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Comparing deliantra/server/include/object.h (file contents):
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC vs.
Revision 1.124 by root, Fri May 18 12:13:02 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 14 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{
92 * e.g. ->copy_to () 114 * e.g. ->copy_to ()
93 */ 115 */
94 116
95struct body_slot 117struct body_slot
96{ 118{
97 sint8 info:4; /* body info as loaded from the file */ 119 signed char info:4; /* body info as loaded from the file */
98 sint8 used:4; /* Calculated value based on items equipped */ 120 signed char used:4; /* Calculated value based on items equipped */
99}; 121};
100 122
101INTERFACE_CLASS (object) 123INTERFACE_CLASS (object)
102// these are being copied 124// these are being copied
103struct object_copy : attachable 125struct object_copy : attachable
104{ 126{
105 typedef bitset<NUM_FLAGS> flags_t; 127 typedef bitset<NUM_FLAGS> flags_t;
106 128
107 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 */
108 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 133 sint8 ACC (RW, direction); /* Means the object is moving that way. */
109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 134 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
135
110 shstr ACC (RW, name); /* The name of the object, obviously... */ 136 shstr ACC (RW, name); /* The name of the object, obviously... */
111 shstr ACC (RW, name_pl); /* The plural name of the object */ 137 shstr ACC (RW, name_pl); /* The plural name of the object */
112 shstr ACC (RW, title); /* Of foo, etc */ 138 shstr ACC (RW, title); /* Of foo, etc */
113 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 139 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114 shstr ACC (RW, slaying); /* Which race to do double damage to */ 140 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 float ACC (RW, speed); /* The overall speed of this object */ 159 float ACC (RW, speed); /* The overall speed of this object */
134 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 */
135 uint32 ACC (RW, nrof); /* How many of the objects */ 161 uint32 ACC (RW, nrof); /* How many of the objects */
136 162
137 /* This next big block are basically used for monsters and equipment */ 163 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 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
141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 166 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 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 */
185 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
186 * only used in spells. 211 * only used in spells.
187 */ 212 */
188 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
189 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
215
190 uint16 ACC (RW, start_holding); 216 uint16 ACC (RW, start_holding);
191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 217 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 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
193 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
194 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 */
195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 222 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */ 223 MoveType ACC (RW, move_block);/* What movement types this blocks */
224
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 225 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 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 */
200 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 */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 228 MoveType ACC (RW, move_slow); /* Movement types this slows down */
229
202 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 */
203 231
204 char *ACC (RW, spellarg); 232 char *ACC (RW, spellarg);
205 233
206 /* Following are values used by any object */ 234 /* Following are values used by any object */
246 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
247 client_container *seen_by; // seen by which player/container currently? 275 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */ 276 key_value *key_values; /* Fields not explictly known by the loader. */
249 277
250 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
251 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.
252 bool write (object_freezer &f); 281 bool write (object_freezer &f);
253 282
283 MTH int slottype () const;
254 MTH static object *create (); 284 MTH static object *create ();
255 object &operator =(const object &src); 285 object &operator =(const object &src);
256 MTH void copy_to (object *dst); 286 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to 287 MTH object *clone (); // create + copy_to
258 void do_destroy (); 288 void do_destroy ();
279 && can_merge_slow (op1, op2); 309 && can_merge_slow (op1, op2);
280 } 310 }
281 311
282 MTH void set_owner (object *owner); 312 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed); 313 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob); 314 MTH bool change_weapon (object *ob);
315 MTH bool change_skill (object *ob);
285 316
286 MTH void open_container (object *new_container); 317 MTH void open_container (object *new_container);
287 MTH void close_container () 318 MTH void close_container ()
288 { 319 {
289 open_container (0); 320 open_container (0);
459 490
460 object (); 491 object ();
461 ~object (); 492 ~object ();
462}; 493};
463 494
495// move this object to the top of its env's inventory to speed up
496// searches for it.
497static object *
498splay (object *ob)
499{
500 if (ob->env && ob->env->inv != ob)
501 {
502 if (ob->above) ob->above->below = ob->below;
503 if (ob->below) ob->below->above = ob->above;
504
505 ob->above = 0;
506 ob->below = ob->env->inv;
507 ob->below->above = ob;
508 ob->env->inv = ob;
509 }
510
511 return ob;
512}
513
464typedef object_vector<object, &object::index > objectvec; 514typedef object_vector<object, &object::index > objectvec;
465typedef object_vector<object, &object::active> activevec; 515typedef object_vector<object, &object::active> activevec;
466 516
467extern objectvec objects; 517extern objectvec objects;
468extern activevec actives; 518extern activevec actives;
485{ /* Used to link together several object links */ 535{ /* Used to link together several object links */
486 struct oblnk *link; 536 struct oblnk *link;
487 long value; /* Used as connected value in buttons/gates */ 537 long value; /* Used as connected value in buttons/gates */
488 struct oblinkpt *next; 538 struct oblinkpt *next;
489} oblinkpt; 539} oblinkpt;
540
541object *find_skill_by_name (object *who, const char *name);
542object *find_skill_by_name (object *who, const shstr &sh);
543object *find_skill_by_number (object *who, int skillno);
490 544
491/* 545/*
492 * The archetype structure is a set of rules on how to generate and manipulate 546 * The archetype structure is a set of rules on how to generate and manipulate
493 * objects which point to archetypes. 547 * objects which point to archetypes.
494 * This probably belongs in arch.h, but there really doesn't appear to 548 * This probably belongs in arch.h, but there really doesn't appear to

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