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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.113 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.127 by root, Sun May 27 23:56:21 2007 UTC

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 34
35#define NUM_BODY_LOCATIONS 12 35enum {
36#define BODY_ARMS 1 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};
37 59
38/* See common/item.c */ 60/* See common/item.c */
39 61
40typedef struct Body_Locations 62typedef struct Body_Locations
41{ 63{
42 const char *save_name; /* Name used to load/save it to disk */ 64 keyword save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 65 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 66 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 67} Body_Locations;
46 68
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 69extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
85#define WILL_APPLY_TREASURE 0x02 107#define WILL_APPLY_TREASURE 0x02
86#define WILL_APPLY_EARTHWALL 0x04 108#define WILL_APPLY_EARTHWALL 0x04
87#define WILL_APPLY_DOOR 0x08 109#define WILL_APPLY_DOOR 0x08
88#define WILL_APPLY_FOOD 0x10 110#define WILL_APPLY_FOOD 0x10
89 111
90/* However, if you're keeping a pointer of some sort, you probably 112struct body_slot
91 * don't just want it copied, so you'll need to add to common/object.C, 113{
92 * e.g. ->copy_to () 114 signed char info:4; /* body info as loaded from the file */
93 */ 115 signed char used:4; /* Calculated value based on items equipped */
116};
94 117
95INTERFACE_CLASS (object) 118INTERFACE_CLASS (object)
96// these are being copied 119// these are being copied
97struct object_copy : attachable 120struct object_copy : attachable
98{ 121{
99 typedef bitset<NUM_FLAGS> flags_t; 122 typedef bitset<NUM_FLAGS> flags_t;
100 123
101 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 124 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
125
126 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
127 uint8 ACC (RW, subtype); /* subtype of object */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 128 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 129 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
130
104 shstr ACC (RW, name); /* The name of the object, obviously... */ 131 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */ 132 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */ 133 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 134 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */ 135 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 float ACC (RW, speed); /* The overall speed of this object */ 154 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 155 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 156 uint32 ACC (RW, nrof); /* How many of the objects */
130 157
131 /* This next big block are basically used for monsters and equipment */ 158 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 159 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
160
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 161 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 162 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 163 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 164 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 165 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 184 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 185 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 186 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 187 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 188 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 189 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */ 190 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 191 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */ 192 /* See the pod/objects.pod for more info about body locations */
168 193
169 /* Following mostly refers to fields only used for monsters */ 194 /* Following mostly refers to fields only used for monsters */
180 * Note that other fields are used - these files are basically 205 * Note that other fields are used - these files are basically
181 * only used in spells. 206 * only used in spells.
182 */ 207 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */ 208 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 209 sint16 ACC (RW, casting_time);/* time left before spell goes off */
210
185 uint16 ACC (RW, start_holding); 211 uint16 ACC (RW, start_holding);
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 212 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 213 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
214
188 sint8 ACC (RW, range); /* Range of the spell */ 215 sint8 ACC (RW, range); /* Range of the spell */
189 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 216 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 217 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */ 218 MoveType ACC (RW, move_block);/* What movement types this blocks */
219
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 220 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
195 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 223 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224
197 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 225 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
198 226
199 char *ACC (RW, spellarg); 227 char *ACC (RW, spellarg);
200 228
201 /* Following are values used by any object */ 229 /* Following are values used by any object */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 269 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 270 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */ 271 key_value *key_values; /* Fields not explictly known by the loader. */
244 272
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 273 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
274 void post_load_check (); // do some adjustments after parsing
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 275 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f); 276 bool write (object_freezer &f);
248 277
278 MTH int slottype () const;
249 MTH static object *create (); 279 MTH static object *create ();
250 object &operator =(const object &src); 280 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 281 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 282 MTH object *clone (); // create + copy_to
253 void do_destroy (); 283 void do_destroy ();
274 && can_merge_slow (op1, op2); 304 && can_merge_slow (op1, op2);
275 } 305 }
276 306
277 MTH void set_owner (object *owner); 307 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed); 308 MTH void set_speed (float speed);
309 MTH bool change_weapon (object *ob);
310 MTH bool change_skill (object *ob);
279 311
280 MTH void open_container (object *new_container); 312 MTH void open_container (object *new_container);
281 MTH void close_container () 313 MTH void close_container ()
282 { 314 {
283 open_container (0); 315 open_container (0);
316 }
317
318 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
319 bool should_invoke (event_type event)
320 {
321 return ev_want_event [event] || ev_want_type [type] || cb;
284 } 322 }
285 323
286 MTH void instantiate (); 324 MTH void instantiate ();
287 325
288 // recalculate all stats 326 // recalculate all stats
331 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 369 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
332 && !flag [FLAG_IS_A_TEMPLATE]; } 370 && !flag [FLAG_IS_A_TEMPLATE]; }
333 MTH bool is_arrow () const { return type == ARROW 371 MTH bool is_arrow () const { return type == ARROW
334 || (type == SPELL_EFFECT 372 || (type == SPELL_EFFECT
335 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 373 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
374 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
336 375
337 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 376 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
338 377
339 // temporary: wether the object can be saved in a map file 378 // temporary: wether the object can be saved in a map file
340 // contr => is a player 379 // contr => is a player
451 void unlink (); 490 void unlink ();
452 491
453 object (); 492 object ();
454 ~object (); 493 ~object ();
455}; 494};
495
496// move this object to the top of its env's inventory to speed up
497// searches for it.
498static object *
499splay (object *ob)
500{
501 if (ob->env && ob->env->inv != ob)
502 {
503 if (ob->above) ob->above->below = ob->below;
504 if (ob->below) ob->below->above = ob->above;
505
506 ob->above = 0;
507 ob->below = ob->env->inv;
508 ob->below->above = ob;
509 ob->env->inv = ob;
510 }
511
512 return ob;
513}
456 514
457typedef object_vector<object, &object::index > objectvec; 515typedef object_vector<object, &object::index > objectvec;
458typedef object_vector<object, &object::active> activevec; 516typedef object_vector<object, &object::active> activevec;
459 517
460extern objectvec objects; 518extern objectvec objects;
478{ /* Used to link together several object links */ 536{ /* Used to link together several object links */
479 struct oblnk *link; 537 struct oblnk *link;
480 long value; /* Used as connected value in buttons/gates */ 538 long value; /* Used as connected value in buttons/gates */
481 struct oblinkpt *next; 539 struct oblinkpt *next;
482} oblinkpt; 540} oblinkpt;
541
542object *find_skill_by_name (object *who, const char *name);
543object *find_skill_by_name (object *who, const shstr &sh);
544object *find_skill_by_number (object *who, int skillno);
483 545
484/* 546/*
485 * The archetype structure is a set of rules on how to generate and manipulate 547 * The archetype structure is a set of rules on how to generate and manipulate
486 * objects which point to archetypes. 548 * objects which point to archetypes.
487 * This probably belongs in arch.h, but there really doesn't appear to 549 * This probably belongs in arch.h, but there really doesn't appear to

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