ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.66 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.85 by root, Mon Dec 25 17:11:16 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
219 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
220 222
221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
222 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
223 225
224 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
226 * being locked in inventory should prevent merging.
227 * 0x4 in flags3 is CLIENT_SENT
228 */
229 if ((ob1->arch != ob2->arch) ||
230 (ob1->flags[0] != ob2->flags[0]) ||
231 (ob1->flags[1] != ob2->flags[1]) ||
232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
234 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
235 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
236 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
237 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
240 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
241 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
242 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
243 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
244 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
245 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
246 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
247 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
248 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
249 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
250 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
251 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
252 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
253 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
255 return 0; 251 return 0;
256 252
257 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory. 254 * check all objects in the inventory.
259 */ 255 */
356 op = op->env; 352 op = op->env;
357 return op; 353 return op;
358} 354}
359 355
360/* 356/*
361 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
362 * a better check. We basically keeping traversing up until we can't
363 * or find a player.
364 */
365
366object *
367is_player_inv (object *op)
368{
369 for (; op != NULL && op->type != PLAYER; op = op->env)
370 if (op->env == op)
371 op->env = NULL;
372 return op;
373}
374
375/*
376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
377 * Some error messages. 358 * Some error messages.
378 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
379 */ 360 */
380 361
383{ 364{
384 if (!op) 365 if (!op)
385 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
386 367
387 object_freezer freezer; 368 object_freezer freezer;
388 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
389 return freezer.as_string (); 370 return freezer.as_string ();
390} 371}
391 372
392/* 373/*
393 * 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
486 } 467 }
487 468
488 op->key_values = 0; 469 op->key_values = 0;
489} 470}
490 471
491void object::clear ()
492{
493 attachable_base::clear ();
494
495 free_key_values (this);
496
497 owner = 0;
498 name = 0;
499 name_pl = 0;
500 title = 0;
501 race = 0;
502 slaying = 0;
503 skill = 0;
504 msg = 0;
505 lore = 0;
506 custom_name = 0;
507 materialname = 0;
508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
521
522 SET_FLAG (this, FLAG_REMOVED);
523
524 /* What is not cleared is next, prev, and count */
525
526 expmul = 1.0;
527 face = blank_face;
528
529 if (settings.casting_time)
530 casting_time = -1;
531}
532
533/* 472/*
534 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
535 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
536 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
537 * 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,
543{ 482{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
546 485
547 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
548 *(object_pod *)dst = *this;
549
550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
552 487
553 if (is_freed) 488 if (is_freed)
554 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
555 490
556 if (is_removed) 491 if (is_removed)
713 op->active_next = NULL; 648 op->active_next = NULL;
714 op->active_prev = NULL; 649 op->active_prev = NULL;
715} 650}
716 651
717/* 652/*
718 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
719 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
720 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
721 * invisible object, etc...) 656 * invisible object, etc...)
722 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
723 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
724 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
725 * 660 *
726 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
727 * For example, if the only thing that has changed is the face (due to
728 * an animation), we don't need to call update_position until that actually
729 * comes into view of a player. OTOH, many other things, like addition/removal
730 * of walls or living creatures may need us to update the flags now.
731 * current action are: 662 * current action are:
732 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
733 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
735 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
736 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
737 */ 668 */
738
739void 669void
740update_object (object *op, int action) 670update_object (object *op, int action)
741{ 671{
742 int update_now = 0, flags;
743 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
744 673
745 if (op == NULL) 674 if (op == NULL)
746 { 675 {
747 /* this should never happen */ 676 /* this should never happen */
748 LOG (llevDebug, "update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
749 return; 678 return;
750 } 679 }
751 680
752 if (op->env != NULL) 681 if (op->env)
753 { 682 {
754 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
755 * to do in this case. 684 * to do in this case.
756 */ 685 */
757 return; 686 return;
762 */ 691 */
763 if (!op->map || op->map->in_memory == MAP_SAVING) 692 if (!op->map || op->map->in_memory == MAP_SAVING)
764 return; 693 return;
765 694
766 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
767 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)
768 { 697 {
769 LOG (llevError, "update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
770#ifdef MANY_CORES 699#ifdef MANY_CORES
771 abort (); 700 abort ();
772#endif 701#endif
773 return; 702 return;
774 } 703 }
775 704
776 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 705 mapspace &m = op->ms ();
777 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
779 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
780 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
782 706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
783 if (action == UP_OBJ_INSERT) 709 else if (action == UP_OBJ_INSERT)
784 { 710 {
711 // this is likely overkill, TODO: revisit (schmorp)
785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
789 update_now = 1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
790 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
792 update_now = 1;
793
794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
795 update_now = 1;
796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
800 if ((move_on | op->move_on) != move_on) 718 || (m.move_on | op->move_on ) != m.move_on
801 update_now = 1;
802
803 if ((move_off | op->move_off) != move_off) 719 || (m.move_off | op->move_off ) != m.move_off
804 update_now = 1; 720 || (m.move_slow | op->move_slow) != m.move_slow
805
806 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
807 * to have move_allow right now. 722 * to have move_allow right now.
