--- deliantra/server/include/object.h 2006/12/23 15:49:40 1.67 +++ deliantra/server/include/object.h 2006/12/25 11:25:49 1.68 @@ -90,22 +90,25 @@ * e.g. ->copy_to () */ -ACC_CLASS (object) +INTERFACE_CLASS (object) // these are being copied -struct object_copy +struct object_copy : attachable { typedef bitset flags_t; + sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + sint8 ACC (RW, direction); /* Means the object is moving that way. */ + sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 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 */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ - /* If this is an exit, this is the filename */ + /* If this is an exit, this is the filename */ shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ - /* To get put into books and the like. */ + /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ @@ -119,12 +122,9 @@ arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 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 */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ - sint8 ACC (RW, direction); /* Means the object is moving that way. */ - sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ /* This next big block are basically used for monsters and equipment */ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ @@ -161,17 +161,17 @@ 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 */ + /* See the pod/objects.pod for more info about body locations */ /* Following mostly refers to fields only used for monsters */ uint32 ACC (RW, hide); /* The object is hidden, not invisible */ - /* changes made by kholland@sunlab.cit.cornell.edu */ + /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ uint16 ACC (RW, attack_movement); /* What kind of attack movement */ uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ - /* races/classes can need less/more exp to gain levels */ + /* races/classes can need less/more exp to gain levels */ /* Spell related information, may be useful elsewhere * Note that other fields are used - these files are basically @@ -184,6 +184,15 @@ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ + + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ + char *ACC (RW, spellarg); /* Following are values used by any object */ @@ -197,24 +206,17 @@ 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 */ - sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */ uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ - - MoveType ACC (RW, move_type); /* Type of movement this object uses */ - MoveType ACC (RW, move_block);/* What movement types this blocks */ - MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ - MoveType ACC (RW, move_off); /* Move types affected moving off this space */ - MoveType ACC (RW, move_slow); /* Movement types this slows down */ - float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : zero_initialised, refcounted, attachable, object_copy +struct object : zero_initialised, object_copy { typedef unordered_vector vector; // These variables are not changed by ->copy_to + maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ tag_t ACC (RW, count); /* Generation count for this object */ UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. @@ -238,10 +240,8 @@ */ 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->... static object *first; // will be replaced by "objects" @@ -249,11 +249,15 @@ static object *create (); void copy_to (object *dst); object *clone (); // create + copy_to + void do_destroy (); + void gather_callbacks (AV *&callbacks, event_type event) const; void destroy (bool destroy_inventory = false); + + // recursively destroy all objects in inventory, optionally dropping them to the ground instead + void destroy_inv (bool drop_to_ground = false); void remove (); object *insert (object *item); // insert into inventory - static void free_mortals (); static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -264,8 +268,6 @@ && can_merge_slow (op1, op2); } - bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } - void set_owner (object *owner); void instantiate () @@ -273,7 +275,7 @@ if (!uuid.seq) // HACK uuid = gen_uuid (); - attachable::instantiate (); + attachable::instantiate (); } // recalculate all stats @@ -387,15 +389,16 @@ * by the object structure */ -ACC_CLASS (archetype) -struct archetype : zero_initialised, refcounted +INTERFACE_CLASS (archetype) +struct archetype : zero_initialised, attachable { archetype (); ~archetype (); + void gather_callbacks (AV *&callbacks, event_type event) const; static archetype *find (const char *arch); - void hash_add (); // add to hastable + void hash_add (); // add to hashtable void hash_del (); // remove from hashtable shstr ACC (RW, name); /* More definite name, like "generate_kobold" */