--- deliantra/server/common/object.C 2006/12/30 10:16:10 1.96 +++ deliantra/server/common/object.C 2007/01/01 12:28:45 1.100 @@ -278,7 +278,7 @@ * be animated or have a very low speed. Is this an attempted monster * check? */ - if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) + if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ()) return 0; switch (ob1->type) @@ -565,45 +565,10 @@ this->speed = speed; - if (FABS (speed) > MIN_ACTIVE_SPEED) - { - /* If already on active list, don't do anything */ - if (active_next || active_prev || this == active_objects) - return; - - /* process_events() expects us to insert the object at the beginning - * of the list. */ - active_next = active_objects; - - if (active_next) - active_next->active_prev = this; - - active_objects = this; - } + if (has_active_speed ()) + activate (); else - { - /* If not on the active list, nothing needs to be done */ - if (!active_next && !active_prev && this != active_objects) - return; - - if (!active_prev) - { - active_objects = active_next; - - if (active_next) - active_next->active_prev = 0; - } - else - { - active_prev->active_next = active_next; - - if (active_next) - active_next->active_prev = active_prev; - } - - active_next = 0; - active_prev = 0; - } + deactivate (); } /* @@ -661,7 +626,7 @@ mapspace &m = op->ms (); - if (m.flags_ & P_NEED_UPDATE) + if (!(m.flags_ & P_UPTODATE)) /* nop */; else if (action == UP_OBJ_INSERT) { @@ -680,14 +645,14 @@ */ || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) - m.flags_ = P_NEED_UPDATE; + m.flags_ = 0; } /* if the object is being removed, we can't make intelligent * decisions, because remove_ob can't really pass the object * that is being removed. */ else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) - m.flags_ = P_NEED_UPDATE; + m.flags_ = 0; else if (action == UP_OBJ_FACE) /* Nothing to do for that case */ ; else @@ -697,7 +662,6 @@ update_object (op->more, action); } -object::vector object::objects; // not yet used object *object::first; object::object () @@ -740,15 +704,39 @@ next = 0; } +bool +object::active () const +{ + return active_next || active_prev || this == active_objects; +} + +void +object::activate () +{ + /* If already on active list, don't do anything */ + if (active ()) + return; + + if (has_active_speed ()) + { + /* process_events() expects us to insert the object at the beginning + * of the list. */ + active_next = active_objects; + + if (active_next) + active_next->active_prev = this; + + active_objects = this; + } +} + void -object::activate (bool recursive) +object::activate_recursive () { - // uh, hack - set_speed (speed); + activate (); - if (recursive) - for (object *op = inv; op; op = op->above) - op->activate (1); + for (object *op = inv; op; op = op->above) + op->activate_recursive (); } /* This function removes object 'op' from the list of active @@ -760,10 +748,10 @@ * will do the right thing based on the speed of the object. */ void -object::deactivate (bool recursive) +object::deactivate () { /* If not on the active list, nothing needs to be done */ - if (!active_next && !active_prev && this != active_objects) + if (!active ()) return; if (active_prev == 0) @@ -781,10 +769,15 @@ active_next = 0; active_prev = 0; +} + +void +object::deactivate_recursive () +{ + for (object *op = inv; op; op = op->above) + op->deactivate_recursive (); - if (recursive) - for (object *op = inv; op; op = op->above) - op->deactivate (1); + deactivate (); } /* @@ -995,9 +988,10 @@ if (type == PLAYER) { --map->players; - map->last_access = runtime; + map->touch (); } + map->dirty = true; /* link the object above us */ if (above) @@ -1080,7 +1074,7 @@ /* last == NULL if there are no objects on this space */ //TODO: this makes little sense, why only update the topmost object? if (!last) - map->at (x, y).flags_ = P_NEED_UPDATE; + map->at (x, y).flags_ = 0; else update_object (last, UP_OBJ_REMOVE); @@ -1384,9 +1378,11 @@ { op->contr->do_los = 1; ++op->map->players; - op->map->last_access = runtime; + op->map->touch (); } + op->map->dirty = true; + /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ @@ -1401,7 +1397,7 @@ * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, - * or just updating the P_NEED_UPDATE for spaces within this area + * or just updating the P_UPTODATE for spaces within this area * of effect may be sufficient. */ if (op->map->darkness && (op->glow_radius != 0)) @@ -2612,18 +2608,47 @@ item = item->env; } + +const char * +object::flag_desc (char *desc, int len) const +{ + char *p = desc; + bool first = true; + + for (int i = 0; i < NUM_FLAGS; i++) + { + if (len <= 10) // magic constant! + { + snprintf (p, len, ",..."); + break; + } + + if (flag[i]) + { + int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); + len -= cnt; + p += cnt; + first = false; + } + } + + return desc; +} + // return a suitable string describing an objetc in enough detail to find it const char * object::debug_desc (char *info) const { - char info2[256 * 3]; + char flagdesc[512]; + char info2[256 * 4]; char *p = info; - p += snprintf (p, 256, "%d=\"%s%s%s\"", - count, + p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}", + count, uuid.seq, &name, - title ? " " : "", - title ? (const char *)title : ""); + title ? "\",title:" : "", + title ? (const char *)title : "", + flag_desc (flagdesc, 512), type); if (env) p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));