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Comparing deliantra/server/common/object.C (file contents):
Revision 1.98 by root, Sun Dec 31 17:17:22 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}
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
675object::~object () 675object::~object ()
676{ 676{
677 free_key_values (this); 677 free_key_values (this);
678} 678}
679 679
680static int object_count;
681
680void object::link () 682void object::link ()
681{ 683{
682 count = ++ob_count; 684 assert (!index);//D
683 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
684 687
685 prev = 0; 688 refcnt_inc ();
686 next = object::first; 689 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 690}
693 691
694void object::unlink () 692void object::unlink ()
695{ 693{
696 if (this == object::first) 694 assert (index);//D
697 object::first = next; 695 objects.erase (this);
698 696 refcnt_dec ();
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 697}
712 698
713void 699void
714object::activate () 700object::activate ()
715{ 701{
716 /* If already on active list, don't do anything */ 702 /* If already on active list, don't do anything */
717 if (active ()) 703 if (active)
718 return; 704 return;
719 705
720 if (has_active_speed ()) 706 if (has_active_speed ())
721 { 707 actives.insert (this);
722 /* process_events() expects us to insert the object at the beginning
723 * of the list. */
724 active_next = active_objects;
725
726 if (active_next)
727 active_next->active_prev = this;
728
729 active_objects = this;
730 }
731} 708}
732 709
733void 710void
734object::activate_recursive () 711object::activate_recursive ()
735{ 712{
736 activate (); 713 activate ();
737 714
738 for (object *op = inv; op; op = op->above) 715 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 716 op->activate_recursive ();
740} 717}
741 718
742/* This function removes object 'op' from the list of active 719/* This function removes object 'op' from the list of active
743 * objects. 720 * objects.
749 */ 726 */
750void 727void
751object::deactivate () 728object::deactivate ()
752{ 729{
753 /* If not on the active list, nothing needs to be done */ 730 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 731 if (!active)
755 return; 732 return;
756 733
757 if (active_prev == 0) 734 actives.erase (this);
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772} 735}
773 736
774void 737void
775object::deactivate_recursive () 738object::deactivate_recursive ()
776{ 739{
777 for (object *op = inv; op; op = op->above) 740 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 741 op->deactivate_recursive ();
779 742
780 deactivate (); 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 }
781} 754}
782 755
783/* 756/*
784 * 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.
785 * object.c ? 758 * object.c ?
818 791
819 if (op->flag [FLAG_STARTEQUIP] 792 if (op->flag [FLAG_STARTEQUIP]
820 || op->flag [FLAG_NO_DROP] 793 || op->flag [FLAG_NO_DROP]
821 || op->type == RUNE 794 || op->type == RUNE
822 || op->type == TRAP 795 || op->type == TRAP
823 || op->flag [FLAG_IS_A_TEMPLATE]) 796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
824 op->destroy (); 798 op->destroy ();
825 else 799 else
826 map->insert (op, x, y); 800 map->insert (op, x, y);
827 } 801 }
828 } 802 }
836} 810}
837 811
838void 812void
839object::do_destroy () 813object::do_destroy ()
840{ 814{
815 attachable::do_destroy ();
816
841 if (flag [FLAG_IS_LINKED]) 817 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this); 818 remove_button_link (this);
843 819
844 if (flag [FLAG_FRIENDLY]) 820 if (flag [FLAG_FRIENDLY])
845 remove_friendly_object (this); 821 remove_friendly_object (this);
846 822
847 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
848 remove (); 824 remove ();
849 825
850 if (flag [FLAG_FREED]) 826 destroy_inv (true);
851 return;
852 827
853 set_speed (0); 828 deactivate ();
829 unlink ();
854 830
855 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
856
857 attachable::do_destroy ();
858
859 destroy_inv (true);
860 unlink ();
861 832
862 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
863 { 834 {
864 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
865 836
870 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 842 freed_map->width = 3;
872 freed_map->height = 3; 843 freed_map->height = 3;
873 844
874 freed_map->alloc (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
875 } 847 }
876 848
877 map = freed_map; 849 map = freed_map;
878 x = 1; 850 x = 1;
879 y = 1; 851 y = 1;
889 861
890 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
891 owner = 0; 863 owner = 0;
892 enemy = 0; 864 enemy = 0;
893 attacked_by = 0; 865 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 866}
898 867
899void 868void
900object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
901{ 870{
986 else if (map) 955 else if (map)
987 { 956 {
988 if (type == PLAYER) 957 if (type == PLAYER)
