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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 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
743void
744object::activate (bool recursive)
745{
746 // uh, hack
747 set_speed (speed);
748
749 if (recursive)
750 for (object *op = inv; op; op = op->above)
751 op->activate (1);
752}
753
754/* This function removes object 'op' from the list of active
755 * objects.
756 * This should only be used for style maps or other such
757 * reference maps where you don't want an object that isn't
758 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which
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)
767 return;
768
769 if (active_prev == 0)
770 {
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
782 active_next = 0;
783 active_prev = 0;
784
785 if (recursive)
786 for (object *op = inv; op; op = op->above)
787 op->deactivate (1);
788}
789
783/* 790/*
784 * 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.
785 * object.c ? 792 * object.c ?
786 */ 793 */
787void 794void
788object::destroy_inv (bool drop_to_ground) 795object::destroy_inv (bool drop_to_ground)
789{ 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
802 if (!inv)
803 return;
804
790 /* Only if the space blocks everything do we not process - 805 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 806 * if some form of movement is allowed, let objects
792 * drop on that space. 807 * drop on that space.
793 */ 808 */
794 if (!drop_to_ground 809 if (!drop_to_ground
795 || !map 810 || !map
796 || map->in_memory != MAP_IN_MEMORY 811 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL) 812 || ms ().move_block == MOVE_ALL)
798 { 813 {
799 while (inv) 814 while (inv)
800 { 815 {
801 inv->destroy_inv (drop_to_ground); 816 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 817 inv->destroy ();
861 876
862 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 878 freed_map->width = 3;
864 freed_map->height = 3; 879 freed_map->height = 3;
865 880
866 freed_map->allocate (); 881 freed_map->alloc ();
867 } 882 }
868 883
869 map = freed_map; 884 map = freed_map;
870 x = 1; 885 x = 1;
871 y = 1; 886 y = 1;
956 * to save cpu time. 971 * to save cpu time.
957 */ 972 */
958 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))
959 otmp->update_stats (); 974 otmp->update_stats ();
960 975
961 if (above != NULL) 976 if (above)
962 above->below = below; 977 above->below = below;
963 else 978 else
964 env->inv = below; 979 env->inv = below;
965 980
966 if (below != NULL) 981 if (below)
967 below->above = above; 982 below->above = above;
968 983
969 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
970 * 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
971 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
975 above = 0, below = 0; 990 above = 0, below = 0;
976 env = 0; 991 env = 0;
977 } 992 }
978 else if (map) 993 else if (map)
979 { 994 {
980 /* Re did the following section of code - it looks like it had 995 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 996 {
997 --map->players;
998 map->last_access = runtime;
999 }
1000
983 1001
984 /* link the object above us */ 1002 /* link the object above us */
985 if (above) 1003 if (above)
986 above->below = below; 1004 above->below = below;
987 else 1005 else
1038 1056
1039 if (tmp->contr->ns) 1057 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1058 tmp->contr->ns->floorbox_update ();
1041 } 1059 }
1042 1060
1043 /* See if player moving off should effect something */ 1061 /* See if object moving off should effect something */
1044 if (check_walk_off 1062 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1063 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1064 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1065 {
1048 move_apply (tmp, this, 0); 1066 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1068 if (destroyed ())
1051 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 ());
1052 } 1070 }
1053 1071
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1072 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1073 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1074 if (tmp->above == tmp)
1057 tmp->above = 0; 1075 tmp->above = 0;
1058 1076
1059 last = tmp; 1077 last = tmp;
1060 } 1078 }
1061 1079
1062 /* 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?
1063 if (!last) 1082 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1083 map->at (x, y).flags_ = P_NEED_UPDATE;
1065 else 1084 else
1066 update_object (last, UP_OBJ_REMOVE); 1085 update_object (last, UP_OBJ_REMOVE);
1067 1086
1153 { 1172 {
1154 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL; 1174 return NULL;
1156 } 1175 }
1157 1176
1158 if (m == NULL) 1177 if (!m)
1159 { 1178 {
1160 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1161 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);
1162 free (dump); 1181 free (dump);
1163 return op; 1182 return op;
1227 y = op->y; 1246 y = op->y;
1228 1247
1229 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1230 */ 1249 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1232 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)
1233 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1234 { 1253 {
1235 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1255 tmp->destroy ();
1237 } 1256 }
1264 else 1283 else
1265 { 1284 {
1266 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1267 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))
1268 { 1287 {
1269 object *last = NULL; 1288 object *last = 0;
1270 1289
1271 /* 1290 /*
1272 * 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.
1273 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1274 * 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
1278 * 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
1279 * 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
1280 * 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
1281 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1282 */ 1301 */
1283
1284 while (top != NULL) 1302 while (top)
1285 { 1303 {
1286 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))
1287 floor = top; 1305 floor = top;
1288 1306
1289 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))
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1343 1361
1344 if (op->above) 1362 if (op->above)
1345 op->above->below = op; 1363 op->above->below = op;
1346 1364
1347 op->below = NULL; 1365 op->below = 0;
1348 op->ms ().bot = op; 1366 op->ms ().bot = op;
1349 } 1367 }
1350 else 1368 else
1351 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1352 op->above = top->above; 1370 op->above = top->above;
1356 1374
1357 op->below = top; 1375 op->below = top;
1358 top->above = op; 1376 top->above = op;
1359 } 1377 }
1360 1378
1361 if (op->above == NULL) 1379 if (!op->above)
1362 op->ms ().top = op; 1380 op->ms ().top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1364 1382
1365 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1366 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1367 1389
1368 /* 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
1369 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1370 */ 1392 */
1371 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
2605 2627
2606 if (env) 2628 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2630
2609 if (map) 2631 if (map)
2610 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);
2611 2633
2612 return info; 2634 return info;
2613} 2635}
2614 2636
2615const char * 2637const char *

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