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Comparing deliantra/server/common/object.C (file contents):
Revision 1.75 by root, Wed Dec 20 11:36:38 2006 UTC vs.
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC

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
467 } 467 }
468 468
469 op->key_values = 0; 469 op->key_values = 0;
470} 470}
471 471
472void object::clear ()
473{
474 attachable_base::clear ();
475
476 free_key_values (this);
477
478 owner = 0;
479 name = 0;
480 name_pl = 0;
481 title = 0;
482 race = 0;
483 slaying = 0;
484 skill = 0;
485 msg = 0;
486 lore = 0;
487 custom_name = 0;
488 materialname = 0;
489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
502
503 SET_FLAG (this, FLAG_REMOVED);
504
505 /* What is not cleared is next, prev, and count */
506
507 expmul = 1.0;
508 face = blank_face;
509
510 if (settings.casting_time)
511 casting_time = -1;
512}
513
514/* 472/*
515 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
516 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
517 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
518 * 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,
524{ 482{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
527 485
528 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
529 *(object_pod *)dst = *this;
530
531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
533 487
534 if (is_freed) 488 if (is_freed)
535 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
536 490
537 if (is_removed) 491 if (is_removed)
737 */ 691 */
738 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
739 return; 693 return;
740 694
741 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
743 { 697 {
744 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
745#ifdef MANY_CORES 699#ifdef MANY_CORES
746 abort (); 700 abort ();
747#endif 701#endif
748 return; 702 return;
749 } 703 }
750 704
751 mapspace &m = op->map->at (op->x, op->y); 705 mapspace &m = op->ms ();
752 706
753 if (m.flags_ & P_NEED_UPDATE) 707 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */; 708 /* nop */;
755 else if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
756 { 710 {
784 738
785 if (op->more) 739 if (op->more)
786 update_object (op->more, action); 740 update_object (op->more, action);
787} 741}
788 742
789object::vector object::mortals;
790object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
791object *object::first; 744object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804 745
805object::object () 746object::object ()
806{ 747{
807 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
808 749
857 * this function to succeed. 798 * this function to succeed.
858 * 799 *
859 * If destroy_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
860 * inventory to the ground. 801 * inventory to the ground.
861 */ 802 */
862void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
863{ 805{
864 if (QUERY_FLAG (this, FLAG_FREED)) 806 attachable::do_destroy ();
807
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
865 return; 818 return;
866 819
867 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
868 remove_friendly_object (this);
869
870 if (!QUERY_FLAG (this, FLAG_REMOVED))
871 remove ();
872
873 SET_FLAG (this, FLAG_FREED);
874
875 if (more)
876 {
877 more->destroy (destroy_inventory);
878 more = 0;
879 }
880
881 if (inv)
882 {
883 /* Only if the space blocks everything do we not process -
884 * if some form of movement is allowed, let objects
885 * drop on that space.
886 */
887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
888 {
889 object *op = inv;
890
891 while (op)
892 {
893 object *tmp = op->below;
894 op->destroy (destroy_inventory);
895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
921 }
922 821
923 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
924 { 823 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes 824 static maptile *freed_map; // freed objects are moved here to avoid crashes
926 825
938 map = freed_map; 837 map = freed_map;
939 x = 1; 838 x = 1;
940 y = 1; 839 y = 1;
941 } 840 }
942 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
943 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
944 owner = 0; 847 owner = 0;
945 enemy = 0; 848 enemy = 0;
946 attacked_by = 0; 849 attacked_by = 0;
947 850
951 /* Remove object from the active list */ 854 /* Remove object from the active list */
952 speed = 0; 855 speed = 0;
953 update_ob_speed (this); 856 update_ob_speed (this);
954 857
955 unlink (); 858 unlink ();
859}
956 860
957 mortals.push_back (this); 861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
876 {
877 while (inv)
878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
897 op->remove ();
898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
901 }
902 }
903 }
904}
905
906void
907object::destroy (bool destroy_inventory)
908{
909 if (destroyed ())
910 return;
911
912 if (more)
913 {
914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
918
919 if (destroy_inventory)
920 destroy_inv (true);
921
922 attachable::destroy ();
958} 923}
959 924
960/* 925/*
961 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
962 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
986object::remove () 951object::remove ()
987{ 952{
988 object *tmp, *last = 0; 953 object *tmp, *last = 0;
989 object *otmp; 954 object *otmp;
990 955
991 int check_walk_off;
992
993 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
994 return; 957 return;
995 958
996 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
997 961
998 if (more) 962 if (more)
999 more->remove (); 963 more->remove ();
1000 964
1001 /* 965 /*
1012 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1013 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1014 * to save cpu time. 978 * to save cpu time.
