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Comparing deliantra/server/common/object.C (file contents):
Revision 1.86 by root, Tue Dec 26 08:17:58 2006 UTC vs.
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC

522 tail = new_link; 522 tail = new_link;
523 } 523 }
524 } 524 }
525 } 525 }
526 526
527 update_ob_speed (dst); 527 dst->set_speed (dst->speed);
528} 528}
529 529
530object * 530object *
531object::clone () 531object::clone ()
532{ 532{
554 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
555 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
556 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
557 */ 557 */
558void 558void
559update_ob_speed (object *op) 559object::set_speed (float speed)
560{ 560{
561 extern int arch_init; 561 extern int arch_init;
562 562
563 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
564 * since they never really need to be updated. 564 * since they never really need to be updated.
565 */ 565 */
566 if (QUERY_FLAG (op, FLAG_FREED) && op->speed) 566 if (flag [FLAG_FREED] && speed)
567 { 567 {
568 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
569 op->speed = 0; 569 speed = 0;
570 } 570 }
571
572 this->speed = speed;
571 573
572 if (arch_init) 574 if (arch_init)
573 return; 575 return;
574 576
575 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
576 { 578 {
577 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
578 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
579 return; 581 return;
580 582
581 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
582 * of the list. */ 584 * of the list. */
583 op->active_next = active_objects; 585 active_next = active_objects;
584 586
585 if (op->active_next != NULL) 587 if (active_next)
586 op->active_next->active_prev = op; 588 active_next->active_prev = this;
587 589
588 active_objects = op; 590 active_objects = this;
589 } 591 }
590 else 592 else
591 { 593 {
592 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
593 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
594 return; 596 return;
595 597
596 if (op->active_prev == NULL) 598 if (!active_prev)
597 { 599 {
598 active_objects = op->active_next; 600 active_objects = active_next;
599 601
600 if (op->active_next != NULL) 602 if (active_next)
601 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
602 } 604 }
603 else 605 else
604 { 606 {
605 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
606 608
607 if (op->active_next) 609 if (active_next)
608 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
609 } 611 }
610 612
611 op->active_next = NULL; 613 active_next = 0;
612 op->active_prev = NULL; 614 active_prev = 0;
613 } 615 }
614} 616}
615 617
616/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
617 * objects. 619 * objects.
776 778
777 prev = 0; 779 prev = 0;
778 next = 0; 780 next = 0;
779} 781}
780 782
781object *object::create ()
782{
783 object *op = new object;
784 op->link ();
785 return op;
786}
787
788/*
789 * free_object() frees everything allocated by an object, removes
790 * it from the list of used objects, and puts it on the list of
791 * free objects. The IS_FREED() flag is set in the object.
792 * The object must have been removed by remove_ob() first for
793 * this function to succeed.
794 *
795 * If destroy_inventory is set, free inventory as well. Else drop items in
796 * inventory to the ground.
797 */
798void
799object::do_destroy ()
800{
801 attachable::do_destroy ();
802
803 if (flag [FLAG_IS_LINKED])
804 remove_button_link (this);
805
806 if (flag [FLAG_FRIENDLY])
807 remove_friendly_object (this);
808
809 if (!flag [FLAG_REMOVED])
810 remove ();
811
812 if (flag [FLAG_FREED])
813 return;
814
815 flag [FLAG_FREED] = 1;
816
817 // hack to ensure that freed objects still have a valid map
818 {
819 static maptile *freed_map; // freed objects are moved here to avoid crashes
820
821 if (!freed_map)
822 {
823 freed_map = new maptile;
824
825 freed_map->name = "/internal/freed_objects_map";
826 freed_map->width = 3;
827 freed_map->height = 3;
828
829 freed_map->allocate ();
830 }
831
832 map = freed_map;
833 x = 1;
834 y = 1;
835 }
836
837 more = 0;
838 head = 0;
839 inv = 0;
840
841 // clear those pointers that likely might have circular references to us
842 owner = 0;
843 enemy = 0;
844 attacked_by = 0;
845
846 // only relevant for players(?), but make sure of it anyways
847 contr = 0;
848
849 /* Remove object from the active list */
850 speed = 0;
851 update_ob_speed (this);
852
853 unlink ();
854}
855
856/* 783/*
857 * 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.
858 * object.c ? 785 * object.c ?
859 */ 786 */
860void 787void
861object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
862{ 789{
863 if (!inv)
864 return;
865
866 /* Only if the space blocks everything do we not process - 790 /* Only if the space blocks everything do we not process -
867 * if some form of movement is allowed, let objects 791 * if some form of movement is allowed, let objects
868 * drop on that space. 792 * drop on that space.
869 */ 793 */
870 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
871 { 795 {
872 while (inv) 796 while (inv)
873 {
874 inv->destroy_inv (drop_to_ground);
875 inv->destroy (); 797 inv->destroy ();
876 }
877 } 798 }
878 else 799 else
879 { /* Put objects in inventory onto this space */ 800 { /* Put objects in inventory onto this space */
880 while (inv) 801 while (inv)
881 { 802 {
896 } 817 }
897 } 818 }
898 } 819 }
899} 820}
900 821
822object *object::create ()
823{
824 object *op = new object;
825 op->link ();
826 return op;
827}
828
829void
830object::do_destroy ()
831{
832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
842 return;
843
844 flag [FLAG_FREED] = 1;
845
846 attachable::do_destroy ();
847
848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
873
874 if (more)
875 {
876 more->destroy ();
877 more = 0;
878 }
879
880 // clear those pointers that likely might have circular references to us
881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887}
888
901void 889void
902object::destroy (bool destroy_inventory) 890object::destroy (bool destroy_inventory)
903{ 891{
904 if (destroyed ()) 892 if (destroyed ())
905 return; 893 return;
906 894
907 if (more)
908 {
909 //TODO: non-head objects must not have inventory
910 more->destroy (destroy_inventory);
911 more = 0;
912 }
913
914 if (destroy_inventory) 895 if (destroy_inventory)
915 destroy_inv (true); 896 destroy_inv (false);
916 897
917 attachable::destroy (); 898 attachable::destroy ();
918} 899}
919 900
920/* 901/*
1033 if (map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1034 return; 1015 return;
1035 1016
1036 int check_walk_off = !flag [FLAG_NO_APPLY]; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1037 1018
1038 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1039 { 1020 {
1040 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1041 * being removed. 1022 * being removed.
1042 */ 1023 */
1043 1024

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