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Comparing deliantra/server/include/object.h (file contents):
Revision 1.44 by root, Fri Nov 17 19:40:54 2006 UTC vs.
Revision 1.48 by root, Tue Dec 12 20:53:03 2006 UTC

63 uint64 seq; 63 uint64 seq;
64}; 64};
65 65
66extern void init_uuid (); 66extern void init_uuid ();
67extern UUID gen_uuid (); 67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
68 69
69/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 71 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 72 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 73 * can_apply and will_apply?
87 88
88// these are not being copied 89// these are not being copied
89ACC_CLASS (object) 90ACC_CLASS (object)
90struct object_keep : refcounted 91struct object_keep : refcounted
91{ 92{
92 tag_t ACC (RW, count); /* Generation count for this object */ 93 tag_t ACC (RW, count); /* Generation count for this object */
93 UUID uuid; // Unique Identifier, survives saves etc. 94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
94 95
95 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
96 player *ACC (RW, contr); /* Pointer to the player which control this object */ 97 player *ACC (RW, contr); /* Pointer to the player which control this object */
97 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
100 object *ACC (RW, active_prev); /* List. This is used in process_events */ 101 object *ACC (RW, active_prev);/* List. This is used in process_events */
101 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
102 /* need to be gone through. */ 103 /* need to be gone through. */
103 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 104 object *ACC (RW, below); /* Pointer to the object stacked below this one */
104 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
105 /* Note: stacked in the *same* environment */ 106 /* Note: stacked in the *same* environment */
106 object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
107 object *ACC (RW, container); /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
108 * is only used by the player right now. 109 * is only used by the player right now.
109 */ 110 */
110 object *ACC (RW, env); /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
111 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
112 */ 113 */
113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
114 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
118// these are being copied 119// these are being copied
119struct object_copy : attachable<object> 120struct object_copy : attachable<object>
120{ 121{
121 shstr ACC (RW, name); /* The name of the object, obviously... */ 122 shstr ACC (RW, name); /* The name of the object, obviously... */
122 shstr ACC (RW, name_pl); /* The plural name of the object */ 123 shstr ACC (RW, name_pl); /* The plural name of the object */
123 shstr ACC (RW, title); /* Of foo, etc */ 124 shstr ACC (RW, title); /* Of foo, etc */
124 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 125 shstr ACC (RW, race); /* human, goblin, dragon, etc */
125 shstr ACC (RW, slaying); /* Which race to do double damage to */ 126 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 /* If this is an exit, this is the filename */ 127 /* If this is an exit, this is the filename */
127 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
129 shstr ACC (RW, lore); /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
130 /* To get put into books and the like. */ 131 /* To get put into books and the like. */
131 shstr ACC (RW, materialname); /* specific material name */ 132 shstr ACC (RW, materialname); /* specific material name */
132 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
142// these are being copied and also cleared 143// these are being copied and also cleared
143struct object_pod 144struct object_pod
144{ 145{
145 New_Face *ACC (RW, face); /* Face with colors */ 146 New_Face *ACC (RW, face); /* Face with colors */
146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
147 float ACC (RW, speed); /* The overall speed of this object */ 148 float ACC (RW, speed); /* The overall speed of this object */
148 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 149 float ACC (RW, speed_left); /* How much speed is left to spend this round */
149 uint32 ACC (RW, nrof); /* How many of the objects */ 150 uint32 ACC (RW, nrof); /* How many of the objects */
150 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 151 sint8 ACC (RW, direction); /* Means the object is moving that way. */
151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
152 153
153 /* This next big block are basically used for monsters and equipment */ 154 /* This next big block are basically used for monsters and equipment */
154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
155 uint8 ACC (RW, subtype); /* subtype of object */ 156 uint8 ACC (RW, subtype); /* subtype of object */
156 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
157 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
158 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
159 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
160 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
161 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
162 uint16 ACC (RW, material); /* What materials this object consist of */ 163 uint16 ACC (RW, material); /* What materials this object consist of */
163 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
164 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
165 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
166 /* Note that the last_.. values are sometimes used for non obvious 167 /* Note that the last_.. values are sometimes used for non obvious
167 * meanings by some objects, eg, sp penalty, permanent exp. 168 * meanings by some objects, eg, sp penalty, permanent exp.
