 */ 2057 */
2203void 2058void
2204get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2205{ 2060{
2206 int 2061 int i;
2207 i;
2208 2062
2209 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2210 {
2211 search_arr[i] = i; 2064 search_arr[i] = i;
2212 }
2213 2065
2214 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2217} 2069}
2226 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2227 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2228 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2229 * there is capable of. 2081 * there is capable of.
2230 */ 2082 */
2231
2232int 2083int
2233find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2234{ 2085{
2235 int
2236 i,
2237 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2238 2087
2239 sint16 nx, ny; 2088 sint16 nx, ny;
2240 object * 2089 object *tmp;
2241 tmp;
2242 maptile * 2090 maptile *mp;
2243 mp;
2244 2091
2245 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2246 2093
2247 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2248 { 2095 {
2260 mp = m; 2107 mp = m;
2261 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2262 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2263 2110
2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2265 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2266 {
2267 max = maxfree[i]; 2114 max = maxfree[i];
2268 }
2269 else 2115 else
2270 { 2116 {
2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2272 2120
2273 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2274 {
2275 max = maxfree[i]; 2122 max = maxfree[i];
2276 }
2277 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2278 { 2124 {
2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2280 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2283 break; 2128 break;
2284 } 2129
2285 }
2286 if (tmp) 2130 if (tmp)
2287 {
2288 return freedir[i]; 2131 return freedir[i];
2289 }
2290 } 2132 }
2291 } 2133 }
2292 } 2134 }
2135
2293 return 0; 2136 return 0;
2294} 2137}
2295 2138
2296/* 2139/*
2297 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2298 * distance between the two given objects. 2141 * distance between the two given objects.
2299 */ 2142 */
2300
2301int 2143int
2302distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2303{ 2145{
2304 int
2305 i;
2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2308 return i;
2309} 2147}
2310 2148
2311/* 2149/*
2312 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2313 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2314 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2315 */ 2153 */
2316
2317int 2154int
2318find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2319{ 2156{
2320 int 2157 int q;
2321 q;
2322 2158
2323 if (y) 2159 if (y)
2324 q = x * 100 / y; 2160 q = x * 100 / y;
2325 else if (x) 2161 else if (x)
2326 q = -300 * x; 2162 q = -300 * x;
2361int 2197int
2362absdir (int d) 2198absdir (int d)
2363{ 2199{
2364 while (d < 1) 2200 while (d < 1)
2365 d += 8; 2201 d += 8;
2202
2366 while (d > 8) 2203 while (d > 8)
2367 d -= 8; 2204 d -= 8;
2205
2368 return d; 2206 return d;
2369} 2207}
2370 2208
2371/* 2209/*
2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2374 */ 2212 */
2375 2213
2376int 2214int
2377dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2378{ 2216{
2379 int 2217 int d;
2380 d;
2381 2218
2382 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2383 if (d > 4) 2220 if (d > 4)
2384 d = 8 - d; 2221 d = 8 - d;
2222
2385 return d; 2223 return d;
2386} 2224}
2387 2225
2388/* peterm: 2226/* peterm:
2389 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2392 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2393 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2394 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2395 * functions. 2233 * functions.
2396 */ 2234 */
2397
2398int
2399 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2400 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2401 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2402 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2403 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2404 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2452 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2453 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2454 * can see a direct way to get it 2290 * can see a direct way to get it
2455 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2456 */ 2292 */
2457
2458
2459int 2293int
2460can_see_monsterP (maptile *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2461{ 2295{
2462 sint16 dx, dy; 2296 sint16 dx, dy;
2463 int
2464 mflags; 2297 int mflags;
2465 2298
2466 if (dir < 0) 2299 if (dir < 0)
2467 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2468 2301
2469 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2482 return 0; 2315 return 0;
2483 2316
2484 /* yes, can see. */ 2317 /* yes, can see. */
2485 if (dir < 9) 2318 if (dir < 9)
2486 return 1; 2319 return 1;
2320
2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2489} 2324}
2490
2491
2492 2325
2493/* 2326/*
2494 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2495 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2496 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2509 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2510} 2343}
2511 2344
2512
2513/* 2345/*
2514 * create clone from object to another 2346 * create clone from object to another
2515 */ 2347 */
2516object * 2348object *
2517object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2536 { 2368 {
2537 dst = tmp; 2369 dst = tmp;
2538 tmp->head = 0; 2370 tmp->head = 0;
2539 } 2371 }
2540 else 2372 else
2541 {
2542 tmp->head = dst; 2373 tmp->head = dst;
2543 }
2544 2374
2545 tmp->more = 0; 2375 tmp->more = 0;
2546 2376
2547 if (prev) 2377 if (prev)
2548 prev->more = tmp; 2378 prev->more = tmp;
2560/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2561/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2562/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2563/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2564/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2565
2566object * 2395object *
2567load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2568{ 2397{
2569 object *op; 2398 object *op;
2570 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2600 * returns NULL if no match. 2429 * returns NULL if no match.
2601 */ 2430 */
2602object * 2431object *
2603find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2604{ 2433{
2605 object *tmp;
2606
2607 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2608 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp; 2436 return tmp;
2610 2437
2611 return NULL; 2438 return 0;
2612} 2439}
2613 2440
2614/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2615 * otherwise return NULL. 2442 * otherwise return NULL.
2616 * 2443 *
2618 * do the desired thing. 2445 * do the desired thing.
2619 */ 2446 */
2620key_value * 2447key_value *
2621get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2622{ 2449{
2623 key_value *link;
2624
2625 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2626 if (link->key == key) 2451 if (link->key == key)
2627 return link; 2452 return link;
2628 2453
2629 return NULL; 2454 return 0;
2630} 2455}
2631 2456
2632/* 2457/*
2633 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2634 * 2459 *
2674 * Returns TRUE on success. 2499 * Returns TRUE on success.
2675 */ 2500 */
2676int 2501int
2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{ 2503{
2679 key_value *
2680 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2681 2505
2682 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2683 { 2507 {
2684 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2685 { 2509 {
2713 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2714 2538
2715 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2716 2540
2717 if (!add_key) 2541 if (!add_key)
2718 {
2719 return FALSE; 2542 return FALSE;
2720 } 2543
2721 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2722 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2723 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2724 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2725 * should pass in "" 2548 * should pass in ""

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