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Comparing deliantra/server/common/object.C (file contents):
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC

190 * Check nrof variable *before* calling can_merge() 190 * Check nrof variable *before* calling can_merge()
191 * 191 *
192 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
193 * check weight 193 * check weight
194 */ 194 */
195
196bool object::can_merge_slow (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
197{ 196{
198 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
199 if (ob1 == ob2 198 if (ob1 == ob2
200 || ob1->type != ob2->type 199 || ob1->type != ob2->type
538/* 537/*
539 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * If an object with the IS_TURNABLE() flag needs to be turned due
540 * to the closest player being on the other side, this function can 539 * to the closest player being on the other side, this function can
541 * be called to update the face variable, _and_ how it looks on the map. 540 * be called to update the face variable, _and_ how it looks on the map.
542 */ 541 */
543
544void 542void
545update_turn_face (object *op) 543update_turn_face (object *op)
546{ 544{
547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
548 return; 546 return;
547
549 SET_ANIMATION (op, op->direction); 548 SET_ANIMATION (op, op->direction);
550 update_object (op, UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
551} 550}
552 551
553/* 552/*
556 * This function needs to be called whenever the speed of an object changes. 555 * This function needs to be called whenever the speed of an object changes.
557 */ 556 */
558void 557void
559object::set_speed (float speed) 558object::set_speed (float speed)
560{ 559{
561 extern int arch_init;
562
563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated.
565 */
566 if (flag [FLAG_FREED] && speed) 560 if (flag [FLAG_FREED] && speed)
567 { 561 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &name); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 speed = 0; 563 speed = 0;
570 } 564 }
571 565
572 this->speed = speed; 566 this->speed = speed;
573
574 if (arch_init)
575 return;
576 567
577 if (FABS (speed) > MIN_ACTIVE_SPEED) 568 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 { 569 {
579 /* If already on active list, don't do anything */ 570 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects) 571 if (active_next || active_prev || this == active_objects)
611 } 602 }
612 603
613 active_next = 0; 604 active_next = 0;
614 active_prev = 0; 605 active_prev = 0;
615 } 606 }
616}
617
618/* This function removes object 'op' from the list of active
619 * objects.
620 * This should only be used for style maps or other such
621 * reference maps where you don't want an object that isn't
622 * in play chewing up cpu time getting processed.
623 * The reverse of this is to call update_ob_speed, which
624 * will do the right thing based on the speed of the object.
625 */
626void
627remove_from_active_list (object *op)
628{
629 /* If not on the active list, nothing needs to be done */
630 if (!op->active_next && !op->active_prev && op != active_objects)
631 return;
632
633 if (op->active_prev == NULL)
634 {
635 active_objects = op->active_next;
636 if (op->active_next != NULL)
637 op->active_next->active_prev = NULL;
638 }
639 else
640 {
641 op->active_prev->active_next = op->active_next;
642 if (op->active_next)
643 op->active_next->active_prev = op->active_prev;
644 }
645 op->active_next = NULL;
646 op->active_prev = NULL;
647} 607}
648 608
649/* 609/*
650 * update_object() updates the the map. 610 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 611 * It takes into account invisible objects (and represent squares covered
778 738
779 prev = 0; 739 prev = 0;
780 next = 0; 740 next = 0;
781} 741}
782 742
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void 743void
791object::do_destroy () 744object::activate (bool recursive)
792{ 745{
793 attachable::do_destroy (); 746 // uh, hack
747 set_speed (speed);
794 748
795 if (flag [FLAG_IS_LINKED]) 749 if (recursive)
796 remove_button_link (this); 750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
797 753
798 if (flag [FLAG_FRIENDLY]) 754/* This function removes object 'op' from the list of active
799 remove_friendly_object (this); 755 * objects.
800 756 * This should only be used for style maps or other such
801 if (!flag [FLAG_REMOVED]) 757 * reference maps where you don't want an object that isn't
802 remove (); 758 * in play chewing up cpu time getting processed.
803 759 * The reverse of this is to call update_ob_speed, which
804 if (flag [FLAG_FREED]) 760 * will do the right thing based on the speed of the object.
761 */
762void
763object::deactivate (bool recursive)
764{
765 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects)
805 return; 767 return;
806 768
807 flag [FLAG_FREED] = 1; 769 if (active_prev == 0)
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 { 770 {
815 freed_map = new maptile; 771 active_objects = active_next;
816 772 if (active_next)
817 freed_map->name = "/internal/freed_objects_map"; 773 active_next->active_prev = 0;
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
822 } 774 }
823 775 else
824 map = freed_map; 776 {
825 x = 1; 777 active_prev->active_next = active_next;
826 y = 1; 778 if (active_next)
779 active_next->active_prev = active_prev;
827 } 780 }
828 781
829 more = 0; 782 active_next = 0;
830 head = 0; 783 active_prev = 0;
831 inv = 0;
832 784
833 // clear those pointers that likely might have circular references to us 785 if (recursive)
834 owner = 0; 786 for (object *op = inv; op; op = op->above)
835 enemy = 0; 787 op->deactivate (1);
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845} 788}
846 789
847/* 790/*
848 * Remove and free all objects in the inventory of the given object. 791 * Remove and free all objects in the inventory of the given object.
