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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.30 by root, Tue Sep 12 01:09:53 2006 UTC vs.
Revision 1.35 by root, Thu Sep 14 01:12:28 2006 UTC

56{ 56{
57 key_value *next; 57 key_value *next;
58 shstr key, value; 58 shstr key, value;
59}; 59};
60 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
61 68
62/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 70 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 71 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 72 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 75#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 76#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 77#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
72 79
73
74/* 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
75 * 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,
76 * e.g. copy_object. 82 * e.g. copy_object.
77 */ 83 */
78 84
79// these are not being copied 85// these are not being copied
80ACC_CLASS (object) 86ACC_CLASS (object)
81struct object_keep : refcounted 87struct object_keep : refcounted
82{ 88{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 89 tag_t ACC (RW, count); /* Unique object number for this object */
90 UUID uuid; // Unique Identifier, survives saves etc.
84 91
85 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 94 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
99 */ 106 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 107 struct object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in. 108 * This is typically the container that the object is in.
102 */ 109 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *ACC (RW, head); /* Points to the main object of a large body */ 111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 113};
107 114
108// these are being copied 115// these are being copied
109struct object_copy : attachable<object> 116struct object_copy : attachable<object>
110{ 117{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 128 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 129 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> 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 */
132 refptr<object> 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 */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124}; 137};
125 138
126// these are being copied and also cleared 139// these are being copied and also cleared
127struct object_pod 140struct object_pod
128{ 141{
163 sint32 ACC (RW, weight); /* Attributes of the object */ 176 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 178 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 179 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 180 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 181 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 182 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 183 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 184 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */
174 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
175 186
176 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
177 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix 188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
178 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
179 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
180 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */ 189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
181 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
182 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
183 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 193 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
188 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
189 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
190 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 197 /* races/classes can need less/more exp to gain levels */
192 198
193 /* Spell related information, may be useful elsewhere 199 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 200 * Note that other fields are used - these files are basically
195 * only used in spells. 201 * only used in spells.
196 */ 202 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 203 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 205 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 char *ACC (RW, spellarg); 206 char *ACC (RW, spellarg);
202 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
203 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 208 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
204 sint8 ACC (RW, range); /* Range of the spell */ 209 sint8 ACC (RW, range); /* Range of the spell */
205 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 210 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
206 211
207 /* 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 */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 215 struct 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. */
210 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 219 uint16 ACC (RW, animation_id); /* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 223 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
224 uint8 ACC (RW, will_apply); /* See crossfire.doc */
217 225
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 226 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 227 MoveType ACC (RW, move_block); /* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 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 */
225 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 233};
227 234
228struct object : zero_initialised, object_keep, object_copy, object_pod 235struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 236{
230 static object *create (); 237 static object *create ();
234 static bool can_merge (object *op1, object *op2); 241 static bool can_merge (object *op1, object *op2);
235 242
236 void clear (); 243 void clear ();
237 void clone (object *destination); 244 void clone (object *destination);
238 245
246 void instantiate ()
247 {
248 if (!uuid.seq) // HACK
249 uuid = gen_uuid ();
250
251 attachable<object>::instantiate ();
252 }
253
239 void set_owner (object *owner); 254 void set_owner (object *owner);
240 object *get_owner (); 255 object *get_owner ();
256
257 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const;
259 const char *debug_desc () const;
241 260
242 // fully recursive iterator 261 // fully recursive iterator
243 struct iterator_base 262 struct iterator_base
244 { 263 {
245 object *item; 264 object *item;

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