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Comparing deliantra/server/common/object.C (file contents):
Revision 1.78 by root, Fri Dec 22 16:34:00 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
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * 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{ 482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 485
486 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
487 *(object_pod *)dst = *this;
488
489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
491 487
492 if (is_freed) 488 if (is_freed)
493 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
494 490
495 if (is_removed) 491 if (is_removed)
526 tail = new_link; 522 tail = new_link;
527 } 523 }
528 } 524 }
529 } 525 }
530 526
531 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
532} 528}
533 529
534object * 530object *
535object::clone () 531object::clone ()
536{ 532{
558 * 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
559 * 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.
560 * 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.
561 */ 557 */
562void 558void
563update_ob_speed (object *op) 559object::set_speed (float speed)
564{ 560{
565 extern int arch_init; 561 extern int arch_init;
566 562
567 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
568 * since they never really need to be updated. 564 * since they never really need to be updated.
569 */ 565 */
570 566 if (flag [FLAG_FREED] && speed)
571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 { 567 {
573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
574#ifdef MANY_CORES
575 abort ();
576#else
577 op->speed = 0; 569 speed = 0;
578#endif
579 } 570 }
571
572 this->speed = speed;
580 573
581 if (arch_init) 574 if (arch_init)
582 return; 575 return;
583 576
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
585 { 578 {
586 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
588 return; 581 return;
589 582
590 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
591 * of the list. */ 584 * of the list. */
592 op->active_next = active_objects; 585 active_next = active_objects;
593 586
594 if (op->active_next != NULL) 587 if (active_next)
595 op->active_next->active_prev = op; 588 active_next->active_prev = this;
596 589
597 active_objects = op; 590 active_objects = this;
598 } 591 }
599 else 592 else
600 { 593 {
601 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
602 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
603 return; 596 return;
604 597
605 if (op->active_prev == NULL) 598 if (!active_prev)
606 { 599 {
607 active_objects = op->active_next; 600 active_objects = active_next;
608 601
609 if (op->active_next != NULL) 602 if (active_next)
610 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
611 } 604 }
612 else 605 else
613 { 606 {
614 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
615 608
616 if (op->active_next) 609 if (active_next)
617 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
618 } 611 }
619 612
620 op->active_next = NULL; 613 active_next = 0;
621 op->active_prev = NULL; 614 active_prev = 0;
622 } 615 }
623} 616}
624 617
625/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
626 * objects. 619 * objects.
695 */ 688 */
696 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
697 return; 690 return;
698 691
699 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
700 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)
701 { 694 {
702 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
703#ifdef MANY_CORES 696#ifdef MANY_CORES
704 abort (); 697 abort ();
705#endif 698#endif
742 735
743 if (op->more) 736 if (op->more)
744 update_object (op->more, action); 737 update_object (op->more, action);
745} 738}
746 739
747object::vector object::mortals;
748object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
749object *object::first; 741object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762 742
763object::object () 743object::object ()
764{ 744{
765 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
766 746
805 object *op = new object; 785 object *op = new object;
806 op->link (); 786 op->link ();
807 return op; 787 return op;
808} 788}
809 789
810/* 790void
811 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
812 * it from the list of used objects, and puts it on the list of
813 * free objects. The IS_FREED() flag is set in the object.
814 * The object must have been removed by remove_ob() first for
815 * this function to succeed.
816 *
817 * If destroy_inventory is set, free inventory as well. Else drop items in
818 * inventory to the ground.
819 */
820void object::destroy (bool destroy_inventory)
821{ 792{
822 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])
823 return; 805 return;
824 806
825 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
826 remove_friendly_object (this);
827 808
828 if (!QUERY_FLAG (this, FLAG_REMOVED))
829 remove ();
830
831 SET_FLAG (this, FLAG_FREED);
832
833 if (more)
834 {
835 more->destroy (destroy_inventory);
836 more = 0;
837 }
838
839 if (inv) 809 while (inv)
840 { 810 inv->destroy ();
841 /* Only if the space blocks everything do we not process -
842 * if some form of movement is allowed, let objects
843 * drop on that space.
