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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 1.45 by elmex, Sat Nov 18 23:16:18 2006 UTC

63 uint64 seq; 63 uint64 seq;
64}; 64};
65 65
66extern void init_uuid (); 66extern void init_uuid ();
67extern UUID gen_uuid (); 67extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP;
68 69
69/* Definition for WILL_APPLY values. Replaces having harcoded values 70/* Definition for WILL_APPLY values. Replaces having harcoded values
70 * sprinkled in the code. Note that some of these also replace fields 71 * sprinkled in the code. Note that some of these also replace fields
71 * that were in the can_apply area. What is the point of having both 72 * that were in the can_apply area. What is the point of having both
72 * can_apply and will_apply? 73 * can_apply and will_apply?
80/* However, if you're keeping a pointer of some sort, you probably 81/* 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, 82 * don't just want it copied, so you'll need to add to common/object.C,
82 * e.g. copy_object. 83 * e.g. copy_object.
83 */ 84 */
84 85
86typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr;
88
85// these are not being copied 89// these are not being copied
86ACC_CLASS (object) 90ACC_CLASS (object)
87struct object_keep : refcounted 91struct object_keep : refcounted
88{ 92{
89 tag_t ACC (RW, count); /* Generation count for this object */ 93 tag_t ACC (RW, count); /* Generation count for this object */
90 UUID uuid; // Unique Identifier, survives saves etc. 94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
91 95
92 /* These variables are not changed by copy_object() */ 96 /* These variables are not changed by copy_object() */
93 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 97 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 */ 98 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 */ 99 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' */ 100 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 */ 101 object *ACC (RW, active_prev); /* List. This is used in process_events */
98 /* so that the entire object list does not */ 102 /* so that the entire object list does not */
99 /* need to be gone through. */ 103 /* need to be gone through. */
100 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 104 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 */ 105 object *ACC (RW, above); /* Pointer to the object stacked above this one */
102 /* Note: stacked in the *same* environment */ 106 /* Note: stacked in the *same* environment */
103 struct object *inv; /* Pointer to the first object in the inventory */ 107 object *inv; /* Pointer to the first object in the inventory */
104 struct object *ACC (RW, container); /* Current container being used. I think this 108 object *ACC (RW, container); /* Current container being used. I think this
105 * is only used by the player right now. 109 * is only used by the player right now.
106 */ 110 */
107 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 111 object *ACC (RW, env); /* Pointer to the object which is the environment.
108 * This is typically the container that the object is in. 112 * This is typically the container that the object is in.
109 */ 113 */
110 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 114 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 115 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 */ 116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
113}; 117};
114 118
115// these are being copied 119// these are being copied
116struct object_copy : attachable<object> 120struct object_copy : attachable<object>
117{ 121{
125 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
126 shstr ACC (RW, lore); /* Obscure information about this object, */ 130 shstr ACC (RW, lore); /* Obscure information about this object, */
127 /* To get put into books and the like. */ 131 /* To get put into books and the like. */
128 shstr ACC (RW, materialname); /* specific material name */ 132 shstr ACC (RW, materialname); /* specific material name */
129 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 133 shstr ACC (RW, custom_name); /* Custom name assigned by player */
130 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */ 134 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 */ 135 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 */ 136 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 */ 137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
134 refptr<object> ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
135 refptr<object> ACC (RW, spell); /* Spell that was being cast */ 139 object_ptr ACC (RW, spell); /* Spell that was being cast */
136 refptr<object> ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
137}; 141};
138 142
139// these are being copied and also cleared 143// these are being copied and also cleared
140struct object_pod 144struct object_pod
141{ 145{
