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Comparing deliantra/server/include/object.h (file contents):
Revision 1.46 by root, Sun Dec 3 01:06:37 2006 UTC vs.
Revision 1.64 by root, Sat Dec 23 06:21:02 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@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
80 87
81/* However, if you're keeping a pointer of some sort, you probably 88/* 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, 89 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 90 * e.g. ->copy_to ()
84 */ 91 */
85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88 92
89// these are not being copied 93// these are not being copied
90ACC_CLASS (object) 94ACC_CLASS (object)
91struct object_keep : refcounted 95struct object_keep : refcounted
92{ 96{
97 /* These variables are not changed by ->copy_to */
98
93 tag_t ACC (RW, count); /* Generation count for this object */ 99 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 101
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 102 player_ptr 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 */ 103 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 */ 104 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' */ 105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */ 106 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 107 /* so that the entire object list does not */
103 /* need to be gone through. */ 108 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 109 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 */ 110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 111 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 112 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 113 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 114 * is only used by the player right now.
110 */ 115 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 116 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 117 * This is typically the container that the object is in.
113 */ 118 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 119 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 120 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 */ 121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
117}; 123};
118 124
119// these are being copied 125// these are being copied
120struct object_copy : attachable<object> 126struct object_copy : attachable<object>
121{ 127{
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 145 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
141}; 149};
142 150
143// these are being copied and also cleared 151// these are being copied and also cleared
144struct object_pod 152struct object_pod
145{ 153{
154 typedef bitset<NUM_FLAGS> flags_t;
155
146 New_Face *ACC (RW, face); /* Face with colors */ 156 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 157 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 158 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 160 uint32 ACC (RW, nrof); /* How many of the objects */
210 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 222 char *ACC (RW, spellarg);
213 223
214 /* Following are values used by any object */ 224 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 226 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 228 object_pod::flags_t flags; /* various flags */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 243};
236 244
237struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
238{ 246{
247 typedef object_pod::flags_t flags_t;
239 typedef unordered_vector<object *> vector; 248 typedef unordered_vector<object *> vector;
240 249
241 static vector mortals; 250 static vector mortals;
242 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 253 static object *first; // will be replaced by "objects"
245 254
246 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 258 void destroy (bool destroy_inventory = false);
259 void remove ();
260 object *insert (object *item); // insert into inventory
248 261
249 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
250 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
251 267 {
252 void clear (); 268 return op1->value == op2->value
253 void clone (object *destination); 269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
254 272
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
256 276
257 void instantiate () 277 void instantiate ()
258 { 278 {
259 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
260 uuid = gen_uuid (); 280 uuid = gen_uuid ();
261 281
262 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
263 } 283 }
264 284
265 void set_owner (object *owner); 285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
266 294
267 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
269 const char *debug_desc () const; 297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
270 328
271 // fully recursive iterator 329 // fully recursive iterator
272 struct iterator_base 330 struct iterator_base
273 { 331 {
274 object *item; 332 object *item;
310 void unlink (); 368 void unlink ();
311 369
312 object (); 370 object ();
313 ~object (); 371 ~object ();
314}; 372};
315
316#define get_object() object::create ()
317#define free_object(op) (op)->destroy (0)
318#define free_object2(op, free_inv) (op)->destroy (free_inv)
319#define clear_owner(op) (op)->owner = 0
320#define copy_owner(op,other) (op)->owner = (other)->owner
321#define get_owner(op) (op)->owner
322#define clear_object(op) (op)->clear ()
323
324static inline void
325set_owner (object *op, object *owner)
326{
327 op->set_owner (owner);
328}
329
330#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
331 373
332typedef struct oblnk 374typedef struct oblnk
333{ /* Used to link together several objects */ 375{ /* Used to link together several objects */
334 object_ptr ob; 376 object_ptr ob;
335 struct oblnk *next; 377 struct oblnk *next;
364 406
365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367 struct archetype *ACC (RW, head); /* The main part of a linked object */ 409 struct archetype *ACC (RW, head); /* The main part of a linked object */
368 struct archetype *ACC (RW, more); /* Next part of a linked object */ 410 struct archetype *ACC (RW, more); /* Next part of a linked object */
369 object ACC (RO, clone); /* An object from which to do copy_object() */ 411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
371 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
372 * in comparison to the head. 414 * in comparison to the head.
373 */ 415 */
374}; 416};
379extern int nrofallocobjects; 421extern int nrofallocobjects;
380 422
381/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
382 * should be displayed in the look window 424 * should be displayed in the look window
383 */ 425 */
384#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
385 427
386/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
387 * being added or removed. 429 * being added or removed.
388 */ 430 */
389#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1

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