844 */
845 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
846 {
847 object *op = inv;
848 811
849 while (op) 812 set_speed (0);
850 { 813 unlink ();
851 object *tmp = op->below;
852 op->destroy (destroy_inventory);
853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
879 }
880 814
881 // hack to ensure that freed objects still have a valid map 815 // hack to ensure that freed objects still have a valid map
882 { 816 {
883 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
884 818
896 map = freed_map; 830 map = freed_map;
897 x = 1; 831 x = 1;
898 y = 1; 832 y = 1;
899 } 833 }
900 834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
901 // clear those pointers that likely might have circular references to us 843 // clear those pointers that likely might have circular references to us
902 owner = 0; 844 owner = 0;
903 enemy = 0; 845 enemy = 0;
904 attacked_by = 0; 846 attacked_by = 0;
905 847
906 // only relevant for players(?), but make sure of it anyways 848 // only relevant for players(?), but make sure of it anyways
907 contr = 0; 849 contr = 0;
850}
908 851
909 /* Remove object from the active list */ 852/*
910 speed = 0; 853 * Remove and free all objects in the inventory of the given object.
911 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;
912 873
913 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}
914 890
915 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 ();
916} 901}
917 902
918/* 903/*
919 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
920 * 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)).
944object::remove () 929object::remove ()
945{ 930{
946 object *tmp, *last = 0; 931 object *tmp, *last = 0;
947 object *otmp; 932 object *otmp;
948 933
949 int check_walk_off;
950
951 if (QUERY_FLAG (this, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
952 return; 935 return;
953 936
954 SET_FLAG (this, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
955 939
956 if (more) 940 if (more)
957 more->remove (); 941 more->remove ();
958 942
959 /* 943 /*
1021 dump = dump_object (GET_MAP_OB (map, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1022 LOG (llevError, "%s\n", dump); 1006 LOG (llevError, "%s\n", dump);
1023 free (dump); 1007 free (dump);
1024 } 1008 }
1025 1009
1026 map->at (x, y).bottom = above; /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1027 } 1011 }
1028 1012
1029 above = 0; 1013 above = 0;
1030 below = 0; 1014 below = 0;
1031 1015
1032 if (map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1033 return; 1017 return;
1034 1018
1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1036 1020
1037 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)
1038 { 1022 {
1039 /* 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
1040 * being removed. 1024 * being removed.
1046 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1047 * appropriately. 1031 * appropriately.
1048 */ 1032 */
1049 if (tmp->container == this) 1033 if (tmp->container == this)
1050 { 1034 {
1051 CLEAR_FLAG (this, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1052 tmp->container = 0; 1036 tmp->container = 0;
1053 } 1037 }
1054 1038
1039 if (tmp->contr->ns)
1055 tmp->contr->ns->floorbox_update (); 1040 tmp->contr->ns->floorbox_update ();
1056 } 1041 }
1057 1042
1058 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1059 if (check_walk_off 1044 if (check_walk_off
1060 && ((move_type & tmp->move_off) 1045 && ((move_type & tmp->move_off)
1078 if (!last) 1063 if (!last)
1079 map->at (x, y).flags_ = P_NEED_UPDATE; 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1080 else 1065 else
1081 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1082 1067
1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1084 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1085 } 1070 }
1086} 1071}
1087 1072
1088/* 1073/*
1097merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1098{ 1083{
1099 if (!op->nrof) 1084 if (!op->nrof)
1100 return 0; 1085 return 0;
1101 1086
1102 if (top == NULL) 1087 if (top)
1103 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1104 1090
1105 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1106 { 1092 {
1107 if (top == op) 1093 if (top == op)
1108 continue; 1094 continue;
1109 1095
1110 if (object::can_merge (op, top)) 1096 if (object::can_merge (op, top))
1160 * Return value: 1146 * Return value:
1161 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1162 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1163 * just 'op' otherwise 1149 * just 'op' otherwise
1164 */ 1150 */
1165
1166object * 1151object *
1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1168{ 1153{
1169 object *tmp, *top, *floor = NULL; 1154 object *tmp, *top, *floor = NULL;
1170 sint16 x, y; 1155 sint16 x, y;
1204 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);
1205 free (dump); 1190 free (dump);
