--- deliantra/server/common/object.C 2007/01/01 17:34:11 1.102 +++ deliantra/server/common/object.C 2007/01/07 21:54:59 1.109 @@ -1,6 +1,7 @@ /* CrossFire, A Multiplayer game for X-windows + Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen @@ -38,7 +39,8 @@ static UUID uuid; const uint64 UUID_SKIP = 1<<19; -object *active_objects; /* List of active objects that need to be processed */ +objectvec objects; +activevec actives; short 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, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 @@ -392,15 +394,12 @@ /* * Returns the object which has the count-variable equal to the argument. */ - object * find_object (tag_t i) { - for (object *op = object::first; op; op = op->next) - if (op->count == i) - return op; - - return 0; + return ((unsigned int)i) < objects.size () + ? objects [i] + : 0; } /* @@ -408,14 +407,13 @@ * Used only by the patch command, but not all that useful. * Enables features like "patch food 999" */ - object * find_object_name (const char *str) { shstr_cmp str_ (str); object *op; - for (op = object::first; op != NULL; op = op->next) + for_all_objects (op) if (op->name == str_) break; @@ -679,55 +677,27 @@ void object::link () { - count = ++ob_count; uuid = gen_uuid (); - prev = 0; - next = object::first; - - if (object::first) - object::first->prev = this; - - object::first = this; + refcnt_inc (); + objects.insert (this); } void object::unlink () { - if (this == object::first) - object::first = next; - - /* Remove this object from the list of used objects */ - if (prev) prev->next = next; - if (next) next->prev = prev; - - prev = 0; - next = 0; -} - -bool -object::active () const -{ - return active_next || active_prev || this == active_objects; + objects.erase (this); + refcnt_dec (); } void object::activate () { /* If already on active list, don't do anything */ - if (active ()) + 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; - } + actives.insert (this); } void @@ -735,7 +705,7 @@ { activate (); - for (object *op = inv; op; op = op->above) + for (object *op = inv; op; op = op->below) op->activate_recursive (); } @@ -751,35 +721,31 @@ object::deactivate () { /* If not on the active list, nothing needs to be done */ - if (!active ()) + if (!active) return; - if (active_prev == 0) - { - 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; + actives.erase (this); } void object::deactivate_recursive () { - for (object *op = inv; op; op = op->above) + for (object *op = inv; op; op = op->below) op->deactivate_recursive (); deactivate (); } +void +object::set_flag_inv (int flag, int value) +{ + for (object *op = inv; op; op = op->below) + { + op->flag [flag] = value; + op->set_flag_inv (flag, value); + } +} + /* * Remove and free all objects in the inventory of the given object. * object.c ? @@ -872,6 +838,7 @@ freed_map->height = 3; freed_map->alloc (); + freed_map->in_memory = MAP_IN_MEMORY; } map = freed_map; @@ -891,9 +858,6 @@ owner = 0; enemy = 0; attacked_by = 0; - - // only relevant for players(?), but make sure of it anyways - contr = 0; } void @@ -1205,10 +1169,10 @@ object *more = op->more; - /* We really need the caller to normalize coordinates - if + /* We really need the caller to normalise coordinates - if * we set the map, that doesn't work if the location is within * a map and this is straddling an edge. So only if coordinate - * is clear wrong do we normalize it. + * is clear wrong do we normalise it. */ if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) more->map = get_map_from_coord (m, &more->x, &more->y); @@ -1445,7 +1409,7 @@ /* first search for itself and remove any old instances */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) + for (tmp = op->ms ().bot; tmp; tmp = tmp->above) if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ tmp->destroy (); @@ -1778,7 +1742,7 @@ * Hence, we first go to the top: */ - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) + for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above) { /* Trim the search when we find the first other spell effect * this helps performance so that if a space has 50 spell objects, @@ -1846,13 +1810,13 @@ object * present_arch (const archetype *at, maptile *m, int x, int y) { - if (m == NULL || out_of_map (m, x, y)) + if (!m || out_of_map (m, x, y)) { LOG (llevError, "Present_arch called outside map.\n"); return NULL; } - for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->arch == at) return tmp; @@ -1873,7 +1837,7 @@ return NULL; } - for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above) if (tmp->type == type) return tmp;