849 * object.c ? 792 * object.c ?
850 */ 793 */
851void 794void
852object::destroy_inv (bool drop_to_ground) 795object::destroy_inv (bool drop_to_ground)
853{ 796{
797 // need to check first, because the checks below might segfault
798 // as we might be on an invalid mapspace and crossfire code
799 // is too buggy to ensure that the inventory is empty.
800 // corollary: if you create arrows etc. with stuff in tis inventory,
801 // cf will crash below with off-map x and y
854 if (!inv) 802 if (!inv)
855 return; 803 return;
856 804
857 /* Only if the space blocks everything do we not process - 805 /* Only if the space blocks everything do we not process -
858 * if some form of movement is allowed, let objects 806 * if some form of movement is allowed, let objects
859 * drop on that space. 807 * drop on that space.
860 */ 808 */
861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 809 if (!drop_to_ground
810 || !map
811 || map->in_memory != MAP_IN_MEMORY
812 || ms ().move_block == MOVE_ALL)
862 { 813 {
863 while (inv) 814 while (inv)
864 { 815 {
865 inv->destroy_inv (drop_to_ground); 816 inv->destroy_inv (drop_to_ground);
866 inv->destroy (); 817 inv->destroy ();
877 || op->type == RUNE 828 || op->type == RUNE
878 || op->type == TRAP 829 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE]) 830 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy (); 831 op->destroy ();
881 else 832 else
882 { 833 map->insert (op, x, y);
883 op->remove ();
884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
887 } 834 }
835 }
836}
837
838object *object::create ()
839{
840 object *op = new object;
841 op->link ();
842 return op;
843}
844
845void
846object::do_destroy ()
847{
848 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this);
850
851 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this);
853
854 if (!flag [FLAG_REMOVED])
855 remove ();
856
857 if (flag [FLAG_FREED])
858 return;
859
860 set_speed (0);
861
862 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868
869 // hack to ensure that freed objects still have a valid map
870 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes
872
873 if (!freed_map)
874 {
875 freed_map = new maptile;
876
877 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3;
879 freed_map->height = 3;
880
881 freed_map->alloc ();
888 } 882 }
883
884 map = freed_map;
885 x = 1;
886 y = 1;
887 }
888
889 head = 0;
890
891 if (more)
889 } 892 {
893 more->destroy ();
894 more = 0;
895 }
896
897 // clear those pointers that likely might have circular references to us
898 owner = 0;
899 enemy = 0;
900 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
890} 904}
891 905
892void 906void
893object::destroy (bool destroy_inventory) 907object::destroy (bool destroy_inventory)
894{ 908{
895 if (destroyed ()) 909 if (destroyed ())
896 return; 910 return;
897 911
898 if (more)
899 {
900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
904
905 if (destroy_inventory) 912 if (destroy_inventory)
906 destroy_inv (true); 913 destroy_inv (false);
907 914
908 attachable::destroy (); 915 attachable::destroy ();
909} 916}
910 917
911/* 918/*
964 * to save cpu time. 971 * to save cpu time.
965 */ 972 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 974 otmp->update_stats ();
968 975
969 if (above != NULL) 976 if (above)
970 above->below = below; 977 above->below = below;
971 else 978 else
972 env->inv = below; 979 env->inv = below;
973 980
974 if (below != NULL) 981 if (below)
975 below->above = above; 982 below->above = above;
976 983
977 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
983 above = 0, below = 0; 990 above = 0, below = 0;
984 env = 0; 991 env = 0;
985 } 992 }
986 else if (map) 993 else if (map)
987 { 994 {
988 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
991 1001
992 /* link the object above us */ 1002 /* link the object above us */
993 if (above) 1003 if (above)
994 above->below = below; 1004 above->below = below;
995 else 1005 else
1024 if (map->in_memory == MAP_SAVING) 1034 if (map->in_memory == MAP_SAVING)
1025 return; 1035 return;
1026 1036
1027 int check_walk_off = !flag [FLAG_NO_APPLY]; 1037 int check_walk_off = !flag [FLAG_NO_APPLY];
1028 1038
1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1039 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 { 1040 {
1031 /* No point updating the players look faces if he is the object 1041 /* No point updating the players look faces if he is the object
1032 * being removed. 1042 * being removed.
