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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 1.109 by root, Sun Jan 7 21:54:59 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,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* 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 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
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 return ((unsigned int)i) < objects.size ()
400 if (op->count == i) 401 ? objects [i]
401 return op; 402 : 0;
402
403 return 0;
404} 403}
405 404
406/* 405/*
407 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
410 */ 409 */
411
412object * 410object *
413find_object_name (const char *str) 411find_object_name (const char *str)
414{ 412{
415 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
416 object *op; 414 object *op;
417 415
418 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
419 if (op->name == str_) 417 if (op->name == str_)
420 break; 418 break;
421 419
422 return op; 420 return op;
423} 421}
563 speed = 0; 561 speed = 0;
564 } 562 }
565 563
566 this->speed = speed; 564 this->speed = speed;
567 565
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 566 if (has_active_speed ())
569 { 567 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 568 else
584 { 569 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} 570}
608 571
609/* 572/*
610 * update_object() updates the the map. 573 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
659 return; 622 return;
660 } 623 }
661 624
662 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
663 626
664 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 628 /* nop */;
666 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
667 { 630 {
668 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 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 641 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 642 * to have move_allow right now.
680 */ 643 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((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) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
684 } 647 }
685 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 650 * that is being removed.
688 */ 651 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
693 else 656 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 658
696 if (op->more) 659 if (op->more)
697 update_object (op->more, action); 660 update_object (op->more, action);
698} 661}
699 662
700object::vector object::objects; // not yet used
701object *object::first; 663object *object::first;
702 664
703object::object () 665object::object ()
704{ 666{
705 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
713 free_key_values (this); 675 free_key_values (this);
714} 676}
715 677
716void object::link () 678void object::link ()
717{ 679{
718 count = ++ob_count;
719 uuid = gen_uuid (); 680 uuid = gen_uuid ();
720 681
721 prev = 0; 682 refcnt_inc ();
722 next = object::first; 683 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 684}
729 685
730void object::unlink () 686void object::unlink ()
731{ 687{
732 if (this == object::first) 688 objects.erase (this);
733 object::first = next; 689 refcnt_dec ();
734
735 /* Remove this object from the list of used objects */
736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 690}
742 691
743void 692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
744object::activate (bool recursive) 704object::activate_recursive ()
745{ 705{
746 // uh, hack 706 activate ();
747 set_speed (speed);
748 707
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 708 for (object *op = inv; op; op = op->below)
751 op->activate (1); 709 op->activate_recursive ();
752} 710}
753 711
754/* This function removes object 'op' from the list of active 712/* This function removes object 'op' from the list of active
755 * objects. 713 * objects.
756 * This should only be used for style maps or other such 714 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 716 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 717 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 718 * will do the right thing based on the speed of the object.
761 */ 719 */
762void 720void
763object::deactivate (bool recursive) 721object::deactivate ()
764{ 722{
765 /* If not on the active list, nothing needs to be done */ 723 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 724 if (!active)
767 return; 725 return;
768 726
769 if (active_prev == 0) 727 actives.erase (this);
770 { 728}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 729
782 active_next = 0; 730void
783 active_prev = 0; 731object::deactivate_recursive ()
784 732{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
787 op->deactivate (1); 736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
788} 747}
789 748
790/* 749/*
791 * Remove and free all objects in the inventory of the given object. 750 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 751 * object.c ?
877 freed_map->name = "/internal/freed_objects_map"; 836 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 837 freed_map->width = 3;
879 freed_map->height = 3; 838 freed_map->height = 3;
880 839
881 freed_map->alloc (); 840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
882 } 842 }
883 843
884 map = freed_map; 844 map = freed_map;
885 x = 1; 845 x = 1;
886 y = 1; 846 y = 1;
896 856
897 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
898 owner = 0; 858 owner = 0;
899 enemy = 0; 859 enemy = 0;
900 attacked_by = 0; 860 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 861}
905 862
906void 863void
907object::destroy (bool destroy_inventory) 864object::destroy (bool destroy_inventory)
908{ 865{
993 else if (map) 950 else if (map)
994 { 951 {
995 if (type == PLAYER) 952 if (type == PLAYER)
996 { 953 {
997 --map->players; 954 --map->players;
998 map->last_access = runtime; 955 map->touch ();
999 } 956 }
1000 957
958 map->dirty = true;
1001 959
1002 /* link the object above us */ 960 /* link the object above us */
1003 if (above) 961 if (above)
1004 above->below = below; 962 above->below = below;
1005 else 963 else
1078 } 1036 }
1079 1037
1080 /* last == NULL if there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1039 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1040 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1084 else 1042 else
1085 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1086 1044
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1209 { 1167 {
1210 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1211 1169
1212 object *more = op->more; 1170 object *more = op->more;
1213 1171
1214 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1218 */ 1176 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1179 else if (!more->map)
1222 { 1180 {
1382 1340
1383 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1384 { 1342 {
1385 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1386 ++op->map->players; 1344 ++op->map->players;
1387 op->map->last_access = runtime; 1345 op->map->touch ();
1388 } 1346 }
1347
1348 op->map->dirty = true;
1389 1349
1390 /* If we have a floor, we know the player, if any, will be above 1350 /* 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. 1351 * it, so save a few ticks and start from there.
1392 */ 1352 */
1393 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1359 * 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 1360 * 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 1361 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1365 * of effect may be sufficient.
1406 */ 1366 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1409 1369
1447{ 1407{
1448 object *tmp, *tmp1; 1408 object *tmp, *tmp1;
1449 1409
1450 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1451 1411
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1414 tmp->destroy ();
1455 1415
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1417
1780 1740
1781 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1783 */ 1743 */
1784 1744
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1746 {
1787 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1749 * we don't need to check all of them.
1790 */ 1750 */
1848 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1849 */ 1809 */
1850object * 1810object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1812{
1853 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1854 { 1814 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1816 return NULL;
1857 } 1817 }
1858 1818
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1820 if (tmp->arch == at)
1861 return tmp; 1821 return tmp;
1862 1822
1863 return NULL; 1823 return NULL;
1864} 1824}
1875 { 1835 {
1876 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1837 return NULL;
1878 } 1838 }
1879 1839
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1841 if (tmp->type == type)
1882 return tmp; 1842 return tmp;
1883 1843
1884 return NULL; 1844 return NULL;
1885} 1845}
2610 } 2570 }
2611 else 2571 else
2612 item = item->env; 2572 item = item->env;
2613} 2573}
2614 2574
2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2585 {
2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2599 }
2600
2601 return desc;
2602}
2603
2615// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2616const char * 2605const char *
2617object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2618{ 2607{
2608 char flagdesc[512];
2619 char info2[256 * 3]; 2609 char info2[256 * 4];
2620 char *p = info; 2610 char *p = info;
2621 2611
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2623 count, 2613 count, uuid.seq,
2624 &name, 2614 &name,
2625 title ? " " : "", 2615 title ? "\",title:" : "",
2626 title ? (const char *)title : ""); 2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2627 2618
2628 if (env) 2619 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2621
2631 if (map) 2622 if (map)
2635} 2626}
2636 2627
2637const char * 2628const char *
2638object::debug_desc () const 2629object::debug_desc () const
2639{ 2630{
2640 static char info[256 * 3]; 2631 static char info[256 * 4];
2641 return debug_desc (info); 2632 return debug_desc (info);
2642} 2633}
2643 2634

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