1015 */ 979 */
1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1017 fix_player (otmp); 981 otmp->update_stats ();
1018 982
1019 if (above != NULL) 983 if (above != NULL)
1020 above->below = below; 984 above->below = below;
1021 else 985 else
1022 env->inv = below; 986 env->inv = below;
1063 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1064 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1065 free (dump); 1029 free (dump);
1066 } 1030 }
1067 1031
1068 map->at (x, y).bottom = above; /* goes on above it. */ 1032 map->at (x, y).bot = above; /* goes on above it. */
1069 } 1033 }
1070 1034
1071 above = 0; 1035 above = 0;
1072 below = 0; 1036 below = 0;
1073 1037
1074 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1075 return; 1039 return;
1076 1040
1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1078 1042
1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1080 { 1044 {
1081 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1082 * being removed. 1046 * being removed.
1088 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1089 * appropriately. 1053 * appropriately.
1090 */ 1054 */
1091 if (tmp->container == this) 1055 if (tmp->container == this)
1092 { 1056 {
1093 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1094 tmp->container = 0; 1058 tmp->container = 0;
1095 } 1059 }
1096 1060
1061 if (tmp->contr->ns)
1097 tmp->contr->socket->floorbox_update (); 1062 tmp->contr->ns->floorbox_update ();
1098 } 1063 }
1099 1064
1100 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1101 if (check_walk_off 1066 if (check_walk_off
1102 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1120 if (!last) 1085 if (!last)
1121 map->at (x, y).flags_ = P_NEED_UPDATE; 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1122 else 1087 else
1123 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1124 1089
1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1126 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1127 } 1092 }
1128} 1093}
1129 1094
1130/* 1095/*
1139merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1140{ 1105{
1141 if (!op->nrof) 1106 if (!op->nrof)
1142 return 0; 1107 return 0;
1143 1108
1144 if (top == NULL) 1109 if (top)
1145 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1146 1112
1147 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1148 { 1114 {
1149 if (top == op) 1115 if (top == op)
1150 continue; 1116 continue;
1151 1117
1152 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1202 * Return value: 1168 * Return value:
1203 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1204 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1205 * just 'op' otherwise 1171 * just 'op' otherwise
1206 */ 1172 */
1207
1208object * 1173object *
1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1210{ 1175{
1211 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1212 sint16 x, y; 1177 sint16 x, y;
1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1247 free (dump); 1212 free (dump);
1248 return op; 1213 return op;
1249 } 1214 }
1250 1215
1251 if (op->more != NULL) 1216 if (op->more)
1252 { 1217 {
1253 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1254 1219
1255 object *more = op->more; 1220 object *more = op->more;
1256 1221
1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 { 1238 {
1274 if (!op->head) 1239 if (!op->head)
1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276 1241
1277 return NULL; 1242 return 0;
1278 } 1243 }
1279 } 1244 }
1280 1245
1281 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1282 1247
1316 op->below = originator->below; 1281 op->below = originator->below;
1317 1282
1318 if (op->below) 1283 if (op->below)
1319 op->below->above = op; 1284 op->below->above = op;
1320 else 1285 else
1321 op->map->at (op->x, op->y).bottom = op; 1286 op->ms ().bot = op;
1322 1287
1323 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1324 originator->below = op; 1289 originator->below = op;
1325 } 1290 }
1326 else 1291 else
1405 1370
1406 if (op->above) 1371 if (op->above)
1407 op->above->below = op; 1372 op->above->below = op;
1408 1373
1409 op->below = NULL; 1374 op->below = NULL;
1410 op->map->at (op->x, op->y).bottom = op; 1375 op->ms ().bot = op;
1411 } 1376 }
1412 else 1377 else
1413 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1414 op->above = top->above; 1379 op->above = top->above;
1415 1380
1419 op->below = top; 1384 op->below = top;
1420 top->above = op; 1385 top->above = op;
1421 } 1386 }
1422 1387
1423 if (op->above == NULL) 1388 if (op->above == NULL)
1424 op->map->at (op->x, op->y).top = op; 1389 op->ms ().top = op;
1425 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1426 1391
1427 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1428 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1429 1394
1430 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1431 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1432 */ 1397 */
1433 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1434 if (object *pl = op->map->at (op->x, op->y).player ()) 1399 if (object *pl = op->ms ().player ())
1400 if (pl->contr->ns)
1435 pl->contr->socket->floorbox_update (); 1401 pl->contr->ns->floorbox_update ();
1436 1402
1437 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1438 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1439 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1440 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1441 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1442 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1443 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1444 * of effect may be sufficient. 1410 * of effect may be sufficient.
