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Comparing deliantra/server/include/object.h (file contents):
Revision 1.34 by root, Wed Sep 13 02:05:19 2006 UTC vs.
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC

80/* However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 82 * e.g. copy_object.
83 */ 83 */
84 84
85typedef refptr<object> object_ptr;
86typedef refptr<archetype> arch_ptr;
87
85// these are not being copied 88// these are not being copied
86ACC_CLASS (object) 89ACC_CLASS (object)
87struct object_keep : refcounted 90struct object_keep : refcounted
88{ 91{
89 tag_t ACC (RW, count); /* Unique object number for this object */ 92 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 93 UUID uuid; // Unique Identifier, survives saves etc.
91 94
92 /* These variables are not changed by copy_object() */ 95 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 96 player *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 97 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 100 object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */ 101 /* so that the entire object list does not */
99 /* need to be gone through. */ 102 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 103 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 104 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 105 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 106 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 107 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 108 * is only used by the player right now.
106 */ 109 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 110 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 111 * This is typically the container that the object is in.
109 */ 112 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 116};
114 117
115// these are being copied 118// these are being copied
116struct object_copy : attachable<object> 119struct object_copy : attachable<object>
117{ 120{
118 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
119 shstr ACC (RW, name); /* The name of the object, obviously... */ 121 shstr ACC (RW, name); /* The name of the object, obviously... */
120 shstr ACC (RW, name_pl); /* The plural name of the object */ 122 shstr ACC (RW, name_pl); /* The plural name of the object */
121 shstr ACC (RW, title); /* Of foo, etc */ 123 shstr ACC (RW, title); /* Of foo, etc */
122 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 124 shstr ACC (RW, race); /* human, goblin, dragon, etc */
123 shstr ACC (RW, slaying); /* Which race to do double damage to */ 125 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
127 shstr ACC (RW, lore); /* Obscure information about this object, */ 129 shstr ACC (RW, lore); /* Obscure information about this object, */
128 /* To get put into books and the like. */ 130 /* To get put into books and the like. */
129 shstr ACC (RW, materialname); /* specific material name */ 131 shstr ACC (RW, materialname); /* specific material name */
130 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 132 shstr ACC (RW, custom_name); /* Custom name assigned by player */
133 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
134 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
135 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
136 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
137 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
138 object_ptr ACC (RW, spell); /* Spell that was being cast */
139 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
131}; 140};
132 141
133// these are being copied and also cleared 142// these are being copied and also cleared
134struct object_pod 143struct object_pod
135{ 144{
145 New_Face *ACC (RW, face); /* Face with colors */
136 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
137 float ACC (RW, speed); /* The overall speed of this object */ 147 float ACC (RW, speed); /* The overall speed of this object */
138 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 148 float ACC (RW, speed_left); /* How much speed is left to spend this round */
139 uint32 ACC (RW, nrof); /* How many of the objects */ 149 uint32 ACC (RW, nrof); /* How many of the objects */
140 New_Face *ACC (RW, face); /* Face with colors */
141 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 150 sint8 ACC (RW, direction); /* Means the object is moving that way. */
142 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
143 152
144 /* This next big block are basically used for monsters and equipment */ 153 /* This next big block are basically used for monsters and equipment */
145 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
168 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 177 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
169 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
170 sint32 ACC (RW, weight); /* Attributes of the object */ 179 sint32 ACC (RW, weight); /* Attributes of the object */
171 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
172 sint32 ACC (RW, carrying); /* How much weight this object contains */ 181 sint32 ACC (RW, carrying); /* How much weight this object contains */
173 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 sint64 ACC (RW, perm_exp); /* Permanent exp */ 182 sint64 ACC (RW, perm_exp); /* Permanent exp */
175 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
176 uint32 ACC (RW, weapontype); /* type of weapon */ 183 uint32 ACC (RW, weapontype); /* type of weapon */
177 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 184 uint32 ACC (RW, tooltype); /* type of tool or build facility */
178 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 185 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
179 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 186 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 /* See the doc/Developers/objects for more info about body locations */ 188 /* See the doc/Developers/objects for more info about body locations */
181 189
182 /* Following mostly refers to fields only used for monsters */ 190 /* Following mostly refers to fields only used for monsters */
183 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
184 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
185 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
186 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
187 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
188 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
189 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
190 /* changes made by kholland@sunlab.cit.cornell.edu */ 192 /* changes made by kholland@sunlab.cit.cornell.edu */
191 /* allows different movement patterns for attackers */ 193 /* allows different movement patterns for attackers */
192 sint32 ACC (RW, move_status); /* What stage in attack mode */ 194 sint32 ACC (RW, move_status); /* What stage in attack mode */
193 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
194 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 196 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
195 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 197 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
197 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
198 199
199 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
200 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
201 * only used in spells. 202 * only used in spells.
