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Comparing deliantra/server/common/object.C (file contents):
Revision 1.81 by root, Sat Dec 23 13:56:25 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);
364{ 364{
365 if (!op) 365 if (!op)
366 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
367 367
368 object_freezer freezer; 368 object_freezer freezer;
369 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
370 return freezer.as_string (); 370 return freezer.as_string ();
371} 371}
372 372
373/* 373/*
374 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
482{ 482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
485 485
486 *(object_copy *)dst = *this; 486 *(object_copy *)dst = *this;
487
488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
490 487
491 if (is_freed) 488 if (is_freed)
492 SET_FLAG (dst, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
493 490
494 if (is_removed) 491 if (is_removed)
525 tail = new_link; 522 tail = new_link;
526 } 523 }
527 } 524 }
528 } 525 }
529 526
530 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
531} 528}
532 529
533object * 530object *
534object::clone () 531object::clone ()
535{ 532{
557 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
558 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
559 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
560 */ 557 */
561void 558void
562update_ob_speed (object *op) 559object::set_speed (float speed)
563{ 560{
564 extern int arch_init; 561 extern int arch_init;
565 562
566 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
567 * since they never really need to be updated. 564 * since they never really need to be updated.
568 */ 565 */
569 566 if (flag [FLAG_FREED] && speed)
570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 { 567 {
572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
573#ifdef MANY_CORES
574 abort ();
575#else
576 op->speed = 0; 569 speed = 0;
577#endif
578 } 570 }
571
572 this->speed = speed;
579 573
580 if (arch_init) 574 if (arch_init)
581 return; 575 return;
582 576
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
584 { 578 {
585 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
587 return; 581 return;
588 582
589 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
590 * of the list. */ 584 * of the list. */
591 op->active_next = active_objects; 585 active_next = active_objects;
592 586
593 if (op->active_next != NULL) 587 if (active_next)
594 op->active_next->active_prev = op; 588 active_next->active_prev = this;
595 589
596 active_objects = op; 590 active_objects = this;
597 } 591 }
598 else 592 else
599 { 593 {
600 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
601 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
602 return; 596 return;
603 597
604 if (op->active_prev == NULL) 598 if (!active_prev)
605 { 599 {
606 active_objects = op->active_next; 600 active_objects = active_next;
607 601
608 if (op->active_next != NULL) 602 if (active_next)
609 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
610 } 604 }
611 else 605 else
612 { 606 {
613 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
614 608
615 if (op->active_next) 609 if (active_next)
616 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
617 } 611 }
618 612
619 op->active_next = NULL; 613 active_next = 0;
620 op->active_prev = NULL; 614 active_prev = 0;
621 } 615 }
622} 616}
623 617
624/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
625 * objects. 619 * objects.
694 */ 688 */
695 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
696 return; 690 return;
697 691
698 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
699 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
700 { 694 {
701 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
702#ifdef MANY_CORES 696#ifdef MANY_CORES
703 abort (); 697 abort ();
704#endif 698#endif
741 735
742 if (op->more) 736 if (op->more)
743 update_object (op->more, action); 737 update_object (op->more, action);
744} 738}
745 739
746object::vector object::mortals;
747object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
748object *object::first; 741object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761 742
762object::object () 743object::object ()
763{ 744{
764 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
765 746
804 object *op = new object; 785 object *op = new object;
805 op->link (); 786 op->link ();
806 return op; 787 return op;
807} 788}
808 789
809/* 790void
810 * free_object() frees everything allocated by an object, removes 791object::do_destroy ()
811 * it from the list of used objects, and puts it on the list of
812 * free objects. The IS_FREED() flag is set in the object.
813 * The object must have been removed by remove_ob() first for
814 * this function to succeed.
815 *
816 * If destroy_inventory is set, free inventory as well. Else drop items in
817 * inventory to the ground.
818 */
819void object::destroy (bool destroy_inventory)
820{ 792{
821 if (QUERY_FLAG (this, FLAG_FREED)) 793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
799 remove_friendly_object (this);
800
801 if (!flag [FLAG_REMOVED])
802 remove ();
803
804 if (flag [FLAG_FREED])
822 return; 805 return;
823 806
824 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 807 flag [FLAG_FREED] = 1;
825 remove_friendly_object (this);
826
827 if (!QUERY_FLAG (this, FLAG_REMOVED))
828 remove ();
829
830 SET_FLAG (this, FLAG_FREED);
831
832 if (more)
833 {
834 more->destroy (destroy_inventory);
835 more = 0;
836 }
837
838 if (inv)
839 {
840 /* Only if the space blocks everything do we not process -
841 * if some form of movement is allowed, let objects
842 * drop on that space.
