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Comparing deliantra/server/common/object.C (file contents):
Revision 1.69 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

141 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
142 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
143 */ 143 */
144 144
145 /* For each field in wants, */ 145 /* For each field in wants, */
146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 { 147 {
148 key_value *has_field; 148 key_value *has_field;
149 149
150 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
151 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222 222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225 225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any () 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch 227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name 228 || ob1->name != ob2->name
229 || ob1->title != ob2->title 229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg 230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight 231 || ob1->weight != ob2->weight
352 op = op->env; 352 op = op->env;
353 return op; 353 return op;
354} 354}
355 355
356/* 356/*
357 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
358 * a better check. We basically keeping traversing up until we can't
359 * or find a player.
360 */
361
362object *
363is_player_inv (object *op)
364{
365 for (; op != NULL && op->type != PLAYER; op = op->env)
366 if (op->env == op)
367 op->env = NULL;
368 return op;
369}
370
371/*
372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
373 * Some error messages. 358 * Some error messages.
374 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
375 */ 360 */
376 361
379{ 364{
380 if (!op) 365 if (!op)
381 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
382 367
383 object_freezer freezer; 368 object_freezer freezer;
384 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
385 return freezer.as_string (); 370 return freezer.as_string ();
386} 371}
387 372
388/* 373/*
389 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
482 } 467 }
483 468
484 op->key_values = 0; 469 op->key_values = 0;
485} 470}
486 471
487void object::clear ()
488{
489 attachable_base::clear ();
490
491 free_key_values (this);
492
493 owner = 0;
494 name = 0;
495 name_pl = 0;
496 title = 0;
497 race = 0;
498 slaying = 0;
499 skill = 0;
500 msg = 0;
501 lore = 0;
502 custom_name = 0;
503 materialname = 0;
504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
517
518 SET_FLAG (this, FLAG_REMOVED);
519
520 /* What is not cleared is next, prev, and count */
521
522 expmul = 1.0;
523 face = blank_face;
524
525 if (settings.casting_time)
526 casting_time = -1;
527}
528
529/* 472/*
530 * copy_to first frees everything allocated by the dst object, 473 * copy_to first frees everything allocated by the dst object,
531 * and then copies the contents of itself into the second 474 * and then copies the contents of itself into the second
532 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
533 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
539{ 482{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
542 485
543 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
544 *(object_pod *)dst = *this;
545
546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
548 487
549 if (is_freed) 488 if (is_freed)
550 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
551 490
552 if (is_removed) 491 if (is_removed)
583 tail = new_link; 522 tail = new_link;
584 } 523 }
585 } 524 }
586 } 525 }
587 526
588 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
589} 528}
590 529
591object * 530object *
592object::clone () 531object::clone ()
593{ 532{
615 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
616 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
617 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
618 */ 557 */
619void 558void
620update_ob_speed (object *op) 559object::set_speed (float speed)
621{ 560{
622 extern int arch_init; 561 extern int arch_init;
623 562
624 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
625 * since they never really need to be updated. 564 * since they never really need to be updated.
626 */ 565 */
627 566 if (flag [FLAG_FREED] && speed)
628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 { 567 {
630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
631#ifdef MANY_CORES
632 abort ();
633#else
634 op->speed = 0; 569 speed = 0;
635#endif
636 } 570 }
571
572 this->speed = speed;
637 573
638 if (arch_init) 574 if (arch_init)
639 return; 575 return;
640 576
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
642 { 578 {
643 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
645 return; 581 return;
646 582
647 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
648 * of the list. */ 584 * of the list. */
649 op->active_next = active_objects; 585 active_next = active_objects;
650 586
651 if (op->active_next != NULL) 587 if (active_next)
652 op->active_next->active_prev = op; 588 active_next->active_prev = this;
653 589
654 active_objects = op; 590 active_objects = this;
655 } 591 }
656 else 592 else
657 { 593 {
658 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
659 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
660 return; 596 return;
661 597
662 if (op->active_prev == NULL) 598 if (!active_prev)
663 { 599 {
664 active_objects = op->active_next; 600 active_objects = active_next;
665 601
666 if (op->active_next != NULL) 602 if (active_next)
667 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
668 } 604 }
669 else 605 else
670 { 606 {
671 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
672 608
673 if (op->active_next) 609 if (active_next)
674 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
675 } 611 }
676 612
677 op->active_next = NULL; 613 active_next = 0;
678 op->active_prev = NULL; 614 active_prev = 0;
679 } 615 }
680} 616}
681 617
682/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
683 * objects. 619 * objects.