1445 */ 1411 */
1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1447 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1448 1414
1449 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1450 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1417
1418 INVOKE_OBJECT (INSERT, op);
1451 1419
1452 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1453 * we want to have floorbox_update called before calling this. 1421 * we want to have floorbox_update called before calling this.
1454 * 1422 *
1455 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1460 1428
1461 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1462 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 { 1431 {
1464 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1465 return NULL; 1433 return 0;
1466 1434
1467 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1468 * walk on's. 1436 * walk on's.
1469 */ 1437 */
1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1471 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1472 return NULL; 1440 return 0;
1473 } 1441 }
1474 1442
1475 return op; 1443 return op;
1476} 1444}
1477 1445
1548 1516
1549object * 1517object *
1550decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1551{ 1519{
1552 object *tmp; 1520 object *tmp;
1553 player *pl;
1554 1521
1555 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1556 return op; 1523 return op;
1557 1524
1558 if (i > op->nrof) 1525 if (i > op->nrof)
1571 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player. 1540 * and then searching the map for a player.
1574 */ 1541 */
1575 if (!tmp) 1542 if (!tmp)
1576 { 1543 for_all_players (pl)
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1579 { 1545 {
1580 tmp = pl->ob; 1546 tmp = pl->ob;
1581 break; 1547 break;
1582 } 1548 }
1583 }
1584 1549
1585 if (i < op->nrof) 1550 if (i < op->nrof)
1586 { 1551 {
1587 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i; 1553 op->nrof -= i;
1724 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1725 1690
1726 otmp = this->in_player (); 1691 otmp = this->in_player ();
1727 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1729 fix_player (otmp); 1694 otmp->update_stats ();
1730 1695
1731 op->map = 0; 1696 op->map = 0;
1732 op->env = this; 1697 op->env = this;
1733 op->above = 0; 1698 op->above = 0;
1734 op->below = 0; 1699 op->below = 0;
1738 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1739 { 1704 {
1740#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1742#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1743 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1744 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1745 } 1710 }
1746 1711
1747 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1748 * It sure simplifies this function... 1713 * It sure simplifies this function...
1753 { 1718 {
1754 op->below = inv; 1719 op->below = inv;
1755 op->below->above = op; 1720 op->below->above = op;
1756 inv = op; 1721 inv = op;
1757 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1758 1725
1759 return op; 1726 return op;
1760} 1727}
1761 1728
1762/* 1729/*
1814 1781
1815 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1817 */ 1784 */
1818 1785
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1820 { 1787 {
1821 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects, 1789 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them. 1790 * we don't need to check all of them.
1824 */ 1791 */
1879/* 1846/*
1880 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1881 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1882 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1883 */ 1850 */
1884
1885object * 1851object *
1886present_arch (const archetype *at, maptile *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
1887{ 1853{
1888 object *
1889 tmp;
1890
1891 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
1892 { 1855 {
1893 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1894 return NULL; 1857 return NULL;
1895 } 1858 }
1859
1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1897 if (tmp->arch == at) 1861 if (tmp->arch == at)
1898 return tmp; 1862 return tmp;
1863
1899 return NULL; 1864 return NULL;
1900} 1865}
1901 1866
1902/* 1867/*
1903 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1904 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1905 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1906 */ 1871 */
1907
1908object * 1872object *
1909present (unsigned char type, maptile *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
1910{ 1874{
1911 object *
1912 tmp;
1913
1914 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
1915 { 1876 {
1916 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1917 return NULL; 1878 return NULL;
1918 } 1879 }
1880
1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1920 if (tmp->type == type) 1882 if (tmp->type == type)
1921 return tmp; 1883 return tmp;
1884
1922 return NULL; 1885 return NULL;
1923} 1886}
1924 1887
1925/* 1888/*
1926 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1927 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1928 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1929 */ 1892 */
1930
1931object * 1893object *
1932present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
1933{ 1895{
1934 object *
1935 tmp;
1936
1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1938 if (tmp->type == type) 1897 if (tmp->type == type)
1939 return tmp; 1898 return tmp;
1899
1940 return NULL; 1900 return NULL;
1941} 1901}
1942 1902
1943/* 1903/*
1944 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
1952 * str is the string to match against. Note that we match against 1912 * str is the string to match against. Note that we match against
1953 * the object name, not the archetype name. this is so that the 1913 * the object name, not the archetype name. this is so that the
1954 * spell code can use one object type (force), but change it's name 1914 * spell code can use one object type (force), but change it's name
1955 * to be unique. 1915 * to be unique.
