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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.105 by pippijn, Wed Jan 3 00:21:35 2007 UTC

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);
703 702
704 prev = 0; 703 prev = 0;
705 next = 0; 704 next = 0;
706} 705}
707 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
708void 713void
709object::activate (bool recursive) 714object::activate ()
710{ 715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
711 if (has_active_speed ()) 720 if (has_active_speed ())
712 { 721 {
713 /* If already on active list, don't do anything */
714 if (active_next || active_prev || this == active_objects)
715 return;
716
717 /* process_events() expects us to insert the object at the beginning 722 /* process_events() expects us to insert the object at the beginning
718 * of the list. */ 723 * of the list. */
719 active_next = active_objects; 724 active_next = active_objects;
720 725
721 if (active_next) 726 if (active_next)
722 active_next->active_prev = this; 727 active_next->active_prev = this;
723 728
724 active_objects = this; 729 active_objects = this;
725 } 730 }
731}
726 732
727 if (recursive) 733void
734object::activate_recursive ()
735{
736 activate ();
737
728 for (object *op = inv; op; op = op->above) 738 for (object *op = inv; op; op = op->below)
729 op->activate (1); 739 op->activate_recursive ();
730} 740}
731 741
732/* This function removes object 'op' from the list of active 742/* This function removes object 'op' from the list of active
733 * objects. 743 * objects.
734 * This should only be used for style maps or other such 744 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 746 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 747 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 748 * will do the right thing based on the speed of the object.
739 */ 749 */
740void 750void
741object::deactivate (bool recursive) 751object::deactivate ()
742{ 752{
743 /* If not on the active list, nothing needs to be done */ 753 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 754 if (!active ())
745 return; 755 return;
746 756
747 if (active_prev == 0) 757 if (active_prev == 0)
748 { 758 {
749 active_objects = active_next; 759 active_objects = active_next;
757 active_next->active_prev = active_prev; 767 active_next->active_prev = active_prev;
758 } 768 }
759 769
760 active_next = 0; 770 active_next = 0;
761 active_prev = 0; 771 active_prev = 0;
772}
762 773
763 if (recursive) 774void
775object::deactivate_recursive ()
776{
764 for (object *op = inv; op; op = op->above) 777 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive ();
779
765 op->deactivate (1); 780 deactivate ();
766} 781}
767 782
768/* 783/*
769 * Remove and free all objects in the inventory of the given object. 784 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 785 * object.c ?
855 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 871 freed_map->width = 3;
857 freed_map->height = 3; 872 freed_map->height = 3;
858 873
859 freed_map->alloc (); 874 freed_map->alloc ();
875 freed_map->in_memory = MAP_IN_MEMORY;
860 } 876 }
861 877
862 map = freed_map; 878 map = freed_map;
863 x = 1; 879 x = 1;
864 y = 1; 880 y = 1;
971 else if (map) 987 else if (map)
972 { 988 {
973 if (type == PLAYER) 989 if (type == PLAYER)
974 { 990 {
975 --map->players; 991 --map->players;
976 map->last_access = runtime; 992 map->touch ();
977 } 993 }
978 994
995 map->dirty = true;
979 996
980 /* link the object above us */ 997 /* link the object above us */
981 if (above) 998 if (above)
982 above->below = below; 999 above->below = below;
983 else 1000 else
1056 } 1073 }
1057 1074
1058 /* last == NULL if there are no objects on this space */ 1075 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1076 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1077 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1078 map->at (x, y).flags_ = 0;
1062 else 1079 else
1063 update_object (last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1064 1081
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1082 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1083 update_all_los (map, x, y);
1187 { 1204 {
1188 /* The part may be on a different map. */ 1205 /* The part may be on a different map. */
1189 1206
1190 object *more = op->more; 1207 object *more = op->more;
1191 1208
1192 /* We really need the caller to normalize coordinates - if 1209 /* We really need the caller to normalise coordinates - if
1193 * we set the map, that doesn't work if the location is within 1210 * 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 1211 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it. 1212 * is clear wrong do we normalise it.
