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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 1.107 by pippijn, Sat Jan 6 14:42:29 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
564 } 565 }
565 566
566 this->speed = speed; 567 this->speed = speed;
567 568
568 if (has_active_speed ()) 569 if (has_active_speed ())
569 activate (false); 570 activate ();
570 else 571 else
571 deactivate (false); 572 deactivate ();
572} 573}
573 574
574/* 575/*
575 * update_object() updates the the map. 576 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
624 return; 625 return;
625 } 626 }
626 627
627 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
628 629
629 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 631 /* nop */;
631 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
632 { 633 {
633 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 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 644 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 645 * to have move_allow right now.
645 */ 646 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((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) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
649 } 650 }
650 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 653 * that is being removed.
653 */ 654 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
658 else 659 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 661
661 if (op->more) 662 if (op->more)
662 update_object (op->more, action); 663 update_object (op->more, action);
663} 664}
664 665
665object::vector object::objects; // not yet used
666object *object::first; 666object *object::first;
667 667
668object::object () 668object::object ()
669{ 669{
670 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
703 703
704 prev = 0; 704 prev = 0;
705 next = 0; 705 next = 0;
706} 706}
707 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
708void 714void
709object::activate (bool recursive) 715object::activate ()
710{ 716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
711 if (has_active_speed ()) 721 if (has_active_speed ())
712 { 722 {
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 723 /* process_events() expects us to insert the object at the beginning
718 * of the list. */ 724 * of the list. */
719 active_next = active_objects; 725 active_next = active_objects;
720 726
721 if (active_next) 727 if (active_next)
722 active_next->active_prev = this; 728 active_next->active_prev = this;
723 729
724 active_objects = this; 730 active_objects = this;
725 } 731 }
732}
726 733
727 if (recursive) 734void
735object::activate_recursive ()
736{
737 activate ();
738
728 for (object *op = inv; op; op = op->above) 739 for (object *op = inv; op; op = op->below)
729 op->activate (1); 740 op->activate_recursive ();
730} 741}
731 742
732/* This function removes object 'op' from the list of active 743/* This function removes object 'op' from the list of active
733 * objects. 744 * objects.
734 * This should only be used for style maps or other such 745 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 747 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 748 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 749 * will do the right thing based on the speed of the object.
739 */ 750 */
740void 751void
741object::deactivate (bool recursive) 752object::deactivate ()
742{ 753{
743 /* If not on the active list, nothing needs to be done */ 754 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 755 if (!active ())
745 return; 756 return;
746 757
747 if (active_prev == 0) 758 if (active_prev == 0)
748 { 759 {
749 active_objects = active_next; 760 active_objects = active_next;
757 active_next->active_prev = active_prev; 768 active_next->active_prev = active_prev;
758 } 769 }
759 770
760 active_next = 0; 771 active_next = 0;
761 active_prev = 0; 772 active_prev = 0;
773}
762 774
763 if (recursive) 775void
776object::deactivate_recursive ()
777{
764 for (object *op = inv; op; op = op->above) 778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
765 op->deactivate (1); 781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
766} 792}
767 793
768/* 794/*
769 * Remove and free all objects in the inventory of the given object. 795 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 796 * object.c ?
855 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 882 freed_map->width = 3;
857 freed_map->height = 3; 883 freed_map->height = 3;
858 884
859 freed_map->alloc (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
860 } 887 }
861 888
862 map = freed_map; 889 map = freed_map;
863 x = 1; 890 x = 1;
864 y = 1; 891 y = 1;
971 else if (map) 998 else if (map)
972 { 999 {
973 if (type == PLAYER) 1000 if (type == PLAYER)
974 { 1001 {
975 --map->players; 1002 --map->players;
976 map->last_access = runtime; 1003 map->touch ();
977 } 1004 }
978 1005
1006 map->dirty = true;
979 1007
980 /* link the object above us */ 1008 /* link the object above us */
981 if (above) 1009 if (above)
982 above->below = below; 1010 above->below = below;
983 else 1011 else
1056 } 1084 }
1057 1085
1058 /* last == NULL if there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1087 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1088 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1062 else 1090 else
1063 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1064 1092
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1187 { 1215 {
1188 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1189 1217
1190 object *more = op->more; 1218 object *more = op->more;
1191 1219
1192 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1193 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1196 */ 1224 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map) 1227 else if (!more->map)
1200 { 1228 {
1360 1388
1361 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1362 { 1390 {
1363 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1364 ++op->map->players; 1392 ++op->map->players;
1365 op->map->last_access = runtime; 1393 op->map->touch ();
1366 } 1394 }
1395
1396 op->map->dirty = true;
1367 1397
1368 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1370 */ 1400 */
1371 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1377 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1413 * of effect may be sufficient.
1384 */ 1414 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1387 1417
1425{ 1455{
1426 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1427 1457
1428 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1429 1459
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1462 tmp->destroy ();
1433 1463
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1465
1758 1788
1759 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1761 */ 1791 */
1762 1792
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1794 {
1765 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1797 * we don't need to check all of them.
1768 */ 1798 */
1826 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1827 */ 1857 */
1828object * 1858object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1860{
1831 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1832 { 1862 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1864 return NULL;
1835 } 1865 }
1836 1866
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1868 if (tmp->arch == at)
1839 return tmp; 1869 return tmp;
1840 1870
1841 return NULL; 1871 return NULL;
1842} 1872}
1853 { 1883 {
1854 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1885 return NULL;
1856 } 1886 }
1857 1887
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1889 if (tmp->type == type)
1860 return tmp; 1890 return tmp;
1861 1891
1862 return NULL; 1892 return NULL;
1863} 1893}
2595object::flag_desc (char *desc, int len) const 2625object::flag_desc (char *desc, int len) const
2596{ 2626{
2597 char *p = desc; 2627 char *p = desc;
2598 bool first = true; 2628 bool first = true;
2599 2629
2630 *p = 0;
2631
2600 for (int i = 0; i < NUM_FLAGS; i++) 2632 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2633 {
2602 if (len <= 10) // magic constant! 2634 if (len <= 10) // magic constant!
2603 { 2635 {
2604 snprintf (p, len, ",..."); 2636 snprintf (p, len, ",...");
2605 break; 2637 break;
2606 } 2638 }
2607 2639
2608 if (flag[i]) 2640 if (flag [i])
2609 { 2641 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2643 len -= cnt;
2612 p += cnt; 2644 p += cnt;
2613 first = false; 2645 first = false;
2615 } 2647 }
2616 2648
2617 return desc; 2649 return desc;
2618} 2650}
2619 2651
2620// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2621const char * 2653const char *
2622object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2623{ 2655{
2624 char flagdesc[512]; 2656 char flagdesc[512];
2625 char info2[256 * 4]; 2657 char info2[256 * 4];
2642} 2674}
2643 2675
2644const char * 2676const char *
2645object::debug_desc () const 2677object::debug_desc () const
2646{ 2678{
2647 static char info[256 * 3]; 2679 static char info[256 * 4];
2648 return debug_desc (info); 2680 return debug_desc (info);
2649} 2681}
2650 2682

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