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Comparing deliantra/server/include/object.h (file contents):
Revision 1.31 by root, Tue Sep 12 01:26:07 2006 UTC vs.
Revision 1.44 by root, Fri Nov 17 19:40:54 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
85typedef refptr<object> object_ptr;
86typedef refptr<archetype> arch_ptr;
87
79// these are not being copied 88// these are not being copied
80ACC_CLASS (object) 89ACC_CLASS (object)
81struct object_keep : refcounted 90struct object_keep : refcounted
82{ 91{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 92 tag_t ACC (RW, count); /* Generation count for this object */
93 UUID uuid; // Unique Identifier, survives saves etc.
84 94
85 /* These variables are not changed by copy_object() */ 95 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 96 player *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 */ 97 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 */ 98 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 99 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 100 object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */ 101 /* so that the entire object list does not */
92 /* need to be gone through. */ 102 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 103 object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 104 object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */ 105 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */ 106 object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this 107 object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now. 108 * is only used by the player right now.
99 */ 109 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 110 object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in. 111 * This is typically the container that the object is in.
102 */ 112 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 113 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 114 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 */ 115 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 116};
107 117
108// these are being copied 118// these are being copied
109struct object_copy : attachable<object> 119struct object_copy : attachable<object>
110{ 120{
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... */ 121 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 122 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 123 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 124 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 125 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 */ 128 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 129 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 130 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 131 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 132 shstr ACC (RW, custom_name); /* Custom name assigned by player */
133 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
134 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
135 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
136 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
137 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
138 object_ptr ACC (RW, spell); /* Spell that was being cast */
139 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124}; 140};
125 141
126// these are being copied and also cleared 142// these are being copied and also cleared
127struct object_pod 143struct object_pod
128{ 144{
145 New_Face *ACC (RW, face); /* Face with colors */
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 146 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 147 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 148 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 149 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 150 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 151 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 152
137 /* This next big block are basically used for monsters and equipment */ 153 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 154 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 177 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 178 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 179 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 180 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 181 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 182 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 */ 183 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 184 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 185 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 */ 186 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
173 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 187 living ACC (RO, stats); /* Str, Con, Dex, etc */
174 /* See the doc/Developers/objects for more info about body locations */ 188 /* See the doc/Developers/objects for more info about body locations */
175 189
176 /* Following mostly refers to fields only used for monsters */ 190 /* 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
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 */
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 */ 191 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
184 /* changes made by kholland@sunlab.cit.cornell.edu */ 192 /* changes made by kholland@sunlab.cit.cornell.edu */
185 /* allows different movement patterns for attackers */ 193 /* allows different movement patterns for attackers */
186 sint32 ACC (RW, move_status); /* What stage in attack mode */ 194 sint32 ACC (RW, move_status); /* What stage in attack mode */
187 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 195 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. */ 196 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 */ 197 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
191 /* races/classes can need less/more exp to gain levels */ 198 /* races/classes can need less/more exp to gain levels */
192 199
193 /* Spell related information, may be useful elsewhere 200 /* Spell related information, may be useful elsewhere
194 * Note that other fields are used - these files are basically 201 * Note that other fields are used - these files are basically
195 * only used in spells. 202 * only used in spells.
196 */ 203 */
197 sint16 ACC (RW, duration); /* How long the spell lasts */ 204 sint16 ACC (RW, duration); /* How long the spell lasts */
198 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 205 sint16 ACC (RW, casting_time); /* time left before spell goes off */
199 uint16 ACC (RW, start_holding); 206 uint16 ACC (RW, start_holding);
200 struct object *ACC (RW, spell); /* Spell that was being cast */
201 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 */
211 char *ACC (RW, spellarg);
206 212
207 /* Following are values used by any object */ 213 /* Following are values used by any object */
208 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
215 arch_ptr ACC (RW, arch); /* Pointer to archetype */
209 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 216 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
217 key_value *key_values; /* Fields not explictly known by the loader. */
210 /* this objects turns into or what this object creates */ 218 /* this objects turns into or what this object creates */
211 uint32 flags[4]; /* various flags */ 219 uint32 flags[4]; /* various flags */
212 uint16 ACC (RW, animation_id); /* An index into the animation array */ 220 uint16 ACC (RW, animation_id); /* An index into the animation array */
213 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 221 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
214 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 222 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
215 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 223 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
216 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 224 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
225 uint8 ACC (RW, will_apply); /* See crossfire.doc */
217 226
218 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 227 MoveType ACC (RW, move_type); /* Type of movement this object uses */
219 MoveType ACC (RW, move_block); /* What movement types this blocks */ 228 MoveType ACC (RW, move_block); /* What movement types this blocks */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 229 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 230 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 */ 231 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 232 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 233 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}; 234};
227 235
228struct object : zero_initialised, object_keep, object_copy, object_pod 236struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 237{
238 typedef unordered_vector<object *> vector;
239
240 static vector mortals;
241 static vector active; // active objects, not yet used
242 static vector objects; // not used yet, use first->next->...
