ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.198 by root, Sun Jan 11 06:08:40 2009 UTC vs.
Revision 1.209 by sf-marcmagus, Sun Oct 11 01:35:52 2009 UTC

188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 190
191 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
193 sint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 198
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
209 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 211 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
218 219
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
228 229
229 body_slot slot [NUM_BODY_LOCATIONS]; 230 body_slot slot [NUM_BODY_LOCATIONS];
230 231
231 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
237 240
238 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 242
247 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
249 * only used in spells. 245 * only used in spells.
250 */ 246 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
258 255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 264
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 265 // 8 free bits
269 266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 271
273 /* Following are values used by any object */ 272 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 275
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 288
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 289 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 290
288 // rarely-accessed members should be at the end 291 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 292 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 294 shstr ACC (RW, lore); /* Obscure information about this object, */
422 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
423 } 426 }
424 427
425 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
426 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
427 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
428 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
429 433
430 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
431 MTH void close_container () 435 MTH void close_container ()
487 return (uint64)total_weight () 491 return (uint64)total_weight ()
488 * 1000 492 * 1000
489 * (type == CONTAINER ? 1000 : 1) 493 * (type == CONTAINER ? 1000 : 1)
490 / dominant_material ()->density; 494 / dominant_material ()->density;
491 } 495 }
496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
492 498
493 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
494 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
495 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
496 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
515 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
516 * could be expanded. 522 * could be expanded.
517 */ 523 */
518 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
519 525
520 MTH bool has_dialogue () const { return *&msg == '@'; } 526 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
527
528 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
521 529
522 // returns the outermost owner, never returns 0 530 // returns the outermost owner, never returns 0
523 MTH object *outer_owner () 531 MTH object *outer_owner ()
524 { 532 {
525 object *op; 533 object *op;
529 537
530 return op; 538 return op;
531 } 539 }
532 540
533 // returns the outermost environment, never returns 0 541 // returns the outermost environment, never returns 0
534 MTH object *outer_env () const 542 MTH object *outer_env_or_self () const
535 { 543 {
536 const object *op; 544 const object *op;
537 545
538 for (op = this; op->env; op = op->env) 546 for (op = this; op->env; op = op->env)
539 ; 547 ;
540 548
541 return const_cast<object *>(op); 549 return const_cast<object *>(op);
550 }
551
552 // returns the outermost environment, may return 0
553 MTH object *outer_env () const
554 {
555 return env ? outer_env_or_self () : 0;
542 } 556 }
543 557
544 // returns the player that has this object in his inventory, or 0 558 // returns the player that has this object in his inventory, or 0
545 // we assume the player is always the outer env 559 // we assume the player is always the outer env
546 MTH object *in_player () const 560 MTH object *in_player () const
547 { 561 {
548 object *op = outer_env (); 562 object *op = outer_env_or_self ();
549 563
550 return op->type == PLAYER ? op : 0; 564 return op->type == PLAYER ? op : 0;
551 } 565 }
552 566
553 // "temporary" helper function 567 // "temporary" helper function
587 } 601 }
588 602
589 // returns the player that cna see this object, if any 603 // returns the player that cna see this object, if any
590 MTH object *visible_to () const; 604 MTH object *visible_to () const;
591 605
592 MTH std::string long_desc (object *who = 0); 606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
593 MTH std::string describe_monster (object *who = 0); 607 MTH std::string describe_monster (object *who = 0);
594 MTH std::string describe_item (object *who = 0); 608 MTH std::string describe_item (object *who = 0);
595 MTH std::string describe (object *who = 0); 609 MTH std::string describe (object *who = 0); // long description, without name
596 610
597 MTH const char *query_weight () { return ::query_weight (this); } 611 MTH const char *query_weight () { return ::query_weight (this); }
598 MTH const char *query_name () { return ::query_name (this); } 612 MTH const char *query_name () { return ::query_name (this); }
599 MTH const char *query_short_name () { return ::query_short_name (this); } 613 MTH const char *query_short_name () { return ::query_short_name (this); }
600 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } 614 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
694 // make some noise with given item into direction dir, 708 // make some noise with given item into direction dir,
695 // currently only used for players to make them temporarily visible 709 // currently only used for players to make them temporarily visible
696 // when they are invisible. 710 // when they are invisible.
697 MTH void make_noise (); 711 MTH void make_noise ();
698 712
713 /* animation */
714 bool has_anim () { return animation_id; }
715 const animation &anim () const { return animations [animation_id]; }
716 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
717 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
718 /* anim_frames () returns the number of animations allocated. The last
719 * usuable animation will be anim_frames () - 1 (for example, if an object
720 * has 8 animations, anim_frames () will return 8, but the values will
721 * range from 0 through 7.
722 */
723 int anim_frames () const { return anim ().num_animations; }
724 int anim_facings () const { return anim ().facings; }
725
699protected: 726protected:
700 void link (); 727 void link ();
701 void unlink (); 728 void unlink ();
702 729
703 object (); 730 object ();
711// move this object to the top of its env's inventory to speed up 738// move this object to the top of its env's inventory to speed up
712// searches for it. 739// searches for it.
713static object * 740static object *
714splay (object *ob) 741splay (object *ob)
715{ 742{
716 if (ob->env && ob->env->inv != ob) 743 if (ob->above && ob->env)
717 { 744 {
718 if (ob->above) ob->above->below = ob->below; 745 if (ob->above) ob->above->below = ob->below;
719 if (ob->below) ob->below->above = ob->above; 746 if (ob->below) ob->below->above = ob->above;
720 747
721 ob->above = 0; 748 ob->above = 0;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines