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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.64 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.65 by root, Sat Dec 23 06:30:49 2006 UTC

88/* 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
89 * 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,
90 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
91 */ 91 */
92 92
93// these are not being copied
94ACC_CLASS (object) 93ACC_CLASS (object)
95struct object_keep : refcounted
96{
97 /* These variables are not changed by ->copy_to */
98
99 tag_t ACC (RW, count); /* Generation count for this object */
100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
101
102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment */
112 object *inv; /* Pointer to the first object in the inventory */
113 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now.
115 */
116 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in.
118 */
119 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
123};
124
125// these are being copied 94// these are being copied
126struct object_copy : attachable<object> 95struct object_copy
127{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
144 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 */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 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 */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
149};
150
151// these are being copied and also cleared
152struct object_pod
153{
154 typedef bitset<NUM_FLAGS> flags_t;
155 120
156 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
157 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 */
158 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
159 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 */
223 188
224 /* Following are values used by any object */ 189 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */ 190 /* this objects turns into or what this object creates */
226 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
227 key_value *key_values; /* Fields not explictly known by the loader. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
228 object_pod::flags_t flags; /* various flags */ 193 flags_t flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243}; 208};
244 209
245struct object : zero_initialised, object_keep, object_copy, object_pod 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
246{ 211{
247 typedef object_pod::flags_t flags_t;
248 typedef unordered_vector<object *> vector; 212 typedef unordered_vector<object *> vector;
213
214 // These variables are not changed by ->copy_to
215
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */
230 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now.
232 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in.
235 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently?
249 240
250 static vector mortals; 241 static vector mortals;
251 static vector active; // active objects, not yet used 242 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"

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