ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.52 by root, Wed Dec 13 03:29:45 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 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;
113 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
114 */ 121 */
115 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 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 123 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 */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
118}; 126};
119 127
120// these are being copied 128// these are being copied
121struct object_copy : attachable<object> 129struct object_copy : attachable<object>
122{ 130{
137 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 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 */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
142}; 152};
143 153
144// these are being copied and also cleared 154// these are being copied and also cleared
145struct object_pod 155struct object_pod
146{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
147 New_Face *ACC (RW, face); /* Face with colors */ 159 New_Face *ACC (RW, face); /* Face with colors */
148 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 160 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 */ 161 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 */ 162 float ACC (RW, speed_left); /* How much speed is left to spend this round */
151 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
211 sint8 ACC (RW, range); /* Range of the spell */ 223 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 224 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
214 226
215 /* Following are values used by any object */ 227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 229 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. */ 230 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 231 object_pod::flags_t flags; /* various flags */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
235 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 245 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
236}; 246};
237 247
238struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
239{ 249{
250 typedef object_pod::flags_t flags_t;
240 typedef unordered_vector<object *> vector; 251 typedef unordered_vector<object *> vector;
241 252
242 static vector mortals; 253 static vector mortals;
243 static vector active; // active objects, not yet used 254 static vector active; // active objects, not yet used
244 static vector objects; // not used yet, use first->next->... 255 static vector objects; // not used yet, use first->next->...
260 return op1->value == op2->value 271 return op1->value == op2->value
261 && op1->name == op2->name 272 && op1->name == op2->name
262 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
263 } 274 }
264 275
265 void clear ();
266
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268 277
269 void set_owner (object *owner); 278 void set_owner (object *owner);
270 279
271 void instantiate () 280 void instantiate ()
273 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
274 uuid = gen_uuid (); 283 uuid = gen_uuid ();
275 284
276 attachable<object>::instantiate (); 285 attachable<object>::instantiate ();
277 } 286 }
287
288 // recalculate all stats
289 void update_stats ();
290 void roll_stats ();
291 void swap_stats (int a, int b);
292 void add_statbonus ();
293 void remove_statbonus ();
294 void drain_stat ();
295 void drain_specific_stat (int deplete_stats);
296 void change_luck (int value);
278 297
279 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
281 const char *debug_desc () const; 300 const char *debug_desc () const;
301
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // returns the mapspace this object is in
330 mapspace &ms () const;
282 331
283 // fully recursive iterator 332 // fully recursive iterator
284 struct iterator_base 333 struct iterator_base
285 { 334 {
286 object *item; 335 object *item;
375extern int nrofallocobjects; 424extern int nrofallocobjects;
376 425
377/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
378 * should be displayed in the look window 427 * should be displayed in the look window
379 */ 428 */
380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
381 430
382/* Used by update_object to know if the object being passed is 431/* Used by update_object to know if the object being passed is
383 * being added or removed. 432 * being added or removed.
384 */ 433 */
385#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines