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Comparing deliantra/server/common/object.C (file contents):
Revision 1.97 by elmex, Sat Dec 30 21:07:46 2006 UTC vs.
Revision 1.110 by root, Sun Jan 7 23:12:03 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 return ((unsigned int)i) < objects.size ()
400 if (op->count == i) 401 ? objects [i]
401 return op; 402 : 0;
402
403 return 0;
404} 403}
405 404
406/* 405/*
407 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
410 */ 409 */
411
412object * 410object *
413find_object_name (const char *str) 411find_object_name (const char *str)
414{ 412{
415 shstr_cmp str_ (str); 413 shstr_cmp str_ (str);
416 object *op; 414 object *op;
417 415
418 for (op = object::first; op != NULL; op = op->next) 416 for_all_objects (op)
419 if (op->name == str_) 417 if (op->name == str_)
420 break; 418 break;
421 419
422 return op; 420 return op;
423} 421}
564 } 562 }
565 563
566 this->speed = speed; 564 this->speed = speed;
567 565
568 if (has_active_speed ()) 566 if (has_active_speed ())
569 activate (false); 567 activate ();
570 else 568 else
571 deactivate (false); 569 deactivate ();
572} 570}
573 571
574/* 572/*
575 * update_object() updates the the map. 573 * update_object() updates the the map.
576 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
624 return; 622 return;
625 } 623 }
626 624
627 mapspace &m = op->ms (); 625 mapspace &m = op->ms ();
628 626
629 if (m.flags_ & P_NEED_UPDATE) 627 if (!(m.flags_ & P_UPTODATE))
630 /* nop */; 628 /* nop */;
631 else if (action == UP_OBJ_INSERT) 629 else if (action == UP_OBJ_INSERT)
632 { 630 {
633 // this is likely overkill, TODO: revisit (schmorp) 631 // this is likely overkill, TODO: revisit (schmorp)
634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
643 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
644 * to have move_allow right now. 642 * to have move_allow right now.
645 */ 643 */
646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
648 m.flags_ = P_NEED_UPDATE; 646 m.flags_ = 0;
649 } 647 }
650 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
651 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
652 * that is being removed. 650 * that is being removed.
653 */ 651 */
654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
655 m.flags_ = P_NEED_UPDATE; 653 m.flags_ = 0;
656 else if (action == UP_OBJ_FACE) 654 else if (action == UP_OBJ_FACE)
657 /* Nothing to do for that case */ ; 655 /* Nothing to do for that case */ ;
658 else 656 else
659 LOG (llevError, "update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
660 658
661 if (op->more) 659 if (op->more)
662 update_object (op->more, action); 660 update_object (op->more, action);
663} 661}
664 662
665object::vector object::objects; // not yet used
666object *object::first; 663object *object::first;
667 664
668object::object () 665object::object ()
669{ 666{
670 SET_FLAG (this, FLAG_REMOVED); 667 SET_FLAG (this, FLAG_REMOVED);
678 free_key_values (this); 675 free_key_values (this);
679} 676}
680 677
681void object::link () 678void object::link ()
682{ 679{
683 count = ++ob_count;
684 uuid = gen_uuid (); 680 uuid = gen_uuid ();
685 681
686 prev = 0; 682 refcnt_inc ();
687 next = object::first; 683 objects.insert (this);
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693} 684}
694 685
695void object::unlink () 686void object::unlink ()
696{ 687{
697 if (this == object::first) 688 objects.erase (this);
698 object::first = next; 689 refcnt_dec ();
699
700 /* Remove this object from the list of used objects */
701 if (prev) prev->next = next;
702 if (next) next->prev = prev;
703
704 prev = 0;
705 next = 0;
706} 690}
707 691
708void 692void
709object::activate (bool recursive) 693object::activate ()
710{ 694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
711 if (has_active_speed ()) 699 if (has_active_speed ())
712 { 700 actives.insert (this);
713 /* If already on active list, don't do anything */ 701}
714 if (active_next || active_prev || this == active_objects)
715 return;
716 702
717 /* process_events() expects us to insert the object at the beginning 703void
718 * of the list. */ 704object::activate_recursive ()
719 active_next = active_objects; 705{
706 activate ();
720 707
721 if (active_next)
722 active_next->active_prev = this;
723
724 active_objects = this;
725 }
726
727 if (recursive)
728 for (object *op = inv; op; op = op->above) 708 for (object *op = inv; op; op = op->below)
729 op->activate (1); 709 op->activate_recursive ();
730} 710}
731 711
732/* This function removes object 'op' from the list of active 712/* This function removes object 'op' from the list of active
733 * objects. 713 * objects.
734 * This should only be used for style maps or other such 714 * This should only be used for style maps or other such
736 * in play chewing up cpu time getting processed. 716 * in play chewing up cpu time getting processed.