843 */
844 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
845 {
846 object *op = inv;
847
848 while (op)
849 {
850 object *tmp = op->below;
851 op->destroy (destroy_inventory);
852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
878 }
879 808
880 // hack to ensure that freed objects still have a valid map 809 // hack to ensure that freed objects still have a valid map
881 { 810 {
882 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
883 812
895 map = freed_map; 824 map = freed_map;
896 x = 1; 825 x = 1;
897 y = 1; 826 y = 1;
898 } 827 }
899 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
900 // clear those pointers that likely might have circular references to us 833 // clear those pointers that likely might have circular references to us
901 owner = 0; 834 owner = 0;
902 enemy = 0; 835 enemy = 0;
903 attacked_by = 0; 836 attacked_by = 0;
904 837
905 // only relevant for players(?), but make sure of it anyways 838 // only relevant for players(?), but make sure of it anyways
906 contr = 0; 839 contr = 0;
907 840
908 /* Remove object from the active list */ 841 /* Remove object from the active list */
909 speed = 0; 842 set_speed (0);
910 update_ob_speed (this);
911 843
912 unlink (); 844 unlink ();
845}
913 846
914 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 ();
915} 909}
916 910
917/* 911/*
918 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
919 * 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)).
943object::remove () 937object::remove ()
944{ 938{
945 object *tmp, *last = 0; 939 object *tmp, *last = 0;
946 object *otmp; 940 object *otmp;
947 941
948 int check_walk_off;
949
950 if (QUERY_FLAG (this, FLAG_REMOVED)) 942 if (QUERY_FLAG (this, FLAG_REMOVED))
951 return; 943 return;
952 944
953 SET_FLAG (this, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
954 947
955 if (more) 948 if (more)
956 more->remove (); 949 more->remove ();
957 950
958 /* 951 /*
1020 dump = dump_object (GET_MAP_OB (map, x, y)); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1021 LOG (llevError, "%s\n", dump); 1014 LOG (llevError, "%s\n", dump);
1022 free (dump); 1015 free (dump);
1023 } 1016 }
1024 1017
1025 map->at (x, y).bottom = above; /* goes on above it. */ 1018 map->at (x, y).bot = above; /* goes on above it. */
1026 } 1019 }
1027 1020
1028 above = 0; 1021 above = 0;
1029 below = 0; 1022 below = 0;
1030 1023
1031 if (map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1032 return; 1025 return;
1033 1026
1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY); 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1035 1028
1036 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)
1037 { 1030 {
1038 /* 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
1039 * being removed. 1032 * being removed.
1045 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1046 * appropriately. 1039 * appropriately.
1047 */ 1040 */
1048 if (tmp->container == this) 1041 if (tmp->container == this)
1049 { 1042 {
1050 CLEAR_FLAG (this, FLAG_APPLIED); 1043 flag [FLAG_APPLIED] = 0;
1051 tmp->container = 0; 1044 tmp->container = 0;
1052 } 1045 }
1053 1046
1047 if (tmp->contr->ns)
1054 tmp->contr->ns->floorbox_update (); 1048 tmp->contr->ns->floorbox_update ();
1055 } 1049 }
1056 1050
1057 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1058 if (check_walk_off 1052 if (check_walk_off
1059 && ((move_type & tmp->move_off) 1053 && ((move_type & tmp->move_off)
1077 if (!last) 1071 if (!last)
1078 map->at (x, y).flags_ = P_NEED_UPDATE; 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1079 else 1073 else
1080 update_object (last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1081 1075
1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1083 update_all_los (map, x, y); 1077 update_all_los (map, x, y);
1084 } 1078 }
1085} 1079}
1086 1080
1087/* 1081/*
1096merge_ob (object *op, object *top) 1090merge_ob (object *op, object *top)
1097{ 1091{
1098 if (!op->nrof) 1092 if (!op->nrof)
1099 return 0; 1093 return 0;
1100 1094
1101 if (top == NULL) 1095 if (top)
1102 for (top = op; top != NULL && top->above != NULL; top = top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1103 1098
1104 for (; top != NULL; top = top->below) 1099 for (; top; top = top->below)
1105 { 1100 {
1106 if (top == op) 1101 if (top == op)
1107 continue; 1102 continue;
1108 1103
