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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.35 by root, Thu Sep 14 01:12:28 2006 UTC vs.
Revision 1.39 by root, Thu Sep 14 23:13:49 2006 UTC

84 84
85// these are not being copied 85// these are not being copied
86ACC_CLASS (object) 86ACC_CLASS (object)
87struct object_keep : refcounted 87struct object_keep : refcounted
88{ 88{
89 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. 90 UUID uuid; // Unique Identifier, survives saves etc.
91 91
92 /* These variables are not changed by copy_object() */ 92 /* These variables are not changed by copy_object() */
93 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 */
94 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 */
137}; 137};
138 138
139// these are being copied and also cleared 139// these are being copied and also cleared
140struct object_pod 140struct object_pod
141{ 141{
142 New_Face *ACC (RW, face); /* Face with colors */
142 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 */
143 float ACC (RW, speed); /* The overall speed of this object */ 144 float ACC (RW, speed); /* The overall speed of this object */
144 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 */
145 uint32 ACC (RW, nrof); /* How many of the objects */ 146 uint32 ACC (RW, nrof); /* How many of the objects */
146 New_Face *ACC (RW, face); /* Face with colors */
147 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
149 149
150 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
174 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 */ 175 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
176 sint32 ACC (RW, weight); /* Attributes of the object */ 176 sint32 ACC (RW, weight); /* Attributes of the object */
177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 177 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
178 sint32 ACC (RW, carrying); /* How much weight this object contains */ 178 sint32 ACC (RW, carrying); /* How much weight this object contains */
179 living ACC (RO, stats); /* Str, Con, Dex, etc */
180 sint64 ACC (RW, perm_exp); /* Permanent exp */ 179 sint64 ACC (RW, perm_exp); /* Permanent exp */
181 uint32 ACC (RW, weapontype); /* type of weapon */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
182 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
183 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 */
184 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 */
185 /* See the doc/Developers/objects for more info about body locations */ 185 /* See the doc/Developers/objects for more info about body locations */
186 186
187 /* Following mostly refers to fields only used for monsters */ 187 /* Following mostly refers to fields only used for monsters */
188 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
189 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
191 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
192 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
193 sint32 ACC (RW, move_status); /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
201 * only used in spells. 199 * only used in spells.
202 */ 200 */
203 sint16 ACC (RW, duration); /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
205 uint16 ACC (RW, start_holding); 203 uint16 ACC (RW, start_holding);
206 char *ACC (RW, spellarg);
207 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
208 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 */
209 sint8 ACC (RW, range); /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
210 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);
211 209
212 /* Following are values used by any object */ 210 /* Following are values used by any object */
213 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
214 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 212 struct archetype *ACC (RW, arch); /* Pointer to archetype */
215 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 */
232 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 */
233}; 231};
234 232
235struct object : zero_initialised, object_keep, object_copy, object_pod 233struct object : zero_initialised, object_keep, object_copy, object_pod
236{ 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
237 static object *create (); 242 static object *create ();
238 void free (bool free_inventory = false); 243 void free (bool free_inventory = false);
239 244
240 static void free_mortals (); 245 static void free_mortals ();
241 static bool can_merge (object *op1, object *op2); 246 static bool can_merge (object *op1, object *op2);
242 247
243 void clear (); 248 void clear ();
244 void clone (object *destination); 249 void clone (object *destination);
250
251 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
245 252
246 void instantiate () 253 void instantiate ()
247 { 254 {
248 if (!uuid.seq) // HACK 255 if (!uuid.seq) // HACK
249 uuid = gen_uuid (); 256 uuid = gen_uuid ();
250 257
251 attachable<object>::instantiate (); 258 attachable<object>::instantiate ();
252 } 259 }
253 260
254 void set_owner (object *owner); 261 void set_owner (object *owner);
255 object *get_owner ();
256 262
257 // info must hold 256 * 3 bytes currently 263 // info must hold 256 * 3 bytes currently
258 const char *debug_desc (char *info) const; 264 const char *debug_desc (char *info) const;
259 const char *debug_desc () const; 265 const char *debug_desc () const;
260 266
306#define get_object() object::create () 312#define get_object() object::create ()
307#define free_object(op) (op)->free (0) 313#define free_object(op) (op)->free (0)
308#define free_object2(op, free_inv) (op)->free (free_inv) 314#define free_object2(op, free_inv) (op)->free (free_inv)
309#define clear_owner(op) (op)->owner = 0 315#define clear_owner(op) (op)->owner = 0
310#define copy_owner(op,other) (op)->owner = (other)->owner 316#define copy_owner(op,other) (op)->owner = (other)->owner
317#define get_owner(op) (op)->owner
311#define clear_object(op) (op)->clear () 318#define clear_object(op) (op)->clear ()
312
313static inline object *
314get_owner (object *op)
315{
316 return op->get_owner ();
317}
318 319
319static inline void 320static inline void
320set_owner (object *op, object *owner) 321set_owner (object *op, object *owner)
321{ 322{
322 op->set_owner (owner); 323 op->set_owner (owner);
351struct archetype : zero_initialised 352struct archetype : zero_initialised
352{ 353{
353 archetype (); 354 archetype ();
354 ~archetype (); 355 ~archetype ();
355 356
357 static archetype *find (const char *arch);
358
356 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 359 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
357 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 360 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
358 struct archetype *ACC (RW, head); /* The main part of a linked object */ 361 struct archetype *ACC (RW, head); /* The main part of a linked object */
359 struct archetype *ACC (RW, more); /* Next part of a linked object */ 362 struct archetype *ACC (RW, more); /* Next part of a linked object */
360 object ACC (RO, clone); /* An object from which to do copy_object() */ 363 object ACC (RO, clone); /* An object from which to do copy_object() */
361 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 364 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
362 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 365 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
363 * in comparison to the head. 366 * in comparison to the head.
364 */ 367 */
365}; 368};
366 369
367extern object *objects; 370extern object *objects;
368extern object *active_objects; 371extern object *active_objects;
369 372

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