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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.32 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.37 by root, Thu Sep 14 18:13:02 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); /* Generation count 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 */
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{
142 New_Face *ACC (RW, face); /* Face with colors */
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 143 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 */ 144 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 */ 145 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 146 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. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 149
137 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 151 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) */ 174 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 */ 175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
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 */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 179 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 */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 182 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 */ 183 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
184 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
174 186
175 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
176 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
177 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
178 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
179 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
180 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
181 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
182 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
183 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
184 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
185 sint32 ACC (RW, move_status); /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
186 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
187 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 193 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
188 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
189 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
190 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
191 196
192 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
193 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
194 * only used in spells. 199 * only used in spells.
195 */ 200 */
196 sint16 ACC (RW, duration); /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
197 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
198 uint16 ACC (RW, start_holding); 203 uint16 ACC (RW, start_holding);
199 struct object *ACC (RW, spell); /* Spell that was being cast */
200 char *ACC (RW, spellarg);
201 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
202 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 205 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
203 sint8 ACC (RW, range); /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
204 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg);
205 209
206 /* Following are values used by any object */ 210 /* Following are values used by any object */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
207 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 212 struct archetype *ACC (RW, arch); /* Pointer to archetype */
208 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
214 key_value *key_values; /* Fields not explictly known by the loader. */
209 /* this objects turns into or what this object creates */ 215 /* this objects turns into or what this object creates */
210 uint32 flags[4]; /* various flags */ 216 uint32 flags[4]; /* various flags */
211 uint16 ACC (RW, animation_id); /* An index into the animation array */ 217 uint16 ACC (RW, animation_id); /* An index into the animation array */
212 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
213 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 227 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 */ 228 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 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}; 231};
227 232
228struct object : zero_initialised, object_keep, object_copy, object_pod 233struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 234{
235 typedef unordered_vector<object *> vector;
236
237 static vector mortals;
238 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects"
241
230 static object *create (); 242 static object *create ();
231 void free (bool free_inventory = false); 243 void free (bool free_inventory = false);
232 244
233 static void free_mortals (); 245 static void free_mortals ();
234 static bool can_merge (object *op1, object *op2); 246 static bool can_merge (object *op1, object *op2);
235 247
236 void clear (); 248 void clear ();
237 void clone (object *destination); 249 void clone (object *destination);
238 250
251 void instantiate ()
252 {
253 if (!uuid.seq) // HACK
254 uuid = gen_uuid ();
255
256 attachable<object>::instantiate ();
257 }
258
239 void set_owner (object *owner); 259 void set_owner (object *owner);
240 object *get_owner (); 260
261 // info must hold 256 * 3 bytes currently
262 const char *debug_desc (char *info) const;
263 const char *debug_desc () const;
241 264
242 // fully recursive iterator 265 // fully recursive iterator
243 struct iterator_base 266 struct iterator_base
244 { 267 {
245 object *item; 268 object *item;
287#define get_object() object::create () 310#define get_object() object::create ()
288#define free_object(op) (op)->free (0) 311#define free_object(op) (op)->free (0)
289#define free_object2(op, free_inv) (op)->free (free_inv) 312#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0 313#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner 314#define copy_owner(op,other) (op)->owner = (other)->owner
315#define get_owner(op) (op)->owner
292#define clear_object(op) (op)->clear () 316#define clear_object(op) (op)->clear ()
293
294static inline object *
295get_owner (object *op)
296{
297 return op->get_owner ();
298}
299 317
300static inline void 318static inline void
301set_owner (object *op, object *owner) 319set_owner (object *op, object *owner)
302{ 320{
303 op->set_owner (owner); 321 op->set_owner (owner);

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