ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.35 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.42 by root, Wed Sep 27 00:36:09 2006 UTC

80/* However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
81 * don't just want it copied, so you'll need to add to common/object.C, 81 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 82 * e.g. copy_object.
83 */ 83 */
84 84
85typedef refptr<object> object_ptr;
86
85// these are not being copied 87// these are not being copied
86ACC_CLASS (object) 88ACC_CLASS (object)
87struct object_keep : refcounted 89struct object_keep : refcounted
88{ 90{
89 tag_t ACC (RW, count); /* Unique object number for this object */ 91 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 92 UUID uuid; // Unique Identifier, survives saves etc.
91 93
92 /* These variables are not changed by copy_object() */ 94 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 95 player *ACC (RW, contr); /* Pointer to the player which control this object */
94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 99 object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */ 100 /* so that the entire object list does not */
99 /* need to be gone through. */ 101 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 104 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 105 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 106 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 107 * is only used by the player right now.
106 */ 108 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 109 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 110 * This is typically the container that the object is in.
109 */ 111 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 115};
114 116
115// these are being copied 117// these are being copied
116struct object_copy : attachable<object> 118struct object_copy : attachable<object>
117{ 119{
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 127 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 128 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 129 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 130 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 131 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 132 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
131 refptr<object> ACC (RW, enemy); /* Monster/player to follow even if not closest */ 133 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
132 refptr<object> ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 134 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
133 refptr<object> ACC (RW, chosen_skill); /* the skill chosen to use */ 135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 137 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 139};
138 140
139// these are being copied and also cleared 141// these are being copied and also cleared
140struct object_pod 142struct object_pod
141{ 143{
144 New_Face *ACC (RW, face); /* Face with colors */
142 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
143 float ACC (RW, speed); /* The overall speed of this object */ 146 float ACC (RW, speed); /* The overall speed of this object */
144 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 147 float ACC (RW, speed_left); /* How much speed is left to spend this round */
145 uint32 ACC (RW, nrof); /* How many of the objects */ 148 uint32 ACC (RW, nrof); /* How many of the objects */
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 151
150 /* This next big block are basically used for monsters and equipment */ 152 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
174 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 178 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 180 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 sint64 ACC (RW, perm_exp); /* Permanent exp */ 181 sint64 ACC (RW, perm_exp); /* Permanent exp */
181 uint32 ACC (RW, weapontype); /* type of weapon */ 182 uint32 ACC (RW, weapontype); /* type of weapon */
182 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 183 uint32 ACC (RW, tooltype); /* type of tool or build facility */
183 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 184 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
184 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 185 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */
185 /* See the doc/Developers/objects for more info about body locations */ 187 /* See the doc/Developers/objects for more info about body locations */
186 188
187 /* Following mostly refers to fields only used for monsters */ 189 /* Following mostly refers to fields only used for monsters */
188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 193 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 * only used in spells. 201 * only used in spells.
202 */ 202 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 203 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 205 uint16 ACC (RW, start_holding);
206 char *ACC (RW, spellarg);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 206 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 207 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
209 sint8 ACC (RW, range); /* Range of the spell */ 208 sint8 ACC (RW, range); /* Range of the spell */
210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 209 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
210 char *ACC (RW, spellarg);
211 211
212 /* Following are values used by any object */ 212 /* Following are values used by any object */
213 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 213 treasurelist *ACC (RW, randomitems); /* Items to be generated */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 archetype *ACC (RW, arch); /* Pointer to archetype */
215 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 215 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */ 216 key_value *key_values; /* Fields not explictly known by the loader. */
217 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
218 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
219 uint16 ACC (RW, animation_id); /* An index into the animation array */ 219 uint16 ACC (RW, animation_id); /* An index into the animation array */
220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
233}; 233};
234 234
235struct object : zero_initialised, object_keep, object_copy, object_pod 235struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 236{
237 typedef unordered_vector<object *> vector;
238
239 static vector mortals;
240 static vector active; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
237 static object *create (); 244 static object *create ();
238 void free (bool free_inventory = false); 245 void destroy (bool destroy_inventory = false);
239 246
240 static void free_mortals (); 247 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2); 248 static bool can_merge (object *op1, object *op2);
242 249
243 void clear (); 250 void clear ();
244 void clone (object *destination); 251 void clone (object *destination);
252
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
245 254
246 void instantiate () 255 void instantiate ()
247 { 256 {
248 if (!uuid.seq) // HACK 257 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 258 uuid = gen_uuid ();
250 259
251 attachable<object>::instantiate (); 260 attachable<object>::instantiate ();
252 } 261 }
253 262
254 void set_owner (object *owner); 263 void set_owner (object *owner);
255 object *get_owner ();
256 264
257 // info must hold 256 * 3 bytes currently 265 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 266 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 267 const char *debug_desc () const;
260 268
302 object (); 310 object ();
303 ~object (); 311 ~object ();
304}; 312};
305 313
306#define get_object() object::create () 314#define get_object() object::create ()
307#define free_object(op) (op)->free (0) 315#define free_object(op) (op)->destroy (0)
308#define free_object2(op, free_inv) (op)->free (free_inv) 316#define free_object2(op, free_inv) (op)->destroy (free_inv)
309#define clear_owner(op) (op)->owner = 0 317#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner 318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
311#define clear_object(op) (op)->clear () 320#define clear_object(op) (op)->clear ()
312
313static inline object *
314get_owner (object *op)
315{
316 return op->get_owner ();
317}
318 321
319static inline void 322static inline void
320set_owner (object *op, object *owner) 323set_owner (object *op, object *owner)
321{ 324{
322 op->set_owner (owner); 325 op->set_owner (owner);
351struct archetype : zero_initialised 354struct archetype : zero_initialised
352{ 355{
353 archetype (); 356 archetype ();
354 ~archetype (); 357 ~archetype ();
355 358
359 static archetype *find (const char *arch);
360
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 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 */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 365 object ACC (RO, clone); /* An object from which to do copy_object() */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 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
363 * in comparison to the head. 368 * in comparison to the head.
364 */ 369 */
365}; 370};
366 371
367extern object *objects; 372extern object *objects;
368extern object *active_objects; 373extern object *active_objects;
369 374

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines