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Comparing deliantra/server/include/object.h (file contents):
Revision 1.52 by root, Wed Dec 13 03:29:45 2006 UTC vs.
Revision 1.61 by root, Thu Dec 21 01:33:50 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{
211 sint8 ACC (RW, range); /* Range of the spell */ 219 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 220 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg); 221 char *ACC (RW, spellarg);
214 222
215 /* Following are values used by any object */ 223 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 225 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 227 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. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
277 } 285 }
278 286
279 // info must hold 256 * 3 bytes currently 287 // info must hold 256 * 3 bytes currently
280 const char *debug_desc (char *info) const; 288 const char *debug_desc (char *info) const;
281 const char *debug_desc () const; 289 const char *debug_desc () const;
290
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302
303 /* This return true if object has still randomitems which
304 * could be expanded.
305 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
307
308 // returns the player that has this object in his inventory, or 0
309 object *in_player () const
310 {
311 for (object *op = env; op; op = op->env)
312 if (op->type == PLAYER)
313 return op;
314
315 return 0;
316 }
317
318 // returns the mapspace this object is in
319 mapspace &ms () const;
282 320
283 // fully recursive iterator 321 // fully recursive iterator
284 struct iterator_base 322 struct iterator_base
285 { 323 {
286 object *item; 324 object *item;
375extern int nrofallocobjects; 413extern int nrofallocobjects;
376 414
377/* This returns TRUE if the object is something that 415/* This returns TRUE if the object is something that
378 * should be displayed in the look window 416 * should be displayed in the look window
379 */ 417 */
380#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 418#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
381 419
382/* Used by update_object to know if the object being passed is 420/* Used by update_object to know if the object being passed is
383 * being added or removed. 421 * being added or removed.
384 */ 422 */
385#define UP_OBJ_INSERT 1 423#define UP_OBJ_INSERT 1

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