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Comparing deliantra/server/include/object.h (file contents):
Revision 1.47 by root, Wed Dec 6 13:59:01 2006 UTC vs.
Revision 1.62 by root, Fri Dec 22 16:34:00 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 */
125 client_container *seen_by; // seen by which player/container currently?
117}; 126};
118 127
119// these are being copied 128// these are being copied
120struct object_copy : attachable<object> 129struct object_copy : attachable<object>
121{ 130{
136 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 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 */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
138 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
139 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
140 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
141}; 152};
142 153
143// these are being copied and also cleared 154// these are being copied and also cleared
144struct object_pod 155struct object_pod
145{ 156{
210 sint8 ACC (RW, range); /* Range of the spell */ 221 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 222 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 223 char *ACC (RW, spellarg);
213 224
214 /* Following are values used by any object */ 225 /* Following are values used by any object */
226 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 227 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. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 229 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 */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 253 static object *first; // will be replaced by "objects"
245 254
246 static object *create (); 255 static object *create ();
256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 258 void destroy (bool destroy_inventory = false);
248 void remove (); 259 void remove ();
249 object *insert (object *item); // insert into inventory 260 object *insert (object *item); // insert into inventory
250 261
251 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
253 267 {
254 void clear (); 268 return op1->value == op2->value
255 void clone (object *destination); 269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
256 272
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
258 276
259 void instantiate () 277 void instantiate ()
260 { 278 {
261 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 280 uuid = gen_uuid ();
263 281
264 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
265 } 283 }
266 284
267 void set_owner (object *owner); 285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
268 294
269 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
270 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
271 const char *debug_desc () const; 297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
272 328
273 // fully recursive iterator 329 // fully recursive iterator
274 struct iterator_base 330 struct iterator_base
275 { 331 {
276 object *item; 332 object *item;
312 void unlink (); 368 void unlink ();
313 369
314 object (); 370 object ();
315 ~object (); 371 ~object ();
316}; 372};
317
318// compatibility functions/macros
319#define get_object() object::create ()
320#define free_object(op) (op)->destroy (0)
321#define free_object2(op, free_inv) (op)->destroy (free_inv)
322#define clear_owner(op) (op)->owner = 0
323#define copy_owner(op,other) (op)->owner = (other)->owner
324#define get_owner(op) (op)->owner
325#define clear_object(op) (op)->clear ()
326
327static inline void
328set_owner (object *op, object *owner)
329{
330 op->set_owner (owner);
331}
332
333static inline void
334remove_ob (object *op)
335{
336 op->remove ();
337}
338
339#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
340 373
341typedef struct oblnk 374typedef struct oblnk
342{ /* Used to link together several objects */ 375{ /* Used to link together several objects */
343 object_ptr ob; 376 object_ptr ob;
344 struct oblnk *next; 377 struct oblnk *next;
373 406
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
376 struct archetype *ACC (RW, head); /* The main part of a linked object */ 409 struct archetype *ACC (RW, head); /* The main part of a linked object */
377 struct archetype *ACC (RW, more); /* Next part of a linked object */ 410 struct archetype *ACC (RW, more); /* Next part of a linked object */
378 object ACC (RO, clone); /* An object from which to do copy_object() */ 411 object ACC (RO, clone); /* An object from which to do ->copy_to () */
379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 412 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
380 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 413 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
381 * in comparison to the head. 414 * in comparison to the head.
382 */ 415 */
383}; 416};
388extern int nrofallocobjects; 421extern int nrofallocobjects;
389 422
390/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
391 * should be displayed in the look window 424 * should be displayed in the look window
392 */ 425 */
393#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
394 427
395/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
396 * being added or removed. 429 * being added or removed.
397 */ 430 */
398#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1

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