808 */ 723 */
809 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
810 update_now = 1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
811 726 m.flags_ = P_NEED_UPDATE;
812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
814 } 727 }
815
816 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
817 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
818 * that is being removed. 730 * that is being removed.
819 */ 731 */
820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
821 update_now = 1; 733 m.flags_ = P_NEED_UPDATE;
822 else if (action == UP_OBJ_FACE) 734 else if (action == UP_OBJ_FACE)
823 /* Nothing to do for that case */ ; 735 /* Nothing to do for that case */ ;
824 else 736 else
825 LOG (llevError, "update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
826 738
827 if (update_now)
828 {
829 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
830 update_position (op->map, op->x, op->y);
831 }
832
833 if (op->more != NULL) 739 if (op->more)
834 update_object (op->more, action); 740 update_object (op->more, action);
835} 741}
836 742
837object::vector object::mortals;
838object::vector object::objects; // not yet used 743object::vector object::objects; // not yet used
839object *object::first; 744object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852 745
853object::object () 746object::object ()
854{ 747{
855 SET_FLAG (this, FLAG_REMOVED); 748 SET_FLAG (this, FLAG_REMOVED);
856 749
905 * this function to succeed. 798 * this function to succeed.
906 * 799 *
907 * 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
908 * inventory to the ground. 801 * inventory to the ground.
909 */ 802 */
910void object::destroy (bool destroy_inventory) 803void
804object::do_destroy ()
911{ 805{
912 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])
913 return; 818 return;
914 819
915 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 820 flag [FLAG_FREED] = 1;
916 remove_friendly_object (this);
917
918 if (!QUERY_FLAG (this, FLAG_REMOVED))
919 remove ();
920
921 SET_FLAG (this, FLAG_FREED);
922
923 if (more)
924 {
925 more->destroy (destroy_inventory);
926 more = 0;
927 }
928
929 if (inv)
930 {
931 /* Only if the space blocks everything do we not process -
932 * if some form of movement is allowed, let objects
933 * drop on that space.
934 */
935 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
936 {
937 object *op = inv;
938
939 while (op)
940 {
941 object *tmp = op->below;
942 op->destroy (destroy_inventory);
943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
969 }
970 821
971 // hack to ensure that freed objects still have a valid map 822 // hack to ensure that freed objects still have a valid map
972 { 823 {
973 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
974 825
986 map = freed_map; 837 map = freed_map;
987 x = 1; 838 x = 1;
988 y = 1; 839 y = 1;
989 } 840 }
990 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
991 // clear those pointers that likely might have circular references to us 846 // clear those pointers that likely might have circular references to us
992 owner = 0; 847 owner = 0;
993 enemy = 0; 848 enemy = 0;
994 attacked_by = 0; 849 attacked_by = 0;
995 850
999 /* Remove object from the active list */ 854 /* Remove object from the active list */
1000 speed = 0; 855 speed = 0;
1001 update_ob_speed (this); 856 update_ob_speed (this);
1002 857
1003 unlink (); 858 unlink ();
859}
1004 860
1005 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 ();
1006} 923}
1007 924
1008/* 925/*
1009 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1010 * 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)).
1034object::remove () 951object::remove ()
1035{ 952{
1036 object *tmp, *last = 0; 953 object *tmp, *last = 0;
1037 object *otmp; 954 object *otmp;
1038 955
1039 int check_walk_off;
1040
1041 if (QUERY_FLAG (this, FLAG_REMOVED)) 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1042 return; 957 return;
1043 958
1044 SET_FLAG (this, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1045 961
1046 if (more) 962 if (more)
1047 more->remove (); 963 more->remove ();
1048 964
1049 /* 965 /*
1059 975
1060 /* 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
1061 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1062 * to save cpu time. 978 * to save cpu time.
