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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 1.43 by root, Sun Oct 15 02:16:35 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
85typedef refptr<object> object_ptr;
86
79// these are not being copied 87// these are not being copied
80ACC_CLASS (object) 88ACC_CLASS (object)
81struct object_keep 89struct object_keep : refcounted
82{ 90{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 91 tag_t ACC (RW, count); /* Generation count for this object */
84 uint16 ACC (RW, refcount); /* How many objects points to this object */ 92 UUID uuid; // Unique Identifier, survives saves etc.
85 93
86 /* These variables are not changed by copy_object() */ 94 /* These variables are not changed by copy_object() */
87 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 */
88 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 */
89 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 */
90 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
91 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 */
92 /* so that the entire object list does not */ 100 /* so that the entire object list does not */
93 /* need to be gone through. */ 101 /* need to be gone through. */
94 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 */
95 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 */
96 /* Note: stacked in the *same* environment */ 104 /* Note: stacked in the *same* environment */
97 struct object *inv; /* Pointer to the first object in the inventory */ 105 object *inv; /* Pointer to the first object in the inventory */
98 struct object *ACC (RW, container); /* Current container being used. I think this 106 object *ACC (RW, container); /* Current container being used. I think this
99 * is only used by the player right now. 107 * is only used by the player right now.
100 */ 108 */
101 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.
102 * This is typically the container that the object is in. 110 * This is typically the container that the object is in.
103 */ 111 */
104 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 */
105 struct object *ACC (RW, head); /* Points to the main object of a large body */ 113 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 */ 114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
107}; 115};
108 116
109// these are being copied 117// these are being copied
110struct object_copy:attachable<object> 118struct object_copy : attachable<object>
111{ 119{
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... */ 120 shstr ACC (RW, name); /* The name of the object, obviously... */
119 shstr ACC (RW, name_pl); /* The plural name of the object */ 121 shstr ACC (RW, name_pl); /* The plural name of the object */
120 shstr ACC (RW, title); /* Of foo, etc */ 122 shstr ACC (RW, title); /* Of foo, etc */
121 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 123 shstr ACC (RW, race); /* human, goblin, dragon, etc */
122 shstr ACC (RW, slaying); /* Which race to do double damage to */ 124 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 */ 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 */
132 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
133 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
134 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
137 object_ptr ACC (RW, spell); /* Spell that was being cast */
138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130}; 139};
131 140
132// these are being copied and also cleared 141// these are being copied and also cleared
133struct object_pod 142struct object_pod
134{ 143{
144 New_Face *ACC (RW, face); /* Face with colors */
135 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 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 */ 146 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 */ 147 float ACC (RW, speed_left); /* How much speed is left to spend this round */
138 uint32 ACC (RW, nrof); /* How many of the objects */ 148 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. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
141 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
142 151
143 /* This next big block are basically used for monsters and equipment */ 152 /* This next big block are basically used for monsters and equipment */
144 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
151 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 160 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
152 uint16 ACC (RW, material); /* What materials this object consist of */ 161 uint16 ACC (RW, material); /* What materials this object consist of */
153 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 162 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
154 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 163 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
155 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 164 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 165 /* Note that the last_.. values are sometimes used for non obvious
158 * meanings by some objects, eg, sp penalty, permanent exp. 166 * meanings by some objects, eg, sp penalty, permanent exp.
