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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
564 } 564 }
565 565
566 this->speed = speed; 566 this->speed = speed;
567 567
568 if (has_active_speed ()) 568 if (has_active_speed ())
569 activate (false); 569 activate ();
570 else 570 else
571 deactivate (false); 571 deactivate ();
572} 572}
573 573
574/* 574/*
575 * update_object() updates the the map. 575 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
624 return; 624 return;
625 } 625 }
626 626
627 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
628 628
629 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 630 /* nop */;
631 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
632 { 632 {
633 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 644 * to have move_allow right now.
645 */ 645 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
649 } 649 }
650 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 652 * that is being removed.
653 */ 653 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
658 else 658 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 660
661 if (op->more) 661 if (op->more)
662 update_object (op->more, action); 662 update_object (op->more, action);
663} 663}
664 664
665object::vector object::objects; // not yet used
666object *object::first; 665object *object::first;
667 666
668object::object () 667object::object ()
669{ 668{
670 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
676object::~object () 675object::~object ()
677{ 676{
678 free_key_values (this); 677 free_key_values (this);
679} 678}
680 679
680static int object_count;
681
681void object::link () 682void object::link ()
682{ 683{
683 count = ++ob_count; 684 assert (!index);//D
684 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
685 687
686 prev = 0; 688 refcnt_inc ();
687 next = object::first; 689 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 690}
694 691
695void object::unlink () 692void object::unlink ()
696{ 693{
697 if (this == object::first) 694 assert (index);//D
698 object::first = next; 695 objects.erase (this);
699 696 refcnt_dec ();
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 697}
707 698
708void 699void
709object::activate (bool recursive) 700object::activate ()
710{ 701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
711 if (has_active_speed ()) 706 if (has_active_speed ())
712 { 707 actives.insert (this);
713 /* If already on active list, don't do anything */ 708}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 709
717 /* process_events() expects us to insert the object at the beginning 710void
718 * of the list. */ 711object::activate_recursive ()
719 active_next = active_objects; 712{
713 activate ();
720 714
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 715 for (object *op = inv; op; op = op->below)
729 op->activate (1); 716 op->activate_recursive ();
730} 717}
731 718
732/* This function removes object 'op' from the list of active 719/* This function removes object 'op' from the list of active
733 * objects. 720 * objects.
734 * This should only be used for style maps or other such 721 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 723 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 724 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 725 * will do the right thing based on the speed of the object.
739 */ 726 */
740void 727void
741object::deactivate (bool recursive) 728object::deactivate ()
742{ 729{
743 /* If not on the active list, nothing needs to be done */ 730 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 731 if (!active)
745 return; 732 return;
746 733
747 if (active_prev == 0) 734 actives.erase (this);
748 { 735}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 736
760 active_next = 0; 737void
761 active_prev = 0; 738object::deactivate_recursive ()
762 739{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
765 op->deactivate (1); 743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
766} 754}
767 755
768/* 756/*
769 * Remove and free all objects in the inventory of the given object. 757 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 758 * object.c ?
