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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 1.88 by root, Tue Dec 26 09:37:00 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
891 object *op = new object; 785 object *op = new object;
892 op->link (); 786 op->link ();
893 return op; 787 return op;
894} 788}
895 789
896/* 790void
897 * free_object() frees everything allocated by an object, removes 791object::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{ 792{
908 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])
909 return; 805 return;
910 806
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
912 remove_friendly_object (this);
913 808
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv) 809 while (inv)
926 { 810 inv->destroy ();
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;
934 811
935 while (op) 812 set_speed (0);
936 { 813 unlink ();
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 }
966 814
967 // hack to ensure that freed objects still have a valid map 815 // hack to ensure that freed objects still have a valid map
968 { 816 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 817 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 818
982 map = freed_map; 830 map = freed_map;
983 x = 1; 831 x = 1;
984 y = 1; 832 y = 1;
985 } 833 }
986 834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
987 // clear those pointers that likely might have circular references to us 843 // clear those pointers that likely might have circular references to us
988 owner = 0; 844 owner = 0;
989 enemy = 0; 845 enemy = 0;
990 attacked_by = 0; 846 attacked_by = 0;
991 847
992 // only relevant for players(?), but make sure of it anyways 848 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 849 contr = 0;
850}
994 851
995 /* Remove object from the active list */ 852/*
996 speed = 0; 853 * Remove and free all objects in the inventory of the given object.
997 update_ob_speed (this); 854 * object.c ?
855 */
856void
857object::destroy_inv (bool drop_to_ground)
858{
859 /* Only if the space blocks everything do we not process -
860 * if some form of movement is allowed, let objects
861 * drop on that space.
862 */
863 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
864 {
865 while (inv)
866 inv->destroy ();
867 }
868 else
869 { /* Put objects in inventory onto this space */
870 while (inv)
871 {
872 object *op = inv;
998 873
999 unlink (); 874 if (op->flag [FLAG_STARTEQUIP]
875 || op->flag [FLAG_NO_DROP]
876 || op->type == RUNE
877 || op->type == TRAP
878 || op->flag [FLAG_IS_A_TEMPLATE])
879 op->destroy ();
880 else
881 {
882 op->remove ();
883 op->x = x;
884 op->y = y;
885 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
886 }
887 }
888 }
889}
1000 890
1001 mortals.push_back (this); 891void
892object::destroy (bool destroy_inventory)
893{
894 if (destroyed ())
895 return;
896
897 if (destroy_inventory)
898 destroy_inv (true);
899
900 attachable::destroy ();
1002} 901}
1003 902
1004/* 903/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 905 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 929object::remove ()
1031{ 930{
1032 object *tmp, *last = 0; 931 object *tmp, *last = 0;
1033 object *otmp; 932 object *otmp;
1034 933
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 935 return;
1039 936
1040 SET_FLAG (this, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
1041 939
1042 if (more) 940 if (more)
1043 more->remove (); 941 more->remove ();
1044 942
1045 /* 943 /*
1055 953
1056 /* NO_FIX_PLAYER is set when a great many changes are being 954 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 955 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 956 * to save cpu time.
1059 */ 957 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 958 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 959 otmp->update_stats ();
1062 960
1063 if (above != NULL) 961 if (above != NULL)
1064 above->below = below; 962 above->below = below;
1065 else 963 else
1066 env->inv = below; 964 env->inv = below;
1085 983
1086 /* link the object above us */ 984 /* link the object above us */
1087 if (above) 985 if (above)
1088 above->below = below; 986 above->below = below;
1089 else 987 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 988 map->at (x, y).top = below; /* we were top, set new top */
1091 989
1092 /* Relink the object below us, if there is one */ 990 /* Relink the object below us, if there is one */
1093 if (below) 991 if (below)
1094 below->above = above; 992 below->above = above;
1095 else 993 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1006 LOG (llevError, "%s\n", dump);
1109 free (dump); 1007 free (dump);
1110 } 1008 }
1111 1009
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1011 }
1114 1012
1115 above = 0; 1013 above = 0;
1116 below = 0; 1014 below = 0;
1117 1015
1118 if (map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1119 return; 1017 return;
1120 1018
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1020
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1021 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 { 1022 {
1125 /* No point updating the players look faces if he is the object 1023 /* No point updating the players look faces if he is the object
1126 * being removed. 1024 * being removed.