159 */ 167 */
160 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 168 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
161 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 169 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
162 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 170 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
163 sint16 ACC (RW, last_eat); /* How long since we last ate */ 171 sint16 ACC (RW, last_eat); /* How long since we last ate */
164 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 172 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
173 sint16 ACC (RW, level); /* Level of creature or object */
165 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 174 uint8 ACC (RW, pick_up); /* See crossfire.doc */
166 sint8 ACC (RW, item_power); /* power rating of the object */ 175 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) */ 176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
168 sint32 ACC (RW, weight); /* Attributes of the object */ 178 sint32 ACC (RW, weight); /* Attributes of the object */
169 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
170 sint32 ACC (RW, carrying); /* How much weight this object contains */ 180 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 */ 181 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 */ 182 uint32 ACC (RW, weapontype); /* type of weapon */
176 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 183 uint32 ACC (RW, tooltype); /* type of tool or build facility */
177 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 184 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 */ 185 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */
179 /* See the doc/Developers/objects for more info about body locations */ 187 /* See the doc/Developers/objects for more info about body locations */
180 188
181 /* Following mostly refers to fields only used for monsters */ 189 /* 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 */ 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 */
204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
205 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 206 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 */ 207 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214 sint8 ACC (RW, range); /* Range of the spell */ 208 sint8 ACC (RW, range); /* Range of the spell */
215 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 */
210 char *ACC (RW, spellarg);
216 211
217 /* Following are values used by any object */ 212 /* Following are values used by any object */
213 treasurelist *ACC (RW, randomitems); /* Items to be generated */
218 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 archetype *ACC (RW, arch); /* Pointer to archetype */
219 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 */
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. */
236}; 233};
237
238#define get_object() object::create ()
239#define free_object(op) (op)->free (0)
240#define free_object2(op, free_inv) (op)->free (free_inv)
241 234
242struct object : zero_initialised, object_keep, object_copy, object_pod 235struct object : zero_initialised, object_keep, object_copy, object_pod
243{ 236{
237 typedef unordered_vector<object *> vector;
238
239 static vector mortals;
240 static vector active; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
244 static object *create (); 244 static object *create ();
245 void free (bool free_inventory = false); 245 void destroy (bool destroy_inventory = false);
246 void mortalise ();
247 246
248 static void free_mortals (); 247 static void free_mortals ();
249 static bool can_merge (object *op1, object *op2); 248 static bool can_merge (object *op1, object *op2);
250 249
251 void clear (); 250 void clear ();
252 void clone (object *destination); 251 void clone (object *destination);
253 252
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
254
255 void instantiate ()
256 {
257 if (!uuid.seq) // HACK
258 uuid = gen_uuid ();
259
260 attachable<object>::instantiate ();
261 }
262
263 void set_owner (object *owner);
264
265 // info must hold 256 * 3 bytes currently
266 const char *debug_desc (char *info) const;
267 const char *debug_desc () const;
268
269 // fully recursive iterator
270 struct iterator_base
271 {
272 object *item;
273
274 iterator_base (object *container)
275 : item (container)
276 {
277 }
278
279 operator object *() const { return item; }
280
281 object *operator ->() const { return item; }
282 object &operator * () const { return *item; }
283 };
284
285 // depth-first recursive iterator
286 struct depth_iterator : iterator_base
287 {
288 depth_iterator (object *container);
289 void next ();
290 object *operator ++( ) { next (); return item; }
291 object *operator ++(int) { object *i = item; next (); return i; }
292 };
293
294 object *begin ()
295 {
296 return this;
297 }
298
299 object *end ()
300 {
301 return this;
302 }
303
254protected: 304protected:
255 friend struct archetype; 305 friend struct archetype;
256 306
307 void link ();
308 void unlink ();
309
257 object (); 310 object ();
258 ~object (); 311 ~object ();
259}; 312};
260 313
314#define get_object() object::create ()
315#define free_object(op) (op)->destroy (0)
316#define free_object2(op, free_inv) (op)->destroy (free_inv)
317#define clear_owner(op) (op)->owner = 0
318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
320#define clear_object(op) (op)->clear ()
321
322static inline void
323set_owner (object *op, object *owner)
324{
325 op->set_owner (owner);
326}
327
261#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 328#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
262 329
263typedef struct oblnk 330typedef struct oblnk
264{ /* Used to link together several objects */ 331{ /* Used to link together several objects */
265 object *ob; 332 object_ptr ob;
266 struct oblnk *next; 333 struct oblnk *next;
267 tag_t id;
268} objectlink; 334} objectlink;
269 335
270typedef struct oblinkpt 336typedef struct oblinkpt
271{ /* Used to link together several object links */ 337{ /* Used to link together several object links */
272 struct oblnk *link; 338 struct oblnk *link;
287struct archetype : zero_initialised 353struct archetype : zero_initialised
288{ 354{
289 archetype (); 355 archetype ();
290 ~archetype (); 356 ~archetype ();
291 357
358 static archetype *find (const char *arch);
359
292 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 360 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
293 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 361 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
294 struct archetype *ACC (RW, head); /* The main part of a linked object */ 362 struct archetype *ACC (RW, head); /* The main part of a linked object */
295 struct archetype *ACC (RW, more); /* Next part of a linked object */ 363 struct archetype *ACC (RW, more); /* Next part of a linked object */
296 object ACC (RO, clone); /* An object from which to do copy_object() */ 364 object ACC (RO, clone); /* An object from which to do copy_object() */
297 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 365 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
298 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 366 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
299 * in comparison to the head. 367 * in comparison to the head.
300 */ 368 */
301}; 369};
302 370
303extern object *objects; 371extern object *objects;
304extern object *active_objects; 372extern object *active_objects;
305 373

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