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Comparing deliantra/server/include/object.h (file contents):
Revision 1.25 by root, Sun Sep 10 14:54:02 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?
66 */ 73 */
67#define WILL_APPLY_HANDLE 0x1 74#define WILL_APPLY_HANDLE 0x01
68#define WILL_APPLY_TREASURE 0x2 75#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x4 76#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x8 77#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
72
73 79
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 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 */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 90 UUID uuid; // Unique Identifier, survives saves etc.
85 91
86 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
87 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 */
88 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 */
89 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 */
100 */ 106 */
101 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.
102 * This is typically the container that the object is in. 108 * This is typically the container that the object is in.
103 */ 109 */
104 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 */
105 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
106 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 */
107}; 113};
108 114
109// these are being copied 115// these are being copied
110struct object_copy : attachable<object> 116struct object_copy : attachable<object>
111{ 117{
112 /* These get an extra add_refcount(), after having been copied by memcpy().
113 * All fields beow this point are automatically copied by memcpy. If
114 * adding something that needs a refcount updated, make sure you modify
115 * copy_object to do so. Everything below here also gets cleared
116 * by clear_object()
117 */
118 shstr ACC (RW, name); /* The name of the object, obviously... */ 118 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 119 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 120 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 121 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 122 shstr ACC (RW, slaying); /* Which race to do double damage to */
125 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 */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 126 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 127 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 128 shstr ACC (RW, materialname); /* specific material name */
129 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 */
130}; 137};
131 138
132// these are being copied and also cleared 139// these are being copied and also cleared
133struct object_pod 140struct object_pod
134{ 141{
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 158 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 159 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 160 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 161 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 162 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
156 sint16 ACC (RW, level); /* Level of creature or object */
157 /* Note that the last_.. values are sometimes used for non obvious 163 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 164 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 165 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 166 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 167 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 168 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 169 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 170 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
171 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 172 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 173 sint8 ACC (RW, item_power); /* power rating of the object */
167 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) */
175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 176 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 178 sint32 ACC (RW, carrying); /* How much weight this object contains */
171 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
172 living ACC (RO, stats); /* Str, Con, Dex, etc */ 179 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 180 sint64 ACC (RW, perm_exp); /* Permanent exp */
174 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
175 uint32 ACC (RW, weapontype); /* type of weapon */ 181 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 182 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 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 */
178 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 */
179 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
180 186
181 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
182 struct object *ACC (RW, owner); /* Pointer to the object which controls this one */
183 /* Owner should not be referred to directly - */
184 /* get_owner should be used instead. */
185 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner */ 188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
186 /* has been freed) */
187 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
188 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
189 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 */
190 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
191 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
192 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 193 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
199 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
200 double ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 197 /* races/classes can need less/more exp to gain levels */
202 198
203 /* Spell related information, may be useful elsewhere 199 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 200 * Note that other fields are used - these files are basically
205 * only used in spells. 201 * only used in spells.
206 */ 202 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 203 sint16 ACC (RW, duration); /* How long the spell lasts */
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
210 struct object *ACC (RW, spell); /* Spell that was being cast */
211 uint16 ACC (RW, start_holding); 205 uint16 ACC (RW, start_holding);
212 char *ACC (RW, spellarg); 206 char *ACC (RW, spellarg);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
213 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 */
214 sint8 ACC (RW, range); /* Range of the spell */ 209 sint8 ACC (RW, range); /* Range of the spell */
215 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 */
216 211
217 /* 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 */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 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. */
220 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 219 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 222 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 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 */
227 225
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 226 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 227 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 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 */
232 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 */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 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 */
235 key_value *key_values; /* Fields not explictly known by the loader. */ 233};
234
235struct object : zero_initialised, object_keep, object_copy, object_pod
236{
237 static object *create ();
238 void free (bool free_inventory = false);
239
240 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2);
242
243 void clear ();
244 void clone (object *destination);
245
246 void instantiate ()
247 {
248 if (!uuid.seq) // HACK
249 uuid = gen_uuid ();
250
251 attachable<object>::instantiate ();
252 }
253
254 void set_owner (object *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;
260
261 // fully recursive iterator
262 struct iterator_base
263 {
264 object *item;
265
266 iterator_base (object *container)
267 : item (container)
268 {
269 }
270
271 operator object *() const { return item; }
272
273 object *operator ->() const { return item; }
274 object &operator * () const { return *item; }
275 };
276
277 // depth-first recursive iterator
278 struct depth_iterator : iterator_base
279 {
280 depth_iterator (object *container);
281 void next ();
282 object *operator ++( ) { next (); return item; }
283 object *operator ++(int) { object *i = item; next (); return i; }
284 };
285
286 object *begin ()
287 {
288 return this;
289 }
290
291 object *end ()
292 {
293 return this;
294 }
295
296protected:
297 friend struct archetype;
298
299 void link ();
300 void unlink ();
301
302 object ();
303 ~object ();
236}; 304};
237 305
238#define get_object() object::create () 306#define get_object() object::create ()
239#define free_object(op) (op)->free (0) 307#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv) 308#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner
311#define clear_object(op) (op)->clear ()
241 312
242struct object : zero_initialised, object_keep, object_copy, object_pod 313static inline object *
314get_owner (object *op)
243{ 315{
244 static object *create (); 316 return op->get_owner ();
245 void free (bool free_inventory = false); 317}
246 318
247 static void free_mortals (); 319static inline void
248 static bool can_merge (object *op1, object *op2); 320set_owner (object *op, object *owner)
249 321{
250 void clear (); 322 op->set_owner (owner);
251 void clone (object *destination); 323}
252
253protected:
254 friend struct archetype;
255
256 void link ();
257 void unlink ();
258
259 object ();
260 ~object ();
261};
262 324
263#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 325#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
264 326
265typedef struct oblnk 327typedef struct oblnk
266{ /* Used to link together several objects */ 328{ /* Used to link together several objects */

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