1132 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1133 * appropriately. 1031 * appropriately.
1134 */ 1032 */
1135 if (tmp->container == this) 1033 if (tmp->container == this)
1136 { 1034 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1036 tmp->container = 0;
1139 } 1037 }
1140 1038
1039 if (tmp->contr->ns)
1141 tmp->contr->socket->floorbox_update (); 1040 tmp->contr->ns->floorbox_update ();
1142 } 1041 }
1143 1042
1144 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1145 if (check_walk_off 1044 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1045 && ((move_type & tmp->move_off)
1160 last = tmp; 1059 last = tmp;
1161 } 1060 }
1162 1061
1163 /* last == NULL of there are no objects on this space */ 1062 /* last == NULL of there are no objects on this space */
1164 if (!last) 1063 if (!last)
1165 { 1064 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 1065 else
1175 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1176 1067
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1179 } 1070 }
1180} 1071}
1181 1072
1182/* 1073/*
1191merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1192{ 1083{
1193 if (!op->nrof) 1084 if (!op->nrof)
1194 return 0; 1085 return 0;
1195 1086
1196 if (top == NULL) 1087 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1198 1090
1199 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1200 { 1092 {
1201 if (top == op) 1093 if (top == op)
1202 continue; 1094 continue;
1203 1095
1204 if (object::can_merge (op, top)) 1096 if (object::can_merge (op, top))
1254 * Return value: 1146 * Return value:
1255 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1149 * just 'op' otherwise
1258 */ 1150 */
1259
1260object * 1151object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1153{
1263 object *tmp, *top, *floor = NULL; 1154 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1155 sint16 x, y;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1189 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1190 free (dump);
1300 return op; 1191 return op;
1301 } 1192 }
1302 1193
1303 if (op->more != NULL) 1194 if (op->more)
1304 { 1195 {
1305 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1306 1197
1307 object *more = op->more; 1198 object *more = op->more;
1308 1199
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1216 {
1326 if (!op->head) 1217 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1218 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1219
1329 return NULL; 1220 return 0;
1330 } 1221 }
1331 } 1222 }
1332 1223
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1225
1368 op->below = originator->below; 1259 op->below = originator->below;
1369 1260
1370 if (op->below) 1261 if (op->below)
1371 op->below->above = op; 1262 op->below->above = op;
1372 else 1263 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1264 op->ms ().bot = op;
1374 1265
1375 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1376 originator->below = op; 1267 originator->below = op;
1377 } 1268 }
1378 else 1269 else
1424 * If INS_ON_TOP is used, don't do this processing 1315 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1316 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1317 * stacking is a bit odd.
1427 */ 1318 */
1428 if (!(flag & INS_ON_TOP) && 1319 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)) 1320 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1321 {
1431 for (last = top; last != floor; last = last->below) 1322 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1323 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1324 break;
1434 /* Check to see if we found the object that blocks view, 1325 /* Check to see if we found the object that blocks view,
1457 1348
1458 if (op->above) 1349 if (op->above)
1459 op->above->below = op; 1350 op->above->below = op;
1460 1351
1461 op->below = NULL; 1352 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1353 op->ms ().bot = op;
1463 } 1354 }
1464 else 1355 else
1465 { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1466 op->above = top->above; 1357 op->above = top->above;
1467 1358
1471 op->below = top; 1362 op->below = top;
1472 top->above = op; 1363 top->above = op;
1473 } 1364 }
1474 1365
1475 if (op->above == NULL) 1366 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1367 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1368 } /* else not INS_BELOW_ORIGINATOR */
1478 1369
1479 if (op->type == PLAYER) 1370 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1371 op->contr->do_los = 1;
1481 1372
1482 /* If we have a floor, we know the player, if any, will be above 1373 /* 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. 1374 * it, so save a few ticks and start from there.
