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Comparing deliantra/server/common/object.C (file contents):
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC vs.
Revision 1.101 by root, Mon Jan 1 17:30:33 2007 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
277 276
278 /* 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
279 * 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
280 * check? 279 * check?
281 */ 280 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0; 282 return 0;
284 283
285 switch (ob1->type) 284 switch (ob1->type)
286 { 285 {
287 case SCROLL: 286 case SCROLL:
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;
573 567
574 if (arch_init) 568 if (has_active_speed ())
575 return; 569 activate ();
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
583 /* process_events() expects us to insert the object at the beginning
584 * of the list. */
585 active_next = active_objects;
586
587 if (active_next)
588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else 570 else
593 { 571 deactivate ();
594 /* If not on the active list, nothing needs to be done */
595 if (!active_next && !active_prev && this != active_objects)
596 return;
597
598 if (!active_prev)
599 {
600 active_objects = active_next;
601
602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
610 active_next->active_prev = active_prev;
611 }
612
613 active_next = 0;
614 active_prev = 0;
615 }
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} 572}
648 573
649/* 574/*
650 * update_object() updates the the map. 575 * update_object() updates the the map.
651 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
699 return; 624 return;
700 } 625 }
701 626
702 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
703 628
704 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
705 /* nop */; 630 /* nop */;
706 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
707 { 632 {
708 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
718 /* 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
719 * to have move_allow right now. 644 * to have move_allow right now.
720 */ 645 */
721 || ((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
722 || 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)
723 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
724 } 649 }
725 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
726 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
727 * that is being removed. 652 * that is being removed.
728 */ 653 */
729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
730 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
731 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
732 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
733 else 658 else
734 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
735 660
736 if (op->more) 661 if (op->more)
737 update_object (op->more, action); 662 update_object (op->more, action);
738} 663}
739 664
740object::vector object::objects; // not yet used
741object *object::first; 665object *object::first;
742 666
743object::object () 667object::object ()
744{ 668{
745 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
776 if (prev) prev->next = next; 700 if (prev) prev->next = next;
777 if (next) next->prev = prev; 701 if (next) next->prev = prev;
778 702
779 prev = 0; 703 prev = 0;
780 next = 0; 704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711}
712
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
734object::activate_recursive ()
735{
736 activate ();
737
738 for (object *op = inv; op; op = op->above)
739 op->activate_recursive ();
740}
741
742/* This function removes object 'op' from the list of active
743 * objects.
744 * This should only be used for style maps or other such
745 * reference maps where you don't want an object that isn't
746 * in play chewing up cpu time getting processed.
747 * The reverse of this is to call update_ob_speed, which
748 * will do the right thing based on the speed of the object.
749 */
750void
751object::deactivate ()
752{
753 /* If not on the active list, nothing needs to be done */
754 if (!active ())
755 return;
756
757 if (active_prev == 0)
758 {
759 active_objects = active_next;
760 if (active_next)
761 active_next->active_prev = 0;
762 }
763 else
764 {
765 active_prev->active_next = active_next;
766 if (active_next)
767 active_next->active_prev = active_prev;
768 }
769
770 active_next = 0;
771 active_prev = 0;
772}
773
774void
775object::deactivate_recursive ()
776{
777 for (object *op = inv; op; op = op->above)
778 op->deactivate_recursive ();
779
780 deactivate ();
781} 781}
782 782
783/* 783/*
784 * 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.
785 * object.c ? 785 * object.c ?
869 869
870 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 871 freed_map->width = 3;
872 freed_map->height = 3; 872 freed_map->height = 3;
873 873
874 freed_map->allocate (); 874 freed_map->alloc ();
875 } 875 }
876 876
877 map = freed_map; 877 map = freed_map;
878 x = 1; 878 x = 1;
879 y = 1; 879 y = 1;
964 * to save cpu time. 964 * to save cpu time.
965 */ 965 */
966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
967 otmp->update_stats (); 967 otmp->update_stats ();
968 968
969 if (above != NULL) 969 if (above)
970 above->below = below; 970 above->below = below;
971 else 971 else
972 env->inv = below; 972 env->inv = below;
973 973
974 if (below != NULL) 974 if (below)
975 below->above = above; 975 below->above = above;
976 976
977 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
978 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
979 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
983 above = 0, below = 0; 983 above = 0, below = 0;
984 env = 0; 984 env = 0;
985 } 985 }
986 else if (map) 986 else if (map)
987 { 987 {
988 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
989 * lots of logic for things we no longer care about
990 */ 989 {
990 --map->players;
991 map->touch ();
992 }
993
994 map->dirty = true;
991 995
992 /* link the object above us */ 996 /* link the object above us */
993 if (above) 997 if (above)
994 above->below = below; 998 above->below = below;
995 else 999 else
1046 1050
1047 if (tmp->contr->ns) 1051 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update (); 1052 tmp->contr->ns->floorbox_update ();
1049 } 1053 }
1050 1054
1051 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1052 if (check_walk_off 1056 if (check_walk_off
1053 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 { 1059 {
1056 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1058 if (destroyed ()) 1062 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1063 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 } 1064 }
1061 1065
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1064 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1065 tmp->above = 0; 1069 tmp->above = 0;
1066 1070
1067 last = tmp; 1071 last = tmp;
1068 } 1072 }
1069 1073
1070 /* last == NULL of there are no objects on this space */ 1074 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object?
