--- deliantra/server/include/object.h 2007/04/30 04:25:30 1.112 +++ deliantra/server/include/object.h 2007/05/12 16:06:42 1.120 @@ -32,8 +32,23 @@ typedef int tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 +enum { + body_range, + body_shield, + body_combat, + body_arm, + body_torso, + body_head, + body_neck, + body_skill, + body_finger, + body_shoulder, + body_foot, + body_hand, + body_wrist, + body_waist, + NUM_BODY_LOCATIONS +}; /* See common/item.c */ @@ -92,6 +107,12 @@ * e.g. ->copy_to () */ +struct body_slot +{ + signed char info:4; /* body info as loaded from the file */ + signed char used:4; /* Calculated value based on items equipped */ +}; + INTERFACE_CLASS (object) // these are being copied struct object_copy : attachable @@ -99,8 +120,12 @@ typedef bitset flags_t; sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ @@ -129,9 +154,8 @@ uint32 ACC (RW, nrof); /* How many of the objects */ /* This next big block are basically used for monsters and equipment */ - uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ - uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ @@ -160,8 +184,7 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ - sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ + body_slot slot [NUM_BODY_LOCATIONS]; faceidx ACC (RW, face); /* Face with colors */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ @@ -182,18 +205,21 @@ */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ + uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ - MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); @@ -243,6 +269,7 @@ key_value *key_values; /* Fields not explictly known by the loader. */ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + void post_load_check (); // do some adjustments after parsing static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. bool write (object_freezer &f); @@ -264,6 +291,22 @@ do_remove (); } + // move this object to the top of its env's inventory to speed up + // searches for it. + MTH void inv_splay () + { + if (env && env->inv != this) + { + if (above) above->below = below; + if (below) below->above = above; + + above = 0; + below = env->inv; + below->above = this; + env->inv = this; + } + } + static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -276,6 +319,7 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); MTH void open_container (object *new_container); MTH void close_container () @@ -297,8 +341,7 @@ // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - MTH const char *debug_desc () const; - const char *debug_desc2 () const; // another debug_desc, pure convinience function + MTH const char *debug_desc () const; // uses at least 3 round-robin buffers const char *flag_desc (char *desc, int len) const; int number_of () const @@ -334,6 +377,7 @@ MTH bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }