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Comparing deliantra/server/include/object.h (file contents):
Revision 1.54 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.67 by root, Sat Dec 23 15:49:40 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire.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
95ACC_CLASS (object) 93ACC_CLASS (object)
96struct object_keep : refcounted
97{
98 /* These variables are not changed by ->copy_to */
99
100 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102
103 player *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 */
105 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' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */
109 /* need to be gone through. */
110 object *ACC (RW, below); /* Pointer to the object stacked below this one */
111 object *ACC (RW, above); /* Pointer to the object stacked above this one */
112 /* Note: stacked in the *same* environment */
113 object *inv; /* Pointer to the first object in the inventory */
114 object *ACC (RW, container); /* Current container being used. I think this
115 * is only used by the player right now.
116 */
117 object *ACC (RW, env); /* Pointer to the object which is the environment.
118 * This is typically the container that the object is in.
119 */
120 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
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
123};
124
125// these are being copied 94// these are being copied
126struct object_copy : attachable<object> 95struct object_copy
127{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
142 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 */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 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 */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 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 */
147}; 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 */
148 120
149// these are being copied and also cleared
150struct object_pod
151{
152 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
153 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 */
154 float ACC (RW, speed); /* The overall speed of this object */ 123 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 */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
159 128
160 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
161 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
162 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
163 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 */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
165 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
166 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
167 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
168 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 */
169 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
187 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
188 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
189 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
190 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
191 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
192 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 */
193 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 */
194 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
195 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the doc/Developers/objects for more info about body locations */
196 165
197 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
198 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
216 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
219 188
220 /* Following are values used by any object */ 189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 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. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 193 flags_t flag; /* various flags */
226 uint32 flags[4]; /* various flags */ 194#if FOR_PERL
195 bool ACC (RW, flag[NUM_FLAGS]);
196#endif
227 uint16 ACC (RW, animation_id);/* An index into the animation array */ 197 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 198 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 199 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 200 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 201 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
238 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 */
239 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 209 MoveType ACC (RW, move_slow); /* Movement types this slows down */
240 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 */
241}; 211};
242 212
243struct object : zero_initialised, object_keep, object_copy, object_pod 213struct object : zero_initialised, refcounted, attachable<object>, object_copy
244{ 214{
245 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?
246 243
247 static vector mortals; 244 static vector mortals;
248 static vector active; // active objects, not yet used 245 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 246 static vector objects; // not used yet, use first->next->...
250 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
265 return op1->value == op2->value 262 return op1->value == op2->value
266 && op1->name == op2->name 263 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 264 && can_merge_slow (op1, op2);
268 } 265 }
269 266
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 267 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273 268
274 void set_owner (object *owner); 269 void set_owner (object *owner);
275 270
276 void instantiate () 271 void instantiate ()
278 if (!uuid.seq) // HACK 273 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 274 uuid = gen_uuid ();
280 275
281 attachable<object>::instantiate (); 276 attachable<object>::instantiate ();
282 } 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);
283 288
284 // info must hold 256 * 3 bytes currently 289 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 290 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 291 const char *debug_desc () const;
292
293 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
294 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
295 || type == CLOAK || type == BOOTS || type == GLOVES
296 || type == BRACERS || type == GIRDLE; }
297 bool is_alive () const { return (type == PLAYER
298 || flag [FLAG_MONSTER]
299 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
300 && !flag [FLAG_IS_A_TEMPLATE]; }
301 bool is_arrow () const { return type == ARROW
302 || (type == SPELL_EFFECT
303 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
304
305 /* This return true if object has still randomitems which
306 * could be expanded.
307 */
308 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
309
310 // returns the player that has this object in his inventory, or 0
311 object *in_player () const
312 {
313 for (object *op = env; op; op = op->env)
314 if (op->type == PLAYER)
315 return op;
316
317 return 0;
318 }
319
320 // returns the mapspace this object is in
321 mapspace &ms () const;
287 322
288 // fully recursive iterator 323 // fully recursive iterator
289 struct iterator_base 324 struct iterator_base
290 { 325 {
291 object *item; 326 object *item;
380extern int nrofallocobjects; 415extern int nrofallocobjects;
381 416
382/* This returns TRUE if the object is something that 417/* This returns TRUE if the object is something that
383 * should be displayed in the look window 418 * should be displayed in the look window
384 */ 419 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 420#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 421
387/* Used by update_object to know if the object being passed is 422/* Used by update_object to know if the object being passed is
388 * being added or removed. 423 * being added or removed.
389 */ 424 */
390#define UP_OBJ_INSERT 1 425#define UP_OBJ_INSERT 1

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