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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.38 by root, Thu Sep 14 21:16:12 2006 UTC vs.
Revision 1.41 by root, Tue Sep 19 22:05:55 2006 UTC

80/* 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
81 * 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,
82 * e.g. copy_object. 82 * e.g. copy_object.
83 */ 83 */
84 84
85typedef refptr<object> object_ptr;
86
85// these are not being copied 87// these are not being copied
86ACC_CLASS (object) 88ACC_CLASS (object)
87struct object_keep : refcounted 89struct object_keep : refcounted
88{ 90{
89 tag_t ACC (RW, count); /* Generation count for this object */ 91 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 92 UUID uuid; // Unique Identifier, survives saves etc.
91 93
92 /* These variables are not changed by copy_object() */ 94 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 95 player *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 */ 96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
95 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
96 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
97 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 99 object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */ 100 /* so that the entire object list does not */
99 /* need to be gone through. */ 101 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
101 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 104 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 105 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 106 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 107 * is only used by the player right now.
106 */ 108 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 109 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 110 * This is typically the container that the object is in.
109 */ 111 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
111 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
112 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 115};
114 116
115// these are being copied 117// these are being copied
116struct object_copy : attachable<object> 118struct object_copy : attachable<object>
117{ 119{
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 127 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 128 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 129 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 130 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 131 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 132 object_ptr 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 */ 133 object_ptr 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 */ 134 object_ptr 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 */ 135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 137 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 139};
138 140
139// these are being copied and also cleared 141// these are being copied and also cleared
140struct object_pod 142struct object_pod
141{ 143{
206 sint8 ACC (RW, range); /* Range of the spell */ 208 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 209 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg); 210 char *ACC (RW, spellarg);
209 211
210 /* Following are values used by any object */ 212 /* Following are values used by any object */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 213 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 archetype *ACC (RW, arch); /* Pointer to archetype */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 215 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. */ 216 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 219 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
245 static void free_mortals (); 247 static void free_mortals ();
246 static bool can_merge (object *op1, object *op2); 248 static bool can_merge (object *op1, object *op2);
247 249
248 void clear (); 250 void clear ();
249 void clone (object *destination); 251 void clone (object *destination);
252
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
250 254
251 void instantiate () 255 void instantiate ()
252 { 256 {
253 if (!uuid.seq) // HACK 257 if (!uuid.seq) // HACK
254 uuid = gen_uuid (); 258 uuid = gen_uuid ();

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