--- deliantra/server/include/object.h 2006/09/14 21:16:12 1.38 +++ deliantra/server/include/object.h 2006/12/13 03:29:45 1.52 @@ -65,6 +65,7 @@ extern void init_uuid (); extern UUID gen_uuid (); +extern const uint64 UUID_SKIP; /* Definition for WILL_APPLY values. Replaces having harcoded values * sprinkled in the code. Note that some of these also replace fields @@ -79,37 +80,41 @@ /* However, if you're keeping a pointer of some sort, you probably * don't just want it copied, so you'll need to add to common/object.C, - * e.g. copy_object. + * e.g. ->copy_to () */ +typedef refptr object_ptr; +typedef refptr arch_ptr; + // these are not being copied ACC_CLASS (object) struct object_keep : refcounted { - tag_t ACC (RW, count); /* Generation count for this object */ - UUID uuid; // Unique Identifier, survives saves etc. + /* These variables are not changed by ->copy_to */ + + tag_t ACC (RW, count); /* Generation count for this object */ + UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. - /* These variables are not changed by copy_object() */ - struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ - struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ - struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ - struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ - struct object *ACC (RW, active_prev); /* List. This is used in process_events */ - /* so that the entire object list does not */ - /* need to be gone through. */ - struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ - struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ - /* Note: stacked in the *same* environment */ - struct object *inv; /* Pointer to the first object in the inventory */ - struct object *ACC (RW, container); /* Current container being used. I think this - * is only used by the player right now. - */ - struct object *ACC (RW, env); /* Pointer to the object which is the environment. + player *ACC (RW, contr); /* Pointer to the player which control this object */ + object *ACC (RW, next); /* Pointer to the next object in the free/used list */ + object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ + object *ACC (RW, active_next);/* Next & previous object in the 'active' */ + object *ACC (RW, active_prev);/* List. This is used in process_events */ + /* so that the entire object list does not */ + /* need to be gone through. */ + object *ACC (RW, below); /* Pointer to the object stacked below this one */ + object *ACC (RW, above); /* Pointer to the object stacked above this one */ + /* Note: stacked in the *same* environment */ + object *inv; /* Pointer to the first object in the inventory */ + object *ACC (RW, container); /* Current container being used. I think this + * is only used by the player right now. + */ + object *ACC (RW, env); /* Pointer to the object which is the environment. * This is typically the container that the object is in. */ - struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ - struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different - struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ + object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ + object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different + maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ }; // these are being copied @@ -117,23 +122,23 @@ { shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ - shstr ACC (RW, title); /* Of foo, etc */ + shstr ACC (RW, title); /* Of foo, etc */ shstr ACC (RW, race); /* human, goblin, dragon, etc */ shstr ACC (RW, slaying); /* Which race to do double damage to */ /* If this is an exit, this is the filename */ - shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ + shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ shstr ACC (RW, lore); /* Obscure information about this object, */ /* To get put into books and the like. */ shstr ACC (RW, materialname); /* specific material name */ shstr ACC (RW, custom_name); /* Custom name assigned by player */ - refptr ACC (RW, owner); /* Pointer to the object which controls this one */ - refptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ - refptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ - refptr ACC (RW, chosen_skill); /* the skill chosen to use */ - refptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ - refptr ACC (RW, spell); /* Spell that was being cast */ - refptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ + object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ + object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ + object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ + object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ + object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ + object_ptr ACC (RW, spell); /* Spell that was being cast */ + object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ }; // these are being copied and also cleared @@ -141,9 +146,9 @@ { New_Face *ACC (RW, face); /* Face with colors */ sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ - float ACC (RW, speed); /* The overall speed of this object */ + float ACC (RW, speed); /* The overall speed of this object */ float ACC (RW, speed_left); /* How much speed is left to spend this round */ - uint32 ACC (RW, nrof); /* How many of the objects */ + uint32 ACC (RW, nrof); /* How many of the objects */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ @@ -153,12 +158,12 @@ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ - uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ + uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ uint16 ACC (RW, material); /* What materials this object consist of */ - sint8 ACC (RW, magic); /* Any magical bonuses to this item */ - uint8 ACC (RW, state); /* How the object was last drawn (animation) */ + sint8 ACC (RW, magic); /* Any magical bonuses to this item */ + uint8 ACC (RW, state); /* How the object was last drawn (animation) */ sint32 ACC (RW, value); /* How much money it is worth (or contains) */ /* Note that the last_.. values are sometimes used for non obvious * meanings by