1956 */ 1916 */
1957
1958object * 1917object *
1959present_in_ob_by_name (int type, const char *str, const object *op) 1918present_in_ob_by_name (int type, const char *str, const object *op)
1960{ 1919{
1961 object *
1962 tmp;
1963
1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1967 return tmp; 1922 return tmp;
1968 } 1923
1969 return NULL; 1924 return 0;
1970} 1925}
1971 1926
1972/* 1927/*
1973 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
1974 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
1975 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
1976 */ 1931 */
1977
1978object * 1932object *
1979present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
1980{ 1934{
1981 object *
1982 tmp;
1983
1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1985 if (tmp->arch == at) 1936 if (tmp->arch == at)
1986 return tmp; 1937 return tmp;
1938
1987 return NULL; 1939 return NULL;
1988} 1940}
1989 1941
1990/* 1942/*
1991 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
1992 */ 1944 */
1993void 1945void
1994flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
1995{ 1947{
1996 object *
1997 tmp;
1998
1999 if (op->inv) 1948 if (op->inv)
2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 { 1950 {
2002 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2003 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2004 } 1953 }
2005} /* 1954}
1955
1956/*
2006 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2007 */ 1958 */
2008void 1959void
2009unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2010{ 1961{
2011 object *
2012 tmp;
2013
2014 if (op->inv) 1962 if (op->inv)
2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 { 1964 {
2017 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2018 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2019 } 1967 }
2020} 1968}
2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2024 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2025 * If checksums are used, a player will get set_cheat called for 1973 * If checksums are used, a player will get set_cheat called for
2026 * him/her-self and all object carried by a call to this function. 1974 * him/her-self and all object carried by a call to this function.
2027 */ 1975 */
2028
2029void 1976void
2030set_cheat (object *op) 1977set_cheat (object *op)
2031{ 1978{
2032 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2033 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2052 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2053 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2054 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2055 * customized, changed states, etc. 2002 * customized, changed states, etc.
2056 */ 2003 */
2057
2058int 2004int
2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{ 2006{
2061 int
2062 i,
2063 index = 0, flag; 2007 int index = 0, flag;
2064 static int
2065 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2066 2009
2067 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2068 { 2011 {
2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2070 if (!flag) 2013 if (!flag)
2071 altern[index++] = i; 2014 altern [index++] = i;
2072 2015
2073 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2074 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2075 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2076 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2092 * find_first_free_spot(archetype, maptile, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2093 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2094 * But it will return the first available spot, not a random choice. 2037 * But it will return the first available spot, not a random choice.
2095 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2096 */ 2039 */
2097
2098int 2040int
2099find_first_free_spot (const object *ob, maptile *m, int x, int y) 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{ 2042{
2101 int
2102 i;
2103
2104 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2105 {
2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2107 return i; 2045 return i;
2108 } 2046
2109 return -1; 2047 return -1;
2110} 2048}
2111 2049
2112/* 2050/*
2113 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2114 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2115 */ 2054 */
2116static void 2055static void
2117permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2118{ 2057{
2119 int 2058 arr += begin;
2120 i,
2121 j,
2122 tmp,
2123 len;
2124
2125 len = end - begin; 2059 end -= begin;
2126 for (i = begin; i < end; i++)
2127 {
2128 j = begin + RANDOM () % len;
2129 2060
2130 tmp = arr[i]; 2061 while (--end)
2131 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2132 arr[j] = tmp;
2133 }
2134} 2063}
2135 2064
2136/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2137 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2138 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2141 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2142 */ 2071 */
2143void 2072void
2144get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2145{ 2074{
2146 int 2075 int i;
2147 i;
2148 2076
2149 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2150 {
2151 search_arr[i] = i; 2078 search_arr[i] = i;
2152 }
2153 2079
2154 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2157} 2083}
2166 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2167 * is actually want is going to try and move there. We need this info 2093 * is actually want is going to try and move there. We need this info
2168 * because we have to know what movement the thing looking to move 2094 * because we have to know what movement the thing looking to move
2169 * there is capable of. 2095 * there is capable of.