1063 */ 979 */
1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1065 fix_player (otmp); 981 otmp->update_stats ();
1066 982
1067 if (above != NULL) 983 if (above != NULL)
1068 above->below = below; 984 above->below = below;
1069 else 985 else
1070 env->inv = below; 986 env->inv = below;
1089 1005
1090 /* link the object above us */ 1006 /* link the object above us */
1091 if (above) 1007 if (above)
1092 above->below = below; 1008 above->below = below;
1093 else 1009 else
1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1095 1011
1096 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1097 if (below) 1013 if (below)
1098 below->above = above; 1014 below->above = above;
1099 else 1015 else
1111 dump = dump_object (GET_MAP_OB (map, x, y)); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1112 LOG (llevError, "%s\n", dump); 1028 LOG (llevError, "%s\n", dump);
1113 free (dump); 1029 free (dump);
1114 } 1030 }
1115 1031
1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1032 map->at (x, y).bot = above; /* goes on above it. */
1117 } 1033 }
1118 1034
1119 above = 0; 1035 above = 0;
1120 below = 0; 1036 below = 0;
1121 1037
1122 if (map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1123 return; 1039 return;
1124 1040
1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1126 1042
1127 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)
1128 { 1044 {
1129 /* 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
1130 * being removed. 1046 * being removed.
1136 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1137 * appropriately. 1053 * appropriately.
1138 */ 1054 */
1139 if (tmp->container == this) 1055 if (tmp->container == this)
1140 { 1056 {
1141 CLEAR_FLAG (this, FLAG_APPLIED); 1057 flag [FLAG_APPLIED] = 0;
1142 tmp->container = 0; 1058 tmp->container = 0;
1143 } 1059 }
1144 1060
1145 tmp->contr->socket.update_look = 1; 1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1146 } 1063 }
1147 1064
1148 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1149 if (check_walk_off 1066 if (check_walk_off
1150 && ((move_type & tmp->move_off) 1067 && ((move_type & tmp->move_off)
1164 last = tmp; 1081 last = tmp;
1165 } 1082 }
1166 1083
1167 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1168 if (!last) 1085 if (!last)
1169 { 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1171 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1172 * those out anyways, and if there are any flags set right now, they won't
1173 * be correct anyways.
1174 */
1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1176 update_position (map, x, y);
1177 }
1178 else 1087 else
1179 update_object (last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1180 1089
1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1182 update_all_los (map, x, y); 1091 update_all_los (map, x, y);
1183 } 1092 }
1184} 1093}
1185 1094
1186/* 1095/*
1195merge_ob (object *op, object *top) 1104merge_ob (object *op, object *top)
1196{ 1105{
1197 if (!op->nrof) 1106 if (!op->nrof)
1198 return 0; 1107 return 0;
1199 1108
1200 if (top == NULL) 1109 if (top)
1201 for (top = op; top != NULL && top->above != NULL; top = top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1202 1112
1203 for (; top != NULL; top = top->below) 1113 for (; top; top = top->below)
1204 { 1114 {
1205 if (top == op) 1115 if (top == op)
1206 continue; 1116 continue;
1207 1117
1208 if (object::can_merge (op, top)) 1118 if (object::can_merge (op, top))
1258 * Return value: 1168 * Return value:
1259 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1260 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1261 * just 'op' otherwise 1171 * just 'op' otherwise
1262 */ 1172 */
1263
1264object * 1173object *
1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1266{ 1175{
1267 object *tmp, *top, *floor = NULL; 1176 object *tmp, *top, *floor = NULL;
1268 sint16 x, y; 1177 sint16 x, y;
1302 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);
1303 free (dump); 1212 free (dump);
1304 return op; 1213 return op;
1305 } 1214 }
1306 1215
1307 if (op->more != NULL) 1216 if (op->more)
1308 { 1217 {
1309 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1310 1219
1311 object *more = op->more; 1220 object *more = op->more;
1312 1221
1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 { 1238 {
1330 if (!op->head) 1239 if (!op->head)
1331 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");
1332 1241
1333 return NULL; 1242 return 0;
1334 } 1243 }
1335 } 1244 }
1336 1245
1337 CLEAR_FLAG (op, FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1338 1247
1372 op->below = originator->below; 1281 op->below = originator->below;
1373 1282
1374 if (op->below) 1283 if (op->below)
1375 op->below->above = op; 1284 op->below->above = op;
1376 else 1285 else
1377 SET_MAP_OB (op->map, op->x, op->y, op); 1286 op->ms ().bot = op;
1378 1287
1379 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1380 originator->below = op; 1289 originator->below = op;
1381 } 1290 }
1382 else 1291 else
1428 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1429 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1430 * stacking is a bit odd. 1339 * stacking is a bit odd.
