--- deliantra/server/include/object.h 2006/12/12 20:53:03 1.48 +++ deliantra/server/include/object.h 2006/12/23 15:49:40 1.67 @@ -18,12 +18,14 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ #ifndef OBJECT_H #define OBJECT_H +#include + #include "cfperl.h" #include "shstr.h" @@ -61,6 +63,11 @@ struct UUID { uint64 seq; + + UUID () { } + UUID (uint64 seq) : seq(seq) { } + operator uint64() { return seq; } + void operator =(uint64 seq) { this->seq = seq; } }; extern void init_uuid (); @@ -80,45 +87,15 @@ /* 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 ACC (RW, uuid); // Unique Identifier, survives saves etc. - - /* These variables are not changed by copy_object() */ - 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. - */ - 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 -struct object_copy : attachable +struct object_copy { + typedef bitset flags_t; + 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 */ @@ -138,11 +115,9 @@ 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 */ -}; + arch_ptr ACC (RW, arch); /* Pointer to archetype */ + arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ -// these are being copied and also cleared -struct object_pod -{ 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 */ @@ -155,7 +130,7 @@ uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ - sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ + sint16 ACC (RW, 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_repelled); /* Paths the object is repelled from */ @@ -183,8 +158,8 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ - sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ + sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ + sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the doc/Developers/objects for more info about body locations */ @@ -212,12 +187,13 @@ char *ACC (RW, spellarg); /* Following are values used by any object */ + /* this objects turns into or what this object creates */ 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 */ + flags_t flag; /* various flags */ +#if FOR_PERL + bool ACC (RW, flag[NUM_FLAGS]); +#endif 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 */ @@ -234,28 +210,64 @@ float ACC (RW, move_slow_penalty); /* How much this slows down the object */ }; -struct object : zero_initialised, object_keep, object_copy, object_pod +struct object : zero_initialised, refcounted, attachable, object_copy { typedef unordered_vector vector; + // 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. + + player_ptr 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. + */ + 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 */ + client_container *seen_by; // seen by which player/container currently? + static vector mortals; static vector active; // active objects, not yet used static vector objects; // not used yet, use first->next->... static object *first; // will be replaced by "objects" static object *create (); + 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); - void clear (); - void clone (object *destination); + // 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); + } bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } + void set_owner (object *owner); + void instantiate () { if (!uuid.seq) // HACK @@ -264,12 +276,50 @@ attachable::instantiate (); } - void set_owner (object *owner); + // recalculate all stats + void update_stats (); + void roll_stats (); + void swap_stats (int a, int b); + void add_statbonus (); + void remove_statbonus (); + void drain_stat (); + void drain_specific_stat (int deplete_stats); + void change_luck (int value); // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; const char *debug_desc () const; + bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } + bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET + || type == CLOAK || type == BOOTS || type == GLOVES + || type == BRACERS || type == GIRDLE; } + bool is_alive () const { return (type == PLAYER + || flag [FLAG_MONSTER] + || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) + && !flag [FLAG_IS_A_TEMPLATE]; } + bool is_arrow () const { return type == ARROW + || (type == SPELL_EFFECT + && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + + /* This return true if object has still randomitems which + * could be expanded. + */ + bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } + + // returns the player that has this object in his inventory, or 0 + object *in_player () const + { + for (object *op = env; op; op = op->env) + if (op->type == PLAYER) + return op; + + return 0; + } + + // returns the mapspace this object is in + mapspace &ms () const; + // fully recursive iterator struct iterator_base { @@ -315,21 +365,6 @@ ~object (); }; -// compatibility functions/macros -#define get_object() object::create () -#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_ptr ob; @@ -367,7 +402,7 @@ 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. @@ -382,7 +417,7 @@ /* This returns TRUE if the object is something that * should be displayed in the look window */ -#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) +#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR) /* Used by update_object to know if the object being passed is * being added or removed.