709 op->active_next = NULL; 645 op->active_next = NULL;
710 op->active_prev = NULL; 646 op->active_prev = NULL;
711} 647}
712 648
713/* 649/*
714 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
715 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
716 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
717 * invisible object, etc...) 653 * invisible object, etc...)
718 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
719 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
720 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
721 * 657 *
722 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
723 * For example, if the only thing that has changed is the face (due to
724 * an animation), we don't need to call update_position until that actually
725 * comes into view of a player. OTOH, many other things, like addition/removal
726 * of walls or living creatures may need us to update the flags now.
727 * current action are: 659 * current action are:
728 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
729 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
731 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
732 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
733 */ 665 */
734
735void 666void
736update_object (object *op, int action) 667update_object (object *op, int action)
737{ 668{
738 int update_now = 0, flags;
739 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
740 670
741 if (op == NULL) 671 if (op == NULL)
742 { 672 {
743 /* this should never happen */ 673 /* this should never happen */
744 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
745 return; 675 return;
746 } 676 }
747 677
748 if (op->env != NULL) 678 if (op->env)
749 { 679 {
750 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
751 * to do in this case. 681 * to do in this case.
752 */ 682 */
753 return; 683 return;
758 */ 688 */
759 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
760 return; 690 return;
761 691
762 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
764 { 694 {
765 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
766#ifdef MANY_CORES 696#ifdef MANY_CORES
767 abort (); 697 abort ();
768#endif 698#endif
769 return; 699 return;
770 } 700 }
771 701
772 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
778 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
779 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
780 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
782 update_now = 1;
783
784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
785 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
786 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
788 update_now = 1;
789
790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
791 update_now = 1;
792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
796 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
797 update_now = 1;
798
799 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
800 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
801
802 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
803 * to have move_allow right now. 719 * to have move_allow right now.
804 */ 720 */
805 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
806 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
807 723 m.flags_ = P_NEED_UPDATE;
808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
810 } 724 }
811
812 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
813 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
814 * that is being removed. 727 * that is being removed.
815 */ 728 */
816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
817 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
818 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
819 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
820 else 733 else
821 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
822 735
823 if (update_now)
824 {
825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
826 update_position (op->map, op->x, op->y);
827 }
828
829 if (op->more != NULL) 736 if (op->more)
830 update_object (op->more, action); 737 update_object (op->more, action);
831} 738}
832 739
833object::vector object::mortals;
834object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
835object *object::first; 741object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848 742
849object::object () 743object::object ()
850{ 744{
851 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
852 746
891 object *op = new object; 785 object *op = new object;
892 op->link (); 786 op->link ();
893 return op; 787 return op;
894} 788}
895 789
896/* 790void
897 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
898 * it from the list of used objects, and puts it on the list of
899 * free objects. The IS_FREED() flag is set in the object.
900 * The object must have been removed by remove_ob() first for
901 * this function to succeed.
902 *
903 * If destroy_inventory is set, free inventory as well. Else drop items in
904 * inventory to the ground.
