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Comparing deliantra/server/include/living.h (file contents):
Revision 1.3 by root, Wed Sep 13 00:29:17 2006 UTC vs.
Revision 1.19 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#ifndef LIVING_H 24#ifndef LIVING_H
25#define LIVING_H 25#define LIVING_H
26 26
27#define STR 0 27#include <cassert>
28#define DEX 1
29#define CON 2
30#define WIS 3
31#define CHA 4
32#define INT 5
33#define POW 6
34#define NUM_STATS 7
35 28
29#include <util.h>
30
31// corresponds to some arrays in common/living.C
32enum {
33 STR,
34 DEX,
35 CON,
36 INT,
37 WIS,
38 POW,
39 CHA,
40 NUM_STATS
41};
42
36#define MAXLEVEL 110 43#define MAXLEVEL 110 //TODO: remove
37 44
38/* Changed from NO_STAT to NO_STAT_VAL to fix conlfict on 45/* Changed from NO_STAT to NO_STAT_VAL to fix conlfict on
39 * AIX systems 46 * AIX systems
40 */ 47 */
41#define NO_STAT_VAL 99 /* needed by skills code -b.t. */ 48#define NO_STAT_VAL 99 /* needed by skills code -b.t. */
56extern const float speed_bonus[MAX_STAT + 1]; 63extern const float speed_bonus[MAX_STAT + 1];
57extern const uint32 weight_limit[MAX_STAT + 1]; 64extern const uint32 weight_limit[MAX_STAT + 1];
58extern const int cleric_chance[MAX_STAT + 1]; 65extern const int cleric_chance[MAX_STAT + 1];
59extern const int fear_bonus[MAX_STAT + 1]; 66extern const int fear_bonus[MAX_STAT + 1];
60 67
68/* Mostly used by "alive" objects */
61ACC_CLASS (living) 69INTERFACE_CLASS (living)
62struct living 70struct living
63{ /* Mostly used by "alive" objects */ 71{
64 sint8 ACC (RW, Str), ACC (RW, Dex), ACC (RW, Con), ACC (RW, Wis), ACC (RW, Cha), ACC (RW, Int), ACC (RW, Pow); 72 sint64 ACC (RW, exp); /* Experience. */
73 sint32 ACC (RW, food); /* How much food in stomach. 0 = starved. */
74
75 sint8 ACC (RW, Str), ACC (RW, Dex), ACC (RW, Con), ACC (RW, Int), ACC (RW, Wis), ACC (RW, Pow), ACC (RW, Cha);
65 sint8 ACC (RW, wc), ACC (RW, ac); /* Weapon Class and Armour Class */ 76 sint8 ACC (RW, wc), ACC (RW, ac); /* Weapon Class and Armour Class */
66 sint16 ACC (RW, hp); /* Hit Points. */ 77 sint8 ACC (RW, luck); /* Affects thaco and ac from time to time */
67 sint16 ACC (RW, maxhp);
68 sint16 ACC (RW, sp); /* Spell points. Used to cast mage spells. */
69 sint16 ACC (RW, maxsp); /* Max spell points. */
70 sint16 ACC (RW, grace); /* Grace. Used to invoke clerical prayers. */
71 sint16 ACC (RW, maxgrace); /* Grace. Used to invoke clerical prayers. */
72 sint64 ACC (RW, exp); /* Experience. Killers gain 1/10. */
73 sint16 ACC (RW, food); /* How much food in stomach. 0 = starved. */
74 sint16 ACC (RW, dam); /* How much damage this object does when hitting */ 78 sint16 ACC (RW, dam); /* How much damage this object does when hitting */
75 sint8 ACC (RW, luck); /* Affects thaco and ac from time to time */ 79
80 sint16 ACC (RW, hp); /* Hit Points. */
81 sint16 ACC (RW, maxhp);
82
83 sint16 ACC (RW, sp); /* Spell points. Used to cast mage spells. */
84 sint16 ACC (RW, maxsp); /* Max spell points. */
85
86 sint16 ACC (RW, grace); /* Grace. Used to invoke clerical prayers. */
87 sint16 ACC (RW, maxgrace); /* Grace. Used to invoke clerical prayers. */
88
89 // this method enforces field ordering and should not normally result in
90 // any code being generated strictly speaking, c++ compilers may reorder
91 // stat fields, so check for it and declare those compilers unsupported.
92 void check_ordering () const
93 {
94 assert ((sint8 *)&Str - (sint8 *)&Str == STR);
95 assert ((sint8 *)&Dex - (sint8 *)&Str == DEX);
96 assert ((sint8 *)&Con - (sint8 *)&Str == CON);
97 assert ((sint8 *)&Int - (sint8 *)&Str == INT);
98 assert ((sint8 *)&Wis - (sint8 *)&Str == WIS);
99 assert ((sint8 *)&Pow - (sint8 *)&Str == POW);
100 assert ((sint8 *)&Cha - (sint8 *)&Str == CHA);
101 }
102
103 sint8 &stat (int index)
104 {
105 check_ordering ();
106 return ((sint8 *)&Str)[index];
107 }
108
109 sint8 stat (int index) const
110 {
111 check_ordering ();
112 return ((const sint8 *)&Str)[index];
113 }
76}; 114};
77 115
78#endif 116#endif
79 117

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