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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.6 by root, Sat Aug 26 08:44:06 2006 UTC vs.
Revision 1.7 by root, Sat Aug 26 23:36:32 2006 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * static char *rcsid_object_h =
3 * "$Id: object.h,v 1.6 2006/08/26 08:44:06 root Exp $"; 3 * "$Id: object.h,v 1.7 2006/08/26 23:36:32 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
28 28
29#ifndef OBJECT_H 29#ifndef OBJECT_H
30#define OBJECT_H 30#define OBJECT_H
31 31
32#include "cfperl.h" 32#include "cfperl.h"
33#include "shstr.h"
33 34
34typedef uint32 tag_t; 35typedef uint32 tag_t;
35#define NUM_BODY_LOCATIONS 12 36#define NUM_BODY_LOCATIONS 12
36#define BODY_ARMS 1 37#define BODY_ARMS 1
37 38
98 * related ones, etc. 99 * related ones, etc.
99 * This structure is best viewed with about a 100 width screen. 100 * This structure is best viewed with about a 100 width screen.
100 * MSW 2002-07-05 101 * MSW 2002-07-05
101 */ 102 */
102 103
103struct object_simple { 104struct object_simple : extendable<object> {
105 data_type get_dt () const { return DT_OBJECT; }
106
104 /* These variables are not changed by copy_object() */ 107 /* These variables are not changed by copy_object() */
105 struct pl *contr; /* Pointer to the player which control this object */ 108 struct pl *contr; /* Pointer to the player which control this object */
106 struct object *next; /* Pointer to the next object in the free/used list */ 109 struct object *next; /* Pointer to the next object in the free/used list */
107 struct object *prev; /* Pointer to the previous object in the free/used list*/ 110 struct object *prev; /* Pointer to the previous object in the free/used list*/
108 struct object *active_next; /* Next & previous object in the 'active' */ 111 struct object *active_next; /* Next & previous object in the 'active' */
125 128
126 tag_t count; /* Unique object number for this object */ 129 tag_t count; /* Unique object number for this object */
127 uint16 refcount; /* How many objects points to this object */ 130 uint16 refcount; /* How many objects points to this object */
128}; 131};
129 132
130struct object_special : extendable<object> { 133struct object_special {
131 data_type get_dt () const { return DT_OBJECT; }
132
133 /* These get an extra add_refcount(), after having been copied by memcpy(). 134 /* These get an extra add_refcount(), after having been copied by memcpy().
134 * All fields beow this point are automatically copied by memcpy. If 135 * All fields beow this point are automatically copied by memcpy. If
135 * adding something that needs a refcount updated, make sure you modify 136 * adding something that needs a refcount updated, make sure you modify
136 * copy_object to do so. Everything below here also gets cleared 137 * copy_object to do so. Everything below here also gets cleared
137 * by clear_object() 138 * by clear_object()
257 const char *custom_name; /* Custom name assigned by player */ 258 const char *custom_name; /* Custom name assigned by player */
258 key_value *key_values; /* Fields not explictly known by the loader. */ 259 key_value *key_values; /* Fields not explictly known by the loader. */
259}; 260};
260 261
261struct object : object_special, object_simple { 262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
262}; 281};
263 282
264typedef struct oblnk { /* Used to link together several objects */ 283typedef struct oblnk { /* Used to link together several objects */
265 object *ob; 284 object *ob;
266 struct oblnk *next; 285 struct oblnk *next;

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