1109 if (object::can_merge (op, top)) 1104 if (object::can_merge (op, top))
1159 * Return value: 1154 * Return value:
1160 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1161 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1162 * just 'op' otherwise 1157 * just 'op' otherwise
1163 */ 1158 */
1164
1165object * 1159object *
1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1167{ 1161{
1168 object *tmp, *top, *floor = NULL; 1162 object *tmp, *top, *floor = NULL;
1169 sint16 x, y; 1163 sint16 x, y;
1203 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);
1204 free (dump); 1198 free (dump);
1205 return op; 1199 return op;
1206 } 1200 }
1207 1201
1208 if (op->more != NULL) 1202 if (op->more)
1209 { 1203 {
1210 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1211 1205
1212 object *more = op->more; 1206 object *more = op->more;
1213 1207
1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 { 1224 {
1231 if (!op->head) 1225 if (!op->head)
1232 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");
1233 1227
1234 return NULL; 1228 return 0;
1235 } 1229 }
1236 } 1230 }
1237 1231
1238 CLEAR_FLAG (op, FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1239 1233
1273 op->below = originator->below; 1267 op->below = originator->below;
1274 1268
1275 if (op->below) 1269 if (op->below)
1276 op->below->above = op; 1270 op->below->above = op;
1277 else 1271 else
1278 op->ms ().bottom = op; 1272 op->ms ().bot = op;
1279 1273
1280 /* since *below* originator, no need to update top */ 1274 /* since *below* originator, no need to update top */
1281 originator->below = op; 1275 originator->below = op;
1282 } 1276 }
1283 else 1277 else
1362 1356
1363 if (op->above) 1357 if (op->above)
1364 op->above->below = op; 1358 op->above->below = op;
1365 1359
1366 op->below = NULL; 1360 op->below = NULL;
1367 op->ms ().bottom = op; 1361 op->ms ().bot = op;
1368 } 1362 }
1369 else 1363 else
1370 { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1371 op->above = top->above; 1365 op->above = top->above;
1372 1366
1387 /* 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
1388 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1389 */ 1383 */
1390 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1391 if (object *pl = op->ms ().player ()) 1385 if (object *pl = op->ms ().player ())
1386 if (pl->contr->ns)
1392 pl->contr->ns->floorbox_update (); 1387 pl->contr->ns->floorbox_update ();
1393 1388
1394 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1400 * 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
1401 * of effect may be sufficient. 1396 * of effect may be sufficient.
1402 */ 1397 */
1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1405 1400
1406 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1407 update_object (op, UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1403
1404 INVOKE_OBJECT (INSERT, op);
1408 1405
1409 /* 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,
1410 * we want to have floorbox_update called before calling this. 1407 * we want to have floorbox_update called before calling this.
1411 * 1408 *
1412 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1417 1414
1418 /* 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 */
1419 if (!(flag & INS_NO_WALK_ON) && !op->head) 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 { 1417 {
1421 if (check_move_on (op, originator)) 1418 if (check_move_on (op, originator))
1422 return NULL; 1419 return 0;
1423 1420
1424 /* 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
1425 * walk on's. 1422 * walk on's.
1426 */ 1423 */
1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1428 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1429 return NULL; 1426 return 0;
1430 } 1427 }
1431 1428
1432 return op; 1429 return op;
1433} 1430}
1434 1431
1692 if ((op->glow_radius != 0) && map) 1689 if ((op->glow_radius != 0) && map)
1693 { 1690 {
1694#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1695 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);
1696#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1697 if (MAP_DARKNESS (map)) 1694 if (map->darkness)
1698 update_all_los (map, x, y); 1695 update_all_los (map, x, y);
1699 } 1696 }
1700 1697
1701 /* 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.
1702 * It sure simplifies this function... 1699 * It sure simplifies this function...
