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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
276 277
277 /* Note sure why the following is the case - either the object has to 278 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 279 * be animated or have a very low speed. Is this an attempted monster
279 * check? 280 * check?
280 */ 281 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 283 return 0;
283 284
284 switch (ob1->type) 285 switch (ob1->type)
285 { 286 {
286 case SCROLL: 287 case SCROLL:
563 speed = 0; 564 speed = 0;
564 } 565 }
565 566
566 this->speed = speed; 567 this->speed = speed;
567 568
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 569 if (has_active_speed ())
569 { 570 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 571 else
584 { 572 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 573}
608 574
609/* 575/*
610 * update_object() updates the the map. 576 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
659 return; 625 return;
660 } 626 }
661 627
662 mapspace &m = op->ms (); 628 mapspace &m = op->ms ();
663 629
664 if (m.flags_ & P_NEED_UPDATE) 630 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 631 /* nop */;
666 else if (action == UP_OBJ_INSERT) 632 else if (action == UP_OBJ_INSERT)
667 { 633 {
668 // this is likely overkill, TODO: revisit (schmorp) 634 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 645 * to have move_allow right now.
680 */ 646 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 649 m.flags_ = 0;
684 } 650 }
685 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 653 * that is being removed.
688 */ 654 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 656 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 657 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 658 /* Nothing to do for that case */ ;
693 else 659 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 661
696 if (op->more) 662 if (op->more)
697 update_object (op->more, action); 663 update_object (op->more, action);
698} 664}
699 665
700object::vector object::objects; // not yet used
701object *object::first; 666object *object::first;
702 667
703object::object () 668object::object ()
704{ 669{
705 SET_FLAG (this, FLAG_REMOVED); 670 SET_FLAG (this, FLAG_REMOVED);
738 703
739 prev = 0; 704 prev = 0;
740 next = 0; 705 next = 0;
741} 706}
742 707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
743void 714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
722 {
723 /* process_events() expects us to insert the object at the beginning
724 * of the list. */
725 active_next = active_objects;
726
727 if (active_next)
728 active_next->active_prev = this;
729
730 active_objects = this;
731 }
732}
733
734void
744object::activate (bool recursive) 735object::activate_recursive ()
745{ 736{
746 // uh, hack 737 activate ();
747 set_speed (speed);
748 738
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 739 for (object *op = inv; op; op = op->below)
751 op->activate (1); 740 op->activate_recursive ();
752} 741}
753 742
754/* This function removes object 'op' from the list of active 743/* This function removes object 'op' from the list of active
755 * objects. 744 * objects.
756 * This should only be used for style maps or other such 745 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 747 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 748 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 749 * will do the right thing based on the speed of the object.
761 */ 750 */
762void 751void
763object::deactivate (bool recursive) 752object::deactivate ()
764{ 753{
765 /* If not on the active list, nothing needs to be done */ 754 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 755 if (!active ())
767 return; 756 return;
768 757
769 if (active_prev == 0) 758 if (active_prev == 0)
770 { 759 {
771 active_objects = active_next; 760 active_objects = active_next;
779 active_next->active_prev = active_prev; 768 active_next->active_prev = active_prev;
780 } 769 }
781 770
782 active_next = 0; 771 active_next = 0;
783 active_prev = 0; 772 active_prev = 0;
773}
784 774
785 if (recursive) 775void
776object::deactivate_recursive ()
777{
786 for (object *op = inv; op; op = op->above) 778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
787 op->deactivate (1); 781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
788} 792}
789 793
790/* 794/*
791 * Remove and free all objects in the inventory of the given object. 795 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 796 * object.c ?
877 freed_map->name = "/internal/freed_objects_map"; 881 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 882 freed_map->width = 3;
879 freed_map->height = 3; 883 freed_map->height = 3;
880 884
881 freed_map->alloc (); 885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
882 } 887 }
883 888
884 map = freed_map; 889 map = freed_map;
885 x = 1; 890 x = 1;
886 y = 1; 891 y = 1;
993 else if (map) 998 else if (map)
994 { 999 {
995 if (type == PLAYER) 1000 if (type == PLAYER)
996 { 1001 {
997 --map->players; 1002 --map->players;
998 map->last_access = runtime; 1003 map->touch ();
999 } 1004 }
1000 1005
1006 map->dirty = true;
1001 1007
1002 /* link the object above us */ 1008 /* link the object above us */
1003 if (above) 1009 if (above)
1004 above->below = below; 1010 above->below = below;
1005 else 1011 else
1078 } 1084 }
1079 1085
1080 /* last == NULL if there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1087 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1088 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1089 map->at (x, y).flags_ = 0;
1084 else 1090 else
1085 update_object (last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1086 1092
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1094 update_all_los (map, x, y);
1209 { 1215 {
1210 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1211 1217
1212 object *more = op->more; 1218 object *more = op->more;
1213 1219
1214 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1221 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1222 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1218 */ 1224 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1225 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1227 else if (!more->map)
1222 { 1228 {
1382 1388
1383 if (op->type == PLAYER) 1389 if (op->type == PLAYER)
1384 { 1390 {
1385 op->contr->do_los = 1; 1391 op->contr->do_los = 1;
1386 ++op->map->players; 1392 ++op->map->players;
1387 op->map->last_access = runtime; 1393 op->map->touch ();
1388 } 1394 }
1395
1396 op->map->dirty = true;
1389 1397
1390 /* If we have a floor, we know the player, if any, will be above 1398 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1399 * it, so save a few ticks and start from there.
1392 */ 1400 */
1393 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1407 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1408 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1409 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1413 * of effect may be sufficient.
1406 */ 1414 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1409 1417
1447{ 1455{
1448 object *tmp, *tmp1; 1456 object *tmp, *tmp1;
1449 1457
1450 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1451 1459
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1462 tmp->destroy ();
1455 1463
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1465
1780 1788
1781 /* The objects have to be checked from top to bottom. 1789 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1790 * Hence, we first go to the top:
1783 */ 1791 */
1784 1792
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1794 {
1787 /* Trim the search when we find the first other spell effect 1795 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1796 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1797 * we don't need to check all of them.
1790 */ 1798 */
1848 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
1849 */ 1857 */
1850object * 1858object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1859present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1860{
1853 if (m == NULL || out_of_map (m, x, y)) 1861 if (!m || out_of_map (m, x, y))
1854 { 1862 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1864 return NULL;
1857 } 1865 }
1858 1866
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1868 if (tmp->arch == at)
1861 return tmp; 1869 return tmp;
1862 1870
1863 return NULL; 1871 return NULL;
1864} 1872}
1875 { 1883 {
1876 LOG (llevError, "Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1885 return NULL;
1878 } 1886 }
1879 1887
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1889 if (tmp->type == type)
1882 return tmp; 1890 return tmp;
1883 1891
1884 return NULL; 1892 return NULL;
1885} 1893}
2610 } 2618 }
2611 else 2619 else
2612 item = item->env; 2620 item = item->env;
2613} 2621}
2614 2622
2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2633 {
2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2647 }
2648
2649 return desc;
2650}
2651
2615// return a suitable string describing an objetc in enough detail to find it 2652// return a suitable string describing an object in enough detail to find it
2616const char * 2653const char *
2617object::debug_desc (char *info) const 2654object::debug_desc (char *info) const
2618{ 2655{
2656 char flagdesc[512];
2619 char info2[256 * 3]; 2657 char info2[256 * 4];
2620 char *p = info; 2658 char *p = info;
2621 2659
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2623 count, 2661 count, uuid.seq,
2624 &name, 2662 &name,
2625 title ? " " : "", 2663 title ? "\",title:" : "",
2626 title ? (const char *)title : ""); 2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2627 2666
2628 if (env) 2667 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2669
2631 if (map) 2670 if (map)
2635} 2674}
2636 2675
2637const char * 2676const char *
2638object::debug_desc () const 2677object::debug_desc () const
2639{ 2678{
2640 static char info[256 * 3]; 2679 static char info[256 * 4];
2641 return debug_desc (info); 2680 return debug_desc (info);
2642} 2681}
2643 2682

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