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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.86 by root, Thu Jan 11 23:17:04 2007 UTC vs.
Revision 1.99 by root, Sat Feb 10 01:52:27 2007 UTC

110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// 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 */ 116 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 */ 117 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 */ 118 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 */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 125
125 New_Face *ACC (RW, face); /* Face with colors */ 126 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 127 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 */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
129 130
130 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
231 232
232 //TODO: container must move into client 233 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 235 * is only used by the player right now.
235 */ 236 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
238 */ 239 */
247 void gather_callbacks (AV *&callbacks, event_type event) const; 248 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
249 250
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 251 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 252 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory 253 MTH object *insert (object *item); // insert into inventory
254 void do_remove ();
255 MTH void remove ()
256 {
257 if (!flag [FLAG_REMOVED])
258 do_remove ();
259 }
254 260
255 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
256 262
257 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
262 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
263 } 269 }
264 270
265 MTH void set_owner (object *owner); 271 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed); 272 MTH void set_speed (float speed);
273
274 MTH void open_container (object *new_container);
275 MTH void close_container ()
276 {
277 open_container (0);
278 }
267 279
268 MTH void instantiate () 280 MTH void instantiate ()
269 { 281 {
270 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
271 uuid = gen_uuid (); 283 uuid = gen_uuid ();
284 MTH void change_luck (int value); 296 MTH void change_luck (int value);
285 297
286 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const; 300 MTH const char *debug_desc () const;
301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
289 const char *flag_desc (char *desc, int len) const; 302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
290 325
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 328 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 329 || type == BRACERS || type == GIRDLE; }
304 339
305 // temporary: wether the object can be saved in a map file 340 // temporary: wether the object can be saved in a map file
306 // contr => is a player 341 // contr => is a player
307 // head => only save head of a multitile object 342 // head => only save head of a multitile object
308 // owner => can not reference owner yet 343 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } 344 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
310 345
311 /* This return true if object has still randomitems which 346 /* This return true if object has still randomitems which
312 * could be expanded. 347 * could be expanded.
313 */ 348 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 349 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
392 */ 427 */
393 MTH bool client_visible () const 428 MTH bool client_visible () const
394 { 429 {
395 return !invisible && type != PLAYER; 430 return !invisible && type != PLAYER;
396 } 431 }
432
433 MTH struct region *region () const;
397 434
398protected: 435protected:
399 friend struct archetype; 436 friend struct archetype;
400 437
401 void link (); 438 void link ();
446{ 483{
447 archetype (); 484 archetype ();
448 ~archetype (); 485 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const; 486 void gather_callbacks (AV *&callbacks, event_type event) const;
450 487
451 static archetype *find (const char *arch); 488 static archetype *find (const char *name);
452 489
453 void hash_add (); // add to hashtable 490 void hash_add (); // add to hashtable
454 void hash_del (); // remove from hashtable 491 void hash_del (); // remove from hashtable
455 492
456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 493 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */

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