--- deliantra/server/include/object.h 2006/09/14 21:16:12 1.38
+++ deliantra/server/include/object.h 2009/01/01 19:42:43 1.194
@@ -1,58 +1,86 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2001 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
+ */
#ifndef OBJECT_H
#define OBJECT_H
+#include
+
#include "cfperl.h"
#include "shstr.h"
-typedef uint32 tag_t;
-#define NUM_BODY_LOCATIONS 12
-#define BODY_ARMS 1
+typedef int tag_t;
+
+enum {
+ body_skill,
+ body_combat,
+ body_range,
+ body_shield,
+ body_arm,
+ body_torso,
+ body_head,
+ body_neck,
+ body_finger,
+ body_shoulder,
+ body_foot,
+ body_hand,
+ body_wrist,
+ body_waist,
+ NUM_BODY_LOCATIONS
+};
+
+enum slottype_t
+{
+ slot_none,
+ slot_combat,
+ slot_ranged,
+};
/* See common/item.c */
typedef struct Body_Locations
{
- const char *save_name; /* Name used to load/save it to disk */
+ keyword save_name; /* Name used to load/save it to disk */
const char *use_name; /* Name used when describing an item we can use */
const char *nonuse_name; /* Name to describe objects we can't use */
} Body_Locations;
extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
+#define NUM_COINS 4 /* number of coin types */
+extern const char *const coins[NUM_COINS + 1];
+
/*
* Each object (this also means archetypes!) could have a few of these
* "dangling" from it; this could also end up containing 'parse errors'.
*
* key and value are shared-strings.
*
- * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
+ * Please use kv_get/kv_set/kv_del from object rather than
* accessing the list directly.
* Exception is if you want to walk this list for some reason.
*/
-struct key_value
+struct key_value : slice_allocated
{
key_value *next;
shstr key, value;
@@ -61,10 +89,37 @@
struct UUID
{
uint64 seq;
-};
-extern void init_uuid ();
-extern UUID gen_uuid ();
+ static UUID cur; // last uuid generated
+ static void init ();
+ static UUID gen ();
+
+ UUID () { }
+ UUID (uint64 seq) : seq(seq) { }
+ operator uint64() { return seq; }
+ void operator =(uint64 seq) { this->seq = seq; }
+
+ typedef char BUF [32];
+
+ bool parse (const char *s)
+ {
+ return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
+ }
+
+ const char *c_str (char *buf, int len) const
+ {
+ snprintf (buf, len, "<1.%" PRIx64 ">", seq);
+
+ return buf;
+ }
+
+ const char *c_str () const
+ {
+ static BUF buf;
+
+ return c_str (buf, sizeof (buf));
+ }
+};
/* Definition for WILL_APPLY values. Replaces having harcoded values
* sprinkled in the code. Note that some of these also replace fields
@@ -77,88 +132,66 @@
#define WILL_APPLY_DOOR 0x08
#define WILL_APPLY_FOOD 0x10
-/* However, if you're keeping a pointer of some sort, you probably
- * don't just want it copied, so you'll need to add to common/object.C,
- * e.g. copy_object.
- */
-
-// these are not being copied
-ACC_CLASS (object)
-struct object_keep : refcounted
-{
- tag_t ACC (RW, count); /* Generation count for this object */
- UUID uuid; // Unique Identifier, survives saves etc.
-
- /* These variables are not changed by copy_object() */
- struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
- struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
- struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
- struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */
- struct object *ACC (RW, active_prev); /* List. This is used in process_events */
- /* so that the entire object list does not */
- /* need to be gone through. */
- struct object *ACC (RW, below); /* Pointer to the object stacked below this one */
- struct object *ACC (RW, above); /* Pointer to the object stacked above this one */
- /* Note: stacked in the *same* environment */
- struct object *inv; /* Pointer to the first object in the inventory */
- struct object *ACC (RW, container); /* Current container being used. I think this
- * is only used by the player right now.
- */
- struct object *ACC (RW, env); /* Pointer to the object which is the environment.
- * This is typically the container that the object is in.
- */
- struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
- struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
- struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
+struct body_slot
+{
+ signed char info:4; /* body info as loaded from the file */
+ signed char used:4; /* Calculated value based on items equipped */
};
+INTERFACE_CLASS (object)
// these are being copied
-struct object_copy : attachable