905 */
906void object::destroy (bool destroy_inventory)
907{ 792{
908 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
909 return; 805 return;
910 806
911 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
920 {
921 more->destroy (destroy_inventory);
922 more = 0;
923 }
924
925 if (inv)
926 {
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
932 {
933 object *op = inv;
934
935 while (op)
936 {
937 object *tmp = op->below;
938 op->destroy (destroy_inventory);
939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
965 }
966 808
967 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
968 { 810 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes 811 static maptile *freed_map; // freed objects are moved here to avoid crashes
970 812
982 map = freed_map; 824 map = freed_map;
983 x = 1; 825 x = 1;
984 y = 1; 826 y = 1;
985 } 827 }
986 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
987 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
988 owner = 0; 834 owner = 0;
989 enemy = 0; 835 enemy = 0;
990 attacked_by = 0; 836 attacked_by = 0;
991 837
992 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
993 contr = 0; 839 contr = 0;
994 840
995 /* Remove object from the active list */ 841 /* Remove object from the active list */
996 speed = 0; 842 set_speed (0);
997 update_ob_speed (this);
998 843
999 unlink (); 844 unlink ();
845}
1000 846
1001 mortals.push_back (this); 847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
857 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects
859 * drop on that space.
860 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
862 {
863 while (inv)
864 {
865 inv->destroy_inv (drop_to_ground);
866 inv->destroy ();
867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 }
888 }
889 }
890}
891
892void
893object::destroy (bool destroy_inventory)
894{
895 if (destroyed ())
896 return;
897
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory)
906 destroy_inv (true);
907
908 attachable::destroy ();
1002} 909}
1003 910
1004/* 911/*
1005 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1006 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1030object::remove () 937object::remove ()
1031{ 938{
1032 object *tmp, *last = 0; 939 object *tmp, *last = 0;
1033 object *otmp; 940 object *otmp;
1034 941
1035 int check_walk_off;
1036
1037 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1038 return; 943 return;
1039 944
1040 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1041 947
1042 if (more) 948 if (more)
1043 more->remove (); 949 more->remove ();
1044 950
1045 /* 951 /*
1055 961
1056 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1057 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1058 * to save cpu time. 964 * to save cpu time.
1059 */ 965 */
1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1061 fix_player (otmp); 967 otmp->update_stats ();
1062 968
1063 if (above != NULL) 969 if (above != NULL)
1064 above->below = below; 970 above->below = below;
1065 else 971 else
1066 env->inv = below; 972 env->inv = below;
1085 991
1086 /* link the object above us */ 992 /* link the object above us */
1087 if (above) 993 if (above)
1088 above->below = below; 994 above->below = below;
1089 else 995 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1091 997
1092 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1093 if (below) 999 if (below)
1094 below->above = above; 1000 below->above = above;
1095 else 1001 else
1107 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1109 free (dump); 1015 free (dump);
1110 } 1016 }
1111 1017
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1113 } 1019 }
1114 1020
1115 above = 0; 1021 above = 0;
1116 below = 0; 1022 below = 0;
1117 1023
1118 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1119 return; 1025 return;
1120 1026
1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1122 1028
1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 { 1030 {
1125 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1126 * being removed. 1032 * being removed.
1132 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1133 * appropriately. 1039 * appropriately.
1134 */ 1040 */
1135 if (tmp->container == this) 1041 if (tmp->container == this)
1136 { 1042 {
1137 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1138 tmp->container = 0; 1044 tmp->container = 0;
1139 } 1045 }
1140 1046
1141 tmp->contr->socket->update_look = 1; 1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1142 } 1049 }
1143 1050
1144 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1145 if (check_walk_off 1052 if (check_walk_off
1146 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1160 last = tmp; 1067 last = tmp;
1161 } 1068 }
1162 1069
1163 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1164 if (!last) 1071 if (!last)
1165 { 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1168 * those out anyways, and if there are any flags set right now, they won't
1169 * be correct anyways.