1484 */ 1375 */
1485 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1377 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1378 if (pl->contr->ns)
1488 tmp->contr->socket->floorbox_update (); 1379 pl->contr->ns->floorbox_update ();
1489 1380
1490 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1382 * 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 1383 * 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 1384 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1385 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1387 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient. 1388 * of effect may be sufficient.
1498 */ 1389 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1501 1392
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1395
1396 INVOKE_OBJECT (INSERT, op);
1504 1397
1505 /* Don't know if moving this to the end will break anything. However, 1398 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this. 1399 * we want to have floorbox_update called before calling this.
1507 * 1400 *
1508 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1513 1406
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1407 /* 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) 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1409 {
1517 if (check_move_on (op, originator)) 1410 if (check_move_on (op, originator))
1518 return NULL; 1411 return 0;
1519 1412
1520 /* If we are a multi part object, lets work our way through the check 1413 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1414 * walk on's.
1522 */ 1415 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1525 return NULL; 1418 return 0;
1526 } 1419 }
1527 1420
1528 return op; 1421 return op;
1529} 1422}
1530 1423
1531/* this function inserts an object in the map, but if it 1424/* 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. 1425 * 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. 1426 * op is the object to insert it under: supplies x and the map.
1534 */ 1427 */
1535void 1428void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1429replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1430{
1538 object * 1431 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1432
1543 /* first search for itself and remove any old instances */ 1433 /* first search for itself and remove any old instances */
1544 1434
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1435 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 */ 1436 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1494
1605object * 1495object *
1606decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1607{ 1497{
1608 object *tmp; 1498 object *tmp;
1609 player *pl;
1610 1499
1611 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1501 return op;
1613 1502
1614 if (i > op->nrof) 1503 if (i > op->nrof)
1615 i = op->nrof; 1504 i = op->nrof;
1616 1505
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1506 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1507 op->nrof -= i;
1619 else if (op->env != NULL) 1508 else if (op->env)
1620 { 1509 {
1621 /* is this object in the players inventory, or sub container 1510 /* is this object in the players inventory, or sub container
1622 * therein? 1511 * therein?
1623 */ 1512 */
1624 tmp = is_player_inv (op->env); 1513 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1514 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1515 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1518 * and then searching the map for a player.
1630 */ 1519 */
1631 if (!tmp) 1520 if (!tmp)
1632 { 1521 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1523 {
1524 tmp = pl->ob;
1635 break; 1525 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1526 }
1641 1527
1642 if (i < op->nrof) 1528 if (i < op->nrof)
1643 { 1529 {
1644 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1531 op->nrof -= i;
1646 if (tmp) 1532 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1533 esrv_send_item (tmp, op);
1649 }
1650 } 1534 }
1651 else 1535 else
1652 { 1536 {
1653 op->remove (); 1537 op->remove ();
1654 op->nrof = 0; 1538 op->nrof = 0;
1655 if (tmp) 1539 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1540 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1541 }
1660 } 1542 }
1661 else 1543 else
1662 { 1544 {
1663 object *above = op->above; 1545 object *above = op->above;
1669 op->remove (); 1551 op->remove ();
1670 op->nrof = 0; 1552 op->nrof = 0;
1671 } 1553 }
1672 1554
1673 /* Since we just removed op, op->above is null */ 1555 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1556 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1557 if (tmp->type == PLAYER)
1676 { 1558 {
1677 if (op->nrof) 1559 if (op->nrof)
1678 esrv_send_item (tmp, op); 1560 esrv_send_item (tmp, op);
1679 else 1561 else
1684 if (op->nrof) 1566 if (op->nrof)
1685 return op; 1567 return op;
1686 else 1568 else
1687 { 1569 {
1688 op->destroy (); 1570 op->destroy ();
1689 return NULL; 1571 return 0;
1690 } 1572 }
1691} 1573}
1692 1574
1693/* 1575/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1576 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1783 } 1665 }
1784 else 1666 else
1785 add_weight (this, (op->weight + op->carrying)); 1667 add_weight (this, (op->weight + op->carrying));
1786 1668
1787 otmp = is_player_inv (this); 1669 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1670 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1671 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1672 otmp->update_stats ();
1791 1673
1792 op->map = NULL; 1674 op->map = 0;
1793 op->env = this; 1675 op->env = this;
1794 op->above = NULL; 1676 op->above = 0;
1795 op->below = NULL; 1677 op->below = 0;
1796 op->x = 0, op->y = 0; 1678 op->x = 0, op->y = 0;
1797 1679
1798 /* reset the light list and los of the players on the map */ 1680 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1800 { 1682 {
1801#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1684 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1805 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1806 } 1688 }
1807 1689
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1690 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1691 * It sure simplifies this function...