1431 */ 1340 */
1432 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1433 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1434 { 1343 {
1435 for (last = top; last != floor; last = last->below) 1344 for (last = top; last != floor; last = last->below)
1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break; 1346 break;
1438 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1461 1370
1462 if (op->above) 1371 if (op->above)
1463 op->above->below = op; 1372 op->above->below = op;
1464 1373
1465 op->below = NULL; 1374 op->below = NULL;
1466 SET_MAP_OB (op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1467 } 1376 }
1468 else 1377 else
1469 { /* get inserted into the stack above top */ 1378 { /* get inserted into the stack above top */
1470 op->above = top->above; 1379 op->above = top->above;
1471 1380
1475 op->below = top; 1384 op->below = top;
1476 top->above = op; 1385 top->above = op;
1477 } 1386 }
1478 1387
1479 if (op->above == NULL) 1388 if (op->above == NULL)
1480 SET_MAP_TOP (op->map, op->x, op->y, op); 1389 op->ms ().top = op;
1481 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1482 1391
1483 if (op->type == PLAYER) 1392 if (op->type == PLAYER)
1484 op->contr->do_los = 1; 1393 op->contr->do_los = 1;
1485 1394
1486 /* 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
1487 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1488 */ 1397 */
1489 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1399 if (object *pl = op->ms ().player ())
1491 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1492 tmp->contr->socket.update_look = 1; 1401 pl->contr->ns->floorbox_update ();
1493 1402
1494 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1495 * 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
1496 * 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
1497 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1498 * 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 -
1499 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1500 * 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
1501 * of effect may be sufficient. 1410 * of effect may be sufficient.
1502 */ 1411 */
1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1504 update_all_los (op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1505 1414
1506 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1507 update_object (op, UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1508 1417
1418 INVOKE_OBJECT (INSERT, op);
1419
1509 /* 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,
1510 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1511 * 1422 *
1512 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1513 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1514 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1515 * update_object(). 1426 * update_object().
1517 1428
1518 /* 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 */
1519 if (!(flag & INS_NO_WALK_ON) && !op->head) 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 { 1431 {
1521 if (check_move_on (op, originator)) 1432 if (check_move_on (op, originator))
1522 return NULL; 1433 return 0;
1523 1434
1524 /* 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
1525 * walk on's. 1436 * walk on's.
1526 */ 1437 */
1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1528 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1529 return NULL; 1440 return 0;
1530 } 1441 }
1531 1442
1532 return op; 1443 return op;
1533} 1444}
1534 1445
1535/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1536 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1537 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1538 */ 1449 */
1539void 1450void
1540replace_insert_ob_in_map (const char *arch_string, object *op) 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1541{ 1452{
1542 object * 1453 object *tmp, *tmp1;
1543 tmp;
1544 object *
1545 tmp1;
1546 1454
1547 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1548 1456
1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1608 1516
1609object * 1517object *
1610decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1611{ 1519{
1612 object *tmp; 1520 object *tmp;
1613 player *pl;
1614 1521
1615 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1616 return op; 1523 return op;
1617 1524
1618 if (i > op->nrof) 1525 if (i > op->nrof)
1619 i = op->nrof; 1526 i = op->nrof;
1620 1527
1621 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i; 1529 op->nrof -= i;
1623 else if (op->env != NULL) 1530 else if (op->env)
1624 { 1531 {
1625 /* is this object in the players inventory, or sub container 1532 /* is this object in the players inventory, or sub container
1626 * therein? 1533 * therein?
1627 */ 1534 */
1628 tmp = is_player_inv (op->env); 1535 tmp = op->in_player ();
1629 /* nope. Is this a container the player has opened? 1536 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player. 1537 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly 1538 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map, 1539 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player. 1540 * and then searching the map for a player.