1170 */
1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1172 update_position (map, x, y);
1173 }
1174 else 1073 else
1175 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1176 1075
1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1178 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1179 } 1078 }
1180} 1079}
1181 1080
1182/* 1081/*
1191merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1192{ 1091{
1193 if (!op->nrof) 1092 if (!op->nrof)
1194 return 0; 1093 return 0;
1195 1094
1196 if (top == NULL) 1095 if (top)
1197 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1198 1098
1199 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1200 { 1100 {
1201 if (top == op) 1101 if (top == op)
1202 continue; 1102 continue;
1203 1103
1204 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1254 * Return value: 1154 * Return value:
1255 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1257 * just 'op' otherwise 1157 * just 'op' otherwise
1258 */ 1158 */
1259
1260object * 1159object *
1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1262{ 1161{
1263 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1264 sint16 x, y; 1163 sint16 x, y;
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump); 1198 free (dump);
1300 return op; 1199 return op;
1301 } 1200 }
1302 1201
1303 if (op->more != NULL) 1202 if (op->more)
1304 { 1203 {
1305 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1306 1205
1307 object *more = op->more; 1206 object *more = op->more;
1308 1207
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 { 1224 {
1326 if (!op->head) 1225 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328 1227
1329 return NULL; 1228 return 0;
1330 } 1229 }
1331 } 1230 }
1332 1231
1333 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1334 1233
1368 op->below = originator->below; 1267 op->below = originator->below;
1369 1268
1370 if (op->below) 1269 if (op->below)
1371 op->below->above = op; 1270 op->below->above = op;
1372 else 1271 else
1373 SET_MAP_OB (op->map, op->x, op->y, op); 1272 op->ms ().bot = op;
1374 1273
1375 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1376 originator->below = op; 1275 originator->below = op;
1377 } 1276 }
1378 else 1277 else
1424 * If INS_ON_TOP is used, don't do this processing 1323 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise 1324 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd. 1325 * stacking is a bit odd.
1427 */ 1326 */
1428 if (!(flag & INS_ON_TOP) && 1327 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 { 1329 {
1431 for (last = top; last != floor; last = last->below) 1330 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break; 1332 break;
1434 /* Check to see if we found the object that blocks view, 1333 /* Check to see if we found the object that blocks view,
1457 1356
1458 if (op->above) 1357 if (op->above)
1459 op->above->below = op; 1358 op->above->below = op;
1460 1359
1461 op->below = NULL; 1360 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op); 1361 op->ms ().bot = op;
1463 } 1362 }
1464 else 1363 else
1465 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1466 op->above = top->above; 1365 op->above = top->above;
1467 1366
1471 op->below = top; 1370 op->below = top;
1472 top->above = op; 1371 top->above = op;
1473 } 1372 }
1474 1373
1475 if (op->above == NULL) 1374 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op); 1375 op->ms ().top = op;
1477 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1478 1377
1479 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1480 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1481 1380
1482 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1484 */ 1383 */
1485 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1385 if (object *pl = op->ms ().player ())
1487 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1488 tmp->contr->socket->update_look = 1; 1387 pl->contr->ns->floorbox_update ();
1489 1388
1490 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient. 1396 * of effect may be sufficient.
1498 */ 1397 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1501 1400
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1504 1403
1404 INVOKE_OBJECT (INSERT, op);
1405
1505 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1507 * 1408 *
1508 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object(). 1412 * update_object().
1513 1414
1514 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 { 1417 {
1517 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1518 return NULL; 1419 return 0;
1519 1420
1520 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1521 * walk on's. 1422 * walk on's.
1522 */ 1423 */
1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1524 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1525 return NULL; 1426 return 0;
1526 } 1427 }
1527 1428
1528 return op; 1429 return op;
1529} 1430}
1530 1431
1531/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1532 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1533 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1534 */ 1435 */
1535void 1436void
1536replace_insert_ob_in_map (const char *arch_string, object *op) 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1537{ 1438{
1538 object * 1439 object *tmp, *tmp1;
1539 tmp;
1540 object *
1541 tmp1;
1542 1440
1543 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1544 1442
1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1604 1502
1605object * 1503object *
1606decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1607{ 1505{
1608 object *tmp; 1506 object *tmp;
1609 player *pl;
1610 1507
1611 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1612 return op; 1509 return op;
1613 1510
1614 if (i > op->nrof) 1511 if (i > op->nrof)
1615 i = op->nrof; 1512 i = op->nrof;
1616 1513
1617 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i; 1515 op->nrof -= i;
1619 else if (op->env != NULL) 1516 else if (op->env)
1620 { 1517 {
1621 /* is this object in the players inventory, or sub container 1518 /* is this object in the players inventory, or sub container
1622 * therein? 1519 * therein?
