--- deliantra/server/include/object.h 2007/04/16 06:23:41 1.105 +++ deliantra/server/include/object.h 2007/05/17 20:27:01 1.123 @@ -31,8 +31,31 @@ #include "shstr.h" typedef int tag_t; -#define NUM_BODY_LOCATIONS 12 -#define BODY_ARMS 1 + +enum { + body_skill, + body_combat, + body_range, + body_shield, + body_arm, + body_torso, + body_head, + body_neck, + body_finger, + body_shoulder, + body_foot, + body_hand, + body_wrist, + body_waist, + NUM_BODY_LOCATIONS +}; + +enum slottype_t +{ + slot_none, + slot_combat, + slot_ranged, +}; /* See common/item.c */ @@ -91,6 +114,12 @@ * e.g. ->copy_to () */ +struct body_slot +{ + signed char info:4; /* body info as loaded from the file */ + signed char used:4; /* Calculated value based on items equipped */ +}; + INTERFACE_CLASS (object) // these are being copied struct object_copy : attachable @@ -98,8 +127,12 @@ typedef bitset flags_t; sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ + + uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ + uint8 ACC (RW, subtype); /* subtype of object */ sint8 ACC (RW, direction); /* Means the object is moving that way. */ sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ + shstr ACC (RW, name); /* The name of the object, obviously... */ shstr ACC (RW, name_pl); /* The plural name of the object */ shstr ACC (RW, title); /* Of foo, etc */ @@ -128,9 +161,8 @@ uint32 ACC (RW, nrof); /* How many of the objects */ /* This next big block are basically used for monsters and equipment */ - uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ - uint8 ACC (RW, subtype); /* subtype of object */ uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ + sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ @@ -159,8 +191,7 @@ sint64 ACC (RW, perm_exp); /* Permanent exp */ uint32 ACC (RW, weapontype); /* type of weapon */ uint32 ACC (RW, tooltype); /* type of tool or build facility */ - sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ - sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ + body_slot slot [NUM_BODY_LOCATIONS]; faceidx ACC (RW, face); /* Face with colors */ living ACC (RO, stats); /* Str, Con, Dex, etc */ /* See the pod/objects.pod for more info about body locations */ @@ -181,18 +212,21 @@ */ sint16 ACC (RW, duration); /* How long the spell lasts */ sint16 ACC (RW, casting_time);/* time left before spell goes off */ + uint16 ACC (RW, start_holding); uint8 ACC (RW, duration_modifier); /* how level modifies duration */ uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ + sint8 ACC (RW, range); /* Range of the spell */ uint8 ACC (RW, range_modifier); /* How going up in level effects range */ - MoveType ACC (RW, move_type); /* Type of movement this object uses */ MoveType ACC (RW, move_block);/* What movement types this blocks */ + MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ MoveType ACC (RW, move_off); /* Move types affected moving off this space */ MoveType ACC (RW, move_slow); /* Movement types this slows down */ + float ACC (RW, move_slow_penalty); /* How much this slows down the object */ char *ACC (RW, spellarg); @@ -242,9 +276,11 @@ key_value *key_values; /* Fields not explictly known by the loader. */ bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all + void post_load_check (); // do some adjustments after parsing static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. bool write (object_freezer &f); + MTH int slottype () const; MTH static object *create (); object &operator =(const object &src); MTH void copy_to (object *dst); @@ -263,6 +299,24 @@ do_remove (); } + // move this object to the top of its env's inventory to speed up + // searches for it. + MTH object *inv_splay () + { + if (env && env->inv != this) + { + if (above) above->below = below; + if (below) below->above = above; + + above = 0; + below = env->inv; + below->above = this; + env->inv = this; + } + + return this; + } + static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -275,6 +329,8 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); + MTH bool change_weapon (object *ob); + MTH bool change_skill (object *ob); MTH void open_container (object *new_container); MTH void close_container () @@ -296,8 +352,7 @@ // info must hold 256 * 3 bytes currently const char *debug_desc (char *info) const; - MTH const char *debug_desc () const; - const char *debug_desc2 () const; // another debug_desc, pure convinience function + MTH const char *debug_desc () const; // uses at least 3 round-robin buffers const char *flag_desc (char *desc, int len) const; int number_of () const @@ -333,6 +388,7 @@ MTH bool is_arrow () const { return type == ARROW || (type == SPELL_EFFECT && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } + MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } @@ -363,6 +419,19 @@ return head ? head : this; } + MTH std::string long_desc (object *who = 0); + MTH std::string describe_monster (object *who = 0); + MTH std::string describe_item (object *who = 0); + MTH std::string describe (object *who = 0); + + // If this object has no extra parts but should have them, + // add them, effectively expanding heads into multipart + // objects. This method only works on objects not inserted + // anywhere. + MTH void expand_tail (); + + MTH void create_treasure (treasurelist *tl, int flags = 0); + // insert object at same map position as 'where' // handles both inventory and map "positions" MTH object *insert_at (object *where, object *originator = 0, int flags = 0); @@ -375,7 +444,7 @@ // set the givne flag on all objects in the inventory recursively MTH void set_flag_inv (int flag, int value = 1); - void enter_exit (object *exit);//PERL + void enter_exit (object *exit);//Perl MTH void enter_map (maptile *newmap, int x, int y); // returns the mapspace this object is in @@ -468,6 +537,10 @@ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes. @@ -484,8 +557,8 @@ ~archetype (); void gather_callbacks (AV *&callbacks, event_type event) const; - static archetype *get (const char *name); // find or create static archetype *read (object_thawer &f); + static archetype *get (const char *name); // find or create static archetype *find (const char *name); void hash_add (); // add to hashtable @@ -497,6 +570,7 @@ struct archetype *ACC (RW, more); /* Next part of a linked object */ object ACC (RO, clone); /* An object from which to do ->copy_to () */ uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ + bool ACC (RW, linked); // linked into list of heads sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is * in comparison to the head. */ @@ -545,7 +619,6 @@ #define INS_MAP_LOAD 0x0020 #define ARCH_SINGULARITY "singularity" -#define ARCH_SINGULARITY_LEN 11 #define ARCH_DETECT_MAGIC "detect_magic" #define ARCH_DEPLETION "depletion" #define ARCH_SYMPTOM "symptom"