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Comparing deliantra/server/include/object.h (file contents):
Revision 1.84 by root, Tue Jan 9 21:32:42 2007 UTC vs.
Revision 1.105 by root, Mon Apr 16 06:23:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer Online RPG
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
23*/ 23 */
24 24
25#ifndef OBJECT_H 25#ifndef OBJECT_H
26#define OBJECT_H 26#define OBJECT_H
27 27
28#include <bitset> 28#include <bitset>
110 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 */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 125
125 New_Face *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 126 float ACC (RW, speed); /* The overall speed of this object */
127 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 */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
129 129
130 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 139 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 143 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 144 * meanings by some objects, eg, sp penalty, permanent exp.
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 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 */
163 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 */
164 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
166 167
167 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 char *ACC (RW, spellarg); 198 char *ACC (RW, spellarg);
198 199
199 /* Following are values used by any object */ 200 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 201 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 202 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 203 flags_t flag; /* various flags */
204#if FOR_PERL 204#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 205 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 206#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
231 231
232 //TODO: container must move into client 232 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 233 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 234 * is only used by the player right now.
235 */ 235 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
238 */ 238 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 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 240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 241 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */
243
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
242 247
243 MTH static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 250 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
246 void do_destroy (); 252 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 253 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
249 255
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 257 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory 258 MTH object *insert (object *item); // insert into inventory
259 void do_remove ();
260 MTH void remove ()
261 {
262 if (!flag [FLAG_REMOVED])
263 do_remove ();
264 }
254 265
255 static bool can_merge_slow (object *op1, object *op2); 266 static bool can_merge_slow (object *op1, object *op2);
256 267
257 // this is often used in time-critical code, so optimise 268 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2) 269 MTH static bool can_merge (object *op1, object *op2)
263 } 274 }
264 275
265 MTH void set_owner (object *owner); 276 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed); 277 MTH void set_speed (float speed);
267 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
268 MTH void instantiate () 285 MTH void instantiate ();
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable::instantiate ();
274 }
275 286
276 // recalculate all stats 287 // recalculate all stats
277 MTH void update_stats (); 288 MTH void update_stats ();
278 MTH void roll_stats (); 289 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b); 290 MTH void swap_stats (int a, int b);
284 MTH void change_luck (int value); 295 MTH void change_luck (int value);
285 296
286 // info must hold 256 * 3 bytes currently 297 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 298 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const; 299 MTH const char *debug_desc () const;
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
289 const char *flag_desc (char *desc, int len) const; 301 const char *flag_desc (char *desc, int len) const;
302
303 int number_of () const
304 {
305 return nrof ? nrof : 1;
306 }
307
308 uint64 total_weight () const
309 {
310 return weight * number_of ();
311 }
312
313 // return the dominant material of this item, always return something
314 const materialtype_t *dominant_material () const;
315
316 // return the volume of this object in cm³
317 uint64 volume () const
318 {
319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
323 }
290 324
291 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
292 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
293 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
294 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
304 338
305 // temporary: wether the object can be saved in a map file 339 // temporary: wether the object can be saved in a map file
306 // contr => is a player 340 // contr => is a player
307 // head => only save head of a multitile object 341 // head => only save head of a multitile object
308 // owner => can not reference owner yet 342 // owner => can not reference owner yet
309 MTH bool can_map_save () const { return !contr && !head && !owner; } 343 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
310 344
311 /* This return true if object has still randomitems which 345 /* This return true if object has still randomitems which
312 * could be expanded. 346 * could be expanded.
313 */ 347 */
314 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 348 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
393 MTH bool client_visible () const 427 MTH bool client_visible () const
394 { 428 {
395 return !invisible && type != PLAYER; 429 return !invisible && type != PLAYER;
396 } 430 }
397 431
432 MTH struct region *region () const;
433
398protected: 434protected:
399 friend struct archetype; 435 friend struct archetype;
400 436
401 void link (); 437 void link ();
402 void unlink (); 438 void unlink ();
410 446
411extern objectvec objects; 447extern objectvec objects;
412extern activevec actives; 448extern activevec actives;
413 449
414#define for_all_objects(var) \ 450#define for_all_objects(var) \
415 for (int _i = 0; _i < objects.size (); ++_i) \ 451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
416 declvar (object *, var, objects [_i]) 452 declvar (object *, var, objects [_i])
417 453
418#define for_all_actives(var) \ 454#define for_all_actives(var) \
419 for (int _i = 0; _i < actives.size (); ++_i) \ 455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
420 declvar (object *, var, actives [_i]) 456 declvar (object *, var, actives [_i])
421 457
422typedef struct oblnk 458typedef struct oblnk
423{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
424 object_ptr ob; 460 object_ptr ob;
446{ 482{
447 archetype (); 483 archetype ();
448 ~archetype (); 484 ~archetype ();
449 void gather_callbacks (AV *&callbacks, event_type event) const; 485 void gather_callbacks (AV *&callbacks, event_type event) const;
450 486
487 static archetype *get (const char *name); // find or create
488 static archetype *read (object_thawer &f);
451 static archetype *find (const char *arch); 489 static archetype *find (const char *name);
452 490
453 void hash_add (); // add to hashtable 491 void hash_add (); // add to hashtable
454 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
455 493
456 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 494 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */

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