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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 1.64 by root, Sat Dec 23 06:21:02 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;
86/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
87 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
88 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
89 */ 91 */
90 92
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
93
94// these are not being copied 93// these are not being copied
95ACC_CLASS (object) 94ACC_CLASS (object)
96struct object_keep : refcounted 95struct object_keep : refcounted
97{ 96{
98 /* These variables are not changed by ->copy_to */ 97 /* These variables are not changed by ->copy_to */
99 98
100 tag_t ACC (RW, count); /* Generation count for this object */ 99 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102 101
103 player *ACC (RW, contr); /* Pointer to the player which control this object */ 102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */ 105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */ 106 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */ 107 /* so that the entire object list does not */
118 * This is typically the container that the object is in. 117 * This is typically the container that the object is in.
119 */ 118 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 119 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 120 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 */ 121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
123}; 123};
124 124
125// these are being copied 125// these are being copied
126struct object_copy : attachable<object> 126struct object_copy : attachable<object>
127{ 127{
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 142 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 */ 143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
147}; 149};
148 150
149// these are being copied and also cleared 151// these are being copied and also cleared
150struct object_pod 152struct object_pod
151{ 153{
154 typedef bitset<NUM_FLAGS> flags_t;
155
152 New_Face *ACC (RW, face); /* Face with colors */ 156 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 157 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 */ 158 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 */ 159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 160 uint32 ACC (RW, nrof); /* How many of the objects */
216 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 222 char *ACC (RW, spellarg);
219 223
220 /* Following are values used by any object */ 224 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 226 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. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 228 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 */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241}; 243};
242 244
243struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
244{ 246{
247 typedef object_pod::flags_t flags_t;
245 typedef unordered_vector<object *> vector; 248 typedef unordered_vector<object *> vector;
246 249
247 static vector mortals; 250 static vector mortals;
248 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
265 return op1->value == op2->value 268 return op1->value == op2->value
266 && op1->name == op2->name 269 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 270 && can_merge_slow (op1, op2);
268 } 271 }
269 272
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273 274
274 void set_owner (object *owner); 275 void set_owner (object *owner);
275 276
276 void instantiate () 277 void instantiate ()
278 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 280 uuid = gen_uuid ();
280 281
281 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
282 } 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);
283 294
284 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
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;
287 328
288 // fully recursive iterator 329 // fully recursive iterator
289 struct iterator_base 330 struct iterator_base
290 { 331 {
291 object *item; 332 object *item;
380extern int nrofallocobjects; 421extern int nrofallocobjects;
381 422
382/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
383 * should be displayed in the look window 424 * should be displayed in the look window
384 */ 425 */
385#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)
386 427
387/* 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
388 * being added or removed. 429 * being added or removed.
389 */ 430 */
390#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1

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