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Comparing deliantra/server/include/object.h (file contents):
Revision 1.47 by root, Wed Dec 6 13:59:01 2006 UTC vs.
Revision 1.52 by root, Wed Dec 13 03:29:45 2006 UTC

78#define WILL_APPLY_DOOR 0x08 78#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 79#define WILL_APPLY_FOOD 0x10
80 80
81/* However, if you're keeping a pointer of some sort, you probably 81/* 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, 82 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 83 * e.g. ->copy_to ()
84 */ 84 */
85 85
86typedef refptr<object> object_ptr; 86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 87typedef refptr<archetype> arch_ptr;
88 88
89// these are not being copied 89// these are not being copied
90ACC_CLASS (object) 90ACC_CLASS (object)
91struct object_keep : refcounted 91struct object_keep : refcounted
92{ 92{
93 /* These variables are not changed by ->copy_to */
94
93 tag_t ACC (RW, count); /* Generation count for this object */ 95 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 97
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 98 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 */ 99 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 */ 100 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' */ 101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */ 102 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 103 /* so that the entire object list does not */
103 /* need to be gone through. */ 104 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 105 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 */ 106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 107 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 108 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 109 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 110 * is only used by the player right now.
110 */ 111 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 112 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 113 * This is typically the container that the object is in.
113 */ 114 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 115 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 116 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 */ 117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 118};
118 119
119// these are being copied 120// these are being copied
120struct object_copy : attachable<object> 121struct object_copy : attachable<object>
242 static vector active; // active objects, not yet used 243 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 244 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 245 static object *first; // will be replaced by "objects"
245 246
246 static object *create (); 247 static object *create ();
248 void copy_to (object *dst);
249 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 250 void destroy (bool destroy_inventory = false);
248 void remove (); 251 void remove ();
249 object *insert (object *item); // insert into inventory 252 object *insert (object *item); // insert into inventory
250 253
251 static void free_mortals (); 254 static void free_mortals ();
255 static bool can_merge_slow (object *op1, object *op2);
256
257 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 258 static bool can_merge (object *op1, object *op2)
259 {
260 return op1->value == op2->value
261 && op1->name == op2->name
262 && can_merge_slow (op1, op2);
263 }
253 264
254 void clear (); 265 void clear ();
255 void clone (object *destination);
256 266
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
258 270
259 void instantiate () 271 void instantiate ()
260 { 272 {
261 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 274 uuid = gen_uuid ();
263 275
264 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
265 } 277 }
266
267 void set_owner (object *owner);
268 278
269 // info must hold 256 * 3 bytes currently 279 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 280 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 281 const char *debug_desc () const;
272 282
312 void unlink (); 322 void unlink ();
313 323
314 object (); 324 object ();
315 ~object (); 325 ~object ();
316}; 326};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define free_object(op) (op)->destroy (0)
321#define free_object2(op, free_inv) (op)->destroy (free_inv)
322#define clear_owner(op) (op)->owner = 0
323#define copy_owner(op,other) (op)->owner = (other)->owner
324#define get_owner(op) (op)->owner
325#define clear_object(op) (op)->clear ()
326
327static inline void
328set_owner (object *op, object *owner)
329{
330 op->set_owner (owner);
331}
332
333static inline void
334remove_ob (object *op)
335{
336 op->remove ();
337}
338
339#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
340 327
341typedef struct oblnk 328typedef struct oblnk
342{ /* Used to link together several objects */ 329{ /* Used to link together several objects */
343 object_ptr ob; 330 object_ptr ob;
344 struct oblnk *next; 331 struct oblnk *next;
373 360
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
376 struct archetype *ACC (RW, head); /* The main part of a linked object */ 363 struct archetype *ACC (RW, head); /* The main part of a linked object */
377 struct archetype *ACC (RW, more); /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
378 object ACC (RO, clone); /* An object from which to do copy_object() */ 365 object ACC (RO, clone); /* An object from which to do ->copy_to () */
379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
380 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
381 * in comparison to the head. 368 * in comparison to the head.
382 */ 369 */
383}; 370};

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