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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 1.65 by root, Sat Dec 23 06:30:49 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 */
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 flags; /* various flags */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id);/* An index into the animation array */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
232 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 */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 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 */
235}; 208};
236 209
237struct object : zero_initialised, object_keep, object_copy, object_pod 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
238{ 211{
239 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?
240 240
241 static vector mortals; 241 static vector mortals;
242 static vector active; // active objects, not yet used 242 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"
245 245
246 static object *create (); 246 static object *create ();
247 void copy_to (object *dst);
248 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 249 void destroy (bool destroy_inventory = false);
248 void remove (); 250 void remove ();
249 object *insert (object *item); // insert into inventory 251 object *insert (object *item); // insert into inventory
250 252
251 static void free_mortals (); 253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2);
255
256 // this is often used in time-critical code, so optimise
252 static bool can_merge (object *op1, object *op2); 257 static bool can_merge (object *op1, object *op2)
253 258 {
254 void clear (); 259 return op1->value == op2->value
255 void clone (object *destination); 260 && op1->name == op2->name
261 && can_merge_slow (op1, op2);
262 }
256 263
257 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner);
258 267
259 void instantiate () 268 void instantiate ()
260 { 269 {
261 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
262 uuid = gen_uuid (); 271 uuid = gen_uuid ();
263 272
264 attachable<object>::instantiate (); 273 attachable<object>::instantiate ();
265 } 274 }
266 275
267 void set_owner (object *owner); 276 // recalculate all stats
277 void update_stats ();
278 void roll_stats ();
279 void swap_stats (int a, int b);
280 void add_statbonus ();
281 void remove_statbonus ();
282 void drain_stat ();
283 void drain_specific_stat (int deplete_stats);
284 void change_luck (int value);
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]; }
306
307 // returns the player that has this object in his inventory, or 0
308 object *in_player () const
309 {
310 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER)
312 return op;
313
314 return 0;
315 }
316
317 // returns the mapspace this object is in
318 mapspace &ms () const;
272 319
273 // fully recursive iterator 320 // fully recursive iterator
274 struct iterator_base 321 struct iterator_base
275 { 322 {
276 object *item; 323 object *item;
312 void unlink (); 359 void unlink ();
313 360
314 object (); 361 object ();
315 ~object (); 362 ~object ();
316}; 363};
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)))
340 364
341typedef struct oblnk 365typedef struct oblnk
342{ /* Used to link together several objects */ 366{ /* Used to link together several objects */
343 object_ptr ob; 367 object_ptr ob;
344 struct oblnk *next; 368 struct oblnk *next;
373 397
374 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
375 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
376 struct archetype *ACC (RW, head); /* The main part of a linked object */ 400 struct archetype *ACC (RW, head); /* The main part of a linked object */
377 struct archetype *ACC (RW, more); /* Next part of a linked object */ 401 struct archetype *ACC (RW, more); /* Next part of a linked object */
378 object ACC (RO, clone); /* An object from which to do copy_object() */ 402 object ACC (RO, clone); /* An object from which to do ->copy_to () */
379 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 403 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 404 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. 405 * in comparison to the head.
382 */ 406 */
383}; 407};
388extern int nrofallocobjects; 412extern int nrofallocobjects;
389 413
390/* This returns TRUE if the object is something that 414/* This returns TRUE if the object is something that
391 * should be displayed in the look window 415 * should be displayed in the look window
392 */ 416 */
393#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
394 418
395/* Used by update_object to know if the object being passed is 419/* Used by update_object to know if the object being passed is
396 * being added or removed. 420 * being added or removed.
397 */ 421 */
398#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1

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