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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.102 by root, Mon Jan 1 17:34:11 2007 UTC

276 276
277 /* Note sure why the following is the case - either the object has to 277 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 278 * be animated or have a very low speed. Is this an attempted monster
279 * check? 279 * check?
280 */ 280 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 282 return 0;
283 283
284 switch (ob1->type) 284 switch (ob1->type)
285 { 285 {
286 case SCROLL: 286 case SCROLL:
563 speed = 0; 563 speed = 0;
564 } 564 }
565 565
566 this->speed = speed; 566 this->speed = speed;
567 567
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 568 if (has_active_speed ())
569 { 569 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 570 else
584 { 571 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 572}
608 573
609/* 574/*
610 * update_object() updates the the map. 575 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
659 return; 624 return;
660 } 625 }
661 626
662 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
663 628
664 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 630 /* nop */;
666 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
667 { 632 {
668 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* 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
679 * to have move_allow right now. 644 * to have move_allow right now.
680 */ 645 */
681 || ((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
682 || 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)
683 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
684 } 649 }
685 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 652 * that is being removed.
688 */ 653 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
693 else 658 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 660
696 if (op->more) 661 if (op->more)
697 update_object (op->more, action); 662 update_object (op->more, action);
698} 663}
699 664
700object::vector object::objects; // not yet used
701object *object::first; 665object *object::first;
702 666
703object::object () 667object::object ()
704{ 668{
705 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
738 702
739 prev = 0; 703 prev = 0;
740 next = 0; 704 next = 0;
741} 705}
742 706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
743void 713void
714object::activate ()
715{
716 /* If already on active list, don't do anything */
717 if (active ())
718 return;
719
720 if (has_active_speed ())
721 {
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}
732
733void
744object::activate (bool recursive) 734object::activate_recursive ()
745{ 735{
746 // uh, hack 736 activate ();
747 set_speed (speed);
748 737
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 738 for (object *op = inv; op; op = op->above)
751 op->activate (1); 739 op->activate_recursive ();
752} 740}
753 741
754/* This function removes object 'op' from the list of active 742/* This function removes object 'op' from the list of active
755 * objects. 743 * objects.
756 * This should only be used for style maps or other such 744 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 746 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 747 * The reverse of this is to call update_ob_speed, which
760 * 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.
761 */ 749 */
762void 750void
763object::deactivate (bool recursive) 751object::deactivate ()
764{ 752{
765 /* If not on the active list, nothing needs to be done */ 753 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 754 if (!active ())
767 return; 755 return;
768 756
769 if (active_prev == 0) 757 if (active_prev == 0)
770 { 758 {
771 active_objects = active_next; 759 active_objects = active_next;
779 active_next->active_prev = active_prev; 767 active_next->active_prev = active_prev;
780 } 768 }
781 769
782 active_next = 0; 770 active_next = 0;
783 active_prev = 0; 771 active_prev = 0;
772}
784 773
785 if (recursive) 774void
775object::deactivate_recursive ()
776{
786 for (object *op = inv; op; op = op->above) 777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
787 op->deactivate (1); 780 deactivate ();
788} 781}
789 782
790/* 783/*
791 * 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.
792 * object.c ? 785 * object.c ?
993 else if (map) 986 else if (map)
994 { 987 {
995 if (type == PLAYER) 988 if (type == PLAYER)
996 { 989 {
997 --map->players; 990 --map->players;
998 map->last_access = runtime; 991 map->touch ();
999 } 992 }
1000 993
994 map->dirty = true;
1001 995
1002 /* link the object above us */ 996 /* link the object above us */
1003 if (above) 997 if (above)
1004 above->below = below; 998 above->below = below;
1005 else 999 else
1078 } 1072 }
1079 1073
1080 /* last == NULL if there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1075 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1076 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1077 map->at (x, y).flags_ = 0;
1084 else 1078 else
1085 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1086 1080
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1382 1376
1383 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1384 { 1378 {
1385 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1386 ++op->map->players; 1380 ++op->map->players;
1387 op->map->last_access = runtime; 1381 op->map->touch ();
1388 } 1382 }
1383
1384 op->map->dirty = true;
1389 1385
1390 /* If we have a floor, we know the player, if any, will be above 1386 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1392 */ 1388 */
1393 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1395 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1396 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1401 * of effect may be sufficient.
1406 */ 1402 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1409 1405
2610 } 2606 }
2611 else 2607 else
2612 item = item->env; 2608 item = item->env;
2613} 2609}
2614 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 *p = 0;
2619
2620 for (int i = 0; i < NUM_FLAGS; i++)
2621 {
2622 if (len <= 10) // magic constant!
2623 {
2624 snprintf (p, len, ",...");
2625 break;
2626 }
2627
2628 if (flag [i])
2629 {
2630 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2631 len -= cnt;
2632 p += cnt;
2633 first = false;
2634 }
2635 }
2636
2637 return desc;
2638}
2639
2615// return a suitable string describing an objetc in enough detail to find it 2640// return a suitable string describing an object in enough detail to find it
2616const char * 2641const char *
2617object::debug_desc (char *info) const 2642object::debug_desc (char *info) const
2618{ 2643{
2644 char flagdesc[512];
2619 char info2[256 * 3]; 2645 char info2[256 * 4];
2620 char *p = info; 2646 char *p = info;
2621 2647
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2648 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2623 count, 2649 count, uuid.seq,
2624 &name, 2650 &name,
2625 title ? " " : "", 2651 title ? "\",title:" : "",
2626 title ? (const char *)title : ""); 2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2627 2654
2628 if (env) 2655 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2657
2631 if (map) 2658 if (map)
2635} 2662}
2636 2663
2637const char * 2664const char *
2638object::debug_desc () const 2665object::debug_desc () const
2639{ 2666{
2640 static char info[256 * 3]; 2667 static char info[256 * 4];
2641 return debug_desc (info); 2668 return debug_desc (info);
2642} 2669}
2643 2670

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