243 static object *first; // will be replaced by "objects"
244
230 static object *create (); 245 static object *create ();
231 void free (bool free_inventory = false); 246 void destroy (bool destroy_inventory = false);
232 247
233 static void free_mortals (); 248 static void free_mortals ();
234 static bool can_merge (object *op1, object *op2); 249 static bool can_merge (object *op1, object *op2);
235 250
236 void clear (); 251 void clear ();
237 void clone (object *destination); 252 void clone (object *destination);
238 253
254 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
255
256 void instantiate ()
257 {
258 if (!uuid.seq) // HACK
259 uuid = gen_uuid ();
260
261 attachable<object>::instantiate ();
262 }
263
239 void set_owner (object *owner); 264 void set_owner (object *owner);
240 object *get_owner (); 265
266 // info must hold 256 * 3 bytes currently
267 const char *debug_desc (char *info) const;
268 const char *debug_desc () const;
241 269
242 // fully recursive iterator 270 // fully recursive iterator
243 struct iterator_base 271 struct iterator_base
244 { 272 {
245 object *item; 273 object *item;
283 object (); 311 object ();
284 ~object (); 312 ~object ();
285}; 313};
286 314
287#define get_object() object::create () 315#define get_object() object::create ()
288#define free_object(op) (op)->free (0) 316#define free_object(op) (op)->destroy (0)
289#define free_object2(op, free_inv) (op)->free (free_inv) 317#define free_object2(op, free_inv) (op)->destroy (free_inv)
290#define clear_owner(op) (op)->owner = 0 318#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner 319#define copy_owner(op,other) (op)->owner = (other)->owner
320#define get_owner(op) (op)->owner
292#define clear_object(op) (op)->clear () 321#define clear_object(op) (op)->clear ()
293
294static inline object *
295get_owner (object *op)
296{
297 return op->get_owner ();
298}
299 322
300static inline void 323static inline void
301set_owner (object *op, object *owner) 324set_owner (object *op, object *owner)
302{ 325{
303 op->set_owner (owner); 326 op->set_owner (owner);
305 328
306#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 329#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
307 330
308typedef struct oblnk 331typedef struct oblnk
309{ /* Used to link together several objects */ 332{ /* Used to link together several objects */
310 object *ob; 333 object_ptr ob;
311 struct oblnk *next; 334 struct oblnk *next;
312 tag_t id;
313} objectlink; 335} objectlink;
314 336
315typedef struct oblinkpt 337typedef struct oblinkpt
316{ /* Used to link together several object links */ 338{ /* Used to link together several object links */
317 struct oblnk *link; 339 struct oblnk *link;
326 * be much left in the archetype - all it really is is a holder for the 348 * be much left in the archetype - all it really is is a holder for the
327 * object and pointers. This structure should get removed, and just replaced 349 * object and pointers. This structure should get removed, and just replaced
328 * by the object structure 350 * by the object structure
329 */ 351 */
330 352
331ACC_CLASS(archetype) 353ACC_CLASS (archetype)
332struct archetype : zero_initialised 354struct archetype : zero_initialised, refcounted
333{ 355{
334 archetype (); 356 archetype ();
335 ~archetype (); 357 ~archetype ();
336 358
359 static archetype *find (const char *arch);
360
361 void hash_add (); // add to hastable
362 void hash_del (); // remove from hashtable
363
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 364 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 365 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 366 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 367 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 368 object ACC (RO, clone); /* An object from which to do copy_object() */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 369 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 370 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344 * in comparison to the head. 371 * in comparison to the head.
345 */ 372 */
346}; 373};
347 374
348extern object *objects; 375extern object *objects;
349extern object *active_objects; 376extern object *active_objects;
350 377
402#define ARCH_DETECT_MAGIC "detect_magic" 429#define ARCH_DETECT_MAGIC "detect_magic"
403#define ARCH_DEPLETION "depletion" 430#define ARCH_DEPLETION "depletion"
404#define ARCH_SYMPTOM "symptom" 431#define ARCH_SYMPTOM "symptom"
405 432
406#endif 433#endif
434

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