168 */ 169 */
169 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
172 sint16 ACC (RW, last_eat); /* How long since we last ate */ 173 sint16 ACC (RW, last_eat); /* How long since we last ate */
173 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
174 sint16 ACC (RW, level); /* Level of creature or object */ 175 sint16 ACC (RW, level); /* Level of creature or object */
175 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 176 uint8 ACC (RW, pick_up); /* See crossfire.doc */
176 sint8 ACC (RW, item_power); /* power rating of the object */ 177 sint8 ACC (RW, item_power); /* power rating of the object */
177 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 178 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
179 sint32 ACC (RW, weight); /* Attributes of the object */ 180 sint32 ACC (RW, weight); /* Attributes of the object */
180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
181 sint32 ACC (RW, carrying); /* How much weight this object contains */ 182 sint32 ACC (RW, carrying); /* How much weight this object contains */
182 sint64 ACC (RW, perm_exp); /* Permanent exp */ 183 sint64 ACC (RW, perm_exp); /* Permanent exp */
183 uint32 ACC (RW, weapontype); /* type of weapon */ 184 uint32 ACC (RW, weapontype); /* type of weapon */
184 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 185 uint32 ACC (RW, tooltype); /* type of tool or build facility */
185 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
186 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
187 living ACC (RO, stats); /* Str, Con, Dex, etc */ 188 living ACC (RO, stats); /* Str, Con, Dex, etc */
188 /* See the doc/Developers/objects for more info about body locations */ 189 /* See the doc/Developers/objects for more info about body locations */
189 190
190 /* Following mostly refers to fields only used for monsters */ 191 /* Following mostly refers to fields only used for monsters */
191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
192 /* changes made by kholland@sunlab.cit.cornell.edu */ 193 /* changes made by kholland@sunlab.cit.cornell.edu */
193 /* allows different movement patterns for attackers */ 194 /* allows different movement patterns for attackers */
194 sint32 ACC (RW, move_status); /* What stage in attack mode */ 195 sint32 ACC (RW, move_status); /* What stage in attack mode */
195 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
196 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
200 /* Spell related information, may be useful elsewhere 201 /* Spell related information, may be useful elsewhere
201 * Note that other fields are used - these files are basically 202 * Note that other fields are used - these files are basically
202 * only used in spells. 203 * only used in spells.
203 */ 204 */
204 sint16 ACC (RW, duration); /* How long the spell lasts */ 205 sint16 ACC (RW, duration); /* How long the spell lasts */
205 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 206 sint16 ACC (RW, casting_time);/* time left before spell goes off */
206 uint16 ACC (RW, start_holding); 207 uint16 ACC (RW, start_holding);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
211 char *ACC (RW, spellarg); 212 char *ACC (RW, spellarg);
212 213
213 /* Following are values used by any object */ 214 /* Following are values used by any object */
214 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 217 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. */ 218 key_value *key_values; /* Fields not explictly known by the loader. */
218 /* this objects turns into or what this object creates */ 219 /* this objects turns into or what this object creates */
219 uint32 flags[4]; /* various flags */ 220 uint32 flags[4]; /* various flags */
220 uint16 ACC (RW, animation_id); /* An index into the animation array */ 221 uint16 ACC (RW, animation_id);/* An index into the animation array */
221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 226 uint8 ACC (RW, will_apply); /* See crossfire.doc */
226 227
227 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 228 MoveType ACC (RW, move_type); /* Type of movement this object uses */
228 MoveType ACC (RW, move_block); /* What movement types this blocks */ 229 MoveType ACC (RW, move_block);/* What movement types this blocks */
229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 230 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
230 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
232 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 233 MoveType ACC (RW, move_slow); /* Movement types this slows down */
233 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
234}; 235};
235 236
236struct object : zero_initialised, object_keep, object_copy, object_pod 237struct object : zero_initialised, object_keep, object_copy, object_pod
237{ 238{
242 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"
244 245
245 static object *create (); 246 static object *create ();
246 void destroy (bool destroy_inventory = false); 247 void destroy (bool destroy_inventory = false);
248 void remove ();
249 object *insert (object *item); // insert into inventory
247 250
248 static void free_mortals (); 251 static void free_mortals ();
249 static bool can_merge (object *op1, object *op2); 252 static bool can_merge (object *op1, object *op2);
250 253
251 void clear (); 254 void clear ();
310 313
311 object (); 314 object ();
312 ~object (); 315 ~object ();
313}; 316};
314 317
318// compatibility functions/macros
315#define get_object() object::create () 319#define get_object() object::create ()
316#define free_object(op) (op)->destroy (0)
317#define free_object2(op, free_inv) (op)->destroy (free_inv)
318#define clear_owner(op) (op)->owner = 0 320#define clear_owner(op) (op)->owner = 0
319#define copy_owner(op,other) (op)->owner = (other)->owner 321#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner 322#define get_owner(op) (op)->owner
321#define clear_object(op) (op)->clear () 323#define clear_object(op) (op)->clear ()
322 324

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