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Comparing deliantra/server/common/object.C (file contents):
Revision 1.80 by root, Sat Dec 23 06:41:39 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);
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
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 487
491 if (is_freed) 488 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
493 490
494 if (is_removed) 491 if (is_removed)
525 tail = new_link; 522 tail = new_link;
526 } 523 }
527 } 524 }
528 } 525 }
529 526
530 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
531} 528}
532 529
533object * 530object *
534object::clone () 531object::clone ()
535{ 532{
557 * 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
558 * 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.
559 * 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.
560 */ 557 */
561void 558void
562update_ob_speed (object *op) 559object::set_speed (float speed)
563{ 560{
564 extern int arch_init; 561 extern int arch_init;
565 562
566 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated. 564 * since they never really need to be updated.
568 */ 565 */
569 566 if (flag [FLAG_FREED] && speed)
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 567 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 569 speed = 0;
577#endif
578 } 570 }
571
572 this->speed = speed;
579 573
580 if (arch_init) 574 if (arch_init)
581 return; 575 return;
582 576
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
584 { 578 {
585 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
587 return; 581 return;
588 582
589 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
590 * of the list. */ 584 * of the list. */
591 op->active_next = active_objects; 585 active_next = active_objects;
592 586
593 if (op->active_next != NULL) 587 if (active_next)
594 op->active_next->active_prev = op; 588 active_next->active_prev = this;
595 589
596 active_objects = op; 590 active_objects = this;
597 } 591 }
598 else 592 else
599 { 593 {
600 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
602 return; 596 return;
603 597
604 if (op->active_prev == NULL) 598 if (!active_prev)
605 { 599 {
606 active_objects = op->active_next; 600 active_objects = active_next;
607 601
608 if (op->active_next != NULL) 602 if (active_next)
609 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
610 } 604 }
611 else 605 else
612 { 606 {
613 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
614 608
615 if (op->active_next) 609 if (active_next)
616 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
617 } 611 }
618 612
619 op->active_next = NULL; 613 active_next = 0;
620 op->active_prev = NULL; 614 active_prev = 0;
621 } 615 }
622} 616}
623 617
624/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
625 * objects. 619 * objects.
694 */ 688 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 690 return;
697 691
698 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
699 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)
700 { 694 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 696#ifdef MANY_CORES
703 abort (); 697 abort ();
704#endif 698#endif
741 735
742 if (op->more) 736 if (op->more)
743 update_object (op->more, action); 737 update_object (op->more, action);
744} 738}
745 739
746object::vector object::mortals;
747object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
748object *object::first; 741object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 742
762object::object () 743object::object ()
763{ 744{
764 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
765 746
804 object *op = new object; 785 object *op = new object;
805 op->link (); 786 op->link ();
806 return op; 787 return op;
807} 788}
808 789
809/* 790void
810 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 792{
821 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])
822 return; 805 return;
823 806
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
825 remove_friendly_object (this);
826 808
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv) 809 while (inv)
839 { 810 inv->destroy ();
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847 811
848 while (op) 812 set_speed (0);
849 { 813 unlink ();
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 814
880 // hack to ensure that freed objects still have a valid map 815 // hack to ensure that freed objects still have a valid map
881 { 816 {
882 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
883 818
895 map = freed_map; 830 map = freed_map;
896 x = 1; 831 x = 1;
897 y = 1; 832 y = 1;
898 } 833 }
899 834
835 head = 0;
836
837 if (more)
838 {
839 more->destroy ();
840 more = 0;
841 }
842
900 // clear those pointers that likely might have circular references to us 843 // clear those pointers that likely might have circular references to us
901 owner = 0; 844 owner = 0;
902 enemy = 0; 845 enemy = 0;
903 attacked_by = 0; 846 attacked_by = 0;
904 847
905 // only relevant for players(?), but make sure of it anyways 848 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 849 contr = 0;
850}
907 851
908 /* Remove object from the active list */ 852/*
909 speed = 0; 853 * Remove and free all objects in the inventory of the given object.