1196 */ 1213 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1214 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y); 1215 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map) 1216 else if (!more->map)
1200 { 1217 {
1360 1377
1361 if (op->type == PLAYER) 1378 if (op->type == PLAYER)
1362 { 1379 {
1363 op->contr->do_los = 1; 1380 op->contr->do_los = 1;
1364 ++op->map->players; 1381 ++op->map->players;
1365 op->map->last_access = runtime; 1382 op->map->touch ();
1366 } 1383 }
1384
1385 op->map->dirty = true;
1367 1386
1368 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1370 */ 1389 */
1371 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1377 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1402 * of effect may be sufficient.
1384 */ 1403 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1404 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1387 1406
1425{ 1444{
1426 object *tmp, *tmp1; 1445 object *tmp, *tmp1;
1427 1446
1428 /* first search for itself and remove any old instances */ 1447 /* first search for itself and remove any old instances */
1429 1448
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1449 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1450 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1451 tmp->destroy ();
1433 1452
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1453 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1454
1758 1777
1759 /* The objects have to be checked from top to bottom. 1778 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1779 * Hence, we first go to the top:
1761 */ 1780 */
1762 1781
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1782 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1783 {
1765 /* Trim the search when we find the first other spell effect 1784 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1785 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1786 * we don't need to check all of them.
1768 */ 1787 */
1826 * The first matching object is returned, or NULL if none. 1845 * The first matching object is returned, or NULL if none.
1827 */ 1846 */
1828object * 1847object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1848present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1849{
1831 if (m == NULL || out_of_map (m, x, y)) 1850 if (!m || out_of_map (m, x, y))
1832 { 1851 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1852 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1853 return NULL;
1835 } 1854 }
1836 1855
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1856 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1857 if (tmp->arch == at)
1839 return tmp; 1858 return tmp;
1840 1859
1841 return NULL; 1860 return NULL;
1842} 1861}
1853 { 1872 {
1854 LOG (llevError, "Present called outside map.\n"); 1873 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1874 return NULL;
1856 } 1875 }
1857 1876
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1877 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1878 if (tmp->type == type)
1860 return tmp; 1879 return tmp;
1861 1880
1862 return NULL; 1881 return NULL;
1863} 1882}
2595object::flag_desc (char *desc, int len) const 2614object::flag_desc (char *desc, int len) const
2596{ 2615{
2597 char *p = desc; 2616 char *p = desc;
2598 bool first = true; 2617 bool first = true;
2599 2618
2619 *p = 0;
2620
2600 for (int i = 0; i < NUM_FLAGS; i++) 2621 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2622 {
2602 if (len <= 10) // magic constant! 2623 if (len <= 10) // magic constant!
2603 { 2624 {
2604 snprintf (p, len, ",..."); 2625 snprintf (p, len, ",...");
2605 break; 2626 break;
2606 } 2627 }
2607 2628
2608 if (flag[i]) 2629 if (flag [i])
2609 { 2630 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2631 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2632 len -= cnt;
2612 p += cnt; 2633 p += cnt;
2613 first = false; 2634 first = false;
2615 } 2636 }
2616 2637
2617 return desc; 2638 return desc;
2618} 2639}
2619 2640
2620// return a suitable string describing an objetc in enough detail to find it 2641// return a suitable string describing an object in enough detail to find it
2621const char * 2642const char *
2622object::debug_desc (char *info) const 2643object::debug_desc (char *info) const
2623{ 2644{
2624 char flagdesc[512]; 2645 char flagdesc[512];
2625 char info2[256 * 4]; 2646 char info2[256 * 4];
2642} 2663}
2643 2664
2644const char * 2665const char *
2645object::debug_desc () const 2666object::debug_desc () const
2646{ 2667{
2647 static char info[256 * 3]; 2668 static char info[256 * 4];
2648 return debug_desc (info); 2669 return debug_desc (info);
2649} 2670}
2650 2671

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines