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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.61 by root, Thu Dec 21 01:33:50 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC

88/* 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
89 * 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,
90 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
91 */ 91 */
92 92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object) 93ACC_CLASS (object)
98struct object_keep : refcounted
99{
100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
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?
126};
127
128// these are being copied 94// these are being copied
129struct object_copy : attachable<object> 95struct object_copy
130{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
131 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
132 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
133 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
134 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
135 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
148 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150}; 118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
151 120
152// these are being copied and also cleared
153struct object_pod
154{
155 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
156 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
157 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
158 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
159 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
162 128
163 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
164 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
165 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
166 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
167 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
168 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
169 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
170 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
171 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
172 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
190 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
191 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
192 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
193 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
194 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
195 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
196 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
197 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
198 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
199 165
200 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
201 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
221 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
222 188
223 /* Following are values used by any object */ 189 /* Following are values used by any object */
224 /* this objects turns into or what this object creates */ 190 /* this objects turns into or what this object creates */
225 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
226 arch_ptr ACC (RW, arch); /* Pointer to archetype */
227 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
228 key_value *key_values; /* Fields not explictly known by the loader. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
229 std::bitset<NUM_FLAGS> flags; /* various flags */ 193 flags_t flag; /* various flags */
194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
230 uint16 ACC (RW, animation_id);/* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
241 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
242 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
243 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
244}; 211};
245 212
246struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
247{ 214{
248 typedef unordered_vector<object *> vector; 215 typedef unordered_vector<object *> vector;
216
217 // These variables are not changed by ->copy_to
218
219 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
223 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
224 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
225 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
226 object *ACC (RW, active_prev);/* List. This is used in process_events */
227 /* so that the entire object list does not */
228 /* need to be gone through. */
229 object *ACC (RW, below); /* Pointer to the object stacked below this one */
230 object *ACC (RW, above); /* Pointer to the object stacked above this one */
231 /* Note: stacked in the *same* environment */
232 object *inv; /* Pointer to the first object in the inventory */
233 object *ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now.
235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in.
238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
242 client_container *seen_by; // seen by which player/container currently?
249 243
250 static vector mortals; 244 static vector mortals;
251 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
268 return op1->value == op2->value 262 return op1->value == op2->value
269 && op1->name == op2->name 263 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 264 && can_merge_slow (op1, op2);
271 } 265 }
272 266
273 void clear ();
274
275 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
276 268
277 void set_owner (object *owner); 269 void set_owner (object *owner);
278 270
279 void instantiate () 271 void instantiate ()
281 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
282 uuid = gen_uuid (); 274 uuid = gen_uuid ();
283 275
284 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
285 } 277 }
278
279 // recalculate all stats
280 void update_stats ();
281 void roll_stats ();
282 void swap_stats (int a, int b);
283 void add_statbonus ();
284 void remove_statbonus ();
285 void drain_stat ();
286 void drain_specific_stat (int deplete_stats);
287 void change_luck (int value);
286 288
287 // info must hold 256 * 3 bytes currently 289 // info must hold 256 * 3 bytes currently
288 const char *debug_desc (char *info) const; 290 const char *debug_desc (char *info) const;
289 const char *debug_desc () const; 291 const char *debug_desc () const;
290 292
291 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 295 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 296 || type == BRACERS || type == GIRDLE; }
295 bool is_alive () const { return (type == PLAYER 297 bool is_alive () const { return (type == PLAYER
296 || flags [FLAG_MONSTER] 298 || flag [FLAG_MONSTER]
297 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
298 && !flags [FLAG_IS_A_TEMPLATE]; } 300 && !flag [FLAG_IS_A_TEMPLATE]; }
299 bool is_arrow () const { return type == ARROW 301 bool is_arrow () const { return type == ARROW
300 || (type == SPELL_EFFECT 302 || (type == SPELL_EFFECT
301 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
302 304
303 /* This return true if object has still randomitems which 305 /* This return true if object has still randomitems which
304 * could be expanded. 306 * could be expanded.
305 */ 307 */
306 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
307 309
308 // returns the player that has this object in his inventory, or 0 310 // returns the player that has this object in his inventory, or 0
309 object *in_player () const 311 object *in_player () const
310 { 312 {
311 for (object *op = env; op; op = op->env) 313 for (object *op = env; op; op = op->env)

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