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Comparing deliantra/server/include/object.h (file contents):
Revision 1.23 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.36 by root, Thu Sep 14 17:10:25 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); /* Generation count 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{
142 New_Face *ACC (RW, face); /* Face with colors */
135 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 */
136 float ACC (RW, speed); /* The overall speed of this object */ 144 float ACC (RW, speed); /* The overall speed of this object */
137 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 */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 146 uint32 ACC (RW, nrof); /* How many of the objects */
139 New_Face *ACC (RW, face); /* Face with colors */
140 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 147 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 148 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 149
143 /* This next big block are basically used for monsters and equipment */ 150 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 151 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
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 */
173 sint64 ACC (RW, perm_exp); /* Permanent exp */ 179 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 */ 180 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 181 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 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 */
178 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 */
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 */
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 */
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 */ 188 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
194 /* changes made by kholland@sunlab.cit.cornell.edu */ 189 /* changes made by kholland@sunlab.cit.cornell.edu */
195 /* allows different movement patterns for attackers */ 190 /* allows different movement patterns for attackers */
196 sint32 ACC (RW, move_status); /* What stage in attack mode */ 191 sint32 ACC (RW, move_status); /* What stage in attack mode */
197 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 192 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
198 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 193 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 */ 194 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
201 /* races/classes can need less/more exp to gain levels */ 195 /* races/classes can need less/more exp to gain levels */
202 196
203 /* Spell related information, may be useful elsewhere 197 /* Spell related information, may be useful elsewhere
204 * Note that other fields are used - these files are basically 198 * Note that other fields are used - these files are basically
205 * only used in spells. 199 * only used in spells.
206 */ 200 */
207 sint16 ACC (RW, duration); /* How long the spell lasts */ 201 sint16 ACC (RW, duration); /* How long the spell lasts */
202 sint16 ACC (RW, casting_time); /* time left before spell goes off */
203 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 204 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 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);
212 char *ACC (RW, spellarg);
213 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 */
214 sint8 ACC (RW, range); /* Range of the spell */ 206 sint8 ACC (RW, range); /* Range of the spell */
215 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);
216 209
217 /* 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 */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 212 struct archetype *ACC (RW, arch); /* Pointer to archetype */
219 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. */
220 /* this objects turns into or what this object creates */ 215 /* this objects turns into or what this object creates */
221 uint32 flags[4]; /* various flags */ 216 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id); /* An index into the animation array */ 217 uint16 ACC (RW, animation_id); /* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 219 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 220 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 221 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
222 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 223
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 224 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 225 MoveType ACC (RW, move_block); /* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 226 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
231 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 */
232 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 */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 229 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 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 */
235 key_value *key_values; /* Fields not explictly known by the loader. */ 231};
232
233struct object : zero_initialised, object_keep, object_copy, object_pod
234{
235 static object *create ();
236 void free (bool free_inventory = false);
237
238 static void free_mortals ();
239 static bool can_merge (object *op1, object *op2);
240
241 void clear ();
242 void clone (object *destination);
243
244 void instantiate ()
245 {
246 if (!uuid.seq) // HACK
247 uuid = gen_uuid ();
248
249 attachable<object>::instantiate ();
250 }
251
252 void set_owner (object *owner);
253
254 // info must hold 256 * 3 bytes currently
255 const char *debug_desc (char *info) const;
256 const char *debug_desc () const;
257
258 // fully recursive iterator
259 struct iterator_base
260 {
261 object *item;
262
263 iterator_base (object *container)
264 : item (container)
265 {
266 }
267
268 operator object *() const { return item; }
269
270 object *operator ->() const { return item; }
271 object &operator * () const { return *item; }
272 };
273
274 // depth-first recursive iterator
275 struct depth_iterator : iterator_base
276 {
277 depth_iterator (object *container);
278 void next ();
279 object *operator ++( ) { next (); return item; }
280 object *operator ++(int) { object *i = item; next (); return i; }
281 };
282
283 object *begin ()
284 {
285 return this;
286 }
287
288 object *end ()
289 {
290 return this;
291 }
292
293protected:
294 friend struct archetype;
295
296 void link ();
297 void unlink ();
298
299 object ();
300 ~object ();
236}; 301};
237 302
238#define get_object() object::create () 303#define get_object() object::create ()
239#define free_object(op) (op)->free (0) 304#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv) 305#define free_object2(op, free_inv) (op)->free (free_inv)
306#define clear_owner(op) (op)->owner = 0
307#define copy_owner(op,other) (op)->owner = (other)->owner
308#define get_owner(op) (op)->owner
309#define clear_object(op) (op)->clear ()
241 310
242struct object : zero_initialised, object_keep, object_copy, object_pod 311static inline void
312set_owner (object *op, object *owner)
243{ 313{
244 static object *create (); 314 op->set_owner (owner);
245 void free (bool free_inventory = false); 315}
246 void mortalise ();
247
248 static void free_mortals ();
249 static bool can_merge (object *op1, object *op2);
250
251 void clear ();
252 void clone (object *destination);
253
254protected:
255 friend struct archetype;
256
257 object ();
258 ~object ();
259};
260 316
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 317#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
262 318
263typedef struct oblnk 319typedef struct oblnk
264{ /* Used to link together several objects */ 320{ /* Used to link together several objects */

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