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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 1.96 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
869 876
870 freed_map->name = "/internal/freed_objects_map"; 877 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 878 freed_map->width = 3;
872 freed_map->height = 3; 879 freed_map->height = 3;
873 880
874 freed_map->allocate (); 881 freed_map->alloc ();
875 } 882 }
876 883
877 map = freed_map; 884 map = freed_map;
878 x = 1; 885 x = 1;
879 y = 1; 886 y = 1;
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
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
1161 { 1172 {
1162 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1163 return NULL; 1174 return NULL;
1164 } 1175 }
1165 1176
1166 if (m == NULL) 1177 if (!m)
1167 { 1178 {
1168 char *dump = dump_object (op); 1179 char *dump = dump_object (op);
1169 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);
1170 free (dump); 1181 free (dump);
1171 return op; 1182 return op;
1235 y = op->y; 1246 y = op->y;
1236 1247
1237 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1238 */ 1249 */
1239 if (op->nrof && !(flag & INS_NO_MERGE)) 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1240 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)
1241 if (object::can_merge (op, tmp)) 1252 if (object::can_merge (op, tmp))
1242 { 1253 {
1243 op->nrof += tmp->nrof; 1254 op->nrof += tmp->nrof;
1244 tmp->destroy (); 1255 tmp->destroy ();
1245 } 1256 }
1272 else 1283 else
1273 { 1284 {
1274 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1275 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))
1276 { 1287 {
1277 object *last = NULL; 1288 object *last = 0;
1278 1289
1279 /* 1290 /*
1280 * 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.
1281 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1282 * 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
1286 * 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
1287 * 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
1288 * 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
1289 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1290 */ 1301 */
1291
1292 while (top != NULL) 1302 while (top)
1293 { 1303 {
1294 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))
1295 floor = top; 1305 floor = top;
1296 1306
1297 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))
1350 op->above = GET_MAP_OB (op->map, op->x, op->y); 1360 op->above = GET_MAP_OB (op->map, op->x, op->y);
1351 1361
1352 if (op->above) 1362 if (op->above)
1353 op->above->below = op; 1363 op->above->below = op;
1354 1364
1355 op->below = NULL; 1365 op->below = 0;
1356 op->ms ().bot = op; 1366 op->ms ().bot = op;
1357 } 1367 }
1358 else 1368 else
1359 { /* get inserted into the stack above top */ 1369 { /* get inserted into the stack above top */
1360 op->above = top->above; 1370 op->above = top->above;
1364 1374
1365 op->below = top; 1375 op->below = top;
1366 top->above = op; 1376 top->above = op;
1367 } 1377 }
1368 1378
1369 if (op->above == NULL) 1379 if (!op->above)
1370 op->ms ().top = op; 1380 op->ms ().top = op;
1371 } /* else not INS_BELOW_ORIGINATOR */ 1381 } /* else not INS_BELOW_ORIGINATOR */
1372 1382
1373 if (op->type == PLAYER) 1383 if (op->type == PLAYER)
1384 {
1374 op->contr->do_los = 1; 1385 op->contr->do_los = 1;
1386 ++op->map->players;
1387 op->map->last_access = runtime;
1388 }
1375 1389
1376 /* 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
1377 * it, so save a few ticks and start from there. 1391 * it, so save a few ticks and start from there.
1378 */ 1392 */
1379 if (!(flag & INS_MAP_LOAD)) 1393 if (!(flag & INS_MAP_LOAD))
2613 2627
2614 if (env) 2628 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616 2630
2617 if (map) 2631 if (map)
2618 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);
2619 2633
2620 return info; 2634 return info;
2621} 2635}
2622 2636
2623const char * 2637const char *

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