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Comparing deliantra/server/include/object.h (file contents):
Revision 1.48 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.58 by elmex, Mon Dec 18 17:39:17 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
80 87
81/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 90 * e.g. ->copy_to ()
84 */ 91 */
85 92
86typedef refptr<object> object_ptr; 93typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 94typedef refptr<archetype> arch_ptr;
88 95
89// these are not being copied 96// these are not being copied
90ACC_CLASS (object) 97ACC_CLASS (object)
91struct object_keep : refcounted 98struct object_keep : refcounted
92{ 99{
100 /* These variables are not changed by ->copy_to */
101
93 tag_t ACC (RW, count); /* Generation count for this object */ 102 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 104
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next);/* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
103 /* need to be gone through. */ 111 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 117 * is only used by the player right now.
110 */ 118 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
113 */ 121 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 125};
118 126
119// these are being copied 127// these are being copied
120struct object_copy : attachable<object> 128struct object_copy : attachable<object>
210 sint8 ACC (RW, range); /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 220 char *ACC (RW, spellarg);
213 221
214 /* Following are values used by any object */ 222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 228 std::bitset<NUM_FLAGS> flags; /* various flags */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 static vector active; // active objects, not yet used 250 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 251 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 252 static object *first; // will be replaced by "objects"
245 253
246 static object *create (); 254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 257 void destroy (bool destroy_inventory = false);
248 void remove (); 258 void remove ();
249 object *insert (object *item); // insert into inventory 259 object *insert (object *item); // insert into inventory
250 260
251 static void free_mortals (); 261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
253 271
254 void clear (); 272 void clear ();
255 void clone (object *destination);
256 273
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
258 277
259 void instantiate () 278 void instantiate ()
260 { 279 {
261 if (!uuid.seq) // HACK 280 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 281 uuid = gen_uuid ();
263 282
264 attachable<object>::instantiate (); 283 attachable<object>::instantiate ();
265 } 284 }
266
267 void set_owner (object *owner);
268 285
269 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
272 306
273 // fully recursive iterator 307 // fully recursive iterator
274 struct iterator_base 308 struct iterator_base
275 { 309 {
276 object *item; 310 object *item;
312 void unlink (); 346 void unlink ();
313 347
314 object (); 348 object ();
315 ~object (); 349 ~object ();
316}; 350};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define clear_owner(op) (op)->owner = 0
321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{
328 op->set_owner (owner);
329}
330
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
332 351
333typedef struct oblnk 352typedef struct oblnk
334{ /* Used to link together several objects */ 353{ /* Used to link together several objects */
335 object_ptr ob; 354 object_ptr ob;
336 struct oblnk *next; 355 struct oblnk *next;
365 384
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 387 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 388 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do copy_object() */ 389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
372 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
373 * in comparison to the head. 392 * in comparison to the head.
374 */ 393 */
375}; 394};

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