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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.93 by root, Sat Jan 27 23:59:29 2007 UTC vs.
Revision 1.105 by root, Mon Apr 16 06:23:41 2007 UTC

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 facetile *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 object *insert (object *item); // insert into inventory 258 MTH object *insert (object *item); // insert into inventory
253 void remove_slow (); 259 void do_remove ();
254 MTH void remove () 260 MTH void remove ()
255 { 261 {
256 if (!flag [FLAG_REMOVED]) 262 if (!flag [FLAG_REMOVED])
257 remove_slow (); 263 do_remove ();
258 } 264 }
259 265
260 static bool can_merge_slow (object *op1, object *op2); 266 static bool can_merge_slow (object *op1, object *op2);
261 267
262 // this is often used in time-critical code, so optimise 268 // this is often used in time-critical code, so optimise
268 } 274 }
269 275
270 MTH void set_owner (object *owner); 276 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 277 MTH void set_speed (float speed);
272 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
273 MTH void instantiate () 285 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 286
281 // recalculate all stats 287 // recalculate all stats
282 MTH void update_stats (); 288 MTH void update_stats ();
283 MTH void roll_stats (); 289 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 290 MTH void swap_stats (int a, int b);
291 // info must hold 256 * 3 bytes currently 297 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 298 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 299 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function 300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 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 }
296 324
297 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; }
298 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
299 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 328 || type == BRACERS || type == GIRDLE; }
418 446
419extern objectvec objects; 447extern objectvec objects;
420extern activevec actives; 448extern activevec actives;
421 449
422#define for_all_objects(var) \ 450#define for_all_objects(var) \
423 for (int _i = 0; _i < objects.size (); ++_i) \ 451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
424 declvar (object *, var, objects [_i]) 452 declvar (object *, var, objects [_i])
425 453
426#define for_all_actives(var) \ 454#define for_all_actives(var) \
427 for (int _i = 0; _i < actives.size (); ++_i) \ 455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
428 declvar (object *, var, actives [_i]) 456 declvar (object *, var, actives [_i])
429 457
430typedef struct oblnk 458typedef struct oblnk
431{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
432 object_ptr ob; 460 object_ptr ob;
454{ 482{
455 archetype (); 483 archetype ();
456 ~archetype (); 484 ~archetype ();
457 void gather_callbacks (AV *&callbacks, event_type event) const; 485 void gather_callbacks (AV *&callbacks, event_type event) const;
458 486
487 static archetype *get (const char *name); // find or create
488 static archetype *read (object_thawer &f);
459 static archetype *find (const char *arch); 489 static archetype *find (const char *name);
460 490
461 void hash_add (); // add to hashtable 491 void hash_add (); // add to hashtable
462 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
463 493
464 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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