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Comparing deliantra/server/include/object.h (file contents):
Revision 1.88 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC

29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34
34#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
35#define BODY_ARMS 1 36#define BODY_ARMS 1
36 37
37/* See common/item.c */ 38/* See common/item.c */
38 39
39typedef struct Body_Locations 40typedef struct Body_Locations
88 89
89/* However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C, 91 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to () 92 * e.g. ->copy_to ()
92 */ 93 */
94
95struct body_slot
96{
97 sint8 info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */
99};
93 100
94INTERFACE_CLASS (object) 101INTERFACE_CLASS (object)
95// these are being copied 102// these are being copied
96struct object_copy : attachable 103struct object_copy : attachable
97{ 104{
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 118 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 119 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 120 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 121 shstr ACC (RW, custom_name); /* Custom name assigned by player */
122// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 123 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 124 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 125 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 126 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 127 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 128 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 129 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 130 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 131 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 132
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 133 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 134 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 135 uint32 ACC (RW, nrof); /* How many of the objects */
129 136
130 /* This next big block are basically used for monsters and equipment */ 137 /* This next big block are basically used for monsters and equipment */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 146 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 150 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 151 * meanings by some objects, eg, sp penalty, permanent exp.
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 165 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 166 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 167 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 168 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 169 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 170 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 171 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 172 /* See the pod/objects.pod for more info about body locations */
166 173
167 /* Following mostly refers to fields only used for monsters */ 174 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 char *ACC (RW, spellarg); 204 char *ACC (RW, spellarg);
198 205
199 /* Following are values used by any object */ 206 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 207 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 208 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 209 flags_t flag; /* various flags */
204#if FOR_PERL 210#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 211 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 212#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 213 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 234 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 235 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 236 object *inv; /* Pointer to the first object in the inventory */
231 237
232 //TODO: container must move into client 238 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 239 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 240 * is only used by the player right now.
235 */ 241 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 242 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 243 * This is typically the container that the object is in.
238 */ 244 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 245 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 247 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */
249
250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 bool write (object_freezer &f);
242 253
243 MTH static object *create (); 254 MTH static object *create ();
255 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 256 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 257 MTH object *clone (); // create + copy_to
246 void do_destroy (); 258 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 259 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 260 MTH void destroy (bool destroy_inventory = false);
249 261
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 263 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory 264 MTH object *insert (object *item); // insert into inventory
253 void remove_slow (); 265 void do_remove ();
254 MTH void remove () 266 MTH void remove ()
255 { 267 {
256 if (!flag [FLAG_REMOVED]) 268 if (!flag [FLAG_REMOVED])
257 remove_slow (); 269 do_remove ();
258 } 270 }
259 271
260 static bool can_merge_slow (object *op1, object *op2); 272 static bool can_merge_slow (object *op1, object *op2);
261 273
262 // this is often used in time-critical code, so optimise 274 // this is often used in time-critical code, so optimise
267 && can_merge_slow (op1, op2); 279 && can_merge_slow (op1, op2);
268 } 280 }
269 281
270 MTH void set_owner (object *owner); 282 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 283 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob);
272 285
286 MTH void open_container (object *new_container);
287 MTH void close_container ()
288 {
289 open_container (0);
290 }
291
273 MTH void instantiate () 292 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 293
281 // recalculate all stats 294 // recalculate all stats
282 MTH void update_stats (); 295 MTH void update_stats ();
283 MTH void roll_stats (); 296 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 297 MTH void swap_stats (int a, int b);
288 MTH void drain_specific_stat (int deplete_stats); 301 MTH void drain_specific_stat (int deplete_stats);
289 MTH void change_luck (int value); 302 MTH void change_luck (int value);
290 303
291 // info must hold 256 * 3 bytes currently 304 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 305 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 307 const char *flag_desc (char *desc, int len) const;
308
309 int number_of () const
310 {
311 return nrof ? nrof : 1;
312 }
313
314 uint64 total_weight () const
315 {
316 return weight * number_of ();
317 }
318
319 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const;
321
322 // return the volume of this object in cm³
323 uint64 volume () const
324 {
325 return total_weight ()
326 * 1000
327 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density;
329 }
296 330
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 331 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 332 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 333 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 334 || type == BRACERS || type == GIRDLE; }
303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 337 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
304 && !flag [FLAG_IS_A_TEMPLATE]; } 338 && !flag [FLAG_IS_A_TEMPLATE]; }
305 MTH bool is_arrow () const { return type == ARROW 339 MTH bool is_arrow () const { return type == ARROW
306 || (type == SPELL_EFFECT 340 || (type == SPELL_EFFECT
307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 341 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
308 343
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 344 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310 345
311 // temporary: wether the object can be saved in a map file 346 // temporary: wether the object can be saved in a map file
312 // contr => is a player 347 // contr => is a player
313 // head => only save head of a multitile object 348 // head => only save head of a multitile object
314 // owner => can not reference owner yet 349 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } 350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
316 351
317 /* This return true if object has still randomitems which 352 /* This return true if object has still randomitems which
318 * could be expanded. 353 * could be expanded.
319 */ 354 */
320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH object *head_ () 368 MTH object *head_ ()
334 { 369 {
335 return head ? head : this; 370 return head ? head : this;
336 } 371 }
337 372
373 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0);
377
378 // If this object has no extra parts but should have them,
379 // add them, effectively expanding heads into multipart
380 // objects. This method only works on objects not inserted
381 // anywhere.
382 MTH void expand_tail ();
383
384 MTH void create_treasure (treasurelist *tl, int flags = 0);
385
338 // insert object at same map position as 'where' 386 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 387 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 389
342 MTH void activate (); 390 MTH void activate ();
345 MTH void deactivate_recursive (); 393 MTH void deactivate_recursive ();
346 394
347 // set the givne flag on all objects in the inventory recursively 395 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 396 MTH void set_flag_inv (int flag, int value = 1);
349 397
350 void enter_exit (object *exit);//PERL 398 void enter_exit (object *exit);//Perl
351 MTH void enter_map (maptile *newmap, int x, int y); 399 MTH void enter_map (maptile *newmap, int x, int y);
352 400
353 // returns the mapspace this object is in 401 // returns the mapspace this object is in
354 mapspace &ms () const; 402 mapspace &ms () const;
355 403
399 MTH bool client_visible () const 447 MTH bool client_visible () const
400 { 448 {
401 return !invisible && type != PLAYER; 449 return !invisible && type != PLAYER;
402 } 450 }
403 451
452 MTH struct region *region () const;
453
404protected: 454protected:
405 friend struct archetype; 455 friend struct archetype;
406 456
407 void link (); 457 void link ();
408 void unlink (); 458 void unlink ();
416 466
417extern objectvec objects; 467extern objectvec objects;
418extern activevec actives; 468extern activevec actives;
419 469
420#define for_all_objects(var) \ 470#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \ 471 for (unsigned _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i]) 472 declvar (object *, var, objects [_i])
423 473
424#define for_all_actives(var) \ 474#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \ 475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i]) 476 declvar (object *, var, actives [_i])
427 477
428typedef struct oblnk 478typedef struct oblnk
429{ /* Used to link together several objects */ 479{ /* Used to link together several objects */
430 object_ptr ob; 480 object_ptr ob;
452{ 502{
453 archetype (); 503 archetype ();
454 ~archetype (); 504 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const; 505 void gather_callbacks (AV *&callbacks, event_type event) const;
456 506
507 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create
457 static archetype *find (const char *arch); 509 static archetype *find (const char *name);
458 510
459 void hash_add (); // add to hashtable 511 void hash_add (); // add to hashtable
460 void hash_del (); // remove from hashtable 512 void hash_del (); // remove from hashtable
461 513
462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
464 struct archetype *ACC (RW, head); /* The main part of a linked object */ 516 struct archetype *ACC (RW, head); /* The main part of a linked object */
465 struct archetype *ACC (RW, more); /* Next part of a linked object */ 517 struct archetype *ACC (RW, more); /* Next part of a linked object */
466 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
469 * in comparison to the head. 522 * in comparison to the head.
470 */ 523 */
471}; 524};
472 525
511#define INS_ON_TOP 0x0008 564#define INS_ON_TOP 0x0008
512#define INS_BELOW_ORIGINATOR 0x0010 565#define INS_BELOW_ORIGINATOR 0x0010
513#define INS_MAP_LOAD 0x0020 566#define INS_MAP_LOAD 0x0020
514 567
515#define ARCH_SINGULARITY "singularity" 568#define ARCH_SINGULARITY "singularity"
516#define ARCH_SINGULARITY_LEN 11
517#define ARCH_DETECT_MAGIC "detect_magic" 569#define ARCH_DETECT_MAGIC "detect_magic"
518#define ARCH_DEPLETION "depletion" 570#define ARCH_DEPLETION "depletion"
519#define ARCH_SYMPTOM "symptom" 571#define ARCH_SYMPTOM "symptom"
520 572
521#endif 573#endif

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