1634 */ 1541 */
1635 if (!tmp) 1542 if (!tmp)
1636 { 1543 for_all_players (pl)
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env) 1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1639 break; 1547 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 } 1548 }
1645 1549
1646 if (i < op->nrof) 1550 if (i < op->nrof)
1647 { 1551 {
1648 sub_weight (op->env, op->weight * i); 1552 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i; 1553 op->nrof -= i;
1650 if (tmp) 1554 if (tmp)
1651 {
1652 esrv_send_item (tmp, op); 1555 esrv_send_item (tmp, op);
1653 }
1654 } 1556 }
1655 else 1557 else
1656 { 1558 {
1657 op->remove (); 1559 op->remove ();
1658 op->nrof = 0; 1560 op->nrof = 0;
1659 if (tmp) 1561 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count); 1562 esrv_del_item (tmp->contr, op->count);
1662 }
1663 } 1563 }
1664 } 1564 }
1665 else 1565 else
1666 { 1566 {
1667 object *above = op->above; 1567 object *above = op->above;
1673 op->remove (); 1573 op->remove ();
1674 op->nrof = 0; 1574 op->nrof = 0;
1675 } 1575 }
1676 1576
1677 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1678 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1679 if (tmp->type == PLAYER) 1579 if (tmp->type == PLAYER)
1680 { 1580 {
1681 if (op->nrof) 1581 if (op->nrof)
1682 esrv_send_item (tmp, op); 1582 esrv_send_item (tmp, op);
1683 else 1583 else
1688 if (op->nrof) 1588 if (op->nrof)
1689 return op; 1589 return op;
1690 else 1590 else
1691 { 1591 {
1692 op->destroy (); 1592 op->destroy ();
1693 return NULL; 1593 return 0;
1694 } 1594 }
1695} 1595}
1696 1596
1697/* 1597/*
1698 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1786 add_weight (this, op->weight * op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1787 } 1687 }
1788 else 1688 else
1789 add_weight (this, (op->weight + op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1790 1690
1791 otmp = is_player_inv (this); 1691 otmp = this->in_player ();
1792 if (otmp && otmp->contr) 1692 if (otmp && otmp->contr)
1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1794 fix_player (otmp); 1694 otmp->update_stats ();
1795 1695
1796 op->map = NULL; 1696 op->map = 0;
1797 op->env = this; 1697 op->env = this;
1798 op->above = NULL; 1698 op->above = 0;
1799 op->below = NULL; 1699 op->below = 0;
1800 op->x = 0, op->y = 0; 1700 op->x = 0, op->y = 0;
1801 1701
1802 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1803 if ((op->glow_radius != 0) && map) 1703 if ((op->glow_radius != 0) && map)
1804 { 1704 {
1805#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1806 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);
1807#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1808 if (MAP_DARKNESS (map)) 1708 if (map->darkness)
1809 update_all_los (map, x, y); 1709 update_all_los (map, x, y);
1810 } 1710 }
1811 1711
1812 /* 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.
1813 * It sure simplifies this function... 1713 * It sure simplifies this function...
1818 { 1718 {
1819 op->below = inv; 1719 op->below = inv;
1820 op->below->above = op; 1720 op->below->above = op;
1821 inv = op; 1721 inv = op;
1822 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1823 1725
1824 return op; 1726 return op;
1825} 1727}
1826 1728
1827/* 1729/*
1879 1781
1880 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
1882 */ 1784 */
1883 1785
1884 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)
1885 { 1787 {
1886 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
1887 * 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,
1888 * we don't need to check all of them. 1790 * we don't need to check all of them.
1889 */ 1791 */
1944/* 1846/*
1945 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
1946 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
1947 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
1948 */ 1850 */
1949
1950object * 1851object *
1951present_arch (const archetype *at, maptile *m, int x, int y) 1852present_arch (const archetype *at, maptile *m, int x, int y)
1952{ 1853{
1953 object *
1954 tmp;
1955
1956 if (m == NULL || out_of_map (m, x, y)) 1854 if (m == NULL || out_of_map (m, x, y))
1957 { 1855 {
1958 LOG (llevError, "Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
1959 return NULL; 1857 return NULL;
1960 } 1858 }
1859
1961 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)
1962 if (tmp->arch == at) 1861 if (tmp->arch == at)
1963 return tmp; 1862 return tmp;
1863
1964 return NULL; 1864 return NULL;
1965} 1865}
1966 1866
1967/* 1867/*
1968 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
1969 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
1970 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
1971 */ 1871 */
1972
1973object * 1872object *
1974present (unsigned char type, maptile *m, int x, int y) 1873present (unsigned char type, maptile *m, int x, int y)
1975{ 1874{
1976 object *
1977 tmp;
1978
1979 if (out_of_map (m, x, y)) 1875 if (out_of_map (m, x, y))
1980 { 1876 {
1981 LOG (llevError, "Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
1982 return NULL; 1878 return NULL;
1983 } 1879 }
1880
1984 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)
1985 if (tmp->type == type) 1882 if (tmp->type == type)
1986 return tmp; 1883 return tmp;
1884
1987 return NULL; 1885 return NULL;
1988} 1886}
1989 1887
1990/* 1888/*
1991 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
1992 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
1993 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
1994 */ 1892 */
1995
1996object * 1893object *
1997present_in_ob (unsigned char type, const object *op) 1894present_in_ob (unsigned char type, const object *op)
1998{ 1895{
1999 object *
2000 tmp;
2001
2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2003 if (tmp->type == type) 1897 if (tmp->type == type)
2004 return tmp; 1898 return tmp;
1899
2005 return NULL; 1900 return NULL;
2006} 1901}
2007 1902
2008/* 1903/*
2009 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2017 * 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
2018 * 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
2019 * 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
2020 * to be unique. 1915 * to be unique.