803 791
804 if (op->flag [FLAG_STARTEQUIP] 792 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 793 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 794 || op->type == RUNE
807 || op->type == TRAP 795 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 798 op->destroy ();
810 else 799 else
811 map->insert (op, x, y); 800 map->insert (op, x, y);
812 } 801 }
813 } 802 }
821} 810}
822 811
823void 812void
824object::do_destroy () 813object::do_destroy ()
825{ 814{
815 attachable::do_destroy ();
816
826 if (flag [FLAG_IS_LINKED]) 817 if (flag [FLAG_IS_LINKED])
827 remove_button_link (this); 818 remove_button_link (this);
828 819
829 if (flag [FLAG_FRIENDLY]) 820 if (flag [FLAG_FRIENDLY])
830 remove_friendly_object (this); 821 remove_friendly_object (this);
831 822
832 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
833 remove (); 824 remove ();
834 825
835 if (flag [FLAG_FREED]) 826 destroy_inv (true);
836 return;
837 827
838 set_speed (0); 828 deactivate ();
829 unlink ();
839 830
840 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
841
842 attachable::do_destroy ();
843
844 destroy_inv (true);
845 unlink ();
846 832
847 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
848 { 834 {
849 static maptile *freed_map; // freed objects are moved here to avoid crashes 835 static maptile *freed_map; // freed objects are moved here to avoid crashes
850 836
855 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 842 freed_map->width = 3;
857 freed_map->height = 3; 843 freed_map->height = 3;
858 844
859 freed_map->alloc (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
860 } 847 }
861 848
862 map = freed_map; 849 map = freed_map;
863 x = 1; 850 x = 1;
864 y = 1; 851 y = 1;
874 861
875 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
876 owner = 0; 863 owner = 0;
877 enemy = 0; 864 enemy = 0;
878 attacked_by = 0; 865 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 866}
883 867
884void 868void
885object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
886{ 870{
971 else if (map) 955 else if (map)
972 { 956 {
973 if (type == PLAYER) 957 if (type == PLAYER)
974 { 958 {
975 --map->players; 959 --map->players;
976 map->last_access = runtime; 960 map->touch ();
977 } 961 }
978 962
963 map->dirty = true;
979 964
980 /* link the object above us */ 965 /* link the object above us */
981 if (above) 966 if (above)
982 above->below = below; 967 above->below = below;
983 else 968 else
1056 } 1041 }
1057 1042
1058 /* last == NULL if there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1044 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1045 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1062 else 1047 else
1063 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1064 1049
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1187 { 1172 {
1188 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1189 1174
1190 object *more = op->more; 1175 object *more = op->more;
1191 1176
1192 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1193 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1196 */ 1181 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map) 1184 else if (!more->map)
1200 { 1185 {
1360 1345
1361 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1362 { 1347 {
1363 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1364 ++op->map->players; 1349 ++op->map->players;
1365 op->map->last_access = runtime; 1350 op->map->touch ();
1366 } 1351 }
1352
1353 op->map->dirty = true;
1367 1354
1368 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1369 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1370 */ 1357 */
1371 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1377 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1370 * of effect may be sufficient.
1384 */ 1371 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1387 1374
1425{ 1412{
1426 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1427 1414
1428 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1429 1416
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1419 tmp->destroy ();
1433 1420
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1422
1758 1745
1759 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1761 */ 1748 */
1762 1749
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1751 {
1765 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1754 * we don't need to check all of them.
1768 */ 1755 */
1826 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1827 */ 1814 */
1828object * 1815object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1817{
1831 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1832 { 1819 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1821 return NULL;
1835 } 1822 }
1836 1823
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1825 if (tmp->arch == at)
1839 return tmp; 1826 return tmp;
1840 1827
1841 return NULL; 1828 return NULL;
1842} 1829}
1853 { 1840 {
1854 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1842 return NULL;
1856 } 1843 }
1857 1844
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1846 if (tmp->type == type)
1860 return tmp; 1847 return tmp;
1861 1848
1862 return NULL; 1849 return NULL;
1863} 1850}
2595object::flag_desc (char *desc, int len) const 2582object::flag_desc (char *desc, int len) const
2596{ 2583{
2597 char *p = desc; 2584 char *p = desc;
2598 bool first = true; 2585 bool first = true;
2599 2586
2587 *p = 0;
2588
2600 for (int i = 0; i < NUM_FLAGS; i++) 2589 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2590 {
2602 if (len <= 10) // magic constant! 2591 if (len <= 10) // magic constant!
2603 { 2592 {
2604 snprintf (p, len, ",..."); 2593 snprintf (p, len, ",...");
2605 break; 2594 break;
2606 } 2595 }
2607 2596
2608 if (flag[i]) 2597 if (flag [i])
2609 { 2598 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2600 len -= cnt;
2612 p += cnt; 2601 p += cnt;
2613 first = false; 2602 first = false;
2615 } 2604 }
2616 2605
2617 return desc; 2606 return desc;
2618} 2607}
2619 2608
2620// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2621const char * 2610const char *
2622object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2623{ 2612{
2624 char flagdesc[512]; 2613 char flagdesc[512];
2625 char info2[256 * 4]; 2614 char info2[256 * 4];
2642} 2631}
2643 2632
2644const char * 2633const char *
2645object::debug_desc () const 2634object::debug_desc () const
2646{ 2635{
2647 static char info[256 * 3]; 2636 static char info[256 * 4];
2648 return debug_desc (info); 2637 return debug_desc (info);
2649} 2638}
2650 2639

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