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Comparing deliantra/server/include/object.h (file contents):
Revision 1.51 by root, Wed Dec 13 03:28:42 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;
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_to () 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 /* These variables are not changed by ->copy_to */
94
95 tag_t ACC (RW, count); /* Generation count for this object */
96 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
97
98 player *ACC (RW, contr); /* Pointer to the player which control this object */
99 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
100 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
101 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
102 object *ACC (RW, active_prev);/* List. This is used in process_events */
103 /* so that the entire object list does not */
104 /* need to be gone through. */
105 object *ACC (RW, below); /* Pointer to the object stacked below this one */
106 object *ACC (RW, above); /* Pointer to the object stacked above this one */
107 /* Note: stacked in the *same* environment */
108 object *inv; /* Pointer to the first object in the inventory */
109 object *ACC (RW, container); /* Current container being used. I think this
110 * is only used by the player right now.
111 */
112 object *ACC (RW, env); /* Pointer to the object which is the environment.
113 * This is typically the container that the object is in.
114 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
116 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
117 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
118};
119
120// these are being copied 94// these are being copied
121struct object_copy : attachable<object> 95struct object_copy
122{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
123 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
124 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
125 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
126 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
127 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
137 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 */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 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 */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 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 */
142}; 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 */
143 120
144// these are being copied and also cleared
145struct object_pod
146{
147 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
148 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 */
149 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
150 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 */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
211 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
212 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 */
213 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
214 188
215 /* 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 */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 193 flags_t flags; /* various flags */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
233 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 */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 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 */
236}; 208};
237 209
238struct object : zero_initialised, object_keep, object_copy, object_pod 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
239{ 211{
240 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?
241 240
242 static vector mortals; 241 static vector mortals;
243 static vector active; // active objects, not yet used 242 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"
255 static bool can_merge_slow (object *op1, object *op2); 254 static bool can_merge_slow (object *op1, object *op2);
256 255
257 // this is often used in time-critical code, so optimise 256 // this is often used in time-critical code, so optimise
258 static bool can_merge (object *op1, object *op2) 257 static bool can_merge (object *op1, object *op2)
259 { 258 {
260 return op1->value != op2->value 259 return op1->value == op2->value
261 && op1->name != op2->name 260 && op1->name == op2->name
262 && can_merge_slow (op1, op2); 261 && can_merge_slow (op1, op2);
263 } 262 }
264 263
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268 265
269 void set_owner (object *owner); 266 void set_owner (object *owner);
270 267
271 void instantiate () 268 void instantiate ()
273 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
274 uuid = gen_uuid (); 271 uuid = gen_uuid ();
275 272
276 attachable<object>::instantiate (); 273 attachable<object>::instantiate ();
277 } 274 }
275
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);
278 285
279 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
281 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;
282 319
283 // fully recursive iterator 320 // fully recursive iterator
284 struct iterator_base 321 struct iterator_base
285 { 322 {
286 object *item; 323 object *item;
375extern int nrofallocobjects; 412extern int nrofallocobjects;
376 413
377/* This returns TRUE if the object is something that 414/* This returns TRUE if the object is something that
378 * should be displayed in the look window 415 * should be displayed in the look window
379 */ 416 */
380#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)
381 418
382/* 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
383 * being added or removed. 420 * being added or removed.
384 */ 421 */
385#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1

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