1707 { 1704 {
1708 op->below = inv; 1705 op->below = inv;
1709 op->below->above = op; 1706 op->below->above = op;
1710 inv = op; 1707 inv = op;
1711 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1712 1711
1713 return op; 1712 return op;
1714} 1713}
1715 1714
1716/* 1715/*
1768 1767
1769 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
1771 */ 1770 */
1772 1771
1773 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)
1774 { 1773 {
1775 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
1776 * 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,
1777 * we don't need to check all of them. 1776 * we don't need to check all of them.
1778 */ 1777 */
1833/* 1832/*
1834 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
1835 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
1836 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
1837 */ 1836 */
1838
1839object * 1837object *
1840present_arch (const archetype *at, maptile *m, int x, int y) 1838present_arch (const archetype *at, maptile *m, int x, int y)
1841{ 1839{
1842 object *
1843 tmp;
1844
1845 if (m == NULL || out_of_map (m, x, y)) 1840 if (m == NULL || out_of_map (m, x, y))
1846 { 1841 {
1847 LOG (llevError, "Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
1848 return NULL; 1843 return NULL;
1849 } 1844 }
1845
1850 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)
1851 if (tmp->arch == at) 1847 if (tmp->arch == at)
1852 return tmp; 1848 return tmp;
1849
1853 return NULL; 1850 return NULL;
1854} 1851}
1855 1852
1856/* 1853/*
1857 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
1858 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
1859 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1860 */ 1857 */
1861
1862object * 1858object *
1863present (unsigned char type, maptile *m, int x, int y) 1859present (unsigned char type, maptile *m, int x, int y)
1864{ 1860{
1865 object *
1866 tmp;
1867
1868 if (out_of_map (m, x, y)) 1861 if (out_of_map (m, x, y))
1869 { 1862 {
1870 LOG (llevError, "Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
1871 return NULL; 1864 return NULL;
1872 } 1865 }
1866
1873 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)
1874 if (tmp->type == type) 1868 if (tmp->type == type)
1875 return tmp; 1869 return tmp;
1870
1876 return NULL; 1871 return NULL;
1877} 1872}
1878 1873
1879/* 1874/*
1880 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
1881 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
1882 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
1883 */ 1878 */
1884
1885object * 1879object *
1886present_in_ob (unsigned char type, const object *op) 1880present_in_ob (unsigned char type, const object *op)
1887{ 1881{
1888 object *
1889 tmp;
1890
1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1892 if (tmp->type == type) 1883 if (tmp->type == type)
1893 return tmp; 1884 return tmp;
1885
1894 return NULL; 1886 return NULL;
1895} 1887}
1896 1888
1897/* 1889/*
1898 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
1906 * 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
1907 * 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
1908 * 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
1909 * to be unique. 1901 * to be unique.
1910 */ 1902 */
1911
1912object * 1903object *
1913present_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)
1914{ 1905{
1915 object *
1916 tmp;
1917
1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1919 {
1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
1921 return tmp; 1908 return tmp;
1922 } 1909
1923 return NULL; 1910 return 0;
1924} 1911}
1925 1912
1926/* 1913/*
1927 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
1928 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
1929 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
1930 */ 1917 */
1931
1932object * 1918object *
1933present_arch_in_ob (const archetype *at, const object *op) 1919present_arch_in_ob (const archetype *at, const object *op)
1934{ 1920{
1935 object *
1936 tmp;
1937
1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1939 if (tmp->arch == at) 1922 if (tmp->arch == at)
1940 return tmp; 1923 return tmp;
1924
1941 return NULL; 1925 return NULL;
1942} 1926}
1943 1927
1944/* 1928/*
1945 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
1946 */ 1930 */
1947void 1931void
1948flag_inv (object *op, int flag) 1932flag_inv (object *op, int flag)
1949{ 1933{
1950 object *
1951 tmp;
1952
1953 if (op->inv) 1934 if (op->inv)
1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 { 1936 {
1956 SET_FLAG (tmp, flag); 1937 SET_FLAG (tmp, flag);
1957 flag_inv (tmp, flag); 1938 flag_inv (tmp, flag);
1958 } 1939 }
1959} /* 1940}
1941
1942/*
1960 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
1961 */ 1944 */
1962void 1945void
1963unflag_inv (object *op, int flag) 1946unflag_inv (object *op, int flag)
1964{ 1947{
1965 object *
1966 tmp;
1967
1968 if (op->inv) 1948 if (op->inv)
1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 { 1950 {
1971 CLEAR_FLAG (tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
1972 unflag_inv (tmp, flag); 1952 unflag_inv (tmp, flag);
1973 } 1953 }
1974} 1954}
1977 * 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
1978 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
1979 * 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
1980 * 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.
