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Comparing deliantra/server/common/object.C (file contents):
Revision 1.98 by root, Sun Dec 31 17:17:22 2006 UTC vs.
Revision 1.109 by root, Sun Jan 7 21:54:59 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}
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
677 free_key_values (this); 675 free_key_values (this);
678} 676}
679 677
680void object::link () 678void object::link ()
681{ 679{
682 count = ++ob_count;
683 uuid = gen_uuid (); 680 uuid = gen_uuid ();
684 681
685 prev = 0; 682 refcnt_inc ();
686 next = object::first; 683 objects.insert (this);
687
688 if (object::first)
689 object::first->prev = this;
690
691 object::first = this;
692} 684}
693 685
694void object::unlink () 686void object::unlink ()
695{ 687{
696 if (this == object::first) 688 objects.erase (this);
697 object::first = next; 689 refcnt_dec ();
698
699 /* Remove this object from the list of used objects */
700 if (prev) prev->next = next;
701 if (next) next->prev = prev;
702
703 prev = 0;
704 next = 0;
705}
706
707bool
708object::active () const
709{
710 return active_next || active_prev || this == active_objects;
711} 690}
712 691
713void 692void
714object::activate () 693object::activate ()
715{ 694{
716 /* If already on active list, don't do anything */ 695 /* If already on active list, don't do anything */
717 if (active ()) 696 if (active)
718 return; 697 return;
719 698
720 if (has_active_speed ()) 699 if (has_active_speed ())
721 { 700 actives.insert (this);
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} 701}
732 702
733void 703void
734object::activate_recursive () 704object::activate_recursive ()
735{ 705{
736 activate (); 706 activate ();
737 707
738 for (object *op = inv; op; op = op->above) 708 for (object *op = inv; op; op = op->below)
739 op->activate_recursive (); 709 op->activate_recursive ();
740} 710}
741 711
742/* This function removes object 'op' from the list of active 712/* This function removes object 'op' from the list of active
743 * objects. 713 * objects.
749 */ 719 */
750void 720void
751object::deactivate () 721object::deactivate ()
752{ 722{
753 /* If not on the active list, nothing needs to be done */ 723 /* If not on the active list, nothing needs to be done */
754 if (!active ()) 724 if (!active)
755 return; 725 return;
756 726
757 if (active_prev == 0) 727 actives.erase (this);
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} 728}
773 729
774void 730void
775object::deactivate_recursive () 731object::deactivate_recursive ()
776{ 732{
777 for (object *op = inv; op; op = op->above) 733 for (object *op = inv; op; op = op->below)
778 op->deactivate_recursive (); 734 op->deactivate_recursive ();
779 735
780 deactivate (); 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 }
781} 747}
782 748
783/* 749/*
784 * 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.
785 * object.c ? 751 * object.c ?
870 freed_map->name = "/internal/freed_objects_map"; 836 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3; 837 freed_map->width = 3;
872 freed_map->height = 3; 838 freed_map->height = 3;
873 839
874 freed_map->alloc (); 840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
875 } 842 }
876 843
877 map = freed_map; 844 map = freed_map;
878 x = 1; 845 x = 1;
879 y = 1; 846 y = 1;
889 856
890 // clear those pointers that likely might have circular references to us 857 // clear those pointers that likely might have circular references to us
891 owner = 0; 858 owner = 0;
892 enemy = 0; 859 enemy = 0;
893 attacked_by = 0; 860 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897} 861}
898 862
899void 863void
900object::destroy (bool destroy_inventory) 864object::destroy (bool destroy_inventory)
901{ 865{
986 else if (map) 950 else if (map)
987 { 951 {
988 if (type == PLAYER) 952 if (type == PLAYER)
989 { 953 {
990 --map->players; 954 --map->players;
991 map->last_access = runtime; 955 map->touch ();
992 } 956 }
993 957
994 map->dirty = true; 958 map->dirty = true;
995 959
996 /* link the object above us */ 960 /* link the object above us */
1072 } 1036 }
1073 1037
1074 /* last == NULL if there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1075 //TODO: this makes little sense, why only update the topmost object? 1039 //TODO: this makes little sense, why only update the topmost object?
1076 if (!last) 1040 if (!last)
1077 map->at (x, y).flags_ = P_NEED_UPDATE; 1041 map->at (x, y).flags_ = 0;
1078 else 1042 else
1079 update_object (last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1080 1044
1081 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1082 update_all_los (map, x, y); 1046 update_all_los (map, x, y);
1203 { 1167 {
1204 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1205 1169
1206 object *more = op->more; 1170 object *more = op->more;
1207 1171
1208 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1209 * we set the map, that doesn't work if the location is within 1173 * we set the map, that doesn't work if the location is within
1210 * a map and this is straddling an edge. So only if coordinate 1174 * a map and this is straddling an edge. So only if coordinate
1211 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1212 */ 1176 */
1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1177 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1214 more->map = get_map_from_coord (m, &more->x, &more->y); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1215 else if (!more->map) 1179 else if (!more->map)
1216 { 1180 {
1376 1340
1377 if (op->type == PLAYER) 1341 if (op->type == PLAYER)
1378 { 1342 {
1379 op->contr->do_los = 1; 1343 op->contr->do_los = 1;
1380 ++op->map->players; 1344 ++op->map->players;
1381 op->map->last_access = runtime; 1345 op->map->touch ();
1382 } 1346 }
1383 1347
1384 op->map->dirty = true; 1348 op->map->dirty = true;
1385 1349
1386 /* If we have a floor, we know the player, if any, will be above 1350 /* If we have a floor, we know the player, if any, will be above
1395 * visible to others on this map. But update_all_los is really 1359 * visible to others on this map. But update_all_los is really
1396 * an inefficient way to do this, as it means los for all players 1360 * an inefficient way to do this, as it means los for all players
1397 * on the map will get recalculated. The players could very well 1361 * on the map will get recalculated. The players could very well
1398 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1399 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1400 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1401 * of effect may be sufficient. 1365 * of effect may be sufficient.
1402 */ 1366 */
1403 if (op->map->darkness && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1404 update_all_los (op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1405 1369
1443{ 1407{
1444 object *tmp, *tmp1; 1408 object *tmp, *tmp1;
1445 1409
1446 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1447 1411
1448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1449 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1450 tmp->destroy (); 1414 tmp->destroy ();
1451 1415
1452 tmp1 = arch_to_object (archetype::find (arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1453 1417
1776 1740
1777 /* The objects have to be checked from top to bottom. 1741 /* The objects have to be checked from top to bottom.
1778 * Hence, we first go to the top: 1742 * Hence, we first go to the top:
1779 */ 1743 */
1780 1744
1781 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1782 { 1746 {
1783 /* Trim the search when we find the first other spell effect 1747 /* Trim the search when we find the first other spell effect
1784 * this helps performance so that if a space has 50 spell objects, 1748 * this helps performance so that if a space has 50 spell objects,
1785 * we don't need to check all of them. 1749 * we don't need to check all of them.
1786 */ 1750 */
1844 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
1845 */ 1809 */
1846object * 1810object *
1847present_arch (const archetype *at, maptile *m, int x, int y) 1811present_arch (const archetype *at, maptile *m, int x, int y)
1848{ 1812{
1849 if (m == NULL || out_of_map (m, x, y)) 1813 if (!m || out_of_map (m, x, y))
1850 { 1814 {
1851 LOG (llevError, "Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
1852 return NULL; 1816 return NULL;
1853 } 1817 }
1854 1818
1855 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1856 if (tmp->arch == at) 1820 if (tmp->arch == at)
1857 return tmp; 1821 return tmp;
1858 1822
1859 return NULL; 1823 return NULL;
1860} 1824}
1871 { 1835 {
1872 LOG (llevError, "Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
1873 return NULL; 1837 return NULL;
1874 } 1838 }
1875 1839
1876 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1877 if (tmp->type == type) 1841 if (tmp->type == type)
1878 return tmp; 1842 return tmp;
1879 1843
1880 return NULL; 1844 return NULL;
1881} 1845}
2613object::flag_desc (char *desc, int len) const 2577object::flag_desc (char *desc, int len) const
2614{ 2578{
2615 char *p = desc; 2579 char *p = desc;
2616 bool first = true; 2580 bool first = true;
2617 2581
2582 *p = 0;
2583
2618 for (int i = 0; i < NUM_FLAGS; i++) 2584 for (int i = 0; i < NUM_FLAGS; i++)
2619 { 2585 {
2620 if (len <= 10) // magic constant! 2586 if (len <= 10) // magic constant!
2621 { 2587 {
2622 snprintf (p, len, ",..."); 2588 snprintf (p, len, ",...");
2623 break; 2589 break;
2624 } 2590 }
2625 2591
2626 if (flag[i]) 2592 if (flag [i])
2627 { 2593 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i); 2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt; 2595 len -= cnt;
2630 p += cnt; 2596 p += cnt;
2631 first = false; 2597 first = false;
2633 } 2599 }
2634 2600
2635 return desc; 2601 return desc;
2636} 2602}
2637 2603
2638// return a suitable string describing an objetc in enough detail to find it 2604// return a suitable string describing an object in enough detail to find it
2639const char * 2605const char *
2640object::debug_desc (char *info) const 2606object::debug_desc (char *info) const
2641{ 2607{
2642 char flagdesc[512]; 2608 char flagdesc[512];
2643 char info2[256 * 4]; 2609 char info2[256 * 4];
2660} 2626}
2661 2627
2662const char * 2628const char *
2663object::debug_desc () const 2629object::debug_desc () const
2664{ 2630{
2665 static char info[256 * 3]; 2631 static char info[256 * 4];
2666 return debug_desc (info); 2632 return debug_desc (info);
2667} 2633}
2668 2634

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