737 * The reverse of this is to call update_ob_speed, which 717 * The reverse of this is to call update_ob_speed, which
738 * will do the right thing based on the speed of the object. 718 * will do the right thing based on the speed of the object.
739 */ 719 */
740void 720void
741object::deactivate (bool recursive) 721object::deactivate ()
742{ 722{
743 /* If not on the active list, nothing needs to be done */ 723 /* If not on the active list, nothing needs to be done */
744 if (!active_next && !active_prev && this != active_objects) 724 if (!active)
745 return; 725 return;
746 726
747 if (active_prev == 0) 727 actives.erase (this);
748 { 728}
749 active_objects = active_next;
750 if (active_next)
751 active_next->active_prev = 0;
752 }
753 else
754 {
755 active_prev->active_next = active_next;
756 if (active_next)
757 active_next->active_prev = active_prev;
758 }
759 729
760 active_next = 0; 730void
761 active_prev = 0; 731object::deactivate_recursive ()
762 732{
763 if (recursive)
764 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
735
765 op->deactivate (1); 736 deactivate ();
737}
738
739void
740object::set_flag_inv (int flag, int value)
741{
742 for (object *op = inv; op; op = op->below)
743 {
744 op->flag [flag] = value;
745 op->set_flag_inv (flag, value);
746 }
766} 747}
767 748
768/* 749/*
769 * Remove and free all objects in the inventory of the given object. 750 * Remove and free all objects in the inventory of the given object.
770 * object.c ? 751 * object.c ?
803 784
804 if (op->flag [FLAG_STARTEQUIP] 785 if (op->flag [FLAG_STARTEQUIP]
805 || op->flag [FLAG_NO_DROP] 786 || op->flag [FLAG_NO_DROP]
806 || op->type == RUNE 787 || op->type == RUNE
807 || op->type == TRAP 788 || op->type == TRAP
808 || op->flag [FLAG_IS_A_TEMPLATE]) 789 || op->flag [FLAG_IS_A_TEMPLATE]
790 || op->flag [FLAG_DESTROY_ON_DEATH])
809 op->destroy (); 791 op->destroy ();
810 else 792 else
811 map->insert (op, x, y); 793 map->insert (op, x, y);
812 } 794 }
813 } 795 }
855 freed_map->name = "/internal/freed_objects_map"; 837 freed_map->name = "/internal/freed_objects_map";
856 freed_map->width = 3; 838 freed_map->width = 3;
857 freed_map->height = 3; 839 freed_map->height = 3;
858 840
859 freed_map->alloc (); 841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
860 } 843 }
861 844
862 map = freed_map; 845 map = freed_map;
863 x = 1; 846 x = 1;
864 y = 1; 847 y = 1;
874 857
875 // clear those pointers that likely might have circular references to us 858 // clear those pointers that likely might have circular references to us
876 owner = 0; 859 owner = 0;
877 enemy = 0; 860 enemy = 0;
878 attacked_by = 0; 861 attacked_by = 0;
879
880 // only relevant for players(?), but make sure of it anyways
881 contr = 0;
882} 862}
883 863
884void 864void
885object::destroy (bool destroy_inventory) 865object::destroy (bool destroy_inventory)
886{ 866{
971 else if (map) 951 else if (map)
972 { 952 {
973 if (type == PLAYER) 953 if (type == PLAYER)
974 { 954 {
975 --map->players; 955 --map->players;
976 map->last_access = runtime; 956 map->touch ();
977 } 957 }
978 958
959 map->dirty = true;
979 960
980 /* link the object above us */ 961 /* link the object above us */
981 if (above) 962 if (above)
982 above->below = below; 963 above->below = below;
983 else 964 else
1056 } 1037 }
1057 1038
1058 /* last == NULL if there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1059 //TODO: this makes little sense, why only update the topmost object? 1040 //TODO: this makes little sense, why only update the topmost object?
