-tg- atom pooling system, qdel changes

This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.

Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.

Emitter beams are now fully pooled.

Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit is contained in:
Tigercat2000
2015-06-21 15:47:57 -07:00
parent 4481968c5d
commit d20298e996
149 changed files with 379 additions and 367 deletions
@@ -26,7 +26,7 @@
// Fix for #383 - C4 deleting fridges with corpses
/obj/structure/closet/Destroy()
dump_contents()
..()
return ..()
/obj/structure/closet/alter_health()
return get_turf(src)
+4 -4
View File
@@ -98,7 +98,7 @@
/obj/structure/displaycase/ex_act(severity)
switch(severity)
if (1)
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
if (occupant)
dump()
del(src)
@@ -121,13 +121,13 @@
/obj/structure/displaycase/blob_act()
if (prob(75))
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
if(occupant) dump()
del(src)
/obj/structure/displaycase/meteorhit(obj/O as obj)
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
if(occupant) dump()
del(src)
@@ -137,7 +137,7 @@
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
playsound(get_turf(src), "shatter", 70, 1)
update_icon()
else
+1 -1
View File
@@ -37,7 +37,7 @@
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
..()
return ..()
/obj/structure/falsewall/relativewall()
+8 -9
View File
@@ -37,17 +37,16 @@
icon='icons/fence-ns.dmi'
/obj/structure/grille/Destroy()
loc = null //garbage collect
return QDEL_HINT_PUTINPOOL //pool grilles
/obj/structure/grille/ex_act(severity)
returnToPool(src)
qdel(src)
/obj/structure/grille/blob_act()
returnToPool(src)
qdel(src)
/obj/structure/grille/meteorhit(var/obj/M)
returnToPool(src)
qdel(src)
/obj/structure/grille/Bumped(atom/user)
@@ -144,7 +143,7 @@
if(!shock(user, 100))
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
new /obj/item/stack/rods(loc, 2)
returnToPool(src)
qdel(src)
else if((isscrewdriver(W)) && (istype(loc, /turf/simulated) || anchored))
if(!shock(user, 90))
playsound(loc, 'sound/items/Screwdriver.ogg', 100, 1)
@@ -224,12 +223,12 @@
icon_state = "brokengrille"
density = 0
destroyed = 1
new /obj/item/stack/rods(loc)
PoolOrNew(/obj/item/stack/rods,loc)
else
if(health <= -6)
new /obj/item/stack/rods(loc)
returnToPool(src)
PoolOrNew(/obj/item/stack/rods,loc)
qdel(src)
return
return
+4 -4
View File
@@ -13,7 +13,7 @@
/obj/structure/lamarr/ex_act(severity)
switch(severity)
if (1)
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
Break()
qdel(src)
if (2)
@@ -35,13 +35,13 @@
/obj/structure/lamarr/blob_act()
if (prob(75))
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
Break()
qdel(src)
/obj/structure/lamarr/meteorhit(obj/O as obj)
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
Break()
qdel(src)
@@ -51,7 +51,7 @@
if (!( src.destroyed ))
src.density = 0
src.destroyed = 1
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
playsound(src, "shatter", 70, 1)
Break()
else
+1 -1
View File
@@ -30,7 +30,7 @@
if(locate(/obj/structure/lattice, get_step(src, dir)))
L = locate(/obj/structure/lattice, get_step(src, dir))
L.updateOverlays(src.loc)
..()
return ..()
/obj/structure/lattice/blob_act()
qdel(src)
+2 -2
View File
@@ -21,7 +21,7 @@
/datum/song/Destroy()
instrumentObj = null
return
return ..()
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
@@ -320,7 +320,7 @@
/obj/structure/piano/Destroy()
del(song)
song = null
..()
return ..()
/obj/structure/piano/attack_hand(mob/user as mob)
interact(user)
@@ -27,8 +27,7 @@
/obj/structure/stool/bed/Destroy()
unbuckle()
..()
return
return ..()
/obj/structure/stool/bed/attack_hand(mob/user as mob)
manual_unbuckle(user)
+3 -3
View File
@@ -42,7 +42,7 @@
/obj/structure/table/Destroy()
update_adjacent()
..()
return ..()
/obj/structure/table/proc/destroy()
new parts(loc)
@@ -725,9 +725,9 @@
/obj/structure/table/glass/proc/collapse() //glass table collapse is called twice in this code, more efficent to just have a proc
src.visible_message("<span class='warning'>\The [src] shatters, and the frame collapses!</span>", "<span class='warning'>You hear metal collapsing and glass shattering.</span>")
new /obj/item/weapon/table_parts/glass(loc)
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
if(prob(50)) //50% chance to spawn two shards
getFromPool(/obj/item/weapon/shard, loc)
PoolOrNew(/obj/item/weapon/shard, loc)
qdel(src)
/obj/structure/table/glass/attackby(obj/item/I as obj, mob/user as mob, params)
@@ -23,7 +23,7 @@
/obj/structure/transit_tube/station/Destroy()
processing_objects -= src
..()
return ..()
// Stations which will send the tube in the opposite direction after their stop.
/obj/structure/transit_tube/station/reverse
@@ -21,9 +21,9 @@
/obj/structure/transit_tube_pod/Destroy()
for(var/atom/movable/AM in contents)
AM.loc = loc
AM.forceMove(get_turf(src))
..()
return ..()
/obj/structure/transit_tube_pod/proc/follow_tube(var/reverse_launch)
if(moving)
@@ -35,7 +35,7 @@ obj/structure/windoor_assembly/New(dir=NORTH)
obj/structure/windoor_assembly/Destroy()
density = 0
air_update_turf(1)
..()
return ..()
/obj/structure/windoor_assembly/Move()
var/turf/T = loc
+3 -3
View File
@@ -53,7 +53,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
// This should result in the same materials used to make the window.
/obj/structure/window/proc/destroy()
for(var/i=0;i<sheets;i++)
getFromPool(shardtype, loc)
PoolOrNew(shardtype, loc)
if(reinf)
new /obj/item/stack/rods(loc)
@@ -223,7 +223,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
else if(istype(W, /obj/item/weapon/wrench) && !anchored && health > 7) //Disassemble deconstructed window into parts
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
for(var/i=0;i<sheets;i++)
var/obj/item/stack/sheet/glass/NG = getFromPool(glasstype, src.loc)
var/obj/item/stack/sheet/glass/NG = PoolOrNew(glasstype, src.loc)
for (var/obj/item/stack/sheet/glass/G in src.loc) //Stack em up
if(G==NG)
continue
@@ -335,7 +335,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
air_update_turf(1)
if(loc && !disassembled)
playsound(get_turf(src), "shatter", 70, 1)
..()
return ..()
/obj/structure/window/Move()