1814 { 1696 {
1815 op->below = inv; 1697 op->below = inv;
1816 op->below->above = op; 1698 op->below->above = op;
1817 inv = op; 1699 inv = op;
1818 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1819 1703
1820 return op; 1704 return op;
1821} 1705}
1822 1706
1823/* 1707/*
1875 1759
1876 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1878 */ 1762 */
1879 1763
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1764 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1881 { 1765 {
1882 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1767 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1768 * we don't need to check all of them.
1885 */ 1769 */
1940/* 1824/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1944 */ 1828 */
1945
1946object * 1829object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1830present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1831{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1832 if (m == NULL || out_of_map (m, x, y))
1953 { 1833 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1835 return NULL;
1956 } 1836 }
1837
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at) 1839 if (tmp->arch == at)
1959 return tmp; 1840 return tmp;
1841
1960 return NULL; 1842 return NULL;
1961} 1843}
1962 1844
1963/* 1845/*
1964 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1967 */ 1849 */
1968
1969object * 1850object *
1970present (unsigned char type, maptile *m, int x, int y) 1851present (unsigned char type, maptile *m, int x, int y)
1971{ 1852{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1853 if (out_of_map (m, x, y))
1976 { 1854 {
1977 LOG (llevError, "Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1856 return NULL;
1979 } 1857 }
1858
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type) 1860 if (tmp->type == type)
1982 return tmp; 1861 return tmp;
1862
1983 return NULL; 1863 return NULL;
1984} 1864}
1985 1865
1986/* 1866/*
1987 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1990 */ 1870 */
1991
1992object * 1871object *
1993present_in_ob (unsigned char type, const object *op) 1872present_in_ob (unsigned char type, const object *op)
1994{ 1873{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1875 if (tmp->type == type)
2000 return tmp; 1876 return tmp;
1877
2001 return NULL; 1878 return NULL;
2002} 1879}
2003 1880
2004/* 1881/*
2005 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1890 * 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 1891 * 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 1892 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1893 * to be unique.
2017 */ 1894 */
2018
2019object * 1895object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1896present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1897{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1900 return tmp;
2029 } 1901
2030 return NULL; 1902 return 0;
2031} 1903}
2032 1904
2033/* 1905/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
2037 */ 1909 */
2038
2039object * 1910object *
2040present_arch_in_ob (const archetype *at, const object *op) 1911present_arch_in_ob (const archetype *at, const object *op)
2041{ 1912{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1914 if (tmp->arch == at)
2047 return tmp; 1915 return tmp;
1916
2048 return NULL; 1917 return NULL;
2049} 1918}
2050 1919
2051/* 1920/*
2052 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
2053 */ 1922 */
2054void 1923void
2055flag_inv (object *op, int flag) 1924flag_inv (object *op, int flag)
2056{ 1925{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1926 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1928 {
2063 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
2065 } 1931 }
2066} /* 1932}
1933
1934/*
2067 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
2068 */ 1936 */
2069void 1937void
2070unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
2071{ 1939{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1940 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1942 {
2078 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
2080 } 1945 }
2081} 1946}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1949 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1951 * 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. 1952 * him/her-self and all object carried by a call to this function.
2088 */ 1953 */
2089
2090void 1954void
2091set_cheat (object *op) 1955set_cheat (object *op)
2092{ 1956{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1977 * 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 1978 * 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 1979 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1980 * customized, changed states, etc.