1060 if (!last) 1041 if (!last)
1061 map->at (x, y).flags_ = P_NEED_UPDATE; 1042 map->at (x, y).flags_ = 0;
1062 else 1043 else
1063 update_object (last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1064 1045
1065 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1066 update_all_los (map, x, y); 1047 update_all_los (map, x, y);
1187 { 1168 {
1188 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1189 1170
1190 object *more = op->more; 1171 object *more = op->more;
1191 1172
1192 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1193 * we set the map, that doesn't work if the location is within 1174 * we set the map, that doesn't work if the location is within
1194 * a map and this is straddling an edge. So only if coordinate 1175 * a map and this is straddling an edge. So only if coordinate
1195 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1196 */ 1177 */
1197 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1178 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1198 more->map = get_map_from_coord (m, &more->x, &more->y); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1199 else if (!more->map) 1180 else if (!more->map)
1200 { 1181 {
1360 1341
1361 if (op->type == PLAYER) 1342 if (op->type == PLAYER)
1362 { 1343 {
1363 op->contr->do_los = 1; 1344 op->contr->do_los = 1;
1364 ++op->map->players; 1345 ++op->map->players;
1365 op->map->last_access = runtime; 1346 op->map->touch ();
1366 } 1347 }
1348
1349 op->map->dirty = true;
1367 1350
1368 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1370 */ 1353 */
1371 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1377 * visible to others on this map. But update_all_los is really 1360 * visible to others on this map. But update_all_los is really
1378 * an inefficient way to do this, as it means los for all players 1361 * an inefficient way to do this, as it means los for all players
1379 * on the map will get recalculated. The players could very well 1362 * on the map will get recalculated. The players could very well
1380 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1381 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1382 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1383 * of effect may be sufficient. 1366 * of effect may be sufficient.
1384 */ 1367 */
1385 if (op->map->darkness && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1386 update_all_los (op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1387 1370
1425{ 1408{
1426 object *tmp, *tmp1; 1409 object *tmp, *tmp1;
1427 1410
1428 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1429 1412
1430 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1431 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1432 tmp->destroy (); 1415 tmp->destroy ();
1433 1416
1434 tmp1 = arch_to_object (archetype::find (arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1435 1418
1758 1741
1759 /* The objects have to be checked from top to bottom. 1742 /* The objects have to be checked from top to bottom.
1760 * Hence, we first go to the top: 1743 * Hence, we first go to the top:
1761 */ 1744 */
1762 1745
1763 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1764 { 1747 {
1765 /* Trim the search when we find the first other spell effect 1748 /* Trim the search when we find the first other spell effect
1766 * this helps performance so that if a space has 50 spell objects, 1749 * this helps performance so that if a space has 50 spell objects,
1767 * we don't need to check all of them. 1750 * we don't need to check all of them.
1768 */ 1751 */
1826 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
1827 */ 1810 */
1828object * 1811object *
1829present_arch (const archetype *at, maptile *m, int x, int y) 1812present_arch (const archetype *at, maptile *m, int x, int y)
1830{ 1813{
1831 if (m == NULL || out_of_map (m, x, y)) 1814 if (!m || out_of_map (m, x, y))
1832 { 1815 {
1833 LOG (llevError, "Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
1834 return NULL; 1817 return NULL;
1835 } 1818 }
1836 1819
1837 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1838 if (tmp->arch == at) 1821 if (tmp->arch == at)
1839 return tmp; 1822 return tmp;
1840 1823
1841 return NULL; 1824 return NULL;
1842} 1825}
1853 { 1836 {
1854 LOG (llevError, "Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
1855 return NULL; 1838 return NULL;
1856 } 1839 }
1857 1840
1858 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1859 if (tmp->type == type) 1842 if (tmp->type == type)
1860 return tmp; 1843 return tmp;
1861 1844
1862 return NULL; 1845 return NULL;
1863} 1846}
2595object::flag_desc (char *desc, int len) const 2578object::flag_desc (char *desc, int len) const
2596{ 2579{
2597 char *p = desc; 2580 char *p = desc;
2598 bool first = true; 2581 bool first = true;
2599 2582
2583 *p = 0;
2584
2600 for (int i = 0; i < NUM_FLAGS; i++) 2585 for (int i = 0; i < NUM_FLAGS; i++)
2601 { 2586 {
2602 if (len <= 10) // magic constant! 2587 if (len <= 10) // magic constant!
2603 { 2588 {
2604 snprintf (p, len, ",..."); 2589 snprintf (p, len, ",...");
2605 break; 2590 break;
2606 } 2591 }
2607 2592
2608 if (flag[i]) 2593 if (flag [i])
2609 { 2594 {
2610 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2611 len -= cnt; 2596 len -= cnt;
2612 p += cnt; 2597 p += cnt;
2613 first = false; 2598 first = false;
2615 } 2600 }
2616 2601
2617 return desc; 2602 return desc;
2618} 2603}
2619 2604
2620// return a suitable string describing an objetc in enough detail to find it 2605// return a suitable string describing an object in enough detail to find it
2621const char * 2606const char *
2622object::debug_desc (char *info) const 2607object::debug_desc (char *info) const
2623{ 2608{
2624 char flagdesc[512]; 2609 char flagdesc[512];
2625 char info2[256 * 4]; 2610 char info2[256 * 4];
2642} 2627}
2643 2628
2644const char * 2629const char *
2645object::debug_desc () const 2630object::debug_desc () const
2646{ 2631{
2647 static char info[256 * 3]; 2632 static char info[256 * 4];
2648 return debug_desc (info); 2633 return debug_desc (info);
2649} 2634}
2650 2635

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