1206 return op; 1191 return op;
1207 } 1192 }
1208 1193
1209 if (op->more != NULL) 1194 if (op->more)
1210 { 1195 {
1211 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1212 1197
1213 object *more = op->more; 1198 object *more = op->more;
1214 1199
1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 { 1216 {
1232 if (!op->head) 1217 if (!op->head)
1233 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");
1234 1219
1235 return NULL; 1220 return 0;
1236 } 1221 }
1237 } 1222 }
1238 1223
1239 CLEAR_FLAG (op, FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1240 1225
1274 op->below = originator->below; 1259 op->below = originator->below;
1275 1260
1276 if (op->below) 1261 if (op->below)
1277 op->below->above = op; 1262 op->below->above = op;
1278 else 1263 else
1279 op->ms ().bottom = op; 1264 op->ms ().bot = op;
1280 1265
1281 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1282 originator->below = op; 1267 originator->below = op;
1283 } 1268 }
1284 else 1269 else
1363 1348
1364 if (op->above) 1349 if (op->above)
1365 op->above->below = op; 1350 op->above->below = op;
1366 1351
1367 op->below = NULL; 1352 op->below = NULL;
1368 op->ms ().bottom = op; 1353 op->ms ().bot = op;
1369 } 1354 }
1370 else 1355 else
1371 { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1372 op->above = top->above; 1357 op->above = top->above;
1373 1358
1388 /* 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
1389 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1390 */ 1375 */
1391 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1392 if (object *pl = op->ms ().player ()) 1377 if (object *pl = op->ms ().player ())
1378 if (pl->contr->ns)
1393 pl->contr->ns->floorbox_update (); 1379 pl->contr->ns->floorbox_update ();
1394 1380
1395 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1396 * 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
1397 * 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
1398 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1399 * 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 -
1400 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1401 * 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
1402 * of effect may be sufficient. 1388 * of effect may be sufficient.
1403 */ 1389 */
1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1405 update_all_los (op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1406 1392
1407 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1408 update_object (op, UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1395
1396 INVOKE_OBJECT (INSERT, op);
1409 1397
1410 /* 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,
1411 * we want to have floorbox_update called before calling this. 1399 * we want to have floorbox_update called before calling this.
1412 * 1400 *
1413 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1418 1406
1419 /* 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 */
1420 if (!(flag & INS_NO_WALK_ON) && !op->head) 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 { 1409 {
1422 if (check_move_on (op, originator)) 1410 if (check_move_on (op, originator))
1423 return NULL; 1411 return 0;
1424 1412
1425 /* 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
1426 * walk on's. 1414 * walk on's.
1427 */ 1415 */
1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1429 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1430 return NULL; 1418 return 0;
1431 } 1419 }
1432 1420
1433 return op; 1421 return op;
1434} 1422}
1435 1423
1506 1494
1507object * 1495object *
1508decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1509{ 1497{
1510 object *tmp; 1498 object *tmp;
1511 player *pl;
1512 1499
1513 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1514 return op; 1501 return op;
1515 1502
1516 if (i > op->nrof) 1503 if (i > op->nrof)
1529 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player. 1518 * and then searching the map for a player.
1532 */ 1519 */
1533 if (!tmp) 1520 if (!tmp)
1534 { 1521 for_all_players (pl)
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1537 { 1523 {
1538 tmp = pl->ob; 1524 tmp = pl->ob;
1539 break; 1525 break;
1540 } 1526 }
1541 }
1542 1527
1543 if (i < op->nrof) 1528 if (i < op->nrof)
1544 { 1529 {
1545 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i; 1531 op->nrof -= i;
1696 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1697 { 1682 {
1698#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1699 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);
1700#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1701 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1702 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1703 } 1688 }
1704 1689
1705 /* 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.
1706 * It sure simplifies this function... 1691 * It sure simplifies this function...
