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Comparing deliantra/server/include/object.h (file contents):
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.68 by root, Mon Dec 25 11:25:49 2006 UTC

88/* 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
89 * 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,
90 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
91 */ 91 */
92 92
93ACC_CLASS (object) 93INTERFACE_CLASS (object)
94// these are being copied 94// these are being copied
95struct object_copy 95struct object_copy : attachable
96{ 96{
97 typedef bitset<NUM_FLAGS> flags_t; 97 typedef bitset<NUM_FLAGS> flags_t;
98 98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 123
121 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 128
129 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
165 165
166 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
169 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
175 175
176 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
178 * only used in spells. 178 * only used in spells.
179 */ 179 */
182 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187
188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
189 MoveType ACC (RW, move_block);/* What movement types this blocks */
190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
187 char *ACC (RW, spellarg); 196 char *ACC (RW, spellarg);
188 197
189 /* Following are values used by any object */ 198 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */ 199 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
195 bool ACC (RW, flag[NUM_FLAGS]); 204 bool ACC (RW, flag[NUM_FLAGS]);
196#endif 205#endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */ 206 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211}; 212};
212 213
213struct object : zero_initialised, refcounted, attachable<object>, object_copy 214struct object : zero_initialised, object_copy
214{ 215{
215 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
216 217
217 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
218 220
219 tag_t ACC (RW, count); /* Generation count for this object */ 221 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 223
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 238 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 239 * This is typically the container that the object is in.
238 */ 240 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently? 243 client_container *seen_by; // seen by which player/container currently?
243 244
244 static vector mortals;
245 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
248 248
249 static object *create (); 249 static object *create ();
250 void copy_to (object *dst); 250 void copy_to (object *dst);
251 object *clone (); // create + copy_to 251 object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
252 void destroy (bool destroy_inventory = false); 254 void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 void destroy_inv (bool drop_to_ground = false);
253 void remove (); 258 void remove ();
254 object *insert (object *item); // insert into inventory 259 object *insert (object *item); // insert into inventory
255 260
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
258 262
259 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2) 264 static bool can_merge (object *op1, object *op2)
261 { 265 {
262 return op1->value == op2->value 266 return op1->value == op2->value
263 && op1->name == op2->name 267 && op1->name == op2->name
264 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
265 } 269 }
266 270
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 271 void set_owner (object *owner);
270 272
271 void instantiate () 273 void instantiate ()
272 { 274 {
273 if (!uuid.seq) // HACK 275 if (!uuid.seq) // HACK
274 uuid = gen_uuid (); 276 uuid = gen_uuid ();
275 277
276 attachable<object>::instantiate (); 278 attachable::instantiate ();
277 } 279 }
278 280
279 // recalculate all stats 281 // recalculate all stats
280 void update_stats (); 282 void update_stats ();
281 void roll_stats (); 283 void roll_stats ();
385 * be much left in the archetype - all it really is is a holder for the 387 * be much left in the archetype - all it really is is a holder for the
386 * object and pointers. This structure should get removed, and just replaced 388 * object and pointers. This structure should get removed, and just replaced
387 * by the object structure 389 * by the object structure
388 */ 390 */
389 391
390ACC_CLASS (archetype) 392INTERFACE_CLASS (archetype)
391struct archetype : zero_initialised, refcounted 393struct archetype : zero_initialised, attachable
392{ 394{
393 archetype (); 395 archetype ();
394 ~archetype (); 396 ~archetype ();
397 void gather_callbacks (AV *&callbacks, event_type event) const;
395 398
396 static archetype *find (const char *arch); 399 static archetype *find (const char *arch);
397 400
398 void hash_add (); // add to hastable 401 void hash_add (); // add to hashtable
399 void hash_del (); // remove from hashtable 402 void hash_del (); // remove from hashtable
400 403
401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 404 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 405 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
403 struct archetype *ACC (RW, head); /* The main part of a linked object */ 406 struct archetype *ACC (RW, head); /* The main part of a linked object */

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