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Comparing deliantra/server/include/object.h (file contents):
Revision 1.47 by root, Wed Dec 6 13:59:01 2006 UTC vs.
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26 26
59}; 59};
60 60
61struct UUID 61struct UUID
62{ 62{
63 uint64 seq; 63 uint64 seq;
64
65 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
64}; 69};
65 70
66extern void init_uuid (); 71extern void init_uuid ();
67extern UUID gen_uuid (); 72extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 73extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 83#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
80 85
81/* However, if you're keeping a pointer of some sort, you probably 86/* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C, 87 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 88 * e.g. ->copy_to ()
84 */ 89 */
85 90
86typedef refptr<object> object_ptr; 91typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 92typedef refptr<archetype> arch_ptr;
88 93
89// these are not being copied 94// these are not being copied
90ACC_CLASS (object) 95ACC_CLASS (object)
91struct object_keep : refcounted 96struct object_keep : refcounted
92{ 97{
98 /* These variables are not changed by ->copy_to */
99
93 tag_t ACC (RW, count); /* Generation count for this object */ 100 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 102
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 103 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */ 107 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
103 /* need to be gone through. */ 109 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 112 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 115 * is only used by the player right now.
110 */ 116 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 117 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
113 */ 119 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 123};
118 124
119// these are being copied 125// these are being copied
120struct object_copy : attachable<object> 126struct object_copy : attachable<object>
242 static vector active; // active objects, not yet used 248 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 249 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 250 static object *first; // will be replaced by "objects"
245 251
246 static object *create (); 252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 255 void destroy (bool destroy_inventory = false);
248 void remove (); 256 void remove ();
249 object *insert (object *item); // insert into inventory 257 object *insert (object *item); // insert into inventory
250 258
251 static void free_mortals (); 259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 263 static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
253 269
254 void clear (); 270 void clear ();
255 void clone (object *destination);
256 271
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
258 275
259 void instantiate () 276 void instantiate ()
260 { 277 {
261 if (!uuid.seq) // HACK 278 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 279 uuid = gen_uuid ();
263 280
264 attachable<object>::instantiate (); 281 attachable<object>::instantiate ();
265 } 282 }
266
267 void set_owner (object *owner);
268 283
269 // info must hold 256 * 3 bytes currently 284 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 285 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 286 const char *debug_desc () const;
272 287
312 void unlink (); 327 void unlink ();
313 328
314 object (); 329 object ();
315 ~object (); 330 ~object ();
316}; 331};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define free_object(op) (op)->destroy (0)
321#define free_object2(op, free_inv) (op)->destroy (free_inv)
322#define clear_owner(op) (op)->owner = 0
323#define copy_owner(op,other) (op)->owner = (other)->owner
324#define get_owner(op) (op)->owner
325#define clear_object(op) (op)->clear ()
326
327static inline void
328set_owner (object *op, object *owner)
329{
330 op->set_owner (owner);
331}
332
333static inline void
334remove_ob (object *op)
335{
336 op->remove ();
337}
338
339#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
340 332
341typedef struct oblnk 333typedef struct oblnk
342{ /* Used to link together several objects */ 334{ /* Used to link together several objects */
343 object_ptr ob; 335 object_ptr ob;
344 struct oblnk *next; 336 struct oblnk *next;
373 365
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
376 struct archetype *ACC (RW, head); /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
377 struct archetype *ACC (RW, more); /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
378 object ACC (RO, clone); /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
380 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
381 * in comparison to the head. 373 * in comparison to the head.
382 */ 374 */
383}; 375};

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