1981 */ 1961 */
1982
1983void 1962void
1984set_cheat (object *op) 1963set_cheat (object *op)
1985{ 1964{
1986 SET_FLAG (op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
1987 flag_inv (op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2006 * 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
2007 * 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
2008 * 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
2009 * customized, changed states, etc. 1988 * customized, changed states, etc.
2010 */ 1989 */
2011
2012int 1990int
2013find_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)
2014{ 1992{
2015 int
2016 i,
2017 index = 0, flag; 1993 int index = 0, flag;
2018 static int
2019 altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2020 1995
2021 for (i = start; i < stop; i++) 1996 for (int i = start; i < stop; i++)
2022 { 1997 {
2023 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]);
2024 if (!flag) 1999 if (!flag)
2025 altern[index++] = i; 2000 altern [index++] = i;
2026 2001
2027 /* 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.
2028 * 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.
2029 * 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 -
2030 * 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
2046 * find_first_free_spot(archetype, maptile, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2047 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2048 * 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.
2049 * 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.
2050 */ 2025 */
2051
2052int 2026int
2053find_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)
2054{ 2028{
2055 int
2056 i;
2057
2058 for (i = 0; i < SIZEOFFREE; i++) 2029 for (int i = 0; i < SIZEOFFREE; i++)
2059 {
2060 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]))
2061 return i; 2031 return i;
2062 } 2032
2063 return -1; 2033 return -1;
2064} 2034}
2065 2035
2066/* 2036/*
2067 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2068 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2069 */ 2040 */
2070static void 2041static void
2071permute (int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2072{ 2043{
2073 int 2044 arr += begin;
2074 i,
2075 j,
2076 tmp,
2077 len;
2078
2079 len = end - begin; 2045 end -= begin;
2080 for (i = begin; i < end; i++)
2081 {
2082 j = begin + RANDOM () % len;
2083 2046
2084 tmp = arr[i]; 2047 while (--end)
2085 arr[i] = arr[j]; 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2086 arr[j] = tmp;
2087 }
2088} 2049}
2089 2050
2090/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2091 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2092 * 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
2095 * 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.
2096 */ 2057 */
2097void 2058void
2098get_search_arr (int *search_arr) 2059get_search_arr (int *search_arr)
2099{ 2060{
2100 int 2061 int i;
2101 i;
2102 2062
2103 for (i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2104 {
2105 search_arr[i] = i; 2064 search_arr[i] = i;
2106 }
2107 2065
2108 permute (search_arr, 1, SIZEOFFREE1 + 1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2111} 2069}
2120 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2121 * 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
2122 * 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
2123 * there is capable of. 2081 * there is capable of.
2124 */ 2082 */
2125
2126int 2083int
2127find_dir (maptile *m, int x, int y, object *exclude) 2084find_dir (maptile *m, int x, int y, object *exclude)
2128{ 2085{
2129 int
2130 i,
2131 max = SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2132 2087
2133 sint16 nx, ny; 2088 sint16 nx, ny;
2134 object * 2089 object *tmp;
2135 tmp;
2136 maptile * 2090 maptile *mp;
2137 mp;
2138 2091
2139 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2140 2093
2141 if (exclude && exclude->head) 2094 if (exclude && exclude->head)
2142 { 2095 {
2159 2112
2160 if (mflags & P_OUT_OF_MAP) 2113 if (mflags & P_OUT_OF_MAP)
2161 max = maxfree[i]; 2114 max = maxfree[i];
2162 else 2115 else
2163 { 2116 {
2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2165 2120
2166 if ((move_type & blocked) == move_type) 2121 if ((move_type & blocked) == move_type)
2167 max = maxfree[i]; 2122 max = maxfree[i];
2168 else if (mflags & P_IS_ALIVE) 2123 else if (mflags & P_IS_ALIVE)
2169 { 2124 {
2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above) 2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2172 break; 2128 break;
2173 2129
2174 if (tmp) 2130 if (tmp)
2175 return freedir[i]; 2131 return freedir[i];
2176 } 2132 }
2182 2138
2183/* 2139/*
2184 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2185 * distance between the two given objects. 2141 * distance between the two given objects.