1623 */ 1520 */
1624 tmp = is_player_inv (op->env); 1521 tmp = op->in_player ();
1625 /* nope. Is this a container the player has opened? 1522 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player. 1523 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly 1524 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map, 1525 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player. 1526 * and then searching the map for a player.
1630 */ 1527 */
1631 if (!tmp) 1528 if (!tmp)
1632 { 1529 for_all_players (pl)
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env) 1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1635 break; 1533 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 } 1534 }
1641 1535
1642 if (i < op->nrof) 1536 if (i < op->nrof)
1643 { 1537 {
1644 sub_weight (op->env, op->weight * i); 1538 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i; 1539 op->nrof -= i;
1646 if (tmp) 1540 if (tmp)
1647 {
1648 esrv_send_item (tmp, op); 1541 esrv_send_item (tmp, op);
1649 }
1650 } 1542 }
1651 else 1543 else
1652 { 1544 {
1653 op->remove (); 1545 op->remove ();
1654 op->nrof = 0; 1546 op->nrof = 0;
1655 if (tmp) 1547 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count); 1548 esrv_del_item (tmp->contr, op->count);
1658 }
1659 } 1549 }
1660 } 1550 }
1661 else 1551 else
1662 { 1552 {
1663 object *above = op->above; 1553 object *above = op->above;
1669 op->remove (); 1559 op->remove ();
1670 op->nrof = 0; 1560 op->nrof = 0;
1671 } 1561 }
1672 1562
1673 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1674 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1675 if (tmp->type == PLAYER) 1565 if (tmp->type == PLAYER)
1676 { 1566 {
1677 if (op->nrof) 1567 if (op->nrof)
1678 esrv_send_item (tmp, op); 1568 esrv_send_item (tmp, op);
1679 else 1569 else
1684 if (op->nrof) 1574 if (op->nrof)
1685 return op; 1575 return op;
1686 else 1576 else
1687 { 1577 {
1688 op->destroy (); 1578 op->destroy ();
1689 return NULL; 1579 return 0;
1690 } 1580 }
1691} 1581}
1692 1582
1693/* 1583/*
1694 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1782 add_weight (this, op->weight * op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1783 } 1673 }
1784 else 1674 else
1785 add_weight (this, (op->weight + op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1786 1676
1787 otmp = is_player_inv (this); 1677 otmp = this->in_player ();
1788 if (otmp && otmp->contr) 1678 if (otmp && otmp->contr)
1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1790 fix_player (otmp); 1680 otmp->update_stats ();
1791 1681
1792 op->map = NULL; 1682 op->map = 0;
1793 op->env = this; 1683 op->env = this;
1794 op->above = NULL; 1684 op->above = 0;
1795 op->below = NULL; 1685 op->below = 0;
1796 op->x = 0, op->y = 0; 1686 op->x = 0, op->y = 0;
1797 1687
1798 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1799 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1800 { 1690 {
1801#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1803#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1804 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1805 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1806 } 1696 }
1807 1697
1808 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1809 * It sure simplifies this function... 1699 * It sure simplifies this function...
1814 { 1704 {
1815 op->below = inv; 1705 op->below = inv;
1816 op->below->above = op; 1706 op->below->above = op;
1817 inv = op; 1707 inv = op;
1818 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1819 1711
1820 return op; 1712 return op;
1821} 1713}
1822 1714
1823/* 1715/*
1875 1767
1876 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1878 */ 1770 */
1879 1771
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1881 { 1773 {
1882 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them. 1776 * we don't need to check all of them.
