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Comparing deliantra/server/include/object.h (file contents):
Revision 1.55 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 2006 UTC

21 The authors can be reached via e-mail at crossfire@schmorp.de 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
118 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
119 */ 121 */
120 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 */
121 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
122 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?
123}; 126};
124 127
125// these are being copied 128// these are being copied
126struct object_copy : attachable<object> 129struct object_copy : attachable<object>
127{ 130{
142 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 */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 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 */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 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 */
147}; 152};
148 153
149// these are being copied and also cleared 154// these are being copied and also cleared
150struct object_pod 155struct object_pod
151{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
152 New_Face *ACC (RW, face); /* Face with colors */ 159 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 160 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 161 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 162 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
216 sint8 ACC (RW, range); /* Range of the spell */ 223 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 224 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
219 226
220 /* Following are values used by any object */ 227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */ 230 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 231 object_pod::flags_t flags; /* various flags */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 245 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241}; 246};
242 247
243struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
244{ 249{
250 typedef object_pod::flags_t flags_t;
245 typedef unordered_vector<object *> vector; 251 typedef unordered_vector<object *> vector;
246 252
247 static vector mortals; 253 static vector mortals;
248 static vector active; // active objects, not yet used 254 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 255 static vector objects; // not used yet, use first->next->...
265 return op1->value == op2->value 271 return op1->value == op2->value
266 && op1->name == op2->name 272 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
268 } 274 }
269 275
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273 277
274 void set_owner (object *owner); 278 void set_owner (object *owner);
275 279
276 void instantiate () 280 void instantiate ()
278 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 283 uuid = gen_uuid ();
280 284
281 attachable<object>::instantiate (); 285 attachable<object>::instantiate ();
282 } 286 }
287
288 // recalculate all stats
289 void update_stats ();
290 void roll_stats ();
291 void swap_stats (int a, int b);
292 void add_statbonus ();
293 void remove_statbonus ();
294 void drain_stat ();
295 void drain_specific_stat (int deplete_stats);
296 void change_luck (int value);
283 297
284 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 300 const char *debug_desc () const;
301
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // returns the mapspace this object is in
330 mapspace &ms () const;
287 331
288 // fully recursive iterator 332 // fully recursive iterator
289 struct iterator_base 333 struct iterator_base
290 { 334 {
291 object *item; 335 object *item;
380extern int nrofallocobjects; 424extern int nrofallocobjects;
381 425
382/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
383 * should be displayed in the look window 427 * should be displayed in the look window
384 */ 428 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 430
387/* Used by update_object to know if the object being passed is 431/* Used by update_object to know if the object being passed is
388 * being added or removed. 432 * being added or removed.
389 */ 433 */
390#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1

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