--- deliantra/server/include/object.h 2006/12/22 16:34:00 1.62 +++ deliantra/server/include/object.h 2006/12/23 15:49:40 1.67 @@ -90,44 +90,12 @@ * e.g. ->copy_to () */ -typedef refptr object_ptr; -typedef refptr arch_ptr; - -// these are not being copied ACC_CLASS (object) -struct object_keep : refcounted -{ - /* These variables are not changed by ->copy_to */ - - tag_t ACC (RW, count); /* Generation count for this object */ - UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. - - player *ACC (RW, contr); /* Pointer to the player which control this object */ - object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - object *ACC (RW, active_next);/* Next & previous object in the 'active' */ - 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. */ - object *ACC (RW, below); /* Pointer to the object stacked below this one */ - object *ACC (RW, above); /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment */ - object *inv; /* Pointer to the first object in the inventory */ - object *ACC (RW, container); /* Current container being used. I think this - * is only used by the player right now. - */ - object *ACC (RW, env); /* Pointer to the object which is the environment. - * This is typically the container that the object is in. - */ - object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different - maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ - client_container *seen_by; // seen by which player/container currently? -}; - // these are being copied -struct object_copy : attachable +struct object_copy { + typedef bitset flags_t; + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ @@ -149,11 +117,7 @@ object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ arch_ptr ACC (RW, arch); /* Pointer to archetype */ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ -}; -// these are being copied and also cleared -struct object_pod -{ New_Face *ACC (RW, face); /* Face with colors */ sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ float ACC (RW, speed); /* The overall speed of this object */ @@ -166,7 +130,7 @@ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ @@ -194,8 +158,8 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ + sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the doc/Developers/objects for more info about body locations */ @@ -226,7 +190,10 @@ /* this objects turns into or what this object creates */ treasurelist *ACC (RW, randomitems); /* Items to be generated */ key_value *key_values; /* Fields not explictly known by the loader. */ - std::bitset flags; /* various flags */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif uint16 ACC (RW, animation_id);/* An index into the animation array */ uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ @@ -243,10 +210,37 @@ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, refcounted, attachable, object_copy { typedef unordered_vector vector; + // These variables are not changed by ->copy_to + + tag_t ACC (RW, count); /* Generation count for this object */ + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. + + player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ + object *ACC (RW, next); /* Pointer to the next object in the free/used list */ + object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ + object *ACC (RW, active_next);/* Next & previous object in the 'active' */ + 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. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + object *ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. + * This is typically the container that the object is in. + */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ + client_container *seen_by; // seen by which player/container currently? + static vector mortals; static vector active; // active objects, not yet used static vector objects; // not used yet, use first->next->... @@ -301,9 +295,9 @@ || type == CLOAK || type == BOOTS || type == GLOVES || type == BRACERS || type == GIRDLE; } bool is_alive () const { return (type == PLAYER - || flags [FLAG_MONSTER] - || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) - && !flags [FLAG_IS_A_TEMPLATE]; } + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } @@ -311,7 +305,7 @@ /* This return true if object has still randomitems which * could be expanded. */ - bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } + bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } // returns the player that has this object in his inventory, or 0 object *in_player () const