2117 */ 1981 */
2118
2119int 1982int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1983find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1984{
2122 int
2123 i,
2124 index = 0, flag; 1985 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2127 1987
2128 for (i = start; i < stop; i++) 1988 for (int i = start; i < stop; i++)
2129 { 1989 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1990 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 1991 if (!flag)
2132 altern[index++] = i; 1992 altern [index++] = i;
2133 1993
2134 /* Basically, if we find a wall on a space, we cut down the search size. 1994 /* 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. 1995 * 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 - 1996 * 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 1997 * 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 1998 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 1999 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2000 * won't look 2 spaces south of the target space.
2141 */ 2001 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2002 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2003 stop = maxfree[i];
2144 } 2004 }
2005
2145 if (!index) 2006 if (!index)
2146 return -1; 2007 return -1;
2008
2147 return altern[RANDOM () % index]; 2009 return altern[RANDOM () % index];
2148} 2010}
2149 2011
2150/* 2012/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2015 * 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. 2016 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2017 */
2156
2157int 2018int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2019find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2020{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2021 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2022 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2023 return i;
2167 } 2024
2168 return -1; 2025 return -1;
2169} 2026}
2170 2027
2171/* 2028/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2032 */
2175static void 2033static void
2176permute (int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2177{ 2035{
2178 int 2036 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2037 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2038
2189 tmp = arr[i]; 2039 while (--end)
2190 arr[i] = arr[j]; 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2041}
2194 2042
2195/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2044 * 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 2045 * 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. 2048 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2049 */
2202void 2050void
2203get_search_arr (int *search_arr) 2051get_search_arr (int *search_arr)
2204{ 2052{
2205 int 2053 int i;
2206 i;
2207 2054
2208 for (i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2056 search_arr[i] = i;
2211 }
2212 2057
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2061}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * 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 2071 * 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 2072 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2073 * there is capable of.
2229 */ 2074 */
2230
2231int 2075int
2232find_dir (maptile *m, int x, int y, object *exclude) 2076find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2077{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2237 2079
2238 sint16 nx, ny; 2080 sint16 nx, ny;
2239 object * 2081 object *tmp;
2240 tmp;
2241 maptile * 2082 maptile *mp;
2242 mp;
2243 2083
2244 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2245 2085
2246 if (exclude && exclude->head) 2086 if (exclude && exclude->head)
2247 { 2087 {
2259 mp = m; 2099 mp = m;
2260 nx = x + freearr_x[i]; 2100 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2101 ny = y + freearr_y[i];
2262 2102
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2103 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2104
2264 if (mflags & P_OUT_OF_MAP) 2105 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2106 max = maxfree[i];
2267 }
2268 else 2107 else
2269 { 2108 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2271 2112
2272 if ((move_type & blocked) == move_type) 2113 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2114 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2115 else if (mflags & P_IS_ALIVE)
2277 { 2116 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2118 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))) 2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2120 break;
2283 } 2121
2284 }
2285 if (tmp) 2122 if (tmp)
2286 {
2287 return freedir[i]; 2123 return freedir[i];
2288 }
2289 } 2124 }
2290 } 2125 }
2291 } 2126 }
2127
2292 return 0; 2128 return 0;
2293} 2129}
2294 2130
2295/* 2131/*
2296 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2133 * distance between the two given objects.