910 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;
911 873
912 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}
913 890
914 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 ();
915} 901}
916 902
917/* 903/*
918 * sub_weight() recursively (outwards) subtracts a number from the 904 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
943object::remove () 929object::remove ()
944{ 930{
945 object *tmp, *last = 0; 931 object *tmp, *last = 0;
946 object *otmp; 932 object *otmp;
947 933
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 934 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 935 return;
952 936
953 SET_FLAG (this, FLAG_REMOVED); 937 SET_FLAG (this, FLAG_REMOVED);
938 INVOKE_OBJECT (REMOVE, this);
954 939
955 if (more) 940 if (more)
956 more->remove (); 941 more->remove ();
957 942
958 /* 943 /*
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1005 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1006 LOG (llevError, "%s\n", dump);
1022 free (dump); 1007 free (dump);
1023 } 1008 }
1024 1009
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1010 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1011 }
1027 1012
1028 above = 0; 1013 above = 0;
1029 below = 0; 1014 below = 0;
1030 1015
1031 if (map->in_memory == MAP_SAVING) 1016 if (map->in_memory == MAP_SAVING)
1032 return; 1017 return;
1033 1018
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1019 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1020
1036 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)
1037 { 1022 {
1038 /* 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
1039 * being removed. 1024 * being removed.
1045 * removed (most likely destroyed), update the player view 1030 * removed (most likely destroyed), update the player view
1046 * appropriately. 1031 * appropriately.
1047 */ 1032 */
1048 if (tmp->container == this) 1033 if (tmp->container == this)
1049 { 1034 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1035 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1036 tmp->container = 0;
1052 } 1037 }
1053 1038
1039 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1040 tmp->contr->ns->floorbox_update ();
1055 } 1041 }
1056 1042
1057 /* See if player moving off should effect something */ 1043 /* See if player moving off should effect something */
1058 if (check_walk_off 1044 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1045 && ((move_type & tmp->move_off)
1077 if (!last) 1063 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1064 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1065 else
1080 update_object (last, UP_OBJ_REMOVE); 1066 update_object (last, UP_OBJ_REMOVE);
1081 1067
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1068 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1069 update_all_los (map, x, y);
1084 } 1070 }
1085} 1071}
1086 1072
1087/* 1073/*
1096merge_ob (object *op, object *top) 1082merge_ob (object *op, object *top)
1097{ 1083{
1098 if (!op->nrof) 1084 if (!op->nrof)
1099 return 0; 1085 return 0;
1100 1086
1101 if (top == NULL) 1087 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1088 for (top = op; top && top->above; top = top->above)
1089 ;
1103 1090
1104 for (; top != NULL; top = top->below) 1091 for (; top; top = top->below)
1105 { 1092 {
1106 if (top == op) 1093 if (top == op)
1107 continue; 1094 continue;
1108 1095
1109 if (object::can_merge (op, top)) 1096 if (object::can_merge (op, top))
1159 * Return value: 1146 * Return value:
1160 * new object if 'op' was merged with other object 1147 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1148 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1149 * just 'op' otherwise
1163 */ 1150 */
1164
1165object * 1151object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1152insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1153{
1168 object *tmp, *top, *floor = NULL; 1154 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1155 sint16 x, y;
1203 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);
1204 free (dump); 1190 free (dump);
1205 return op; 1191 return op;
1206 } 1192 }
1207 1193
1208 if (op->more != NULL) 1194 if (op->more)
1209 { 1195 {
1210 /* The part may be on a different map. */ 1196 /* The part may be on a different map. */
1211 1197
1212 object *more = op->more; 1198 object *more = op->more;
1213 1199
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1215 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1216 {
1231 if (!op->head) 1217 if (!op->head)
1232 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");
1233 1219
1234 return NULL; 1220 return 0;
1235 } 1221 }
1236 } 1222 }
1237 1223
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1224 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1225
1273 op->below = originator->below; 1259 op->below = originator->below;
1274 1260
1275 if (op->below) 1261 if (op->below)
1276 op->below->above = op; 1262 op->below->above = op;
1277 else 1263 else
1278 op->ms ().bottom = op; 1264 op->ms ().bot = op;
1279 1265
1280 /* since *below* originator, no need to update top */ 1266 /* since *below* originator, no need to update top */
1281 originator->below = op; 1267 originator->below = op;
1282 } 1268 }
1283 else 1269 else
1362 1348
1363 if (op->above) 1349 if (op->above)
1364 op->above->below = op; 1350 op->above->below = op;
1365 1351
1366 op->below = NULL; 1352 op->below = NULL;
1367 op->ms ().bottom = op; 1353 op->ms ().bot = op;
1368 } 1354 }
1369 else 1355 else
1370 { /* get inserted into the stack above top */ 1356 { /* get inserted into the stack above top */
1371 op->above = top->above; 1357 op->above = top->above;
1372 1358
1387 /* 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
1388 * it, so save a few ticks and start from there. 1374 * it, so save a few ticks and start from there.