2021 */ 1916 */
2022
2023object * 1917object *
2024present_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)
2025{ 1919{
2026 object *
2027 tmp;
2028
2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2032 return tmp; 1922 return tmp;
2033 } 1923
2034 return NULL; 1924 return 0;
2035} 1925}
2036 1926
2037/* 1927/*
2038 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2039 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2040 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2041 */ 1931 */
2042
2043object * 1932object *
2044present_arch_in_ob (const archetype *at, const object *op) 1933present_arch_in_ob (const archetype *at, const object *op)
2045{ 1934{
2046 object *
2047 tmp;
2048
2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2050 if (tmp->arch == at) 1936 if (tmp->arch == at)
2051 return tmp; 1937 return tmp;
1938
2052 return NULL; 1939 return NULL;
2053} 1940}
2054 1941
2055/* 1942/*
2056 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2057 */ 1944 */
2058void 1945void
2059flag_inv (object *op, int flag) 1946flag_inv (object *op, int flag)
2060{ 1947{
2061 object *
2062 tmp;
2063
2064 if (op->inv) 1948 if (op->inv)
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 { 1950 {
2067 SET_FLAG (tmp, flag); 1951 SET_FLAG (tmp, flag);
2068 flag_inv (tmp, flag); 1952 flag_inv (tmp, flag);
2069 } 1953 }
2070} /* 1954}
1955
1956/*
2071 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2072 */ 1958 */
2073void 1959void
2074unflag_inv (object *op, int flag) 1960unflag_inv (object *op, int flag)
2075{ 1961{
2076 object *
2077 tmp;
2078
2079 if (op->inv) 1962 if (op->inv)
2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 { 1964 {
2082 CLEAR_FLAG (tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2083 unflag_inv (tmp, flag); 1966 unflag_inv (tmp, flag);
2084 } 1967 }
2085} 1968}
2088 * 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
2089 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2090 * 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
2091 * 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.
2092 */ 1975 */
2093
2094void 1976void
2095set_cheat (object *op) 1977set_cheat (object *op)
2096{ 1978{
2097 SET_FLAG (op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2098 flag_inv (op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2117 * 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
2118 * 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
2119 * 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
2120 * customized, changed states, etc. 2002 * customized, changed states, etc.
2121 */ 2003 */
2122
2123int 2004int
2124find_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)
2125{ 2006{
2126 int
2127 i,
2128 index = 0, flag; 2007 int index = 0, flag;
2129 static int
2130 altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2131 2009
2132 for (i = start; i < stop; i++) 2010 for (int i = start; i < stop; i++)
2133 { 2011 {
2134 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]);
2135 if (!flag) 2013 if (!flag)
2136 altern[index++] = i; 2014 altern [index++] = i;
2137 2015
2138 /* 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.
2139 * 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.
2140 * 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 -
2141 * 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
2142 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2143 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2144 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2145 */ 2023 */
2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2147 stop = maxfree[i]; 2025 stop = maxfree[i];
2148 } 2026 }
2027
2149 if (!index) 2028 if (!index)
2150 return -1; 2029 return -1;
2030
2151 return altern[RANDOM () % index]; 2031 return altern[RANDOM () % index];
2152} 2032}
2153 2033
2154/* 2034/*
2155 * find_first_free_spot(archetype, maptile, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2156 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2157 * 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.
2158 * 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.
2159 */ 2039 */
2160
2161int 2040int
2162find_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)
2163{ 2042{
2164 int
2165 i;
2166
2167 for (i = 0; i < SIZEOFFREE; i++) 2043 for (int i = 0; i < SIZEOFFREE; i++)
2168 {
2169 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]))
2170 return i; 2045 return i;
2171 } 2046
2172 return -1; 2047 return -1;
2173} 2048}
2174 2049
2175/* 2050/*
2176 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2177 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2178 */ 2054 */
2179static void 2055static void
2180permute (int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2181{ 2057{
2182 int 2058 arr += begin;
2183 i,
2184 j,
2185 tmp,
2186 len;
2187
2188 len = end - begin; 2059 end -= begin;
2189 for (i = begin; i < end; i++)
2190 {
2191 j = begin + RANDOM () % len;
2192 2060
2193 tmp = arr[i]; 2061 while (--end)
2194 arr[i] = arr[j]; 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2195 arr[j] = tmp;
2196 }
2197} 2063}
2198 2064
2199/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2200 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2201 * 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
2204 * 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.