2170 */ 2096 */
2171
2172int 2097int
2173find_dir (maptile *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2174{ 2099{
2175 int
2176 i,
2177 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2178 2101
2179 sint16 nx, ny; 2102 sint16 nx, ny;
2180 object * 2103 object *tmp;
2181 tmp;
2182 maptile * 2104 maptile *mp;
2183 mp;
2184 2105
2185 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2186 2107
2187 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2188 { 2109 {
2205 2126
2206 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2207 max = maxfree[i]; 2128 max = maxfree[i];
2208 else 2129 else
2209 { 2130 {
2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2211 2134
2212 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2213 max = maxfree[i]; 2136 max = maxfree[i];
2214 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2215 { 2138 {
2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2218 break; 2142 break;
2219 2143
2220 if (tmp) 2144 if (tmp)
2221 return freedir[i]; 2145 return freedir[i];
2222 } 2146 }
2228 2152
2229/* 2153/*
2230 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2231 * distance between the two given objects. 2155 * distance between the two given objects.
2232 */ 2156 */
2233
2234int 2157int
2235distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2236{ 2159{
2237 int i;
2238
2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2240 return i;
2241} 2161}
2242 2162
2243/* 2163/*
2244 * find_dir_2(delta-x,delta-y) will return a direction in which 2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2245 * an object which has subtracted the x and y coordinates of another 2165 * an object which has subtracted the x and y coordinates of another
2246 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2247 */ 2167 */
2248
2249int 2168int
2250find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2251{ 2170{
2252 int q; 2171 int q;
2253 2172
2292int 2211int
2293absdir (int d) 2212absdir (int d)
2294{ 2213{
2295 while (d < 1) 2214 while (d < 1)
2296 d += 8; 2215 d += 8;
2216
2297 while (d > 8) 2217 while (d > 8)
2298 d -= 8; 2218 d -= 8;
2219
2299 return d; 2220 return d;
2300} 2221}
2301 2222
2302/* 2223/*
2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2305 */ 2226 */
2306 2227
2307int 2228int
2308dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2309{ 2230{
2310 int 2231 int d;
2311 d;
2312 2232
2313 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2314 if (d > 4) 2234 if (d > 4)
2315 d = 8 - d; 2235 d = 8 - d;
2236
2316 return d; 2237 return d;
2317} 2238}
2318 2239
2319/* peterm: 2240/* peterm:
2320 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2323 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2324 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2325 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2326 * functions. 2247 * functions.
2327 */ 2248 */
2328
2329int
2330 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2331 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2332 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2333 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2334 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2335 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2485/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2486/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2487/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2488/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2489/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2490
2491object * 2409object *
2492load_object_str (const char *obstr) 2410load_object_str (const char *obstr)
2493{ 2411{
2494 object *op; 2412 object *op;
2495 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2525 * returns NULL if no match. 2443 * returns NULL if no match.
2526 */ 2444 */
2527object * 2445object *
2528find_obj_by_type_subtype (const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2529{ 2447{
2530 object *tmp;
2531
2532 for (tmp = who->inv; tmp; tmp = tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2533 if (tmp->type == type && tmp->subtype == subtype) 2449 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp; 2450 return tmp;
2535 2451
2536 return NULL; 2452 return 0;
2537} 2453}
2538 2454
2539/* If ob has a field named key, return the link from the list, 2455/* If ob has a field named key, return the link from the list,
2540 * otherwise return NULL. 2456 * otherwise return NULL.
2541 * 2457 *
2543 * do the desired thing. 2459 * do the desired thing.
2544 */ 2460 */
2545key_value * 2461key_value *
2546get_ob_key_link (const object *ob, const char *key) 2462get_ob_key_link (const object *ob, const char *key)
2547{ 2463{
2548 key_value *link;
2549
2550 for (link = ob->key_values; link != NULL; link = link->next) 2464 for (key_value *link = ob->key_values; link; link = link->next)
2551 if (link->key == key) 2465 if (link->key == key)
2552 return link; 2466 return link;
2553 2467
2554 return NULL; 2468 return 0;
2555} 2469}
2556 2470
2557/* 2471/*
2558 * Returns the value of op has an extra_field for key, or NULL. 2472 * Returns the value of op has an extra_field for key, or NULL.
2559 * 2473 *
2599 * Returns TRUE on success. 2513 * Returns TRUE on success.
2600 */ 2514 */
2601int 2515int
2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{ 2517{
2604 key_value *
2605 field = NULL, *last = NULL; 2518 key_value *field = NULL, *last = NULL;
2606 2519
2607 for (field = op->key_values; field != NULL; field = field->next) 2520 for (field = op->key_values; field != NULL; field = field->next)
2608 { 2521 {
2609 if (field->key != canonical_key) 2522 if (field->key != canonical_key)
2610 { 2523 {
2638 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2639 2552
2640 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2641 2554
2642 if (!add_key) 2555 if (!add_key)
2643 {
2644 return FALSE; 2556 return FALSE;
2645 } 2557
2646 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2647 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2648 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2649 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2650 * should pass in "" 2562 * should pass in ""

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