some objects, eg, sp penalty, permanent exp. @@ -171,10 +176,10 @@ sint16 ACC (RW, level); /* Level of creature or object */ uint8 ACC (RW, pick_up); /* See crossfire.doc */ sint8 ACC (RW, item_power); /* power rating of the object */ - sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ + sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ sint32 ACC (RW, weight); /* Attributes of the object */ - sint32 ACC (RW, weight_limit); /* Weight-limit of object */ + sint32 ACC (RW, weight_limit);/* Weight-limit of object */ sint32 ACC (RW, carrying); /* How much weight this object contains */ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ @@ -185,7 +190,7 @@ /* See the doc/Developers/objects for more info about body locations */ /* Following mostly refers to fields only used for monsters */ - uint32 ACC (RW, hide); /* The object is hidden, not invisible */ + uint32 ACC (RW, hide); /* The object is hidden, not invisible */ /* changes made by kholland@sunlab.cit.cornell.edu */ /* allows different movement patterns for attackers */ sint32 ACC (RW, move_status); /* What stage in attack mode */ @@ -199,34 +204,34 @@ * only used in spells. */ sint16 ACC (RW, duration); /* How long the spell lasts */ - sint16 ACC (RW, casting_time); /* time left before spell goes off */ + sint16 ACC (RW, casting_time);/* time left before spell goes off */ uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ - sint8 ACC (RW, range); /* Range of the spell */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ char *ACC (RW, spellarg); /* Following are values used by any object */ - struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ - struct archetype *ACC (RW, arch); /* Pointer to archetype */ - struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ + treasurelist *ACC (RW, randomitems); /* Items to be generated */ + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ key_value *key_values; /* Fields not explictly known by the loader. */ /* this objects turns into or what this object creates */ uint32 flags[4]; /* various flags */ - uint16 ACC (RW, animation_id); /* An index into the animation array */ - uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ - uint8 ACC (RW, last_anim); /* last sequence used to draw face */ - sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ - uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ + uint16 ACC (RW, animation_id);/* An index into the animation array */ + uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ + uint8 ACC (RW, last_anim); /* last sequence used to draw face */ + sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ + uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ uint8 ACC (RW, will_apply); /* See crossfire.doc */ - MoveType ACC (RW, move_type); /* Type of movement this object uses */ - MoveType ACC (RW, move_block); /* What movement types this blocks */ - MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ - MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ - MoveType ACC (RW, move_off); /* Move types affected moving off this space */ - MoveType ACC (RW, move_slow); /* Movement types this slows down */ + MoveType ACC (RW, move_type); /* Type of movement this object uses */ + MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ + MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ + MoveType ACC (RW, move_off); /* Move types affected moving off this space */ + MoveType ACC (RW, move_slow); /* Movement types this slows down */ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; @@ -240,13 +245,28 @@ static object *first; // will be replaced by "objects" static object *create (); - void free (bool free_inventory = false); + void copy_to (object *dst); + object *clone (); // create + copy_to + void destroy (bool destroy_inventory = false); + void remove (); + object *insert (object *item); // insert into inventory static void free_mortals (); - static bool can_merge (object *op1, object *op2); + static bool can_merge_slow (object *op1, object *op2); + + // this is often used in time-critical code, so optimise + static bool can_merge (object *op1, object *op2) + { + return op1->value == op2->value + && op1->name == op2->name + && can_merge_slow (op1, op2); + } void clear (); - void clone (object *destination); + + bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + + void set_owner (object *owner); void instantiate () { @@ -256,8 +276,6 @@ attachable::instantiate (); } - void set_owner (object *owner); - // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; const char *debug_desc () const; @@ -307,27 +325,10 @@ ~object (); }; -#define get_object() object::create () -#define free_object(op) (op)->free (0) -#define free_object2(op, free_inv) (op)->free (free_inv) -#define clear_owner(op) (op)->owner = 0 -#define copy_owner(op,other) (op)->owner = (other)->owner -#define get_owner(op) (op)->owner -#define clear_object(op) (op)->clear () - -static inline void -set_owner (object *op, object *owner) -{ - op->set_owner (owner); -} - -#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) - typedef struct oblnk { /* Used to link together several objects */ - object *ob; + object_ptr ob; struct oblnk *next; - tag_t id; } objectlink; typedef struct oblinkpt @@ -346,19 +347,22 @@ * by the object structure */ -ACC_CLASS(archetype) -struct archetype : zero_initialised +ACC_CLASS (archetype) +struct archetype : zero_initialised, refcounted { archetype (); ~archetype (); static archetype *find (const char *arch); + void hash_add (); // add to hastable + void hash_del (); // remove from hashtable + shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ struct archetype *ACC (RW, next); /* Next archetype in a linked list */ struct archetype *ACC (RW, head); /* The main part of a linked object */ struct archetype *ACC (RW, more); /* Next part of a linked object */ - object ACC (RO, clone); /* An object from which to do copy_object() */ + object ACC (RO, clone); /* An object from which to do ->copy_to () */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. @@ -424,3 +428,4 @@ #define ARCH_SYMPTOM "symptom" #endif +