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Comparing deliantra/server/include/object.h (file contents):
Revision 1.201 by root, Sat Jun 27 03:51:05 2009 UTC vs.
Revision 1.213 by root, Mon Oct 19 21:48:49 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 189 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 190 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 191
191 float ACC (RW, speed); /* The overall speed of this object */ 192 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 193 float ACC (RW, speed_left); /* How much speed is left to spend this round */
194
193 sint32 ACC (RW, nrof); /* How many of the objects */ 195 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 196 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 197 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 198 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 199
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 200 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 203 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 204
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 205 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 206 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 207 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
209
209 /* Note that the last_.. values are sometimes used for non obvious 210 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 211 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 212 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 213 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 214 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 215 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 216 sint16 ACC (RW, last_eat); /* How long since we last ate */
217
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 218 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 219 sint16 ACC (RW, level); /* Level of creature or object */
218 220
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 221 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 222 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
228 230
229 body_slot slot [NUM_BODY_LOCATIONS]; 231 body_slot slot [NUM_BODY_LOCATIONS];
230 232
231 sint32 ACC (RW, weight); /* Attributes of the object */ 233 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 234 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
235
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 236 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
237
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 238 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 239 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 240 /* See the pod/objects.pod for more info about body locations */
237 241
238 /* Following mostly refers to fields only used for monsters */ 242 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 243
247 /* Spell related information, may be useful elsewhere 244 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 245 * Note that other fields are used - these files are basically
249 * only used in spells. 246 * only used in spells.
250 */ 247 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 248 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 249 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 250 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
251
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 252 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 253 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 254 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
255 sint8 ACC (RW, item_power); /* power rating of the object */
258 256
257 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 258 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 259 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 260 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
261
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 263 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 264 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 265
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 266 // 8 free bits
269 267
268 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
269 // /* races/classes can need less/more exp to gain levels */
270 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 271 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 shstr ACC (RW, spellarg); /* only used in arrows - get rid of it? */
272 272
273 /* Following are values used by any object */ 273 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 274 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 275 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 276
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 277 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 278 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 279 uint8 ACC (RW, will_apply); /* See crossfire.doc */
280 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
281 uint16 ACC (RW, animation_id);/* An index into the animation array */
282 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
283
284 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 285 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
286 /* allows different movement patterns for attackers */
287 uint8 ACC (RW, move_status); /* What stage in attack mode */
288 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 289
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 290 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 291
288 // rarely-accessed members should be at the end 292 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 293 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 294 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 295 shstr ACC (RW, lore); /* Obscure information about this object, */
314 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 318 object *ACC (RW, above); /* Pointer to the object stacked above this one */
315 /* Note: stacked in the *same* environment */ 319 /* Note: stacked in the *same* environment */
316 object *inv; /* Pointer to the first object in the inventory */ 320 object *inv; /* Pointer to the first object in the inventory */
317 321
318 //TODO: container must move into client 322 //TODO: container must move into client
319 object_ptr ACC (RW, container); /* Current container being used. I think this 323 object_ptr ACC (RW, container);/* Currently opened container. I think this
320 * is only used by the player right now. 324 * is only used by the player right now.
321 */ 325 */
322 object *ACC (RW, env); /* Pointer to the object which is the environment. 326 object *ACC (RW, env); /* Pointer to the object which is the environment.
323 * This is typically the container that the object is in. 327 * This is typically the container that the object is in.
324 */ 328 */
325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 329 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 330 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
327 client_container *seen_by; // seen by which player/container currently?
328 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
329 332
330 // privates / perl 333 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const; 334 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key); 335 void kv_del (shstr_tmp key);
432 MTH void close_container () 435 MTH void close_container ()
433 { 436 {
434 open_container (0); 437 open_container (0);
435 } 438 }
436 439
440 // potential future accessor for "container"
441 MTH object *container_ () const
442 {
443 return container;
444 }
445
446 MTH bool is_open_container () const
447 {
448 // strangely enough, using ?: here causes code to inflate
449 return type == CONTAINER
450 && ((env && env->container_ () == this)
451 || (!env && flag [FLAG_APPLIED]));
452 }
453
437 MTH object *force_find (shstr_tmp name); 454 MTH object *force_find (shstr_tmp name);
455 MTH void force_set_timer (int duration);
438 MTH object *force_add (shstr_tmp name, int duration = 0); 456 MTH object *force_add (shstr_tmp name, int duration = 0);
439 457
440 oblinkpt *find_link () const; 458 oblinkpt *find_link () const;
441 MTH void add_link (maptile *map, shstr_tmp id); 459 MTH void add_link (maptile *map, shstr_tmp id);
442 MTH void remove_link (); 460 MTH void remove_link ();
488 return (uint64)total_weight () 506 return (uint64)total_weight ()
489 * 1000 507 * 1000
490 * (type == CONTAINER ? 1000 : 1) 508 * (type == CONTAINER ? 1000 : 1)
491 / dominant_material ()->density; 509 / dominant_material ()->density;
492 } 510 }
511
512 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
493 513
494 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 514 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
495 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 515 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
496 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 516 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
497 || type == CLOAK || type == BOOTS || type == GLOVES 517 || type == CLOAK || type == BOOTS || type == GLOVES
516 /* This return true if object has still randomitems which 536 /* This return true if object has still randomitems which
517 * could be expanded. 537 * could be expanded.
