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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 1.52 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>
121{ 122{
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 123 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 124 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 125 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 126 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 127 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 128 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 129 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 */ 130 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 131 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 132 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 133 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 134 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// these are being copied and also cleared 144// these are being copied and also cleared
144struct object_pod 145struct object_pod
145{ 146{
146 New_Face *ACC (RW, face); /* Face with colors */ 147 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 148 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 */ 149 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 */ 150 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 151 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 152 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 153 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 154
154 /* This next big block are basically used for monsters and equipment */ 155 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 157 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 164 uint16 ACC (RW, material); /* What materials this object consist of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 165 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 166 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 167 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 /* Note that the last_.. values are sometimes used for non obvious 168 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 169 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 170 */
170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 171 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint16 ACC (RW, last_eat); /* How long since we last ate */ 174 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 175 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */ 176 sint16 ACC (RW, level); /* Level of creature or object */
176 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 177 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177 sint8 ACC (RW, item_power); /* power rating of the object */ 178 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) */ 179 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 */ 180 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
180 sint32 ACC (RW, weight); /* Attributes of the object */ 181 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 183 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 184 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 185 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 186 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 187 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 */ 188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 189 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 190 /* See the doc/Developers/objects for more info about body locations */
190 191
191 /* Following mostly refers to fields only used for monsters */ 192 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 194 /* changes made by kholland@sunlab.cit.cornell.edu */
194 /* allows different movement patterns for attackers */ 195 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 196 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 197 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. */ 198 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 /* Spell related information, may be useful elsewhere 202 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 203 * Note that other fields are used - these files are basically
203 * only used in spells. 204 * only used in spells.
204 */ 205 */
205 sint16 ACC (RW, duration); /* How long the spell lasts */ 206 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 207 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 uint16 ACC (RW, start_holding); 208 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 209 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 210 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 211 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 213 char *ACC (RW, spellarg);
213 214
214 /* Following are values used by any object */ 215 /* Following are values used by any object */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 216 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 218 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. */ 219 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 220 /* this objects turns into or what this object creates */
220 uint32 flags[4]; /* various flags */ 221 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id); /* An index into the animation array */ 222 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 227 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 228
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 229 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 230 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 231 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 232 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 */ 233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 234 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 236};
236 237
237struct object : zero_initialised, object_keep, object_copy, object_pod 238struct object : zero_initialised, object_keep, object_copy, object_pod
238{ 239{
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);
251 void remove ();
252 object *insert (object *item); // insert into inventory
248 253
249 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
250 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 }
251 264
252 void clear (); 265 void clear ();
253 void clone (object *destination);
254 266
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
256 270
257 void instantiate () 271 void instantiate ()
258 { 272 {
259 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
260 uuid = gen_uuid (); 274 uuid = gen_uuid ();
261 275
262 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
263 } 277 }
264
265 void set_owner (object *owner);
266 278
267 // info must hold 256 * 3 bytes currently 279 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const; 280 const char *debug_desc (char *info) const;
269 const char *debug_desc () const; 281 const char *debug_desc () const;
270 282
310 void unlink (); 322 void unlink ();
311 323
312 object (); 324 object ();
313 ~object (); 325 ~object ();
314}; 326};
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)))
331 327
332typedef struct oblnk 328typedef struct oblnk
333{ /* Used to link together several objects */ 329{ /* Used to link together several objects */
334 object_ptr ob; 330 object_ptr ob;
335 struct oblnk *next; 331 struct oblnk *next;
364 360
365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367 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 */
368 struct archetype *ACC (RW, more); /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
369 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 () */
370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 366 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 367 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. 368 * in comparison to the head.
373 */ 369 */
374}; 370};

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