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Comparing deliantra/server/include/object.h (file contents):
Revision 1.50 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 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 */
154 128
155 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
156 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
157 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
158 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
160 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
161 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
162 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
163 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
164 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
182 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
183 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
184 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
185 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
186 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
187 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
188 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
189 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
190 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
191 165
192 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
193 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
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 flag; /* various flags */
221 uint32 flags[4]; /* various flags */ 194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
222 uint16 ACC (RW, animation_id);/* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
233 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
234 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236}; 211};
237 212
238struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
239{ 214{
240 typedef unordered_vector<object *> vector; 215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
241 243
242 static vector mortals; 244 static vector mortals;
243 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
250 void destroy (bool destroy_inventory = false); 252 void destroy (bool destroy_inventory = false);
251 void remove (); 253 void remove ();
252 object *insert (object *item); // insert into inventory 254 object *insert (object *item); // insert into inventory
253 255
254 static void free_mortals (); 256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2);
258
259 // this is often used in time-critical code, so optimise
255 static bool can_merge (object *op1, object *op2); 260 static bool can_merge (object *op1, object *op2)
256 261 {
257 void clear (); 262 return op1->value == op2->value
263 && op1->name == op2->name
264 && can_merge_slow (op1, op2);
265 }
258 266
259 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner);
260 270
261 void instantiate () 271 void instantiate ()
262 { 272 {
263 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
264 uuid = gen_uuid (); 274 uuid = gen_uuid ();
265 275
266 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
267 } 277 }
268 278
269 void set_owner (object *owner); 279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
270 288
271 // info must hold 256 * 3 bytes currently 289 // info must hold 256 * 3 bytes currently
272 const char *debug_desc (char *info) const; 290 const char *debug_desc (char *info) const;
273 const char *debug_desc () const; 291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
274 322
275 // fully recursive iterator 323 // fully recursive iterator
276 struct iterator_base 324 struct iterator_base
277 { 325 {
278 object *item; 326 object *item;
314 void unlink (); 362 void unlink ();
315 363
316 object (); 364 object ();
317 ~object (); 365 ~object ();
318}; 366};
319
320// compatibility functions/macros
321#define clear_owner(op) (op)->owner = 0
322#define copy_owner(op,other) (op)->owner = (other)->owner
323#define get_owner(op) (op)->owner
324#define clear_object(op) (op)->clear ()
325
326static inline void
327set_owner (object *op, object *owner)
328{
329 op->set_owner (owner);
330}
331
332#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
333 367
334typedef struct oblnk 368typedef struct oblnk
335{ /* Used to link together several objects */ 369{ /* Used to link together several objects */
336 object_ptr ob; 370 object_ptr ob;
337 struct oblnk *next; 371 struct oblnk *next;
381extern int nrofallocobjects; 415extern int nrofallocobjects;
382 416
383/* This returns TRUE if the object is something that 417/* This returns TRUE if the object is something that
384 * should be displayed in the look window 418 * should be displayed in the look window
385 */ 419 */
386#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
387 421
388/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
389 * being added or removed. 423 * being added or removed.
390 */ 424 */
391#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1

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