1389 */ 1375 */
1390 if (!(flag & INS_MAP_LOAD)) 1376 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1377 if (object *pl = op->ms ().player ())
1378 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1379 pl->contr->ns->floorbox_update ();
1393 1380
1394 /* If this object glows, it may affect lighting conditions that are 1381 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1384 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1386 * this should get redone to only look for players within range,
1400 * 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
1401 * of effect may be sufficient. 1388 * of effect may be sufficient.
1402 */ 1389 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1390 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1391 update_all_los (op->map, op->x, op->y);
1405 1392
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1393 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1394 update_object (op, UP_OBJ_INSERT);
1395
1396 INVOKE_OBJECT (INSERT, op);
1408 1397
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1399 * we want to have floorbox_update called before calling this.
1411 * 1400 *
1412 * check_move_on() must be after this because code called from 1401 * check_move_on() must be after this because code called from
1417 1406
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1408 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1409 {
1421 if (check_move_on (op, originator)) 1410 if (check_move_on (op, originator))
1422 return NULL; 1411 return 0;
1423 1412
1424 /* 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
1425 * walk on's. 1414 * walk on's.
1426 */ 1415 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1416 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1417 if (check_move_on (tmp, originator))
1429 return NULL; 1418 return 0;
1430 } 1419 }
1431 1420
1432 return op; 1421 return op;
1433} 1422}
1434 1423
1505 1494
1506object * 1495object *
1507decrease_ob_nr (object *op, uint32 i) 1496decrease_ob_nr (object *op, uint32 i)
1508{ 1497{
1509 object *tmp; 1498 object *tmp;
1510 player *pl;
1511 1499
1512 if (i == 0) /* objects with op->nrof require this check */ 1500 if (i == 0) /* objects with op->nrof require this check */
1513 return op; 1501 return op;
1514 1502
1515 if (i > op->nrof) 1503 if (i > op->nrof)
1528 * IMO, searching through all the players will mostly 1516 * IMO, searching through all the players will mostly
1529 * likely be quicker than following op->env to the map, 1517 * likely be quicker than following op->env to the map,
1530 * and then searching the map for a player. 1518 * and then searching the map for a player.
1531 */ 1519 */
1532 if (!tmp) 1520 if (!tmp)
1533 { 1521 for_all_players (pl)
1534 for (pl = first_player; pl; pl = pl->next)
1535 if (pl->ob->container == op->env) 1522 if (pl->ob->container == op->env)
1536 { 1523 {
1537 tmp = pl->ob; 1524 tmp = pl->ob;
1538 break; 1525 break;
1539 } 1526 }
1540 }
1541 1527
1542 if (i < op->nrof) 1528 if (i < op->nrof)
1543 { 1529 {
1544 sub_weight (op->env, op->weight * i); 1530 sub_weight (op->env, op->weight * i);
1545 op->nrof -= i; 1531 op->nrof -= i;
1695 if ((op->glow_radius != 0) && map) 1681 if ((op->glow_radius != 0) && map)
1696 { 1682 {
1697#ifdef DEBUG_LIGHTS 1683#ifdef DEBUG_LIGHTS
1698 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);
1699#endif /* DEBUG_LIGHTS */ 1685#endif /* DEBUG_LIGHTS */
1700 if (MAP_DARKNESS (map)) 1686 if (map->darkness)
1701 update_all_los (map, x, y); 1687 update_all_los (map, x, y);
1702 } 1688 }
1703 1689
1704 /* 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.
1705 * It sure simplifies this function... 1691 * It sure simplifies this function...
1710 { 1696 {
1711 op->below = inv; 1697 op->below = inv;
1712 op->below->above = op; 1698 op->below->above = op;
1713 inv = op; 1699 inv = op;
1714 } 1700 }
1701
1702 INVOKE_OBJECT (INSERT, this);
1715 1703
1716 return op; 1704 return op;
1717} 1705}
1718 1706
1719/* 1707/*
1771 1759
1772 /* The objects have to be checked from top to bottom. 1760 /* The objects have to be checked from top to bottom.
1773 * Hence, we first go to the top: 1761 * Hence, we first go to the top:
1774 */ 1762 */
1775 1763
1776 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)
1777 { 1765 {
1778 /* Trim the search when we find the first other spell effect 1766 /* Trim the search when we find the first other spell effect
1779 * 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,
1780 * we don't need to check all of them. 1768 * we don't need to check all of them.
1781 */ 1769 */
1836/* 1824/*
1837 * present_arch(arch, map, x, y) searches for any objects with 1825 * present_arch(arch, map, x, y) searches for any objects with
1838 * a matching archetype at the given map and coordinates. 1826 * a matching archetype at the given map and coordinates.
1839 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
1840 */ 1828 */
1841
1842object * 1829object *
1843present_arch (const archetype *at, maptile *m, int x, int y) 1830present_arch (const archetype *at, maptile *m, int x, int y)
1844{ 1831{
1845 object *
1846 tmp;
1847
1848 if (m == NULL || out_of_map (m, x, y)) 1832 if (m == NULL || out_of_map (m, x, y))
1849 { 1833 {
1850 LOG (llevError, "Present_arch called outside map.\n"); 1834 LOG (llevError, "Present_arch called outside map.\n");
1851 return NULL; 1835 return NULL;
1852 } 1836 }
1837
1853 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)
1854 if (tmp->arch == at) 1839 if (tmp->arch == at)
1855 return tmp; 1840 return tmp;
1841
1856 return NULL; 1842 return NULL;
1857} 1843}
1858 1844
1859/* 1845/*
1860 * present(type, map, x, y) searches for any objects with 1846 * present(type, map, x, y) searches for any objects with
1861 * a matching type variable at the given map and coordinates. 1847 * a matching type variable at the given map and coordinates.
1862 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
1863 */ 1849 */
1864
1865object * 1850object *
1866present (unsigned char type, maptile *m, int x, int y) 1851present (unsigned char type, maptile *m, int x, int y)
1867{ 1852{
1868 object *
1869 tmp;
1870
1871 if (out_of_map (m, x, y)) 1853 if (out_of_map (m, x, y))
1872 { 1854 {
1873 LOG (llevError, "Present called outside map.\n"); 1855 LOG (llevError, "Present called outside map.\n");
1874 return NULL; 1856 return NULL;
1875 } 1857 }
1858
1876 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)
1877 if (tmp->type == type) 1860 if (tmp->type == type)
1878 return tmp; 1861 return tmp;
1862
1879 return NULL; 1863 return NULL;
1880} 1864}
1881 1865
1882/* 1866/*
1883 * present_in_ob(type, object) searches for any objects with 1867 * present_in_ob(type, object) searches for any objects with
1884 * a matching type variable in the inventory of the given object. 1868 * a matching type variable in the inventory of the given object.
1885 * The first matching object is returned, or NULL if none. 1869 * The first matching object is returned, or NULL if none.
1886 */ 1870 */
1887
1888object * 1871object *
1889present_in_ob (unsigned char type, const object *op) 1872present_in_ob (unsigned char type, const object *op)
1890{ 1873{
1891 object *
1892 tmp;
1893
1894 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1874 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1895 if (tmp->type == type) 1875 if (tmp->type == type)
1896 return tmp; 1876 return tmp;
1877
1897 return NULL; 1878 return NULL;
1898} 1879}
1899 1880
1900/* 1881/*
1901 * present_in_ob (type, str, object) searches for any objects with 1882 * present_in_ob (type, str, object) searches for any objects with
1909 * 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
1910 * 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
1911 * 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
1912 * to be unique. 1893 * to be unique.
1913 */ 1894 */
1914
1915object * 1895object *
1916present_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)
1917{ 1897{
1918 object *
1919 tmp;
1920
1921 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1922 {
1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1899 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1924 return tmp; 1900 return tmp;
1925 } 1901
1926 return NULL; 1902 return 0;
1927} 1903}
1928 1904
1929/* 1905/*
1930 * present_arch_in_ob(archetype, object) searches for any objects with 1906 * present_arch_in_ob(archetype, object) searches for any objects with
1931 * a matching archetype in the inventory of the given object. 1907 * a matching archetype in the inventory of the given object.
1932 * The first matching object is returned, or NULL if none. 1908 * The first matching object is returned, or NULL if none.
