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Comparing deliantra/server/include/object.h (file contents):
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC vs.
Revision 1.80 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 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
8 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
88/* However, if you're keeping a pointer of some sort, you probably 89/* 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, 90 * don't just want it copied, so you'll need to add to common/object.C,
90 * e.g. ->copy_to () 91 * e.g. ->copy_to ()
91 */ 92 */
92 93
93ACC_CLASS (object) 94INTERFACE_CLASS (object)
94// these are being copied 95// these are being copied
95struct object_copy 96struct object_copy : attachable
96{ 97{
97 typedef bitset<NUM_FLAGS> flags_t; 98 typedef bitset<NUM_FLAGS> flags_t;
98 99
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 103 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 104 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 105 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 106 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 107 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 108 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 109 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 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 */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 122 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 124
121 New_Face *ACC (RW, face); /* Face with colors */ 125 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 129
129 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 132 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 164 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 165 /* See the pod/objects.pod for more info about body locations */
165 166
166 /* Following mostly refers to fields only used for monsters */ 167 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 169
169 /* allows different movement patterns for attackers */ 170 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 171 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 172 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 173 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 174 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 175 /* races/classes can need less/more exp to gain levels */
175 176
176 /* Spell related information, may be useful elsewhere 177 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 178 * Note that other fields are used - these files are basically
178 * only used in spells. 179 * only used in spells.
179 */ 180 */
182 uint16 ACC (RW, start_holding); 183 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 184 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 185 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 186 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 187 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
188
189 MoveType ACC (RW, move_type); /* Type of movement this object uses */
190 MoveType ACC (RW, move_block);/* What movement types this blocks */
191 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
192 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
193 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
194 MoveType ACC (RW, move_slow); /* Movement types this slows down */
195 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
196
187 char *ACC (RW, spellarg); 197 char *ACC (RW, spellarg);
188 198
189 /* Following are values used by any object */ 199 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */ 200 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 201 treasurelist *ACC (RW, randomitems); /* Items to be generated */
195 bool ACC (RW, flag[NUM_FLAGS]); 205 bool ACC (RW, flag[NUM_FLAGS]);
196#endif 206#endif
197 uint16 ACC (RW, animation_id);/* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 208 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 209 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 210 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 211 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
202 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 212 uint8 ACC (RW, will_apply); /* See crossfire.doc */
203
204 MoveType ACC (RW, move_type); /* Type of movement this object uses */
205 MoveType ACC (RW, move_block);/* What movement types this blocks */
206 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
207 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
208 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
210 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
211}; 213};
212 214
213struct object : zero_initialised, refcounted, attachable<object>, object_copy 215struct object : zero_initialised, object_copy
214{ 216{
215 typedef unordered_vector<object *> vector; 217 typedef unordered_vector<object *> vector;
216 218
217 // These variables are not changed by ->copy_to 219 // These variables are not changed by ->copy_to
220 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
218 221
219 tag_t ACC (RW, count); /* Generation count for this object */ 222 tag_t ACC (RW, count); /* Generation count for this object */
220 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 223 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
221 224
222 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 225 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 239 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 240 * This is typically the container that the object is in.
238 */ 241 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 242 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 243 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? 244 client_container *seen_by; // seen by which player/container currently?
243 245
244 static vector mortals;
245 static vector active; // active objects, not yet used 246 //static vector active_list; // active objects, not yet used
246 static vector objects; // not used yet, use first->next->... 247 //static vector object_list; // not used yet, use first->next->...
