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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 1.60 by root, Wed Dec 20 09:14:22 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
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
80 87
81/* 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
82 * 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,
83 * e.g. copy_object. 90 * e.g. ->copy_to ()
84 */ 91 */
85 92
86typedef refptr<object> object_ptr; 93typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 94typedef refptr<archetype> arch_ptr;
88 95
89// these are not being copied 96// these are not being copied
90ACC_CLASS (object) 97ACC_CLASS (object)
91struct object_keep : refcounted 98struct object_keep : refcounted
92{ 99{
100 /* These variables are not changed by ->copy_to */
101
93 tag_t ACC (RW, count); /* Generation count for this object */ 102 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 104
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 105 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 */ 106 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 */ 107 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' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
103 /* need to be gone through. */ 111 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 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 */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 117 * is only used by the player right now.
110 */ 118 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
113 */ 121 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 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 123 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 */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
117}; 126};
118 127
119// these are being copied 128// these are being copied
120struct object_copy : attachable<object> 129struct object_copy : attachable<object>
121{ 130{
210 sint8 ACC (RW, range); /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 221 char *ACC (RW, spellarg);
213 222
214 /* Following are values used by any object */ 223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 227 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. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 253 static object *first; // will be replaced by "objects"
245 254
246 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 258 void destroy (bool destroy_inventory = false);
248 void remove (); 259 void remove ();
249 object *insert (object *item); // insert into inventory 260 object *insert (object *item); // insert into inventory
250 261
251 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
267 {
268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
253 272
254 void clear (); 273 void clear ();
255 void clone (object *destination);
256 274
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276
277 void set_owner (object *owner);
258 278
259 void instantiate () 279 void instantiate ()
260 { 280 {
261 if (!uuid.seq) // HACK 281 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 282 uuid = gen_uuid ();
263 283
264 attachable<object>::instantiate (); 284 attachable<object>::instantiate ();
265 } 285 }
266
267 void set_owner (object *owner);
268 286
269 // info must hold 256 * 3 bytes currently 287 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 288 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
272 317
273 // fully recursive iterator 318 // fully recursive iterator
274 struct iterator_base 319 struct iterator_base
275 { 320 {
276 object *item; 321 object *item;
312 void unlink (); 357 void unlink ();
313 358
314 object (); 359 object ();
315 ~object (); 360 ~object ();
316}; 361};
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)))
340 362
341typedef struct oblnk 363typedef struct oblnk
342{ /* Used to link together several objects */ 364{ /* Used to link together several objects */
343 object_ptr ob; 365 object_ptr ob;
344 struct oblnk *next; 366 struct oblnk *next;
373 395
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 396 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 397 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
376 struct archetype *ACC (RW, head); /* The main part of a linked object */ 398 struct archetype *ACC (RW, head); /* The main part of a linked object */
377 struct archetype *ACC (RW, more); /* Next part of a linked object */ 399 struct archetype *ACC (RW, more); /* Next part of a linked object */
378 object ACC (RO, clone); /* An object from which to do copy_object() */ 400 object ACC (RO, clone); /* An object from which to do ->copy_to () */
379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 401 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 402 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. 403 * in comparison to the head.
382 */ 404 */
383}; 405};
388extern int nrofallocobjects; 410extern int nrofallocobjects;
389 411
390/* This returns TRUE if the object is something that 412/* This returns TRUE if the object is something that
391 * should be displayed in the look window 413 * should be displayed in the look window
392 */ 414 */
393#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 415#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
394 416
395/* Used by update_object to know if the object being passed is 417/* Used by update_object to know if the object being passed is
396 * being added or removed. 418 * being added or removed.
397 */ 419 */
398#define UP_OBJ_INSERT 1 420#define UP_OBJ_INSERT 1

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