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Comparing deliantra/server/common/object.C (file contents):
Revision 1.93 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.98 by root, Sun Dec 31 17:17:22 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
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
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);
778 702
779 prev = 0; 703 prev = 0;
780 next = 0; 704 next = 0;
781} 705}
782 706
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}
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 ?
786 */ 786 */
787void 787void
788object::destroy_inv (bool drop_to_ground) 788object::destroy_inv (bool drop_to_ground)
789{ 789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
790 /* Only if the space blocks everything do we not process - 798 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects 799 * if some form of movement is allowed, let objects
792 * drop on that space. 800 * drop on that space.
793 */ 801 */
794 if (!drop_to_ground 802 if (!drop_to_ground
795 || !map 803 || !map
796 || map->in_memory != MAP_IN_MEMORY 804 || map->in_memory != MAP_IN_MEMORY
797 || map->at (x, y).move_block == MOVE_ALL) 805 || ms ().move_block == MOVE_ALL)
798 { 806 {
799 while (inv) 807 while (inv)
800 { 808 {
801 inv->destroy_inv (drop_to_ground); 809 inv->destroy_inv (drop_to_ground);
802 inv->destroy (); 810 inv->destroy ();
861 869
862 freed_map->name = "/internal/freed_objects_map"; 870 freed_map->name = "/internal/freed_objects_map";
863 freed_map->width = 3; 871 freed_map->width = 3;
864 freed_map->height = 3; 872 freed_map->height = 3;
865 873
866 freed_map->allocate (); 874 freed_map->alloc ();
867 } 875 }
868 876
869 map = freed_map; 877 map = freed_map;
870 x = 1; 878 x = 1;
871 y = 1; 879 y = 1;
956 * to save cpu time. 964 * to save cpu time.
957 */ 965 */
958 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))
959 otmp->update_stats (); 967 otmp->update_stats ();
960 968
961 if (above != NULL) 969 if (above)
962 above->below = below; 970 above->below = below;
963 else 971 else
964 env->inv = below; 972 env->inv = below;
965 973
966 if (below != NULL) 974 if (below)
967 below->above = above; 975 below->above = above;
968 976
969 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
970 * 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
971 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
975 above = 0, below = 0; 983 above = 0, below = 0;
976 env = 0; 984 env = 0;
977 } 985 }
978 else if (map) 986 else if (map)
979 { 987 {
980 /* Re did the following section of code - it looks like it had 988 if (type == PLAYER)
981 * lots of logic for things we no longer care about
982 */ 989 {
990 --map->players;
991 map->last_access = runtime;
992 }
993
994 map->dirty = true;
983 995
984 /* link the object above us */ 996 /* link the object above us */
985 if (above) 997 if (above)
986 above->below = below; 998 above->below = below;
987 else 999 else
1038 1050
1039 if (tmp->contr->ns) 1051 if (tmp->contr->ns)
1040 tmp->contr->ns->floorbox_update (); 1052 tmp->contr->ns->floorbox_update ();
1041 } 1053 }
1042 1054
1043 /* See if player moving off should effect something */ 1055 /* See if object moving off should effect something */
1044 if (check_walk_off 1056 if (check_walk_off
1045 && ((move_type & tmp->move_off) 1057 && ((move_type & tmp->move_off)
1046 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1058 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1047 { 1059 {
1048 move_apply (tmp, this, 0); 1060 move_apply (tmp, this, 0);
1050 if (destroyed ()) 1062 if (destroyed ())
1051 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 ());
1052 } 1064 }
1053 1065
1054 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1066 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1055 1067 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1056 if (tmp->above == tmp) 1068 if (tmp->above == tmp)
1057 tmp->above = 0; 1069 tmp->above = 0;
1058 1070
1059 last = tmp; 1071 last = tmp;
1060 } 1072 }
1061 1073
1062 /* 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?
1063 if (!last) 1076 if (!last)
1064 map->at (x, y).flags_ = P_NEED_UPDATE; 1077 map->at (x, y).flags_ = P_NEED_UPDATE;
1065 else 1078 else
1066 update_object (last, UP_OBJ_REMOVE); 1079 update_object (last, UP_OBJ_REMOVE);
1067 1080
1153 { 1166 {
1154 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1155 return NULL; 1168 return NULL;
1156 } 1169 }
1157 1170
1158 if (m == NULL) 1171 if (!m)
1159 { 1172 {
1160 char *dump = dump_object (op); 1173 char *dump = dump_object (op);
1161 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);
1162 free (dump); 1175 free (dump);
1163 return op; 1176 return op;
1227 y = op->y; 1240 y = op->y;
1228 1241
1229 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1230 */ 1243 */
1231 if (op->nrof && !(flag & INS_NO_MERGE)) 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1232 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)
1233 if (object::can_merge (op, tmp)) 1246 if (object::can_merge (op, tmp))
1234 { 1247 {
1235 op->nrof += tmp->nrof; 1248 op->nrof += tmp->nrof;
1236 tmp->destroy (); 1249 tmp->destroy ();
1237 } 1250 }
1264 else 1277 else
1265 { 1278 {
1266 /* If there are other objects, then */ 1279 /* If there are other objects, then */
1267 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))
1268 { 1281 {
1269 object *last = NULL; 1282 object *last = 0;
1270 1283
1271 /* 1284 /*
1272 * 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.
1273 * We've already dealt with merging if appropriate. 1286 * We've already dealt with merging if appropriate.
1274 * 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
1278 * 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
1279 * 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
1280 * 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
1281 * that flying non pickable objects are spell objects. 1294 * that flying non pickable objects are spell objects.
1282 */ 1295 */
1283
1284 while (top != NULL) 1296 while (top)
1285 { 1297 {
1286 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))
1287 floor = top; 1299 floor = top;
1288 1300
1289 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))
1342 op->above = GET_MAP_OB (op->map, op->x, op->y); 1354 op->above = GET_MAP_OB (op->map, op->x, op->y);
1343 1355
1344 if (op->above) 1356 if (op->above)
1345 op->above->below = op; 1357 op->above->below = op;
1346 1358
1347 op->below = NULL; 1359 op->below = 0;
1348 op->ms ().bot = op; 1360 op->ms ().bot = op;
1349 } 1361 }
1350 else 1362 else
1351 { /* get inserted into the stack above top */ 1363 { /* get inserted into the stack above top */
1352 op->above = top->above; 1364 op->above = top->above;
1356 1368
1357 op->below = top; 1369 op->below = top;
1358 top->above = op; 1370 top->above = op;
1359 } 1371 }
1360 1372
1361 if (op->above == NULL) 1373 if (!op->above)
1362 op->ms ().top = op; 1374 op->ms ().top = op;
1363 } /* else not INS_BELOW_ORIGINATOR */ 1375 } /* else not INS_BELOW_ORIGINATOR */
1364 1376
1365 if (op->type == PLAYER) 1377 if (op->type == PLAYER)
1378 {
1366 op->contr->do_los = 1; 1379 op->contr->do_los = 1;
1380 ++op->map->players;
1381 op->map->last_access = runtime;
1382 }
1383
1384 op->map->dirty = true;
1367 1385
1368 /* 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
1369 * it, so save a few ticks and start from there. 1387 * it, so save a few ticks and start from there.
1370 */ 1388 */
1371 if (!(flag & INS_MAP_LOAD)) 1389 if (!(flag & INS_MAP_LOAD))
2588 } 2606 }
2589 else 2607 else
2590 item = item->env; 2608 item = item->env;
2591} 2609}
2592 2610
2611
2612const char *
2613object::flag_desc (char *desc, int len) const
2614{
2615 char *p = desc;
2616 bool first = true;
2617
2618 for (int i = 0; i < NUM_FLAGS; i++)
2619 {
2620 if (len <= 10) // magic constant!
2621 {
2622 snprintf (p, len, ",...");
2623 break;
2624 }
2625
2626 if (flag[i])
2627 {
2628 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2629 len -= cnt;
2630 p += cnt;
2631 first = false;
2632 }
2633 }
2634
2635 return desc;
2636}
2637
2593// return a suitable string describing an objetc in enough detail to find it 2638// return a suitable string describing an objetc in enough detail to find it
2594const char * 2639const char *
2595object::debug_desc (char *info) const 2640object::debug_desc (char *info) const
2596{ 2641{
2642 char flagdesc[512];
2597 char info2[256 * 3]; 2643 char info2[256 * 4];
2598 char *p = info; 2644 char *p = info;
2599 2645
2600 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2646 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2601 count, 2647 count, uuid.seq,
2602 &name, 2648 &name,
2603 title ? " " : "", 2649 title ? "\",title:" : "",
2604 title ? (const char *)title : ""); 2650 title ? (const char *)title : "",
2651 flag_desc (flagdesc, 512), type);
2605 2652
2606 if (env) 2653 if (env)
2607 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2654 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2608 2655
2609 if (map) 2656 if (map)
2610 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2657 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2611 2658
2612 return info; 2659 return info;
2613} 2660}
2614 2661
2615const char * 2662const char *

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