2298 */ 2134 */
2299
2300int 2135int
2301distance (const object *ob1, const object *ob2) 2136distance (const object *ob1, const object *ob2)
2302{ 2137{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2138 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2139}
2309 2140
2310/* 2141/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2142 * 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 2143 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2314 */ 2145 */
2315
2316int 2146int
2317find_dir_2 (int x, int y) 2147find_dir_2 (int x, int y)
2318{ 2148{
2319 int 2149 int q;
2320 q;
2321 2150
2322 if (y) 2151 if (y)
2323 q = x * 100 / y; 2152 q = x * 100 / y;
2324 else if (x) 2153 else if (x)
2325 q = -300 * x; 2154 q = -300 * x;
2360int 2189int
2361absdir (int d) 2190absdir (int d)
2362{ 2191{
2363 while (d < 1) 2192 while (d < 1)
2364 d += 8; 2193 d += 8;
2194
2365 while (d > 8) 2195 while (d > 8)
2366 d -= 8; 2196 d -= 8;
2197
2367 return d; 2198 return d;
2368} 2199}
2369 2200
2370/* 2201/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 */ 2204 */
2374 2205
2375int 2206int
2376dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2377{ 2208{
2378 int 2209 int d;
2379 d;
2380 2210
2381 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2382 if (d > 4) 2212 if (d > 4)
2383 d = 8 - d; 2213 d = 8 - d;
2214
2384 return d; 2215 return d;
2385} 2216}
2386 2217
2387/* peterm: 2218/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * 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 2222 * 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. 2223 * 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 2224 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2225 * functions.
2395 */ 2226 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2282 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2455 */ 2284 */
2456
2457
2458int 2285int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2287{
2461 sint16 dx, dy; 2288 sint16 dx, dy;
2462 int
2463 mflags; 2289 int mflags;
2464 2290
2465 if (dir < 0) 2291 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2467 2293
2468 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2481 return 0; 2307 return 0;
2482 2308
2483 /* yes, can see. */ 2309 /* yes, can see. */
2484 if (dir < 9) 2310 if (dir < 9)
2485 return 1; 2311 return 1;
2312
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2313 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]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2316}
2489
2490
2491 2317
2492/* 2318/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2319 * 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 2320 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2333 (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)); 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2335}
2510 2336
2511
2512/* 2337/*
2513 * create clone from object to another 2338 * create clone from object to another
2514 */ 2339 */
2515object * 2340object *
2516object_create_clone (object *asrc) 2341object_create_clone (object *asrc)
2535 { 2360 {
2536 dst = tmp; 2361 dst = tmp;
2537 tmp->head = 0; 2362 tmp->head = 0;
2538 } 2363 }
2539 else 2364 else
2540 {
2541 tmp->head = dst; 2365 tmp->head = dst;
2542 }
2543 2366
2544 tmp->more = 0; 2367 tmp->more = 0;
2545 2368
2546 if (prev) 2369 if (prev)
2547 prev->more = tmp; 2370 prev->more = tmp;
2559/* Basically, we save the content of the string to a temp file, then call */ 2382/* 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, */ 2383/* 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. */ 2384/* 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. */ 2385/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2564
2565object * 2387object *
2566load_object_str (const char *obstr) 2388load_object_str (const char *obstr)
2567{ 2389{
2568 object *op; 2390 object *op;
2569 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2599 * returns NULL if no match. 2421 * returns NULL if no match.
2600 */ 2422 */
2601object * 2423object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2425{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2428 return tmp;
2609 2429
2610 return NULL; 2430 return 0;
2611} 2431}
2612 2432
2613/* If ob has a field named key, return the link from the list, 2433/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2434 * otherwise return NULL.
2615 * 2435 *
2617 * do the desired thing. 2437 * do the desired thing.
2618 */ 2438 */
2619key_value * 2439key_value *
2620get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2621{ 2441{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2443 if (link->key == key)
2626 return link; 2444 return link;
2627 2445
2628 return NULL; 2446 return 0;
2629} 2447}
2630 2448
2631/* 2449/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2450 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2451 *
2673 * Returns TRUE on success. 2491 * Returns TRUE on success.
2674 */ 2492 */
2675int 2493int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2494set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2495{
2678 key_value *
2679 field = NULL, *last = NULL; 2496 key_value *field = NULL, *last = NULL;
2680 2497
2681 for (field = op->key_values; field != NULL; field = field->next) 2498 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2499 {
2683 if (field->key != canonical_key) 2500 if (field->key != canonical_key)
2684 { 2501 {
2712 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2713 2530
2714 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2715 2532
2716 if (!add_key) 2533 if (!add_key)
2717 {
2718 return FALSE; 2534 return FALSE;
2719 } 2535
2720 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2724 * should pass in "" 2540 * should pass in ""

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