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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 1.67 by root, Sat Dec 23 15:49:40 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;
87typedef refptr<archetype> arch_ptr;
88
89// these are not being copied
90ACC_CLASS (object) 93ACC_CLASS (object)
91struct object_keep : refcounted
92{
93 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95
96 /* These variables are not changed by copy_object() */
97 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 */
99 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' */
101 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */
103 /* need to be gone through. */
104 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 */
106 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now.
110 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in.
113 */
114 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
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117};
118
119// these are being copied 94// these are being copied
120struct object_copy : attachable<object> 95struct object_copy
121{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
137 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
141}; 118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
142 120
143// these are being copied and also cleared
144struct object_pod
145{
146 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
153 128
154 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
181 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
190 165
191 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
210 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
213 188
214 /* Following are values used by any object */ 189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 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. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 193 flags_t flag; /* various flags */
220 uint32 flags[4]; /* various flags */ 194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
221 uint16 ACC (RW, animation_id);/* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 211};
236 212
237struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
238{ 214{
239 typedef unordered_vector<object *> vector; 215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
240 243
241 static vector mortals; 244 static vector mortals;
242 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
245 248
246 static object *create (); 249 static object *create ();
250 void copy_to (object *dst);
251 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 252 void destroy (bool destroy_inventory = false);
248 void remove (); 253 void remove ();
249 object *insert (object *item); // insert into inventory 254 object *insert (object *item); // insert into inventory
250 255
251 static void free_mortals (); 256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 260 static bool can_merge (object *op1, object *op2)
253 261 {
254 void clear (); 262 return op1->value == op2->value
255 void clone (object *destination); 263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
256 266
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
258 270
259 void instantiate () 271 void instantiate ()
260 { 272 {
261 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 274 uuid = gen_uuid ();
263 275
264 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
265 } 277 }
266 278
267 void set_owner (object *owner); 279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
268 288
269 // info must hold 256 * 3 bytes currently 289 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 290 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
272 322
273 // fully recursive iterator 323 // fully recursive iterator
274 struct iterator_base 324 struct iterator_base
275 { 325 {
276 object *item; 326 object *item;
312 void unlink (); 362 void unlink ();
313 363
314 object (); 364 object ();
315 ~object (); 365 ~object ();
316}; 366};
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)))
332 367
333typedef struct oblnk 368typedef struct oblnk
334{ /* Used to link together several objects */ 369{ /* Used to link together several objects */
335 object_ptr ob; 370 object_ptr ob;
336 struct oblnk *next; 371 struct oblnk *next;
365 400
366 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
367 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
368 struct archetype *ACC (RW, head); /* The main part of a linked object */ 403 struct archetype *ACC (RW, head); /* The main part of a linked object */
369 struct archetype *ACC (RW, more); /* Next part of a linked object */ 404 struct archetype *ACC (RW, more); /* Next part of a linked object */
370 object ACC (RO, clone); /* An object from which to do copy_object() */ 405 object ACC (RO, clone); /* An object from which to do ->copy_to () */
371 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 406 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 407 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. 408 * in comparison to the head.
374 */ 409 */
375}; 410};
380extern int nrofallocobjects; 415extern int nrofallocobjects;
381 416
382/* This returns TRUE if the object is something that 417/* This returns TRUE if the object is something that
383 * should be displayed in the look window 418 * should be displayed in the look window
384 */ 419 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 421
387/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
388 * being added or removed. 423 * being added or removed.
389 */ 424 */
390#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1

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