518 */ 538 */
519 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 539 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
520 540
521 MTH bool has_dialogue () const { return *&msg == '@'; } 541 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
542
543 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
522 544
523 // returns the outermost owner, never returns 0 545 // returns the outermost owner, never returns 0
524 MTH object *outer_owner () 546 MTH object *outer_owner ()
525 { 547 {
526 object *op; 548 object *op;
530 552
531 return op; 553 return op;
532 } 554 }
533 555
534 // returns the outermost environment, never returns 0 556 // returns the outermost environment, never returns 0
535 MTH object *outer_env () const 557 MTH object *outer_env_or_self () const
536 { 558 {
537 const object *op; 559 const object *op;
538 560
539 for (op = this; op->env; op = op->env) 561 for (op = this; op->env; op = op->env)
540 ; 562 ;
541 563
542 return const_cast<object *>(op); 564 return const_cast<object *>(op);
565 }
566
567 // returns the outermost environment, may return 0
568 MTH object *outer_env () const
569 {
570 return env ? outer_env_or_self () : 0;
543 } 571 }
544 572
545 // returns the player that has this object in his inventory, or 0 573 // returns the player that has this object in his inventory, or 0
546 // we assume the player is always the outer env 574 // we assume the player is always the outer env
547 MTH object *in_player () const 575 MTH object *in_player () const
548 { 576 {
549 object *op = outer_env (); 577 object *op = outer_env_or_self ();
550 578
551 return op->type == PLAYER ? op : 0; 579 return op->type == PLAYER ? op : 0;
552 } 580 }
553 581
554 // "temporary" helper function 582 // "temporary" helper function
588 } 616 }
589 617
590 // returns the player that cna see this object, if any 618 // returns the player that cna see this object, if any
591 MTH object *visible_to () const; 619 MTH object *visible_to () const;
592 620
593 MTH std::string long_desc (object *who = 0); 621 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
594 MTH std::string describe_monster (object *who = 0); 622 MTH std::string describe_monster (object *who = 0);
595 MTH std::string describe_item (object *who = 0); 623 MTH std::string describe_item (object *who = 0);
596 MTH std::string describe (object *who = 0); 624 MTH std::string describe (object *who = 0); // long description, without name
597 625
598 MTH const char *query_weight () { return ::query_weight (this); } 626 MTH const char *query_weight () { return ::query_weight (this); }
599 MTH const char *query_name () { return ::query_name (this); } 627 MTH const char *query_name () { return ::query_name (this); }
600 MTH const char *query_short_name () { return ::query_short_name (this); } 628 MTH const char *query_short_name () { return ::query_short_name (this); }
601 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } 629 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
696 // currently only used for players to make them temporarily visible 724 // currently only used for players to make them temporarily visible
697 // when they are invisible. 725 // when they are invisible.
698 MTH void make_noise (); 726 MTH void make_noise ();
699 727
700 /* animation */ 728 /* animation */
701 bool has_anim () { return animation_id; } 729 MTH bool has_anim () const { return animation_id; }
702 const animation &anim () const { return animations [animation_id]; } 730 const animation &anim () const { return animations [animation_id]; }
703 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } 731 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
704 void set_anim_frame (int frame) { face = get_anim_frame (frame); } 732 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
705 /* anim_frames () returns the number of animations allocated. The last 733 /* anim_frames () returns the number of animations allocated. The last
706 * usuable animation will be anim_frames () - 1 (for example, if an object 734 * usuable animation will be anim_frames () - 1 (for example, if an object
707 * has 8 animations, anim_frames () will return 8, but the values will 735 * has 8 animations, anim_frames () will return 8, but the values will
708 * range from 0 through 7. 736 * range from 0 through 7.
709 */ 737 */
710 int anim_frames () const { return anim ().num_animations; } 738 MTH int anim_frames () const { return anim ().num_animations; }
711 int anim_facings () const { return anim ().facings; } 739 MTH int anim_facings () const { return anim ().facings; }
740
741 MTH char *as_string ();
712 742
713protected: 743protected:
714 void link (); 744 void link ();
715 void unlink (); 745 void unlink ();
716 746
725// move this object to the top of its env's inventory to speed up 755// move this object to the top of its env's inventory to speed up
726// searches for it. 756// searches for it.
727static object * 757static object *
728splay (object *ob) 758splay (object *ob)
729{ 759{
730 if (ob->env && ob->env->inv != ob) 760 if (ob->above && ob->env)
731 { 761 {
732 if (ob->above) ob->above->below = ob->below; 762 if (ob->above) ob->above->below = ob->below;
733 if (ob->below) ob->below->above = ob->above; 763 if (ob->below) ob->below->above = ob->above;
734 764
735 ob->above = 0; 765 ob->above = 0;

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