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Comparing deliantra/server/include/object.h (file contents):
Revision 1.108 by root, Tue Apr 17 18:40:31 2007 UTC vs.
Revision 1.122 by root, Mon May 14 21:32:26 2007 UTC

29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34#define NUM_BODY_LOCATIONS 12 34
35#define BODY_ARMS 1 35enum {
36 body_skill,
37 body_combat,
38 body_range,
39 body_shield,
40 body_arm,
41 body_torso,
42 body_head,
43 body_neck,
44 body_finger,
45 body_shoulder,
46 body_foot,
47 body_hand,
48 body_wrist,
49 body_waist,
50 NUM_BODY_LOCATIONS
51};
52
53enum slottype_t
54{
55 slot_none,
56 slot_combat,
57 slot_ranged,
58};
36 59
37/* See common/item.c */ 60/* See common/item.c */
38 61
39typedef struct Body_Locations 62typedef struct Body_Locations
40{ 63{
89/* However, if you're keeping a pointer of some sort, you probably 112/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C, 113 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
92 */ 115 */
93 116
117struct body_slot
118{
119 signed char info:4; /* body info as loaded from the file */
120 signed char used:4; /* Calculated value based on items equipped */
121};
122
94INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
95// these are being copied 124// these are being copied
96struct object_copy : attachable 125struct object_copy : attachable
97{ 126{
98 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
99 128
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
126 float ACC (RW, speed); /* The overall speed of this object */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
129 162
130 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
131 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
132 uint8 ACC (RW, subtype); /* subtype of object */
133 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
157 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
158 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 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 */ 194 body_slot slot [NUM_BODY_LOCATIONS];
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */ 195 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
167 198
168 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
179 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
180 * only used in spells. 211 * only used in spells.
181 */ 212 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
184 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 218 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
219
187 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 226 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 227 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 230 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 231
198 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
199 233
200 /* Following are values used by any object */ 234 /* Following are values used by any object */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 274 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? 275 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
243 277
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 278 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
279 void post_load_check (); // do some adjustments after parsing
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 280 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f); 281 bool write (object_freezer &f);
247 282
283 MTH int slottype () const;
248 MTH static object *create (); 284 MTH static object *create ();
249 object &operator =(const object &src); 285 object &operator =(const object &src);
250 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
251 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
252 void do_destroy (); 288 void do_destroy ();
261 { 297 {
262 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
263 do_remove (); 299 do_remove ();
264 } 300 }
265 301
302 // move this object to the top of its env's inventory to speed up
303 // searches for it.
304 MTH object *inv_splay ()
305 {
306 if (env && env->inv != this)
307 {
308 if (above) above->below = below;
309 if (below) below->above = above;
310
311 above = 0;
312 below = env->inv;
313 below->above = this;
314 env->inv = this;
315 }
316
317 return this;
318 }
319
266 static bool can_merge_slow (object *op1, object *op2); 320 static bool can_merge_slow (object *op1, object *op2);
267 321
268 // this is often used in time-critical code, so optimise 322 // this is often used in time-critical code, so optimise
269 MTH static bool can_merge (object *op1, object *op2) 323 MTH static bool can_merge (object *op1, object *op2)
270 { 324 {
273 && can_merge_slow (op1, op2); 327 && can_merge_slow (op1, op2);
274 } 328 }
275 329
276 MTH void set_owner (object *owner); 330 MTH void set_owner (object *owner);
277 MTH void set_speed (float speed); 331 MTH void set_speed (float speed);
332 MTH bool change_weapon (object *ob);
278 333
279 MTH void open_container (object *new_container); 334 MTH void open_container (object *new_container);
280 MTH void close_container () 335 MTH void close_container ()
281 { 336 {
282 open_container (0); 337 open_container (0);
294 MTH void drain_specific_stat (int deplete_stats); 349 MTH void drain_specific_stat (int deplete_stats);
295 MTH void change_luck (int value); 350 MTH void change_luck (int value);
296 351
297 // info must hold 256 * 3 bytes currently 352 // info must hold 256 * 3 bytes currently
298 const char *debug_desc (char *info) const; 353 const char *debug_desc (char *info) const;
299 MTH const char *debug_desc () const; 354 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
300 const char *debug_desc2 () const; // another debug_desc, pure convinience function
301 const char *flag_desc (char *desc, int len) const; 355 const char *flag_desc (char *desc, int len) const;
302 356
303 int number_of () const 357 int number_of () const
304 { 358 {
305 return nrof ? nrof : 1; 359 return nrof ? nrof : 1;
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 385 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 386 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 387 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 388 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 389 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
390 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 391
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 392 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 393
339 // temporary: wether the object can be saved in a map file 394 // temporary: wether the object can be saved in a map file
340 // contr => is a player 395 // contr => is a player
361 MTH object *head_ () 416 MTH object *head_ ()
362 { 417 {
363 return head ? head : this; 418 return head ? head : this;
364 } 419 }
365 420
421 MTH std::string long_desc (object *who = 0);
422 MTH std::string describe_monster (object *who = 0);
423 MTH std::string describe_item (object *who = 0);
424 MTH std::string describe (object *who = 0);
425
426 // If this object has no extra parts but should have them,
427 // add them, effectively expanding heads into multipart
428 // objects. This method only works on objects not inserted
429 // anywhere.