206 sint8 ACC (RW, range); /* Range of the spell */ 210 sint8 ACC (RW, range); /* Range of the spell */
207 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
208 char *ACC (RW, spellarg); 212 char *ACC (RW, spellarg);
209 213
210 /* Following are values used by any object */ 214 /* Following are values used by any object */
211 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */ 215 treasurelist *ACC (RW, randomitems); /* Items to be generated */
212 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
213 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 217 arch_ptr 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. */ 218 key_value *key_values; /* Fields not explictly known by the loader. */
215 /* this objects turns into or what this object creates */ 219 /* this objects turns into or what this object creates */
216 uint32 flags[4]; /* various flags */ 220 uint32 flags[4]; /* various flags */
217 uint16 ACC (RW, animation_id); /* An index into the animation array */ 221 uint16 ACC (RW, animation_id); /* An index into the animation array */
218 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
238 static vector active; // active objects, not yet used 242 static vector active; // active objects, not yet used
239 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
240 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"
241 245
242 static object *create (); 246 static object *create ();
243 void free (bool free_inventory = false); 247 void destroy (bool destroy_inventory = false);
244 248
245 static void free_mortals (); 249 static void free_mortals ();
246 static bool can_merge (object *op1, object *op2); 250 static bool can_merge (object *op1, object *op2);
247 251
248 void clear (); 252 void clear ();
249 void clone (object *destination); 253 void clone (object *destination);
254
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
250 256
251 void instantiate () 257 void instantiate ()
252 { 258 {
253 if (!uuid.seq) // HACK 259 if (!uuid.seq) // HACK
254 uuid = gen_uuid (); 260 uuid = gen_uuid ();
306 object (); 312 object ();
307 ~object (); 313 ~object ();
308}; 314};
309 315
310#define get_object() object::create () 316#define get_object() object::create ()
311#define free_object(op) (op)->free (0) 317#define free_object(op) (op)->destroy (0)
312#define free_object2(op, free_inv) (op)->free (free_inv) 318#define free_object2(op, free_inv) (op)->destroy (free_inv)
313#define clear_owner(op) (op)->owner = 0 319#define clear_owner(op) (op)->owner = 0
314#define copy_owner(op,other) (op)->owner = (other)->owner 320#define copy_owner(op,other) (op)->owner = (other)->owner
315#define get_owner(op) (op)->owner 321#define get_owner(op) (op)->owner
316#define clear_object(op) (op)->clear () 322#define clear_object(op) (op)->clear ()
317 323
323 329
324#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2))) 330#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
325 331
326typedef struct oblnk 332typedef struct oblnk
327{ /* Used to link together several objects */ 333{ /* Used to link together several objects */
328 object *ob; 334 object_ptr ob;
329 struct oblnk *next; 335 struct oblnk *next;
330 tag_t id;
331} objectlink; 336} objectlink;
332 337
333typedef struct oblinkpt 338typedef struct oblinkpt
334{ /* Used to link together several object links */ 339{ /* Used to link together several object links */
335 struct oblnk *link; 340 struct oblnk *link;
344 * be much left in the archetype - all it really is is a holder for the 349 * be much left in the archetype - all it really is is a holder for the
345 * object and pointers. This structure should get removed, and just replaced 350 * object and pointers. This structure should get removed, and just replaced
346 * by the object structure 351 * by the object structure
347 */ 352 */
348 353
349ACC_CLASS(archetype) 354ACC_CLASS (archetype)
350struct archetype : zero_initialised 355struct archetype : zero_initialised, refcounted
351{ 356{
352 archetype (); 357 archetype ();
353 ~archetype (); 358 ~archetype ();
354 359
355 static archetype *find (const char *arch); 360 static archetype *find (const char *arch);
361
362 void hash_add (); // add to hastable
363 void hash_del (); // remove from hashtable
356 364
357 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
358 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
359 struct archetype *ACC (RW, head); /* The main part of a linked object */ 367 struct archetype *ACC (RW, head); /* The main part of a linked object */
360 struct archetype *ACC (RW, more); /* Next part of a linked object */ 368 struct archetype *ACC (RW, more); /* Next part of a linked object */
422#define ARCH_DETECT_MAGIC "detect_magic" 430#define ARCH_DETECT_MAGIC "detect_magic"
423#define ARCH_DEPLETION "depletion" 431#define ARCH_DEPLETION "depletion"
424#define ARCH_SYMPTOM "symptom" 432#define ARCH_SYMPTOM "symptom"
425 433
426#endif 434#endif
435

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