1071 if (!last) 1076 if (!last)
1072 map->at (x, y).flags_ = P_NEED_UPDATE; 1077 map->at (x, y).flags_ = 0;
1073 else 1078 else
1074 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1075 1080
1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1077 update_all_los (map, x, y); 1082 update_all_los (map, x, y);
1161 { 1166 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1168 return NULL;
1164 } 1169 }
1165 1170
1166 if (m == NULL) 1171 if (!m)
1167 { 1172 {
1168 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1170 free (dump); 1175 free (dump);
1171 return op; 1176 return op;
1235 y = op->y; 1240 y = op->y;
1236 1241
1237 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1238 */ 1243 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1241 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1242 { 1247 {
1243 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1249 tmp->destroy ();
1245 } 1250 }
1272 else 1277 else
1273 { 1278 {
1274 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1276 { 1281 {
1277 object *last = NULL; 1282 object *last = 0;
1278 1283
1279 /* 1284 /*
1280 * If there are multiple objects on this space, we do some trickier handling. 1285 * If there are multiple objects on this space, we do some trickier handling.
1281 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1282 * Generally, we want to put the new object on top. But if 1287 * Generally, we want to put the new object on top. But if
1286 * once we get to them. This reduces the need to traverse over all of 1291 * once we get to them. This reduces the need to traverse over all of
1287 * them when adding another one - this saves quite a bit of cpu time 1292 * them when adding another one - this saves quite a bit of cpu time
1288 * when lots of spells are cast in one area. Currently, it is presumed 1293 * when lots of spells are cast in one area. Currently, it is presumed
1289 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1290 */ 1295 */
1291
1292 while (top != NULL) 1296 while (top)
1293 { 1297 {
1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1298 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1295 floor = top; 1299 floor = top;
1296 1300
1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1301 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351 1355
1352 if (op->above) 1356 if (op->above)
1353 op->above->below = op; 1357 op->above->below = op;
1354 1358
1355 op->below = NULL; 1359 op->below = 0;
1356 op->ms ().bot = op; 1360 op->ms ().bot = op;
1357 } 1361 }
1358 else 1362 else
1359 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1360 op->above = top->above; 1364 op->above = top->above;
1364 1368
1365 op->below = top; 1369 op->below = top;
1366 top->above = op; 1370 top->above = op;
1367 } 1371 }
1368 1372
1369 if (op->above == NULL) 1373 if (!op->above)
1370 op->ms ().top = op; 1374 op->ms ().top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1372 1376
1373 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1374 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->touch ();
1382 }
1383
1384 op->map->dirty = true;
1375 1385
1376 /* 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
1377 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1378 */ 1388 */
1379 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
1385 * 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
1386 * 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
1387 * on the map will get recalculated. The players could very well 1397 * on the map will get recalculated. The players could very well
1388 * 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 -
1389 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1390 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_UPTODATE for spaces within this area
1391 * of effect may be sufficient. 1401 * of effect may be sufficient.
1392 */ 1402 */
1393 if (op->map->darkness && (op->glow_radius != 0)) 1403 if (op->map->darkness && (op->glow_radius != 0))
1394 update_all_los (op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1395 1405
2596 } 2606 }
2597 else 2607 else
2598 item = item->env; 2608 item = item->env;
2599} 2609}
2600 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
2601// 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
2602const char * 2641const char *
2603object::debug_desc (char *info) const 2642object::debug_desc (char *info) const
2604{ 2643{
2644 char flagdesc[512];
2605 char info2[256 * 3]; 2645 char info2[256 * 4];
2606 char *p = info; 2646 char *p = info;
2607 2647
2608 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}",
2609 count, 2649 count, uuid.seq,
2610 &name, 2650 &name,
2611 title ? " " : "", 2651 title ? "\",title:" : "",
2612 title ? (const char *)title : ""); 2652 title ? (const char *)title : "",
2653 flag_desc (flagdesc, 512), type);
2613 2654
2614 if (env) 2655 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2656 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2657
2617 if (map) 2658 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2659 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619 2660
2620 return info; 2661 return info;
2621} 2662}
2622 2663
2623const char * 2664const char *

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