989 { 958 {
990 --map->players; 959 --map->players;
991 map->last_access = runtime; 960 map->touch ();
992 } 961 }
993 962
994 map->dirty = true; 963 map->dirty = true;
995 964
996 /* link the object above us */ 965 /* link the object above us */
1072 } 1041 }
1073 1042
1074 /* last == NULL if there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1044 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last) 1045 if (!last)
1077 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1078 else 1047 else
1079 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1080 1049
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1203 { 1172 {
1204 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1205 1174
1206 object *more = op->more; 1175 object *more = op->more;
1207 1176
1208 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1209 * 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
1210 * 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
1211 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1212 */ 1181 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1184 else if (!more->map)
1216 { 1185 {
1376 1345
1377 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1378 { 1347 {
1379 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1380 ++op->map->players; 1349 ++op->map->players;
1381 op->map->last_access = runtime; 1350 op->map->touch ();
1382 } 1351 }
1383 1352
1384 op->map->dirty = true; 1353 op->map->dirty = true;
1385 1354
1386 /* 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
1395 * 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
1396 * 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
1397 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1398 * 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 -
1399 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1370 * of effect may be sufficient.
1402 */ 1371 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1405 1374
1443{ 1412{
1444 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1445 1414
1446 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1447 1416
1448 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)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1419 tmp->destroy ();
1451 1420
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1422
1776 1745
1777 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1779 */ 1748 */
1780 1749
1781 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)
1782 { 1751 {
1783 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1784 * 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,
1785 * we don't need to check all of them. 1754 * we don't need to check all of them.
1786 */ 1755 */
1844 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1845 */ 1814 */
1846object * 1815object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1817{
1849 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1850 { 1819 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1821 return NULL;
1853 } 1822 }
1854 1823
1855 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)
1856 if (tmp->arch == at) 1825 if (tmp->arch == at)
1857 return tmp; 1826 return tmp;
1858 1827
1859 return NULL; 1828 return NULL;
1860} 1829}
1871 { 1840 {
1872 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1842 return NULL;
1874 } 1843 }
1875 1844
1876 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)
1877 if (tmp->type == type) 1846 if (tmp->type == type)
1878 return tmp; 1847 return tmp;
1879 1848
1880 return NULL; 1849 return NULL;
1881} 1850}
2613object::flag_desc (char *desc, int len) const 2582object::flag_desc (char *desc, int len) const
2614{ 2583{
2615 char *p = desc; 2584 char *p = desc;
2616 bool first = true; 2585 bool first = true;
2617 2586
2587 *p = 0;
2588
2618 for (int i = 0; i < NUM_FLAGS; i++) 2589 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2590 {
2620 if (len <= 10) // magic constant! 2591 if (len <= 10) // magic constant!
2621 { 2592 {
2622 snprintf (p, len, ",..."); 2593 snprintf (p, len, ",...");
2623 break; 2594 break;
2624 } 2595 }
2625 2596
2626 if (flag[i]) 2597 if (flag [i])
2627 { 2598 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2600 len -= cnt;
2630 p += cnt; 2601 p += cnt;
2631 first = false; 2602 first = false;
2633 } 2604 }
2634 2605
2635 return desc; 2606 return desc;
2636} 2607}
2637 2608
2638// 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
2639const char * 2610const char *
2640object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2641{ 2612{
2642 char flagdesc[512]; 2613 char flagdesc[512];
2643 char info2[256 * 4]; 2614 char info2[256 * 4];
2660} 2631}
2661 2632
2662const char * 2633const char *
2663object::debug_desc () const 2634object::debug_desc () const
2664{ 2635{
2665 static char info[256 * 3]; 2636 static char info[256 * 4];
2666 return debug_desc (info); 2637 return debug_desc (info);
2667} 2638}
2668 2639

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