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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.58 by elmex, Mon Dec 18 17:39:17 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 2006 UTC

120 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
121 */ 121 */
122 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 */
123 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
124 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?
125}; 126};
126 127
127// these are being copied 128// these are being copied
128struct object_copy : attachable<object> 129struct object_copy : attachable<object>
129{ 130{
144 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 */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 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 */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 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 */
149}; 152};
150 153
151// these are being copied and also cleared 154// these are being copied and also cleared
152struct object_pod 155struct object_pod
153{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
154 New_Face *ACC (RW, face); /* Face with colors */ 159 New_Face *ACC (RW, face); /* Face with colors */
155 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 */
156 float ACC (RW, speed); /* The overall speed of this object */ 161 float ACC (RW, speed); /* The overall speed of this object */
157 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 */
158 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
220 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
221 226
222 /* Following are values used by any object */ 227 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */ 228 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */ 230 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */ 231 object_pod::flags_t flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
242 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 */
243}; 246};
244 247
245struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
246{ 249{
250 typedef object_pod::flags_t flags_t;
247 typedef unordered_vector<object *> vector; 251 typedef unordered_vector<object *> vector;
248 252
249 static vector mortals; 253 static vector mortals;
250 static vector active; // active objects, not yet used 254 static vector active; // active objects, not yet used
251 static vector objects; // not used yet, use first->next->... 255 static vector objects; // not used yet, use first->next->...
267 return op1->value == op2->value 271 return op1->value == op2->value
268 && op1->name == op2->name 272 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
270 } 274 }
271 275
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275 277
276 void set_owner (object *owner); 278 void set_owner (object *owner);
277 279
278 void instantiate () 280 void instantiate ()
280 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
281 uuid = gen_uuid (); 283 uuid = gen_uuid ();
282 284
283 attachable<object>::instantiate (); 285 attachable<object>::instantiate ();
284 } 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);
285 297
286 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 300 const char *debug_desc () const;
289 301
302 /* This return true if object has still randomitems which 314 /* This return true if object has still randomitems which
303 * could be expanded. 315 * could be expanded.
304 */ 316 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
306 318
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;
331
307 // fully recursive iterator 332 // fully recursive iterator
308 struct iterator_base 333 struct iterator_base
309 { 334 {
310 object *item; 335 object *item;
311 336
399extern int nrofallocobjects; 424extern int nrofallocobjects;
400 425
401/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
402 * should be displayed in the look window 427 * should be displayed in the look window
403 */ 428 */
404#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)
405 430
406/* 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
407 * being added or removed. 432 * being added or removed.
408 */ 433 */
409#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1

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