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Comparing deliantra/server/include/object.h (file contents):
Revision 1.115 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.123 by root, Thu May 17 20:27:01 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{
90/* 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
91 * 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,
92 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
93 */ 115 */
94 116
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
95INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
96// these are being copied 124// these are being copied
97struct object_copy : attachable 125struct object_copy : attachable
98{ 126{
99 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
100 128
101 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 */
102 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
103 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
104 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
105 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
106 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
107 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
108 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 float ACC (RW, speed); /* The overall speed of this object */ 159 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 */ 160 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
130 162
131 /* This next big block are basically used for monsters and equipment */ 163 /* 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 */ 164 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
165
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 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 */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 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 */ 194 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 */ 195 faceidx ACC (RW, face); /* Face with colors */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 /* See the pod/objects.pod for more info about body locations */ 197 /* See the pod/objects.pod for more info about body locations */
168 198
169 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
180 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
181 * only used in spells. 211 * only used in spells.
182 */ 212 */
183 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
184 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
185 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
186 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
187 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
188 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
189 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 */
190
191 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
192 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
193 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
194 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 */
195 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 */
196 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
197 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 */
198 231
199 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
200 233
201 /* Following are values used by any object */ 234 /* 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 274 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? 275 client_container *seen_by; // seen by which player/container currently?
243 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
244 277
245 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
246 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.
247 bool write (object_freezer &f); 281 bool write (object_freezer &f);
248 282
283 MTH int slottype () const;
249 MTH static object *create (); 284 MTH static object *create ();
250 object &operator =(const object &src); 285 object &operator =(const object &src);
251 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
252 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
253 void do_destroy (); 288 void do_destroy ();
262 { 297 {
263 if (!flag [FLAG_REMOVED]) 298 if (!flag [FLAG_REMOVED])
264 do_remove (); 299 do_remove ();
265 } 300 }
266 301
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
267 static bool can_merge_slow (object *op1, object *op2); 320 static bool can_merge_slow (object *op1, object *op2);
268 321
269 // this is often used in time-critical code, so optimise 322 // this is often used in time-critical code, so optimise
270 MTH static bool can_merge (object *op1, object *op2) 323 MTH static bool can_merge (object *op1, object *op2)
271 { 324 {
274 && can_merge_slow (op1, op2); 327 && can_merge_slow (op1, op2);
275 } 328 }
276 329
277 MTH void set_owner (object *owner); 330 MTH void set_owner (object *owner);
278 MTH void set_speed (float speed); 331 MTH void set_speed (float speed);
279 MTH void set_weapon (object *ob); 332 MTH bool change_weapon (object *ob);
333 MTH bool change_skill (object *ob);
280 334
281 MTH void open_container (object *new_container); 335 MTH void open_container (object *new_container);
282 MTH void close_container () 336 MTH void close_container ()
283 { 337 {
284 open_container (0); 338 open_container (0);
480{ /* Used to link together several object links */ 534{ /* Used to link together several object links */
481 struct oblnk *link; 535 struct oblnk *link;
482 long value; /* Used as connected value in buttons/gates */ 536 long value; /* Used as connected value in buttons/gates */
483 struct oblinkpt *next; 537 struct oblinkpt *next;
484} oblinkpt; 538} oblinkpt;
539
540object *find_skill_by_name (object *who, const char *name);
541object *find_skill_by_name (object *who, const shstr &sh);
542object *find_skill_by_number (object *who, int skillno);
485 543
486/* 544/*
487 * 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
488 * objects which point to archetypes. 546 * objects which point to archetypes.
489 * 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

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