247 static object *first; // will be replaced by "objects" 248 static object *first; // will be replaced by "objects"
248 249
249 static object *create (); 250 MTH static object *create ();
250 void copy_to (object *dst); 251 MTH void copy_to (object *dst);
251 object *clone (); // create + copy_to 252 MTH object *clone (); // create + copy_to
253 void do_destroy ();
254 void gather_callbacks (AV *&callbacks, event_type event) const;
252 void destroy (bool destroy_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
256
257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
258 MTH void destroy_inv (bool drop_to_ground = false);
253 void remove (); 259 MTH void remove ();
254 object *insert (object *item); // insert into inventory 260 MTH object *insert (object *item); // insert into inventory
255 261
256 static void free_mortals ();
257 static bool can_merge_slow (object *op1, object *op2); 262 static bool can_merge_slow (object *op1, object *op2);
258 263
259 // this is often used in time-critical code, so optimise 264 // this is often used in time-critical code, so optimise
260 static bool can_merge (object *op1, object *op2) 265 MTH static bool can_merge (object *op1, object *op2)
261 { 266 {
262 return op1->value == op2->value 267 return op1->value == op2->value
263 && op1->name == op2->name 268 && op1->name == op2->name
264 && can_merge_slow (op1, op2); 269 && can_merge_slow (op1, op2);
265 } 270 }
266 271
267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
268
269 void set_owner (object *owner); 272 MTH void set_owner (object *owner);
273 MTH void set_speed (float speed);
270 274
271 void instantiate () 275 MTH void instantiate ()
272 { 276 {
273 if (!uuid.seq) // HACK 277 if (!uuid.seq) // HACK
274 uuid = gen_uuid (); 278 uuid = gen_uuid ();
275 279
276 attachable<object>::instantiate (); 280 attachable::instantiate ();
277 } 281 }
278 282
279 // recalculate all stats 283 // recalculate all stats
280 void update_stats (); 284 MTH void update_stats ();
281 void roll_stats (); 285 MTH void roll_stats ();
282 void swap_stats (int a, int b); 286 MTH void swap_stats (int a, int b);
283 void add_statbonus (); 287 MTH void add_statbonus ();
284 void remove_statbonus (); 288 MTH void remove_statbonus ();
285 void drain_stat (); 289 MTH void drain_stat ();
286 void drain_specific_stat (int deplete_stats); 290 MTH void drain_specific_stat (int deplete_stats);
287 void change_luck (int value); 291 MTH void change_luck (int value);
288 292
289 // info must hold 256 * 3 bytes currently 293 // info must hold 256 * 3 bytes currently
290 const char *debug_desc (char *info) const; 294 const char *debug_desc (char *info) const;
291 const char *debug_desc () const; 295 MTH const char *debug_desc () const;
296 const char *flag_desc (char *desc, int len) const;
292 297
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 298 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 299 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES 300 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; } 301 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER 302 MTH bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER] 303 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 304 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; } 305 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW 306 MTH bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT 307 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 308 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
309
310 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
311
312 // temporary: wether the object can be saved in a map file
313 // contr => is a player
314 // head => only save head of a multitile object
315 // owner => can not reference owner yet
316 MTH bool can_map_save () const { return !contr && !head && !owner; }
304 317
305 /* This return true if object has still randomitems which 318 /* This return true if object has still randomitems which
306 * could be expanded. 319 * could be expanded.
307 */ 320 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 321 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309 322
310 // returns the player that has this object in his inventory, or 0 323 // returns the player that has this object in his inventory, or 0
311 object *in_player () const 324 MTH object *in_player () const
312 { 325 {
313 for (object *op = env; op; op = op->env) 326 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER) 327 if (op->type == PLAYER)
315 return op; 328 return op;
316 329
317 return 0; 330 return 0;
318 } 331 }
332
333 // "temporary" helper function
334 MTH object *head_ ()
335 {
336 return head ? head : this;
337 }
338
339 // insert object at same map position as 'where'
340 // handles both inventory and map "positions"
341 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
342
343 MTH bool active () const;
344 MTH void activate ();
345 MTH void deactivate ();
346 MTH void activate_recursive ();
347 MTH void deactivate_recursive ();
348
349 // set the givne flag on all objects in the inventory recursively
350 MTH void set_flag_inv (int flag, int value = 1);
351
352 void enter_exit (object *exit);//PERL
353 MTH void enter_map (maptile *newmap, int x, int y);
319 354
320 // returns the mapspace this object is in 355 // returns the mapspace this object is in
321 mapspace &ms () const; 356 mapspace &ms () const;
322 357
323 // fully recursive iterator 358 // fully recursive iterator
333 operator object *() const { return item; } 368 operator object *() const { return item; }
334 369
335 object *operator ->() const { return item; } 370 object *operator ->() const { return item; }
336 object &operator * () const { return *item; } 371 object &operator * () const { return *item; }
337 }; 372 };
373
374 MTH unsigned int random_seed () const
375 {
376 return (unsigned int)uuid.seq;
377 }
338 378
339 // depth-first recursive iterator 379 // depth-first recursive iterator
340 struct depth_iterator : iterator_base 380 struct depth_iterator : iterator_base
341 { 381 {
342 depth_iterator (object *container); 382 depth_iterator (object *container);
385 * be much left in the archetype - all it really is is a holder for the 425 * be much left in the archetype - all it really is is a holder for the
386 * object and pointers. This structure should get removed, and just replaced 426 * object and pointers. This structure should get removed, and just replaced
387 * by the object structure 427 * by the object structure
388 */ 428 */
389 429
390ACC_CLASS (archetype) 430INTERFACE_CLASS (archetype)
391struct archetype : zero_initialised, refcounted 431struct archetype : zero_initialised, attachable
392{ 432{
393 archetype (); 433 archetype ();
394 ~archetype (); 434 ~archetype ();
435 void gather_callbacks (AV *&callbacks, event_type event) const;
395 436
396 static archetype *find (const char *arch); 437 static archetype *find (const char *arch);
397 438
398 void hash_add (); // add to hastable 439 void hash_add (); // add to hashtable
399 void hash_del (); // remove from hashtable 440 void hash_del (); // remove from hashtable
400 441
401 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 442 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
402 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 443 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
403 struct archetype *ACC (RW, head); /* The main part of a linked object */ 444 struct archetype *ACC (RW, head); /* The main part of a linked object */

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