--- deliantra/server/include/object.h 2006/09/12 01:09:53 1.30 +++ deliantra/server/include/object.h 2006/09/14 17:10:25 1.36 @@ -58,6 +58,13 @@ shstr key, value; }; +struct UUID +{ + uint64 seq; +}; + +extern void init_uuid (); +extern UUID gen_uuid (); /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields @@ -70,7 +77,6 @@ #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 - /* However, if you're keeping a pointer of some sort, you probably * don't just want it copied, so you'll need to add to common/object.C, * e.g. copy_object. @@ -80,7 +86,8 @@ ACC_CLASS (object) struct object_keep : refcounted { - tag_t ACC (RW, count); /* Unique object number for this object */ + tag_t ACC (RW, count); /* Generation count for this object */ + UUID uuid; // Unique Identifier, survives saves etc. /* These variables are not changed by copy_object() */ struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ @@ -101,14 +108,13 @@ * This is typically the container that the object is in. */ struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - struct object *ACC (RW, head); /* Points to the main object of a large body */ + struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ }; // these are being copied struct object_copy : attachable { - refptr ACC (RW, owner); /* Pointer to the object which controls this one */ 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 */ @@ -121,16 +127,23 @@ /* 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 */ + refptr ACC (RW, owner); /* Pointer to the object which controls this one */ + refptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ + refptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + refptr ACC (RW, chosen_skill); /* the skill chosen to use */ + refptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + refptr ACC (RW, spell); /* Spell that was being cast */ + refptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ }; // 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 */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ uint32 ACC (RW, nrof); /* How many of the objects */ - New_Face *ACC (RW, face); /* Face with colors */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ @@ -163,30 +176,21 @@ sint32 ACC (RW, weight); /* Attributes of the object */ sint32 ACC (RW, weight_limit); /* Weight-limit of object */ sint32 ACC (RW, carrying); /* How much weight this object contains */ - living ACC (RO, stats); /* Str, Con, Dex, etc */ sint64 ACC (RW, perm_exp); /* Permanent exp */ - struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 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 */ - uint8 ACC (RW, will_apply); /* See crossfire.doc */ + living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix - struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */ - struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ - tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ - struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ - struct object *ACC (RW, chosen_skill); /* the skill chosen to use */ 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. */ - struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ /* races/classes can need less/more exp to gain levels */ @@ -197,16 +201,17 @@ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time); /* time left before spell goes off */ uint16 ACC (RW, start_holding); - struct object *ACC (RW, spell); /* Spell that was being cast */ - char *ACC (RW, spellarg); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 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 */ + char *ACC (RW, spellarg); /* Following are values used by any object */ + struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ struct archetype *ACC (RW, arch); /* Pointer to archetype */ struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ + key_value *key_values; /* Fields not explictly known by the loader. */ /* this objects turns into or what this object creates */ uint32 flags[4]; /* various flags */ uint16 ACC (RW, animation_id); /* An index into the animation array */ @@ -214,6 +219,7 @@ uint8 ACC (RW, last_anim); /* last sequence used to draw face */ sint32 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 */ @@ -222,7 +228,6 @@ 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 */ - key_value *key_values; /* Fields not explictly known by the loader. */ }; struct object : zero_initialised, object_keep, object_copy, object_pod @@ -236,8 +241,19 @@ void clear (); void clone (object *destination); + void instantiate () + { + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + attachable::instantiate (); + } + void set_owner (object *owner); - object *get_owner (); + + // info must hold 256 * 3 bytes currently + const char *debug_desc (char *info) const; + const char *debug_desc () const; // fully recursive iterator struct iterator_base @@ -289,14 +305,9 @@ #define free_object2(op, free_inv) (op)->free (free_inv) #define clear_owner(op) (op)->owner = 0 #define copy_owner(op,other) (op)->owner = (other)->owner +#define get_owner(op) (op)->owner #define clear_object(op) (op)->clear () -static inline object * -get_owner (object *op) -{ - return op->get_owner (); -} - static inline void set_owner (object *op, object *owner) {