1711 { 1696 {
1712 op->below = inv; 1697 op->below = inv;
1713 op->below->above = op; 1698 op->below->above = op;
1714 inv = op; 1699 inv = op;
1715 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1716 1703
1717 return op; 1704 return op;
1718} 1705}
1719 1706
1720/* 1707/*
1772 1759
1773 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1775 */ 1762 */
1776 1763
1777 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)
1778 { 1765 {
1779 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1780 * 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,
1781 * we don't need to check all of them. 1768 * we don't need to check all of them.
1782 */ 1769 */
1837/* 1824/*
1838 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1839 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1840 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1841 */ 1828 */
1842
1843object * 1829object *
1844present_arch (const archetype *at, maptile *m, int x, int y) 1830present_arch (const archetype *at, maptile *m, int x, int y)
1845{ 1831{
1846 object *
1847 tmp;
1848
1849 if (m == NULL || out_of_map (m, x, y)) 1832 if (m == NULL || out_of_map (m, x, y))
1850 { 1833 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1835 return NULL;
1853 } 1836 }
1837
1854 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)
1855 if (tmp->arch == at) 1839 if (tmp->arch == at)
1856 return tmp; 1840 return tmp;
1841
1857 return NULL; 1842 return NULL;
1858} 1843}
1859 1844
1860/* 1845/*
1861 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1862 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1863 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1864 */ 1849 */
1865
1866object * 1850object *
1867present (unsigned char type, maptile *m, int x, int y) 1851present (unsigned char type, maptile *m, int x, int y)
1868{ 1852{
1869 object *
1870 tmp;
1871
1872 if (out_of_map (m, x, y)) 1853 if (out_of_map (m, x, y))
1873 { 1854 {
1874 LOG (llevError, "Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1875 return NULL; 1856 return NULL;
1876 } 1857 }
1858
1877 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)
1878 if (tmp->type == type) 1860 if (tmp->type == type)
1879 return tmp; 1861 return tmp;
1862
1880 return NULL; 1863 return NULL;
1881} 1864}
1882 1865
1883/* 1866/*
1884 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1885 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1886 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1887 */ 1870 */
1888
1889object * 1871object *
1890present_in_ob (unsigned char type, const object *op) 1872present_in_ob (unsigned char type, const object *op)
1891{ 1873{
1892 object *
1893 tmp;
1894
1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1896 if (tmp->type == type) 1875 if (tmp->type == type)
1897 return tmp; 1876 return tmp;
1877
1898 return NULL; 1878 return NULL;
1899} 1879}
1900 1880
1901/* 1881/*
1902 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
1910 * 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
1911 * 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
1912 * 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
1913 * to be unique. 1893 * to be unique.
1914 */ 1894 */
1915
1916object * 1895object *
1917present_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)
1918{ 1897{
1919 object *
1920 tmp;
1921
1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1923 {
1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1925 return tmp; 1900 return tmp;
1926 } 1901
1927 return NULL; 1902 return 0;
1928} 1903}
1929 1904
1930/* 1905/*
1931 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
1932 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
1933 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
1934 */ 1909 */
1935
1936object * 1910object *
1937present_arch_in_ob (const archetype *at, const object *op) 1911present_arch_in_ob (const archetype *at, const object *op)
1938{ 1912{
1939 object *
1940 tmp;
1941
1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1943 if (tmp->arch == at) 1914 if (tmp->arch == at)
1944 return tmp; 1915 return tmp;
1916
1945 return NULL; 1917 return NULL;
1946} 1918}
1947 1919
1948/* 1920/*
1949 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
1950 */ 1922 */
1951void 1923void
1952flag_inv (object *op, int flag) 1924flag_inv (object *op, int flag)
1953{ 1925{
1954 object *
1955 tmp;
1956
1957 if (op->inv) 1926 if (op->inv)
1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 { 1928 {
1960 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
1961 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
1962 } 1931 }
1963} /* 1932}
1933
1934/*
1964 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1965 */ 1936 */
1966void 1937void
1967unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
1968{ 1939{
1969 object *
1970 tmp;
1971
1972 if (op->inv) 1940 if (op->inv)
1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 { 1942 {
1975 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
1976 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
1977 } 1945 }
1978} 1946}
1981 * 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
1982 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
1983 * 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
1984 * 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.