1933 */ 1909 */
1934
1935object * 1910object *
1936present_arch_in_ob (const archetype *at, const object *op) 1911present_arch_in_ob (const archetype *at, const object *op)
1937{ 1912{
1938 object *
1939 tmp;
1940
1941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1942 if (tmp->arch == at) 1914 if (tmp->arch == at)
1943 return tmp; 1915 return tmp;
1916
1944 return NULL; 1917 return NULL;
1945} 1918}
1946 1919
1947/* 1920/*
1948 * activate recursively a flag on an object inventory 1921 * activate recursively a flag on an object inventory
1949 */ 1922 */
1950void 1923void
1951flag_inv (object *op, int flag) 1924flag_inv (object *op, int flag)
1952{ 1925{
1953 object *
1954 tmp;
1955
1956 if (op->inv) 1926 if (op->inv)
1957 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1958 { 1928 {
1959 SET_FLAG (tmp, flag); 1929 SET_FLAG (tmp, flag);
1960 flag_inv (tmp, flag); 1930 flag_inv (tmp, flag);
1961 } 1931 }
1962} /* 1932}
1933
1934/*
1963 * desactivate recursively a flag on an object inventory 1935 * deactivate recursively a flag on an object inventory
1964 */ 1936 */
1965void 1937void
1966unflag_inv (object *op, int flag) 1938unflag_inv (object *op, int flag)
1967{ 1939{
1968 object *
1969 tmp;
1970
1971 if (op->inv) 1940 if (op->inv)
1972 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 { 1942 {
1974 CLEAR_FLAG (tmp, flag); 1943 CLEAR_FLAG (tmp, flag);
1975 unflag_inv (tmp, flag); 1944 unflag_inv (tmp, flag);
1976 } 1945 }
1977} 1946}
1980 * 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
1981 * all it's inventory (recursively). 1950 * all it's inventory (recursively).
1982 * 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
1983 * 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.
1984 */ 1953 */
1985
1986void 1954void
1987set_cheat (object *op) 1955set_cheat (object *op)
1988{ 1956{
1989 SET_FLAG (op, FLAG_WAS_WIZ); 1957 SET_FLAG (op, FLAG_WAS_WIZ);
1990 flag_inv (op, FLAG_WAS_WIZ); 1958 flag_inv (op, FLAG_WAS_WIZ);
2009 * 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
2010 * 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
2011 * 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
2012 * customized, changed states, etc. 1980 * customized, changed states, etc.
2013 */ 1981 */
2014
2015int 1982int
2016find_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)
2017{ 1984{
2018 int
2019 i,
2020 index = 0, flag; 1985 int index = 0, flag;
2021 static int
2022 altern[SIZEOFFREE]; 1986 int altern[SIZEOFFREE];
2023 1987
2024 for (i = start; i < stop; i++) 1988 for (int i = start; i < stop; i++)
2025 { 1989 {
2026 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]);
2027 if (!flag) 1991 if (!flag)
2028 altern[index++] = i; 1992 altern [index++] = i;
2029 1993
2030 /* 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.
2031 * 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.
2032 * 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 -
2033 * 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
2049 * find_first_free_spot(archetype, maptile, x, y) works like 2013 * find_first_free_spot(archetype, maptile, x, y) works like
2050 * find_free_spot(), but it will search max number of squares. 2014 * find_free_spot(), but it will search max number of squares.
2051 * 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.
2052 * 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.
2053 */ 2017 */
2054
2055int 2018int
2056find_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)
2057{ 2020{
2058 int
2059 i;
2060
2061 for (i = 0; i < SIZEOFFREE; i++) 2021 for (int i = 0; i < SIZEOFFREE; i++)
2062 {
2063 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]))
2064 return i; 2023 return i;
2065 } 2024
2066 return -1; 2025 return -1;
2067} 2026}
2068 2027
2069/* 2028/*
2070 * The function permute(arr, begin, end) randomly reorders the array 2029 * The function permute(arr, begin, end) randomly reorders the array
2071 * arr[begin..end-1]. 2030 * arr[begin..end-1].