430 MTH void expand_tail ();
431
432 MTH void create_treasure (treasurelist *tl, int flags = 0);
433
366 // insert object at same map position as 'where' 434 // insert object at same map position as 'where'
367 // handles both inventory and map "positions" 435 // handles both inventory and map "positions"
368 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 436 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
369 437
370 MTH void activate (); 438 MTH void activate ();
373 MTH void deactivate_recursive (); 441 MTH void deactivate_recursive ();
374 442
375 // set the givne flag on all objects in the inventory recursively 443 // set the givne flag on all objects in the inventory recursively
376 MTH void set_flag_inv (int flag, int value = 1); 444 MTH void set_flag_inv (int flag, int value = 1);
377 445
378 void enter_exit (object *exit);//PERL 446 void enter_exit (object *exit);//Perl
379 MTH void enter_map (maptile *newmap, int x, int y); 447 MTH void enter_map (maptile *newmap, int x, int y);
380 448
381 // returns the mapspace this object is in 449 // returns the mapspace this object is in
382 mapspace &ms () const; 450 mapspace &ms () const;
383 451
465{ /* Used to link together several object links */ 533{ /* Used to link together several object links */
466 struct oblnk *link; 534 struct oblnk *link;
467 long value; /* Used as connected value in buttons/gates */ 535 long value; /* Used as connected value in buttons/gates */
468 struct oblinkpt *next; 536 struct oblinkpt *next;
469} oblinkpt; 537} oblinkpt;
538
539object *find_skill_by_name (object *who, const char *name);
540object *find_skill_by_name (object *who, const shstr &sh);
541object *find_skill_by_number (object *who, int skillno);
542int change_skill (object *who, object *new_skill, int flag);
470 543
471/* 544/*
472 * The archetype structure is a set of rules on how to generate and manipulate 545 * The archetype structure is a set of rules on how to generate and manipulate
473 * objects which point to archetypes. 546 * objects which point to archetypes.
474 * This probably belongs in arch.h, but there really doesn't appear to 547 * This probably belongs in arch.h, but there really doesn't appear to
544#define INS_ON_TOP 0x0008 617#define INS_ON_TOP 0x0008
545#define INS_BELOW_ORIGINATOR 0x0010 618#define INS_BELOW_ORIGINATOR 0x0010
546#define INS_MAP_LOAD 0x0020 619#define INS_MAP_LOAD 0x0020
547 620
548#define ARCH_SINGULARITY "singularity" 621#define ARCH_SINGULARITY "singularity"
549#define ARCH_SINGULARITY_LEN 11
550#define ARCH_DETECT_MAGIC "detect_magic" 622#define ARCH_DETECT_MAGIC "detect_magic"
551#define ARCH_DEPLETION "depletion" 623#define ARCH_DEPLETION "depletion"
552#define ARCH_SYMPTOM "symptom" 624#define ARCH_SYMPTOM "symptom"
553 625
554#endif 626#endif

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