2186 */ 2142 */
2187
2188int 2143int
2189distance (const object *ob1, const object *ob2) 2144distance (const object *ob1, const object *ob2)
2190{ 2145{
2191 int i;
2192
2193 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);
2194 return i;
2195} 2147}
2196 2148
2197/* 2149/*
2198 * 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
2199 * 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
2200 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2201 */ 2153 */
2202
2203int 2154int
2204find_dir_2 (int x, int y) 2155find_dir_2 (int x, int y)
2205{ 2156{
2206 int q; 2157 int q;
2207 2158
2246int 2197int
2247absdir (int d) 2198absdir (int d)
2248{ 2199{
2249 while (d < 1) 2200 while (d < 1)
2250 d += 8; 2201 d += 8;
2202
2251 while (d > 8) 2203 while (d > 8)
2252 d -= 8; 2204 d -= 8;
2205
2253 return d; 2206 return d;
2254} 2207}
2255 2208
2256/* 2209/*
2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2259 */ 2212 */
2260 2213
2261int 2214int
2262dirdiff (int dir1, int dir2) 2215dirdiff (int dir1, int dir2)
2263{ 2216{
2264 int 2217 int d;
2265 d;
2266 2218
2267 d = abs (dir1 - dir2); 2219 d = abs (dir1 - dir2);
2268 if (d > 4) 2220 if (d > 4)
2269 d = 8 - d; 2221 d = 8 - d;
2222
2270 return d; 2223 return d;
2271} 2224}
2272 2225
2273/* peterm: 2226/* peterm:
2274 * 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.
2277 * 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
2278 * 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.
2279 * 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
2280 * functions. 2233 * functions.
2281 */ 2234 */
2282
2283int
2284 reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2285 {0, 0, 0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2286 {0, 0, 0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2287 {0, 0, 0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2288 {0, 0, 0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2289 {0, 0, 0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2439/* 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 */
2440/* 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, */
2441/* 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. */
2442/* 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. */
2443/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2444
2445object * 2395object *
2446load_object_str (const char *obstr) 2396load_object_str (const char *obstr)
2447{ 2397{
2448 object *op; 2398 object *op;
2449 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2479 * returns NULL if no match. 2429 * returns NULL if no match.
2480 */ 2430 */
2481object * 2431object *
2482find_obj_by_type_subtype (const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2483{ 2433{
2484 object *tmp;
2485
2486 for (tmp = who->inv; tmp; tmp = tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2487 if (tmp->type == type && tmp->subtype == subtype) 2435 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp; 2436 return tmp;
2489 2437
2490 return NULL; 2438 return 0;
2491} 2439}
2492 2440
2493/* 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,
2494 * otherwise return NULL. 2442 * otherwise return NULL.
2495 * 2443 *
2497 * do the desired thing. 2445 * do the desired thing.
2498 */ 2446 */
2499key_value * 2447key_value *
2500get_ob_key_link (const object *ob, const char *key) 2448get_ob_key_link (const object *ob, const char *key)
2501{ 2449{
2502 key_value *link;
2503
2504 for (link = ob->key_values; link != NULL; link = link->next) 2450 for (key_value *link = ob->key_values; link; link = link->next)
2505 if (link->key == key) 2451 if (link->key == key)
2506 return link; 2452 return link;
2507 2453
2508 return NULL; 2454 return 0;
2509} 2455}
2510 2456
2511/* 2457/*
2512 * 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.
2513 * 2459 *
2553 * Returns TRUE on success. 2499 * Returns TRUE on success.
2554 */ 2500 */
2555int 2501int
2556set_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)
2557{ 2503{
2558 key_value *
2559 field = NULL, *last = NULL; 2504 key_value *field = NULL, *last = NULL;
2560 2505
2561 for (field = op->key_values; field != NULL; field = field->next) 2506 for (field = op->key_values; field != NULL; field = field->next)
2562 { 2507 {
2563 if (field->key != canonical_key) 2508 if (field->key != canonical_key)
2564 { 2509 {
2592 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2593 2538
2594 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2595 2540
2596 if (!add_key) 2541 if (!add_key)
2597 {
2598 return FALSE; 2542 return FALSE;
2599 } 2543
2600 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2601 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2602 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2603 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2604 * should pass in "" 2548 * should pass in ""

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