2031 * now uses a fisher-yates shuffle, old permute was broken
2072 */ 2032 */
2073static void 2033static void
2074permute (int *arr, int begin, int end) 2034permute (int *arr, int begin, int end)
2075{ 2035{
2076 int 2036 arr += begin;
2077 i,
2078 j,
2079 tmp,
2080 len;
2081
2082 len = end - begin; 2037 end -= begin;
2083 for (i = begin; i < end; i++)
2084 {
2085 j = begin + RANDOM () % len;
2086 2038
2087 tmp = arr[i]; 2039 while (--end)
2088 arr[i] = arr[j]; 2040 swap (arr [end], arr [RANDOM () % (end + 1)]);
2089 arr[j] = tmp;
2090 }
2091} 2041}
2092 2042
2093/* new function to make monster searching more efficient, and effective! 2043/* new function to make monster searching more efficient, and effective!
2094 * This basically returns a randomized array (in the passed pointer) of 2044 * This basically returns a randomized array (in the passed pointer) of
2095 * 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
2098 * 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.
2099 */ 2049 */
2100void 2050void
2101get_search_arr (int *search_arr) 2051get_search_arr (int *search_arr)
2102{ 2052{
2103 int 2053 int i;
2104 i;
2105 2054
2106 for (i = 0; i < SIZEOFFREE; i++) 2055 for (i = 0; i < SIZEOFFREE; i++)
2107 {
2108 search_arr[i] = i; 2056 search_arr[i] = i;
2109 }
2110 2057
2111 permute (search_arr, 1, SIZEOFFREE1 + 1); 2058 permute (search_arr, 1, SIZEOFFREE1 + 1);
2112 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2059 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2113 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2060 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2114} 2061}
2123 * Perhaps incorrectly, but I'm making the assumption that exclude 2070 * Perhaps incorrectly, but I'm making the assumption that exclude
2124 * 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
2125 * 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
2126 * there is capable of. 2073 * there is capable of.
2127 */ 2074 */
2128
2129int 2075int
2130find_dir (maptile *m, int x, int y, object *exclude) 2076find_dir (maptile *m, int x, int y, object *exclude)
2131{ 2077{
2132 int
2133 i,
2134 max = SIZEOFFREE, mflags; 2078 int i, max = SIZEOFFREE, mflags;
2135 2079
2136 sint16 nx, ny; 2080 sint16 nx, ny;
2137 object * 2081 object *tmp;
2138 tmp;
2139 maptile * 2082 maptile *mp;
2140 mp;
2141 2083
2142 MoveType blocked, move_type; 2084 MoveType blocked, move_type;
2143 2085
2144 if (exclude && exclude->head) 2086 if (exclude && exclude->head)
2145 { 2087 {
2162 2104
2163 if (mflags & P_OUT_OF_MAP) 2105 if (mflags & P_OUT_OF_MAP)
2164 max = maxfree[i]; 2106 max = maxfree[i];
2165 else 2107 else
2166 { 2108 {
2167 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2109 mapspace &ms = mp->at (nx, ny);
2110
2111 blocked = ms.move_block;
2168 2112
2169 if ((move_type & blocked) == move_type) 2113 if ((move_type & blocked) == move_type)
2170 max = maxfree[i]; 2114 max = maxfree[i];
2171 else if (mflags & P_IS_ALIVE) 2115 else if (mflags & P_IS_ALIVE)
2172 { 2116 {
2173 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2117 for (tmp = ms.bot; tmp; tmp = tmp->above)
2174 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)))
2175 break; 2120 break;
2176 2121
2177 if (tmp) 2122 if (tmp)
2178 return freedir[i]; 2123 return freedir[i];
2179 } 2124 }
2185 2130
2186/* 2131/*
2187 * distance(object 1, object 2) will return the square of the 2132 * distance(object 1, object 2) will return the square of the
2188 * distance between the two given objects. 2133 * distance between the two given objects.
2189 */ 2134 */
2190
2191int 2135int
2192distance (const object *ob1, const object *ob2) 2136distance (const object *ob1, const object *ob2)
2193{ 2137{
2194 int i;
2195
2196 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);
2197 return i;
2198} 2139}
2199 2140
2200/* 2141/*
2201 * 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
2202 * 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
2203 * object, needs to travel toward it. 2144 * object, needs to travel toward it.