202 */ 203 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 204 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 205 sint16 ACC (RW, casting_time); /* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 206 uint16 ACC (RW, start_holding);
206 struct object *ACC (RW, spell); /* Spell that was being cast */
207 char *ACC (RW, spellarg);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 209 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
211 char *ACC (RW, spellarg);
212 212
213 /* Following are values used by any object */ 213 /* Following are values used by any object */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 key_value *key_values; /* Fields not explictly known by the loader. */
216 /* this objects turns into or what this object creates */ 218 /* this objects turns into or what this object creates */
217 uint32 flags[4]; /* various flags */ 219 uint32 flags[4]; /* various flags */
218 uint16 ACC (RW, animation_id); /* An index into the animation array */ 220 uint16 ACC (RW, animation_id); /* An index into the animation array */
219 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
220 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
227 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
228 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
229 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
230 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 232 MoveType ACC (RW, move_slow); /* Movement types this slows down */
231 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
232 key_value *key_values; /* Fields not explictly known by the loader. */
233}; 234};
234 235
235struct object : zero_initialised, object_keep, object_copy, object_pod 236struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 237{
238 typedef unordered_vector<object *> vector;
239
240 static vector mortals;
241 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects"
244
237 static object *create (); 245 static object *create ();
238 void free (bool free_inventory = false); 246 void destroy (bool destroy_inventory = false);
239 247
240 static void free_mortals (); 248 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2); 249 static bool can_merge (object *op1, object *op2);
242 250
243 void clear (); 251 void clear ();
244 void clone (object *destination); 252 void clone (object *destination);
253
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
245 255
246 void instantiate () 256 void instantiate ()
247 { 257 {
248 if (!uuid.seq) // HACK 258 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 259 uuid = gen_uuid ();
250 260
251 attachable<object>::instantiate (); 261 attachable<object>::instantiate ();
252 } 262 }
253 263
254 void set_owner (object *owner); 264 void set_owner (object *owner);
255 object *get_owner ();
256 265
257 // info must hold 256 * 3 bytes currently 266 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 267 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 268 const char *debug_desc () const;
260 269
302 object (); 311 object ();
303 ~object (); 312 ~object ();
304}; 313};
305 314
306#define get_object() object::create () 315#define get_object() object::create ()
307#define free_object(op) (op)->free (0) 316#define free_object(op) (op)->destroy (0)
308#define free_object2(op, free_inv) (op)->free (free_inv) 317#define free_object2(op, free_inv) (op)->destroy (free_inv)
309#define clear_owner(op) (op)->owner = 0 318#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner 319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
311#define clear_object(op) (op)->clear () 321#define clear_object(op) (op)->clear ()
312
313static inline object *
314get_owner (object *op)
315{
316 return op->get_owner ();
317}
318 322
319static inline void 323static inline void
320set_owner (object *op, object *owner) 324set_owner (object *op, object *owner)
321{ 325{
322 op->set_owner (owner); 326 op->set_owner (owner);
324 328
325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
326 330
327typedef struct oblnk 331typedef struct oblnk
328{ /* Used to link together several objects */ 332{ /* Used to link together several objects */
329 object *ob; 333 object_ptr ob;
330 struct oblnk *next; 334 struct oblnk *next;
331 tag_t id;
332} objectlink; 335} objectlink;
333 336
334typedef struct oblinkpt 337typedef struct oblinkpt
335{ /* Used to link together several object links */ 338{ /* Used to link together several object links */
336 struct oblnk *link; 339 struct oblnk *link;
345 * be much left in the archetype - all it really is is a holder for the 348 * be much left in the archetype - all it really is is a holder for the
346 * object and pointers. This structure should get removed, and just replaced 349 * object and pointers. This structure should get removed, and just replaced
347 * by the object structure 350 * by the object structure
348 */ 351 */
349 352
350ACC_CLASS(archetype) 353ACC_CLASS (archetype)
351struct archetype : zero_initialised 354struct archetype : zero_initialised, refcounted
352{ 355{
353 archetype (); 356 archetype ();
354 ~archetype (); 357 ~archetype ();
355 358
359 static archetype *find (const char *arch);
360
361 void hash_add (); // add to hastable
362 void hash_del (); // remove from hashtable
363
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 366 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 367 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 368 object ACC (RO, clone); /* An object from which to do copy_object() */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 371 * in comparison to the head.
364 */ 372 */
365}; 373};
366 374
367extern object *objects; 375extern object *objects;
368extern object *active_objects; 376extern object *active_objects;
369 377
421#define ARCH_DETECT_MAGIC "detect_magic" 429#define ARCH_DETECT_MAGIC "detect_magic"
422#define ARCH_DEPLETION "depletion" 430#define ARCH_DEPLETION "depletion"
423#define ARCH_SYMPTOM "symptom" 431#define ARCH_SYMPTOM "symptom"
424 432
425#endif 433#endif
434

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