1885 */ 1777 */
1940/* 1832/*
1941 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1942 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1943 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1944 */ 1836 */
1945
1946object * 1837object *
1947present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1948{ 1839{
1949 object *
1950 tmp;
1951
1952 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1953 { 1841 {
1954 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1955 return NULL; 1843 return NULL;
1956 } 1844 }
1845
1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1958 if (tmp->arch == at) 1847 if (tmp->arch == at)
1959 return tmp; 1848 return tmp;
1849
1960 return NULL; 1850 return NULL;
1961} 1851}
1962 1852
1963/* 1853/*
1964 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1965 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1966 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1967 */ 1857 */
1968
1969object * 1858object *
1970present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1971{ 1860{
1972 object *
1973 tmp;
1974
1975 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1976 { 1862 {
1977 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1978 return NULL; 1864 return NULL;
1979 } 1865 }
1866
1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1981 if (tmp->type == type) 1868 if (tmp->type == type)
1982 return tmp; 1869 return tmp;
1870
1983 return NULL; 1871 return NULL;
1984} 1872}
1985 1873
1986/* 1874/*
1987 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1988 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1989 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1990 */ 1878 */
1991
1992object * 1879object *
1993present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1994{ 1881{
1995 object *
1996 tmp;
1997
1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1999 if (tmp->type == type) 1883 if (tmp->type == type)
2000 return tmp; 1884 return tmp;
1885
2001 return NULL; 1886 return NULL;
2002} 1887}
2003 1888
2004/* 1889/*
2005 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2013 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2014 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2015 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2016 * to be unique. 1901 * to be unique.
2017 */ 1902 */
2018
2019object * 1903object *
2020present_in_ob_by_name (int type, const char *str, const object *op) 1904present_in_ob_by_name (int type, const char *str, const object *op)
2021{ 1905{
2022 object *
2023 tmp;
2024
2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2028 return tmp; 1908 return tmp;
2029 } 1909
2030 return NULL; 1910 return 0;
2031} 1911}
2032 1912
2033/* 1913/*
2034 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2035 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2036 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2037 */ 1917 */
2038
2039object * 1918object *
2040present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
2041{ 1920{
2042 object *
2043 tmp;
2044
2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2046 if (tmp->arch == at) 1922 if (tmp->arch == at)
2047 return tmp; 1923 return tmp;
1924
2048 return NULL; 1925 return NULL;
2049} 1926}
2050 1927
2051/* 1928/*
2052 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2053 */ 1930 */
2054void 1931void
2055flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
2056{ 1933{
2057 object *
2058 tmp;
2059
2060 if (op->inv) 1934 if (op->inv)
2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 { 1936 {
2063 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
2064 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
2065 } 1939 }
2066} /* 1940}
1941
1942/*
2067 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2068 */ 1944 */
2069void 1945void
2070unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
2071{ 1947{
2072 object *
2073 tmp;
2074
2075 if (op->inv) 1948 if (op->inv)
2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 { 1950 {
2078 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2079 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
2080 } 1953 }
2081} 1954}
2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2085 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2086 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2087 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2088 */ 1961 */
2089
2090void 1962void
2091set_cheat (object *op) 1963set_cheat (object *op)
2092{ 1964{
2093 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2094 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2113 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2114 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2115 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2116 * customized, changed states, etc. 1988 * customized, changed states, etc.