2204 */ 2145 */
2205
2206int 2146int
2207find_dir_2 (int x, int y) 2147find_dir_2 (int x, int y)
2208{ 2148{
2209 int q; 2149 int q;
2210 2150
2249int 2189int
2250absdir (int d) 2190absdir (int d)
2251{ 2191{
2252 while (d < 1) 2192 while (d < 1)
2253 d += 8; 2193 d += 8;
2194
2254 while (d > 8) 2195 while (d > 8)
2255 d -= 8; 2196 d -= 8;
2197
2256 return d; 2198 return d;
2257} 2199}
2258 2200
2259/* 2201/*
2260 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2262 */ 2204 */
2263 2205
2264int 2206int
2265dirdiff (int dir1, int dir2) 2207dirdiff (int dir1, int dir2)
2266{ 2208{
2267 int 2209 int d;
2268 d;
2269 2210
2270 d = abs (dir1 - dir2); 2211 d = abs (dir1 - dir2);
2271 if (d > 4) 2212 if (d > 4)
2272 d = 8 - d; 2213 d = 8 - d;
2214
2273 return d; 2215 return d;
2274} 2216}
2275 2217
2276/* peterm: 2218/* peterm:
2277 * 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.
2280 * 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
2281 * 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.
2282 * 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
2283 * functions. 2225 * functions.
2284 */ 2226 */
2285
2286int
2287 reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2288 {0, 0, 0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2289 {0, 0, 0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2290 {0, 0, 0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2291 {0, 0, 0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2292 {0, 0, 0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2442/* 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 */
2443/* 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, */
2444/* 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. */
2445/* 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. */
2446/* Also remember that multiparts objects are not supported for now. */ 2386/* Also remember that multiparts objects are not supported for now. */
2447
2448object * 2387object *
2449load_object_str (const char *obstr) 2388load_object_str (const char *obstr)
2450{ 2389{
2451 object *op; 2390 object *op;
2452 char filename[MAX_BUF]; 2391 char filename[MAX_BUF];
2482 * returns NULL if no match. 2421 * returns NULL if no match.
2483 */ 2422 */
2484object * 2423object *
2485find_obj_by_type_subtype (const object *who, int type, int subtype) 2424find_obj_by_type_subtype (const object *who, int type, int subtype)
2486{ 2425{
2487 object *tmp;
2488
2489 for (tmp = who->inv; tmp; tmp = tmp->below) 2426 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2490 if (tmp->type == type && tmp->subtype == subtype) 2427 if (tmp->type == type && tmp->subtype == subtype)
2491 return tmp; 2428 return tmp;
2492 2429
2493 return NULL; 2430 return 0;
2494} 2431}
2495 2432
2496/* 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,
2497 * otherwise return NULL. 2434 * otherwise return NULL.
2498 * 2435 *
2500 * do the desired thing. 2437 * do the desired thing.
2501 */ 2438 */
2502key_value * 2439key_value *
2503get_ob_key_link (const object *ob, const char *key) 2440get_ob_key_link (const object *ob, const char *key)
2504{ 2441{
2505 key_value *link;
2506
2507 for (link = ob->key_values; link != NULL; link = link->next) 2442 for (key_value *link = ob->key_values; link; link = link->next)
2508 if (link->key == key) 2443 if (link->key == key)
2509 return link; 2444 return link;
2510 2445
2511 return NULL; 2446 return 0;
2512} 2447}
2513 2448
2514/* 2449/*
2515 * 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.
2516 * 2451 *
2556 * Returns TRUE on success. 2491 * Returns TRUE on success.
2557 */ 2492 */
2558int 2493int
2559set_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)
2560{ 2495{
2561 key_value *
2562 field = NULL, *last = NULL; 2496 key_value *field = NULL, *last = NULL;
2563 2497
2564 for (field = op->key_values; field != NULL; field = field->next) 2498 for (field = op->key_values; field != NULL; field = field->next)
2565 { 2499 {
2566 if (field->key != canonical_key) 2500 if (field->key != canonical_key)
2567 { 2501 {
2595 /* IF we get here, key doesn't exist */ 2529 /* IF we get here, key doesn't exist */
2596 2530
2597 /* No field, we'll have to add it. */ 2531 /* No field, we'll have to add it. */
2598 2532
2599 if (!add_key) 2533 if (!add_key)
2600 {
2601 return FALSE; 2534 return FALSE;
2602 } 2535
2603 /* There isn't any good reason to store a null 2536 /* There isn't any good reason to store a null
2604 * value in the key/value list. If the archetype has 2537 * value in the key/value list. If the archetype has
2605 * this key, then we should also have it, so shouldn't 2538 * this key, then we should also have it, so shouldn't
2606 * be here. If user wants to store empty strings, 2539 * be here. If user wants to store empty strings,
2607 * should pass in "" 2540 * should pass in ""

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