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Comparing deliantra/server/include/object.h (file contents):
Revision 1.45 by elmex, Sat Nov 18 23:16:18 2006 UTC vs.
Revision 1.55 by root, Fri Dec 15 20:08:45 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 26
59}; 59};
60 60
61struct UUID 61struct UUID
62{ 62{
63 uint64 seq; 63 uint64 seq;
64
65 UUID () { }
66 UUID (uint64 seq) : seq(seq) { }
67 operator uint64() { return seq; }
68 void operator =(uint64 seq) { this->seq = seq; }
64}; 69};
65 70
66extern void init_uuid (); 71extern void init_uuid ();
67extern UUID gen_uuid (); 72extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 73extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 83#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 84#define WILL_APPLY_FOOD 0x10
80 85
81/* However, if you're keeping a pointer of some sort, you probably 86/* 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, 87 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 88 * e.g. ->copy_to ()
84 */ 89 */
85 90
86typedef refptr<object> object_ptr; 91typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 92typedef refptr<archetype> arch_ptr;
88 93
89// these are not being copied 94// these are not being copied
90ACC_CLASS (object) 95ACC_CLASS (object)
91struct object_keep : refcounted 96struct object_keep : refcounted
92{ 97{
98 /* These variables are not changed by ->copy_to */
99
93 tag_t ACC (RW, count); /* Generation count for this object */ 100 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 102
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 103 player *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 */ 104 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 */ 105 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' */ 106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev); /* List. This is used in process_events */ 107 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 108 /* so that the entire object list does not */
103 /* need to be gone through. */ 109 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 110 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 */ 111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 112 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 113 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 114 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 115 * is only used by the player right now.
110 */ 116 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 117 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 118 * This is typically the container that the object is in.
113 */ 119 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 120 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 121 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 */ 122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
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{
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 128 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 129 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 130 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 131 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 132 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 133 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 136 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 137 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 138 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 139 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// these are being copied and also cleared 149// these are being copied and also cleared
144struct object_pod 150struct object_pod
145{ 151{
146 New_Face *ACC (RW, face); /* Face with colors */ 152 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 153 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 */ 154 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 */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 157 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 158 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 159
154 /* This next big block are basically used for monsters and equipment */ 160 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 162 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 163 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 168 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 169 uint16 ACC (RW, material); /* What materials this object consist of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 170 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 171 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 172 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 /* Note that the last_.. values are sometimes used for non obvious 173 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 174 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 175 */
170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 176 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint16 ACC (RW, last_eat); /* How long since we last ate */ 179 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 180 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */ 181 sint16 ACC (RW, level); /* Level of creature or object */
176 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 182 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177 sint8 ACC (RW, item_power); /* power rating of the object */ 183 sint8 ACC (RW, item_power); /* power rating of the object */
178 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 184 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 185 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
180 sint32 ACC (RW, weight); /* Attributes of the object */ 186 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 188 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 189 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 190 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 191 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 192 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 193 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 194 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 195 /* See the doc/Developers/objects for more info about body locations */
190 196
191 /* Following mostly refers to fields only used for monsters */ 197 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 199 /* changes made by kholland@sunlab.cit.cornell.edu */
194 /* allows different movement patterns for attackers */ 200 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 201 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 202 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 203 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 /* Spell related information, may be useful elsewhere 207 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 208 * Note that other fields are used - these files are basically
203 * only used in spells. 209 * only used in spells.
204 */ 210 */
205 sint16 ACC (RW, duration); /* How long the spell lasts */ 211 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 212 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 uint16 ACC (RW, start_holding); 213 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 214 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 215 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 216 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 218 char *ACC (RW, spellarg);
213 219
214 /* Following are values used by any object */ 220 /* Following are values used by any object */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 221 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 223 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. */ 224 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 225 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */ 226 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id); /* An index into the animation array */ 227 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 232 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 233
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 234 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 235 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 236 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 237 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 238 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 239 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 241};
236 242
237struct object : zero_initialised, object_keep, object_copy, object_pod 243struct object : zero_initialised, object_keep, object_copy, object_pod
238{ 244{
242 static vector active; // active objects, not yet used 248 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 249 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 250 static object *first; // will be replaced by "objects"
245 251
246 static object *create (); 252 static object *create ();
253 void copy_to (object *dst);
254 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 255 void destroy (bool destroy_inventory = false);
256 void remove ();
257 object *insert (object *item); // insert into inventory
248 258
249 static void free_mortals (); 259 static void free_mortals ();
260 static bool can_merge_slow (object *op1, object *op2);
261
262 // this is often used in time-critical code, so optimise
250 static bool can_merge (object *op1, object *op2); 263 static bool can_merge (object *op1, object *op2)
264 {
265 return op1->value == op2->value
266 && op1->name == op2->name
267 && can_merge_slow (op1, op2);
268 }
251 269
252 void clear (); 270 void clear ();
253 void clone (object *destination);
254 271
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273
274 void set_owner (object *owner);
256 275
257 void instantiate () 276 void instantiate ()
258 { 277 {
259 if (!uuid.seq) // HACK 278 if (!uuid.seq) // HACK
260 uuid = gen_uuid (); 279 uuid = gen_uuid ();
261 280
262 attachable<object>::instantiate (); 281 attachable<object>::instantiate ();
263 } 282 }
264
265 void set_owner (object *owner);
266 283
267 // info must hold 256 * 3 bytes currently 284 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const; 285 const char *debug_desc (char *info) const;
269 const char *debug_desc () const; 286 const char *debug_desc () const;
270 287
310 void unlink (); 327 void unlink ();
311 328
312 object (); 329 object ();
313 ~object (); 330 ~object ();
314}; 331};
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)))
331 332
332typedef struct oblnk 333typedef struct oblnk
333{ /* Used to link together several objects */ 334{ /* Used to link together several objects */
334 object_ptr ob; 335 object_ptr ob;
335 struct oblnk *next; 336 struct oblnk *next;
364 365
365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367 struct archetype *ACC (RW, head); /* The main part of a linked object */ 368 struct archetype *ACC (RW, head); /* The main part of a linked object */
368 struct archetype *ACC (RW, more); /* Next part of a linked object */ 369 struct archetype *ACC (RW, more); /* Next part of a linked object */
369 object ACC (RO, clone); /* An object from which to do copy_object() */ 370 object ACC (RO, clone); /* An object from which to do ->copy_to () */
370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 371 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 372 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. 373 * in comparison to the head.
373 */ 374 */
374}; 375};

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