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 1.57 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.62 by root, Fri Dec 22 16:34:00 2006 UTC

120 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
121 */ 121 */
122 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 */
123 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
124 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?
125}; 126};
126 127
127// these are being copied 128// these are being copied
128struct object_copy : attachable<object> 129struct object_copy : attachable<object>
129{ 130{
144 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 */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 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 */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 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 */
149}; 152};
150 153
151// these are being copied and also cleared 154// these are being copied and also cleared
152struct object_pod 155struct object_pod
153{ 156{
220 char *ACC (RW, spellarg); 223 char *ACC (RW, spellarg);
221 224
222 /* Following are values used by any object */ 225 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */ 226 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 227 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267 return op1->value == op2->value 268 return op1->value == op2->value
268 && op1->name == op2->name 269 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 270 && can_merge_slow (op1, op2);
270 } 271 }
271 272
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275 274
276 void set_owner (object *owner); 275 void set_owner (object *owner);
277 276
278 void instantiate () 277 void instantiate ()
280 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
281 uuid = gen_uuid (); 280 uuid = gen_uuid ();
282 281
283 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
284 } 283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
285 294
286 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 297 const char *debug_desc () const;
289 298
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301 310
302 /* This return true if object has still randomitems which 311 /* This return true if object has still randomitems which
303 * could be expanded. 312 * could be expanded.
304 */ 313 */
305 bool has_random_items () const { return randomitems && flags [FLAG_IS_A_TEMPLATE]; } 314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
306 328
307 // fully recursive iterator 329 // fully recursive iterator
308 struct iterator_base 330 struct iterator_base
309 { 331 {
310 object *item; 332 object *item;
399extern int nrofallocobjects; 421extern int nrofallocobjects;
400 422
401/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
402 * should be displayed in the look window 424 * should be displayed in the look window
403 */ 425 */
404#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
405 427
406/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
407 * being added or removed. 429 * being added or removed.
408 */ 430 */
409#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines