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Comparing deliantra/server/include/object.h (file contents):
Revision 1.81 by root, Sun Jan 7 02:39:14 2007 UTC vs.
Revision 1.98 by root, Wed Feb 7 23:50:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
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.
216{ 217{
217 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
218 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
219 220
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 221 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 int ACC (RO, count); // index into objects 222 int ACC (RO, count);
223 int ACC (RO, index); // index into objects
222 int ACC (RO, active); // index into actives 224 int ACC (RO, active); // index into actives
223 225
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 226 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 227
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 228 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 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 */
228 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
232
233 //TODO: container must move into client
230 object *ACC (RW, container); /* Current container being used. I think this 234 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now. 235 * is only used by the player right now.
232 */ 236 */
233 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.
234 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
235 */ 239 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 client_container *seen_by; // seen by which player/container currently? 242 client_container *seen_by; // seen by which player/container currently?
239 243
240 //static vector active_list; // active objects, not yet used
241 //static vector object_list; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
244 MTH static object *create (); 244 MTH static object *create ();
245 MTH void copy_to (object *dst); 245 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 246 MTH object *clone (); // create + copy_to
247 void do_destroy (); 247 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 248 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 249 MTH void destroy (bool destroy_inventory = false);
250 250
251 // 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
252 MTH void destroy_inv (bool drop_to_ground = false); 252 MTH void destroy_inv (bool drop_to_ground = false);
253 MTH void remove ();
254 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 }
255 260
256 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
257 262
258 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
259 MTH static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
285 MTH void change_luck (int value); 290 MTH void change_luck (int value);
286 291
287 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
289 MTH const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
290 const char *flag_desc (char *desc, int len) const; 296 const char *flag_desc (char *desc, int len) const;
297
298 int number_of () const
299 {
300 return nrof ? nrof : 1;
301 }
302
303 uint64 total_weight () const
304 {
305 return weight * number_of ();
306 }
307
308 // return the dominant material of this item, always return something
309 const materialtype_t *dominant_material () const;
310
311 // return the volume of this object in cm³
312 uint64 volume () const
313 {
314 return total_weight ()
315 * 1000
316 * (type == CONTAINER ? 1000 : 1)
317 / dominant_material ()->density;
318 }
291 319
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 320 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 321 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 322 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; } 323 || type == BRACERS || type == GIRDLE; }
305 333
306 // temporary: wether the object can be saved in a map file 334 // temporary: wether the object can be saved in a map file
307 // contr => is a player 335 // contr => is a player
308 // head => only save head of a multitile object 336 // head => only save head of a multitile object
309 // owner => can not reference owner yet 337 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner; } 338 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
311 339
312 /* This return true if object has still randomitems which 340 /* This return true if object has still randomitems which
313 * could be expanded. 341 * could be expanded.
314 */ 342 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 343 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
386 object *end () 414 object *end ()
387 { 415 {
388 return this; 416 return this;
389 } 417 }
390 418
419 /* This returns TRUE if the object is something that
420 * should be displayed in the floorbox/inventory window
421 */
422 MTH bool client_visible () const
423 {
424 return !invisible && type != PLAYER;
425 }
426
427 MTH struct region *region () const;
428
391protected: 429protected:
392 friend struct archetype; 430 friend struct archetype;
393 431
394 void link (); 432 void link ();
395 void unlink (); 433 void unlink ();
396 434
397 object (); 435 object ();
398 ~object (); 436 ~object ();
399}; 437};
400 438
401typedef object_vector<object, &object::count > objectvec; 439typedef object_vector<object, &object::index > objectvec;
402typedef object_vector<object, &object::active> activevec; 440typedef object_vector<object, &object::active> activevec;
403 441
404extern objectvec objects; 442extern objectvec objects;
405extern activevec actives; 443extern activevec actives;
406 444
439{ 477{
440 archetype (); 478 archetype ();
441 ~archetype (); 479 ~archetype ();
442 void gather_callbacks (AV *&callbacks, event_type event) const; 480 void gather_callbacks (AV *&callbacks, event_type event) const;
443 481
444 static archetype *find (const char *arch); 482 static archetype *find (const char *name);
445 483
446 void hash_add (); // add to hashtable 484 void hash_add (); // add to hashtable
447 void hash_del (); // remove from hashtable 485 void hash_del (); // remove from hashtable
448 486
449 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 487 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
454 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 492 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
455 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 493 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
456 * in comparison to the head. 494 * in comparison to the head.
457 */ 495 */
458}; 496};
459
460/* This returns TRUE if the object is something that
461 * should be displayed in the floorbox window
462 */
463#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
464 497
465/* Used by update_object to know if the object being passed is 498/* Used by update_object to know if the object being passed is
466 * being added or removed. 499 * being added or removed.
467 */ 500 */
468#define UP_OBJ_INSERT 1 501#define UP_OBJ_INSERT 1

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