2117 */ 1989 */
2118
2119int 1990int
2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{ 1992{
2122 int
2123 i,
2124 index = 0, flag; 1993 int index = 0, flag;
2125 static int
2126 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2127 1995
2128 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2129 { 1997 {
2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2131 if (!flag) 1999 if (!flag)
2132 altern[index++] = i; 2000 altern [index++] = i;
2133 2001
2134 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2135 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2136 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2137 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2138 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2139 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2140 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2141 */ 2009 */
2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2143 stop = maxfree[i]; 2011 stop = maxfree[i];
2144 } 2012 }
2013
2145 if (!index) 2014 if (!index)
2146 return -1; 2015 return -1;
2016
2147 return altern[RANDOM () % index]; 2017 return altern[RANDOM () % index];
2148} 2018}
2149 2019
2150/* 2020/*
2151 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2152 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2153 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2154 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2155 */ 2025 */
2156
2157int 2026int
2158find_first_free_spot (const object *ob, maptile *m, int x, int y) 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{ 2028{
2160 int
2161 i;
2162
2163 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2164 {
2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2166 return i; 2031 return i;
2167 } 2032
2168 return -1; 2033 return -1;
2169} 2034}
2170 2035
2171/* 2036/*
2172 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2173 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2174 */ 2040 */
2175static void 2041static void
2176permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2177{ 2043{
2178 int 2044 arr += begin;
2179 i,
2180 j,
2181 tmp,
2182 len;
2183
2184 len = end - begin; 2045 end -= begin;
2185 for (i = begin; i < end; i++)
2186 {
2187 j = begin + RANDOM () % len;
2188 2046
2189 tmp = arr[i]; 2047 while (--end)
2190 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2191 arr[j] = tmp;
2192 }
2193} 2049}
2194 2050
2195/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2196 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2197 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2200 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2201 */ 2057 */
2202void 2058void
2203get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2204{ 2060{
2205 int 2061 int i;
2206 i;
2207 2062
2208 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2209 {
2210 search_arr[i] = i; 2064 search_arr[i] = i;
2211 }
2212 2065
2213 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2216} 2069}
2225 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2226 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2227 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2228 * there is capable of. 2081 * there is capable of.
2229 */ 2082 */
2230
2231int 2083int
2232find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2233{ 2085{
2234 int
2235 i,
2236 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2237 2087
2238 sint16 nx, ny; 2088 sint16 nx, ny;
2239 object * 2089 object *tmp;
2240 tmp;
2241 maptile * 2090 maptile *mp;
2242 mp;
2243 2091
2244 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2245 2093
2246 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2247 { 2095 {
2259 mp = m; 2107 mp = m;
2260 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2261 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2262 2110
2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2264 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2265 {
2266 max = maxfree[i]; 2114 max = maxfree[i];
2267 }
2268 else 2115 else
2269 { 2116 {
2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2271 2120
2272 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2273 {
2274 max = maxfree[i]; 2122 max = maxfree[i];
2275 }
2276 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2277 { 2124 {
2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2279 { 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2282 break; 2128 break;
2283 } 2129
2284 }
2285 if (tmp) 2130 if (tmp)
2286 {
2287 return freedir[i]; 2131 return freedir[i];
2288 }
2289 } 2132 }
2290 } 2133 }
2291 } 2134 }
2135
2292 return 0; 2136 return 0;
2293} 2137}
2294 2138
2295/* 2139/*
2296 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2297 * distance between the two given objects. 2141 * distance between the two given objects.
2298 */ 2142 */
2299
2300int 2143int
2301distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2302{ 2145{
2303 int
2304 i;
2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2307 return i;
2308} 2147}
2309 2148
2310/* 2149/*
2311 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2312 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2313 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2314 */ 2153 */
2315
2316int 2154int
2317find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2318{ 2156{
2319 int 2157 int q;
2320 q;
2321 2158
2322 if (y) 2159 if (y)
2323 q = x * 100 / y; 2160 q = x * 100 / y;
2324 else if (x) 2161 else if (x)
2325 q = -300 * x; 2162 q = -300 * x;
2360int 2197int
2361absdir (int d) 2198absdir (int d)
2362{ 2199{
2363 while (d < 1) 2200 while (d < 1)
2364 d += 8; 2201 d += 8;
2202
2365 while (d > 8) 2203 while (d > 8)
2366 d -= 8; 2204 d -= 8;
2205
2367 return d; 2206 return d;
2368} 2207}
2369 2208
2370/* 2209/*
2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2373 */ 2212 */
2374 2213
2375int 2214int
2376dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2377{ 2216{
2378 int 2217 int d;
2379 d;
2380 2218
2381 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2382 if (d > 4) 2220 if (d > 4)
2383 d = 8 - d; 2221 d = 8 - d;
2222
2384 return d; 2223 return d;
2385} 2224}
2386 2225
2387/* peterm: 2226/* peterm:
2388 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2391 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2392 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2393 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2394 * functions. 2233 * functions.
2395 */ 2234 */
2396
2397int
2398 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2399 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2400 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2401 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2402 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2403 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2451 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2452 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2453 * can see a direct way to get it 2290 * can see a direct way to get it
2454 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2455 */ 2292 */
2456
2457
2458int 2293int
2459can_see_monsterP (maptile *m, int x, int y, int dir) 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2460{ 2295{
2461 sint16 dx, dy; 2296 sint16 dx, dy;
2462 int
2463 mflags; 2297 int mflags;
2464 2298
2465 if (dir < 0) 2299 if (dir < 0)
2466 return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2467 2301
2468 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2481 return 0; 2315 return 0;
2482 2316
2483 /* yes, can see. */ 2317 /* yes, can see. */
2484 if (dir < 9) 2318 if (dir < 9)
2485 return 1; 2319 return 1;
2320
2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2488} 2324}
2489
2490
2491 2325
2492/* 2326/*
2493 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2494 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2495 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2509} 2343}
2510 2344
2511
2512/* 2345/*
2513 * create clone from object to another 2346 * create clone from object to another
2514 */ 2347 */
2515object * 2348object *
2516object_create_clone (object *asrc) 2349object_create_clone (object *asrc)
2535 { 2368 {
2536 dst = tmp; 2369 dst = tmp;
2537 tmp->head = 0; 2370 tmp->head = 0;
2538 } 2371 }
2539 else 2372 else
2540 {
2541 tmp->head = dst; 2373 tmp->head = dst;
2542 }
2543 2374
2544 tmp->more = 0; 2375 tmp->more = 0;
2545 2376
2546 if (prev) 2377 if (prev)
2547 prev->more = tmp; 2378 prev->more = tmp;
2559/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2560/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2561/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2562/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2563/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2564
2565object * 2395object *
2566load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2567{ 2397{
2568 object *op; 2398 object *op;
2569 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2599 * returns NULL if no match. 2429 * returns NULL if no match.
2600 */ 2430 */
2601object * 2431object *
2602find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2603{ 2433{
2604 object *tmp;
2605
2606 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2607 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp; 2436 return tmp;
2609 2437
2610 return NULL; 2438 return 0;
2611} 2439}
2612 2440
2613/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2614 * otherwise return NULL. 2442 * otherwise return NULL.
2615 * 2443 *
2617 * do the desired thing. 2445 * do the desired thing.
2618 */ 2446 */
2619key_value * 2447key_value *
2620get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2621{ 2449{
2622 key_value *link;
2623
2624 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2625 if (link->key == key) 2451 if (link->key == key)
2626 return link; 2452 return link;
2627 2453
2628 return NULL; 2454 return 0;
2629} 2455}
2630 2456
2631/* 2457/*
2632 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2633 * 2459 *
2673 * Returns TRUE on success. 2499 * Returns TRUE on success.
2674 */ 2500 */
2675int 2501int
2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{ 2503{
2678 key_value *
2679 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2680 2505
2681 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2682 { 2507 {
2683 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2684 { 2509 {
2712 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2713 2538
2714 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2715 2540
2716 if (!add_key) 2541 if (!add_key)
2717 {
2718 return FALSE; 2542 return FALSE;
2719 } 2543
2720 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2721 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2722 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2723 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2724 * should pass in "" 2548 * should pass in ""

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