1033 */ 1043 */
1034 1044
1046 1056
1047 if (tmp->contr->ns) 1057 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1049 } 1059 }
1050 1060
1051 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1052 if (check_walk_off 1062 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1065 {
1056 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1068 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1069 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1070 }
1061 1071
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1065 tmp->above = 0; 1075 tmp->above = 0;
1066 1076
1067 last = tmp; 1077 last = tmp;
1068 } 1078 }
1069 1079
1070 /* last == NULL of there are no objects on this space */ 1080 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1082 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1073 else 1084 else
1074 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1075 1086
1120 * job preparing multi-part monsters 1131 * job preparing multi-part monsters
1121 */ 1132 */
1122object * 1133object *
1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1134insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{ 1135{
1125 object *tmp;
1126
1127 if (op->head)
1128 op = op->head;
1129
1130 for (tmp = op; tmp; tmp = tmp->more) 1136 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1131 { 1137 {
1132 tmp->x = x + tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1133 tmp->y = y + tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1134 } 1140 }
1135 1141
1166 { 1172 {
1167 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1168 return NULL; 1174 return NULL;
1169 } 1175 }
1170 1176
1171 if (m == NULL) 1177 if (!m)
1172 { 1178 {
1173 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump); 1181 free (dump);
1176 return op; 1182 return op;
1240 y = op->y; 1246 y = op->y;
1241 1247
1242 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1243 */ 1249 */
1244 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1246 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1247 { 1253 {
1248 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1249 tmp->destroy (); 1255 tmp->destroy ();
1250 } 1256 }
1277 else 1283 else
1278 { 1284 {
1279 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 { 1287 {
1282 object *last = NULL; 1288 object *last = 0;
1283 1289
1284 /* 1290 /*
1285 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1291 * once we get to them. This reduces the need to traverse over all of 1297 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time 1298 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed 1299 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1295 */ 1301 */
1296
1297 while (top != NULL) 1302 while (top)
1298 { 1303 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1304 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top; 1305 floor = top;
1301 1306
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1307 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1355 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356 1361
1357 if (op->above) 1362 if (op->above)
1358 op->above->below = op; 1363 op->above->below = op;
1359 1364
1360 op->below = NULL; 1365 op->below = 0;
1361 op->ms ().bot = op; 1366 op->ms ().bot = op;
1362 } 1367 }
1363 else 1368 else
1364 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1365 op->above = top->above; 1370 op->above = top->above;
1369 1374
1370 op->below = top; 1375 op->below = top;
1371 top->above = op; 1376 top->above = op;
1372 } 1377 }
1373 1378
1374 if (op->above == NULL) 1379 if (!op->above)
1375 op->ms ().top = op; 1380 op->ms ().top = op;
1376 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1377 1382
1378 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1379 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1380 1389
1381 /* If we have a floor, we know the player, if any, will be above 1390 /* If we have a floor, we know the player, if any, will be above
1382 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1383 */ 1392 */
1384 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
1449 tmp1->x = op->x; 1458 tmp1->x = op->x;
1450 tmp1->y = op->y; 1459 tmp1->y = op->y;
1451 insert_ob_in_map (tmp1, op->map, op, 0); 1460 insert_ob_in_map (tmp1, op->map, op, 0);
1452} 1461}
1453 1462
1463object *
1464object::insert_at (object *where, object *originator, int flags)
1465{
1466 where->map->insert (this, where->x, where->y, originator, flags);
1467}
1468
1454/* 1469/*
1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1470 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1456 * is returned contains nr objects, and the remaining parts contains 1471 * is returned contains nr objects, and the remaining parts contains
1457 * the rest (or is removed and freed if that number is 0). 1472 * the rest (or is removed and freed if that number is 0).
1458 * On failure, NULL is returned, and the reason put into the 1473 * On failure, NULL is returned, and the reason put into the
1459 * global static errmsg array. 1474 * global static errmsg array.
1460 */ 1475 */
1461
1462object * 1476object *
1463get_split_ob (object *orig_ob, uint32 nr) 1477get_split_ob (object *orig_ob, uint32 nr)
1464{ 1478{
1465 object *newob; 1479 object *newob;
1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1730 * 1744 *
1731 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
1732 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
1733 * on top. 1747 * on top.
1734 */ 1748 */
1735
1736int 1749int
1737check_move_on (object *op, object *originator) 1750check_move_on (object *op, object *originator)
1738{ 1751{
1739 object *tmp; 1752 object *tmp;
1740 maptile *m = op->map; 1753 maptile *m = op->map;
2614 2627
2615 if (env) 2628 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617 2630
2618 if (map) 2631 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2632 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2620 2633
2621 return info; 2634 return info;
2622} 2635}
2623 2636
2624const char * 2637const char *

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