1985 */ 1953 */
1986
1987void 1954void
1988set_cheat (object *op) 1955set_cheat (object *op)
1989{ 1956{
1990 SET_FLAG (op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
1991 flag_inv (op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2010 * 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
2011 * 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
2012 * 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
2013 * customized, changed states, etc. 1980 * customized, changed states, etc.
2014 */ 1981 */
2015
2016int 1982int
2017find_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)
2018{ 1984{
2019 int
2020 i,
2021 index = 0, flag; 1985 int index = 0, flag;
2022 static int
2023 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2024 1987
2025 for (i = start; i < stop; i++) 1988 for (int i = start; i < stop; i++)
2026 { 1989 {
2027 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]);
2028 if (!flag) 1991 if (!flag)
2029 altern[index++] = i; 1992 altern [index++] = i;
2030 1993
2031 /* 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.
2032 * 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.
2033 * 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 -
2034 * 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
2050 * find_first_free_spot(archetype, maptile, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2051 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2052 * 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.
2053 * 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.
2054 */ 2017 */
2055
2056int 2018int
2057find_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)
2058{ 2020{
2059 int
2060 i;
2061
2062 for (i = 0; i < SIZEOFFREE; i++) 2021 for (int i = 0; i < SIZEOFFREE; i++)
2063 {
2064 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]))
2065 return i; 2023 return i;
2066 } 2024
2067 return -1; 2025 return -1;
2068} 2026}
2069 2027
2070/* 2028/*
2071 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2072 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2073 */ 2032 */
2074static void 2033static void
2075permute (int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2076{ 2035{
2077 int 2036 arr += begin;
2078 i,
2079 j,
2080 tmp,
2081 len;
2082
2083 len = end - begin; 2037 end -= begin;
2084 for (i = begin; i < end; i++)
2085 {
2086 j = begin + RANDOM () % len;
2087 2038
2088 tmp = arr[i]; 2039 while (--end)
2089 arr[i] = arr[j]; 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2090 arr[j] = tmp;
2091 }
2092} 2041}
2093 2042
2094/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2095 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2096 * 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
2099 * 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.
2100 */ 2049 */
2101void 2050void
2102get_search_arr (int *search_arr) 2051get_search_arr (int *search_arr)
2103{ 2052{
2104 int 2053 int i;
2105 i;
2106 2054
2107 for (i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2108 {
2109 search_arr[i] = i; 2056 search_arr[i] = i;
2110 }
2111 2057
2112 permute (search_arr, 1, SIZEOFFREE1 + 1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2115} 2061}
2124 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2125 * 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
2126 * 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
2127 * there is capable of. 2073 * there is capable of.
2128 */ 2074 */
2129
2130int 2075int
2131find_dir (maptile *m, int x, int y, object *exclude) 2076find_dir (maptile *m, int x, int y, object *exclude)
2132{ 2077{
2133 int
2134 i,
2135 max = SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2136 2079
2137 sint16 nx, ny; 2080 sint16 nx, ny;
2138 object * 2081 object *tmp;
2139 tmp;
2140 maptile * 2082 maptile *mp;
2141 mp;
2142 2083
2143 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2144 2085
2145 if (exclude && exclude->head) 2086 if (exclude && exclude->head)
2146 { 2087 {
2163 2104
2164 if (mflags & P_OUT_OF_MAP) 2105 if (mflags & P_OUT_OF_MAP)
2165 max = maxfree[i]; 2106 max = maxfree[i];
2166 else 2107 else
2167 { 2108 {
2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2169 2112
2170 if ((move_type & blocked) == move_type) 2113 if ((move_type & blocked) == move_type)
2171 max = maxfree[i]; 2114 max = maxfree[i];
2172 else if (mflags & P_IS_ALIVE) 2115 else if (mflags & P_IS_ALIVE)
2173 { 2116 {
2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2118 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2119 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2176 break; 2120 break;
2177 2121
2178 if (tmp) 2122 if (tmp)
2179 return freedir[i]; 2123 return freedir[i];
2180 } 2124 }
2186 2130
2187/* 2131/*
2188 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2189 * distance between the two given objects. 2133 * distance between the two given objects.
2190 */ 2134 */
2191
2192int 2135int
2193distance (const object *ob1, const object *ob2) 2136distance (const object *ob1, const object *ob2)
2194{ 2137{
2195 int i;
2196
2197 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);
2198 return i;
2199} 2139}
2200 2140
2201/* 2141/*
2202 * 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
2203 * 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
2204 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2205 */ 2145 */
2206
2207int 2146int
2208find_dir_2 (int x, int y) 2147find_dir_2 (int x, int y)
2209{ 2148{
2210 int q; 2149 int q;
2211 2150
2250int 2189int
2251absdir (int d) 2190absdir (int d)
2252{ 2191{
2253 while (d < 1) 2192 while (d < 1)
2254 d += 8; 2193 d += 8;
2194
2255 while (d > 8) 2195 while (d > 8)
2256 d -= 8; 2196 d -= 8;
2197
2257 return d; 2198 return d;
2258} 2199}
2259 2200
2260/* 2201/*
2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2263 */ 2204 */
2264 2205
2265int 2206int
2266dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2267{ 2208{
2268 int 2209 int d;
2269 d;
2270 2210
2271 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2272 if (d > 4) 2212 if (d > 4)
2273 d = 8 - d; 2213 d = 8 - d;
2214
2274 return d; 2215 return d;
2275} 2216}
2276 2217
2277/* peterm: 2218/* peterm:
2278 * 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.
2281 * 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
2282 * 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.
2283 * 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
2284 * functions. 2225 * functions.
2285 */ 2226 */
2286
2287int
2288 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2289 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2290 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2291 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2292 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2293 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2443/* 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 */
2444/* 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, */
2445/* 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. */
2446/* 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. */
2447/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2448
2449object * 2387object *
2450load_object_str (const char *obstr) 2388load_object_str (const char *obstr)
2451{ 2389{
2452 object *op; 2390 object *op;
2453 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2483 * returns NULL if no match. 2421 * returns NULL if no match.
2484 */ 2422 */
2485object * 2423object *
2486find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2487{ 2425{
2488 object *tmp;
2489
2490 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2491 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp; 2428 return tmp;
2493 2429
2494 return NULL; 2430 return 0;
2495} 2431}
2496 2432
2497/* 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,
2498 * otherwise return NULL. 2434 * otherwise return NULL.
2499 * 2435 *
2501 * do the desired thing. 2437 * do the desired thing.
2502 */ 2438 */
2503key_value * 2439key_value *
2504get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2505{ 2441{
2506 key_value *link;
2507
2508 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2509 if (link->key == key) 2443 if (link->key == key)
2510 return link; 2444 return link;
2511 2445
2512 return NULL; 2446 return 0;
2513} 2447}
2514 2448
2515/* 2449/*
2516 * 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.
2517 * 2451 *
2557 * Returns TRUE on success. 2491 * Returns TRUE on success.
2558 */ 2492 */
2559int 2493int
2560set_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)
2561{ 2495{
2562 key_value *
2563 field = NULL, *last = NULL; 2496 key_value *field = NULL, *last = NULL;
2564 2497
2565 for (field = op->key_values; field != NULL; field = field->next) 2498 for (field = op->key_values; field != NULL; field = field->next)
2566 { 2499 {
2567 if (field->key != canonical_key) 2500 if (field->key != canonical_key)
2568 { 2501 {
2596 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2597 2530
2598 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2599 2532
2600 if (!add_key) 2533 if (!add_key)
2601 {
2602 return FALSE; 2534 return FALSE;
2603 } 2535
2604 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2605 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2606 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2607 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2608 * should pass in "" 2540 * should pass in ""

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