--- deliantra/server/include/object.h 2006/09/08 16:51:44 1.20 +++ deliantra/server/include/object.h 2006/09/14 18:13:02 1.37 @@ -58,19 +58,25 @@ 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 * that were in the can_apply area. What is the point of having both * can_apply and will_apply? */ -#define WILL_APPLY_HANDLE 0x1 -#define WILL_APPLY_TREASURE 0x2 -#define WILL_APPLY_EARTHWALL 0x4 -#define WILL_APPLY_DOOR 0x8 +#define WILL_APPLY_HANDLE 0x01 +#define WILL_APPLY_TREASURE 0x02 +#define WILL_APPLY_EARTHWALL 0x04 +#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. @@ -78,10 +84,10 @@ // these are not being copied ACC_CLASS (object) -struct object_keep +struct object_keep : refcounted { - tag_t ACC (RW, count); /* Unique object number for this object */ - uint16 ACC (RW, refcount); /* How many objects points to 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 */ @@ -102,19 +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 +struct object_copy : attachable { - /* These get an extra add_refcount(), after having been copied by memcpy(). - * All fields beow this point are automatically copied by memcpy. If - * adding something that needs a refcount updated, make sure you modify - * copy_object to do so. Everything below here also gets cleared - * by clear_object() - */ 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 */ @@ -127,16 +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. */ @@ -153,7 +160,6 @@ sint8 ACC (RW, magic); /* Any magical bonuses to this item */ uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ - sint16 ACC (RW, level); /* Level of creature or object */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. */ @@ -162,42 +168,30 @@ sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ sint16 ACC (RW, last_eat); /* How long since we last ate */ sint16 ACC (RW, invisible); /* How much longer the object will be invis */ + sint16 ACC (RW, level); /* Level of creature or object */ uint8 ACC (RW, pick_up); /* See crossfire.doc */ sint8 ACC (RW, item_power); /* power rating of the object */ sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ + sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 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 */ - sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ - 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 */ + 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 */ - struct object *ACC (RW, owner); /* Pointer to the object which controls this one */ - /* Owner should not be referred to directly - */ - /* get_owner should be used instead. */ - tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ - /* has been freed) */ - 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 */ - uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ - 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 */ - uint8 ACC (RW, will_apply); /* See crossfire.doc */ - struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */ - double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ + 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 */ /* Spell related information, may be useful elsewhere @@ -205,18 +199,19 @@ * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - uint8 ACC (RW, duration_modifier); /* how level modifies duration */ sint16 ACC (RW, casting_time); /* time left before spell goes off */ - struct object *ACC (RW, spell); /* Spell that was being cast */ uint16 ACC (RW, start_holding); - 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 archt *ACC (RW, arch); /* Pointer to archetype */ - struct archt *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ + 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 */ @@ -224,6 +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 */ @@ -232,17 +228,99 @@ 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 { - static bool can_merge (object * op1, object * op2); + typedef unordered_vector vector; + + 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" + + static object *create (); + void free (bool free_inventory = false); + + static void free_mortals (); + static bool can_merge (object *op1, object *op2); void clear (); - void clone (object * destination); + void clone (object *destination); + + void instantiate () + { + if (!uuid.seq) // HACK + uuid = gen_uuid (); + + attachable::instantiate (); + } + + void set_owner (object *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 + { + object *item; + + iterator_base (object *container) + : item (container) + { + } + + operator object *() const { return item; } + + object *operator ->() const { return item; } + object &operator * () const { return *item; } + }; + + // depth-first recursive iterator + struct depth_iterator : iterator_base + { + depth_iterator (object *container); + void next (); + object *operator ++( ) { next (); return item; } + object *operator ++(int) { object *i = item; next (); return i; } + }; + + object *begin () + { + return this; + } + + object *end () + { + return this; + } + +protected: + friend struct archetype; + + void link (); + void unlink (); + + object (); + ~object (); }; +#define get_object() object::create () +#define free_object(op) (op)->free (0) +#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 void +set_owner (object *op, object *owner) +{ + op->set_owner (owner); +} + #define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) typedef struct oblnk @@ -269,18 +347,21 @@ */ ACC_CLASS(archetype) -struct archt : zero_initialised +struct archetype : zero_initialised { + archetype (); + ~archetype (); + shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ - struct archt *ACC (RW, next); /* Next archetype in a linked list */ - struct archt *ACC (RW, head); /* The main part of a linked object */ - struct archt *ACC (RW, more); /* Next part of a linked object */ + struct archetype *ACC (RW, next); /* Next archetype in a linked list */ + struct archetype *ACC (RW, head); /* The main part of a linked object */ + struct archetype *ACC (RW, more); /* Next part of a linked object */ object ACC (RO, clone); /* An object from which to do copy_object() */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. */ -} archetype; +}; extern object *objects; extern object *active_objects;