2205 */ 2071 */
2206void 2072void
2207get_search_arr (int *search_arr) 2073get_search_arr (int *search_arr)
2208{ 2074{
2209 int 2075 int i;
2210 i;
2211 2076
2212 for (i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2213 {
2214 search_arr[i] = i; 2078 search_arr[i] = i;
2215 }
2216 2079
2217 permute (search_arr, 1, SIZEOFFREE1 + 1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2220} 2083}
2229 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2230 * 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
2231 * 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
2232 * there is capable of. 2095 * there is capable of.
2233 */ 2096 */
2234
2235int 2097int
2236find_dir (maptile *m, int x, int y, object *exclude) 2098find_dir (maptile *m, int x, int y, object *exclude)
2237{ 2099{
2238 int
2239 i,
2240 max = SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2241 2101
2242 sint16 nx, ny; 2102 sint16 nx, ny;
2243 object * 2103 object *tmp;
2244 tmp;
2245 maptile * 2104 maptile *mp;
2246 mp;
2247 2105
2248 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2249 2107
2250 if (exclude && exclude->head) 2108 if (exclude && exclude->head)
2251 { 2109 {
2263 mp = m; 2121 mp = m;
2264 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2265 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2266 2124
2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2268 if (mflags & P_OUT_OF_MAP) 2127 if (mflags & P_OUT_OF_MAP)
2269 {
2270 max = maxfree[i]; 2128 max = maxfree[i];
2271 }
2272 else 2129 else
2273 { 2130 {
2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2131 mapspace &ms = mp->at (nx, ny);
2132
2133 blocked = ms.move_block;
2275 2134
2276 if ((move_type & blocked) == move_type) 2135 if ((move_type & blocked) == move_type)
2277 {
2278 max = maxfree[i]; 2136 max = maxfree[i];
2279 }
2280 else if (mflags & P_IS_ALIVE) 2137 else if (mflags & P_IS_ALIVE)
2281 { 2138 {
2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2283 { 2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2285 {
2286 break; 2142 break;
2287 } 2143
2288 }
2289 if (tmp) 2144 if (tmp)
2290 {
2291 return freedir[i]; 2145 return freedir[i];
2292 }
2293 } 2146 }
2294 } 2147 }
2295 } 2148 }
2149
2296 return 0; 2150 return 0;
2297} 2151}
2298 2152
2299/* 2153/*
2300 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2301 * distance between the two given objects. 2155 * distance between the two given objects.
2302 */ 2156 */
2303
2304int 2157int
2305distance (const object *ob1, const object *ob2) 2158distance (const object *ob1, const object *ob2)
2306{ 2159{
2307 int
2308 i;
2309
2310 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);
2311 return i;
2312} 2161}
2313 2162
2314/* 2163/*
2315 * 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
2316 * 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
2317 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2318 */ 2167 */
2319
2320int 2168int
2321find_dir_2 (int x, int y) 2169find_dir_2 (int x, int y)
2322{ 2170{
2323 int 2171 int q;
2324 q;
2325 2172
2326 if (y) 2173 if (y)
2327 q = x * 100 / y; 2174 q = x * 100 / y;
2328 else if (x) 2175 else if (x)
2329 q = -300 * x; 2176 q = -300 * x;
2364int 2211int
2365absdir (int d) 2212absdir (int d)
2366{ 2213{
2367 while (d < 1) 2214 while (d < 1)
2368 d += 8; 2215 d += 8;
2216
2369 while (d > 8) 2217 while (d > 8)
2370 d -= 8; 2218 d -= 8;
2219
2371 return d; 2220 return d;
2372} 2221}
2373 2222
2374/* 2223/*
2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2377 */ 2226 */
2378 2227
2379int 2228int
2380dirdiff (int dir1, int dir2) 2229dirdiff (int dir1, int dir2)
2381{ 2230{
2382 int 2231 int d;
2383 d;
2384 2232
2385 d = abs (dir1 - dir2); 2233 d = abs (dir1 - dir2);
2386 if (d > 4) 2234 if (d > 4)
2387 d = 8 - d; 2235 d = 8 - d;
2236
2388 return d; 2237 return d;
2389} 2238}
2390 2239
2391/* peterm: 2240/* peterm:
2392 * 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.
2395 * 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
2396 * 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.
2397 * 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
2398 * functions. 2247 * functions.
2399 */ 2248 */
2400
2401int
2402 reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2403 {0, 0, 0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2404 {0, 0, 0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2405 {0, 0, 0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2406 {0, 0, 0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2407 {0, 0, 0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2455 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2456 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2457 * can see a direct way to get it 2304 * can see a direct way to get it
2458 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2459 */ 2306 */
2460
2461
2462int 2307int
2463can_see_monsterP (maptile *m, int x, int y, int dir) 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2464{ 2309{
2465 sint16 dx, dy; 2310 sint16 dx, dy;
2466 int
2467 mflags; 2311 int mflags;
2468 2312
2469 if (dir < 0) 2313 if (dir < 0)
2470 return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2471 2315
2472 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2485 return 0; 2329 return 0;
2486 2330
2487 /* yes, can see. */ 2331 /* yes, can see. */
2488 if (dir < 9) 2332 if (dir < 9)
2489 return 1; 2333 return 1;
2334
2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2491 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2492} 2338}
2493
2494
2495 2339
2496/* 2340/*
2497 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2498 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2499 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2512 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2513} 2357}
2514 2358
2515
2516/* 2359/*
2517 * create clone from object to another 2360 * create clone from object to another
2518 */ 2361 */
2519object * 2362object *
2520object_create_clone (object *asrc) 2363object_create_clone (object *asrc)
2539 { 2382 {
2540 dst = tmp; 2383 dst = tmp;
2541 tmp->head = 0; 2384 tmp->head = 0;
2542 } 2385 }
2543 else 2386 else
2544 {
2545 tmp->head = dst; 2387 tmp->head = dst;
2546 }
2547 2388
2548 tmp->more = 0; 2389 tmp->more = 0;
2549 2390
2550 if (prev) 2391 if (prev)
2551 prev->more = tmp; 2392 prev->more = tmp;
2563/* 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 */
2564/* 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, */
2565/* 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. */
2566/* 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. */
2567/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2568
2569object * 2409object *
2570load_object_str (const char *obstr) 2410load_object_str (const char *obstr)
2571{ 2411{
2572 object *op; 2412 object *op;
2573 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2603 * returns NULL if no match. 2443 * returns NULL if no match.
2604 */ 2444 */
2605object * 2445object *
2606find_obj_by_type_subtype (const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2607{ 2447{
2608 object *tmp;
2609
2610 for (tmp = who->inv; tmp; tmp = tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2611 if (tmp->type == type && tmp->subtype == subtype) 2449 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp; 2450 return tmp;
2613 2451
2614 return NULL; 2452 return 0;
2615} 2453}
2616 2454
2617/* 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,
2618 * otherwise return NULL. 2456 * otherwise return NULL.
2619 * 2457 *
2621 * do the desired thing. 2459 * do the desired thing.
2622 */ 2460 */
2623key_value * 2461key_value *
2624get_ob_key_link (const object *ob, const char *key) 2462get_ob_key_link (const object *ob, const char *key)
2625{ 2463{
2626 key_value *link;
2627
2628 for (link = ob->key_values; link != NULL; link = link->next) 2464 for (key_value *link = ob->key_values; link; link = link->next)
2629 if (link->key == key) 2465 if (link->key == key)
2630 return link; 2466 return link;
2631 2467
2632 return NULL; 2468 return 0;
2633} 2469}
2634 2470
2635/* 2471/*
2636 * 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.
2637 * 2473 *
2677 * Returns TRUE on success. 2513 * Returns TRUE on success.
2678 */ 2514 */
2679int 2515int
2680set_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)
2681{ 2517{
2682 key_value *
2683 field = NULL, *last = NULL; 2518 key_value *field = NULL, *last = NULL;
2684 2519
2685 for (field = op->key_values; field != NULL; field = field->next) 2520 for (field = op->key_values; field != NULL; field = field->next)
2686 { 2521 {
2687 if (field->key != canonical_key) 2522 if (field->key != canonical_key)
2688 { 2523 {
2716 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2717 2552
2718 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2719 2554
2720 if (!add_key) 2555 if (!add_key)
2721 {
2722 return FALSE; 2556 return FALSE;
2723 } 2557
2724 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2725 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2726 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2727 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2728 * should pass in "" 2562 * should pass in ""

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines