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Comparing deliantra/server/include/object.h (file contents):
Revision 1.191 by pippijn, Tue Dec 23 18:52:57 2008 UTC vs.
Revision 1.202 by root, Sat Jun 27 08:25:36 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
136{ 136{
137 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
139}; 139};
140 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
141INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
142// these are being copied 155// these are being copied
143struct object_copy : attachable 156struct object_copy : attachable
144{ 157{
145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 190
178 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
180 sint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185 198
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190 203
191 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
196 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
197 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
198 */ 211 */
199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
202 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
204 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
205 219
206 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
215 229
216 body_slot slot [NUM_BODY_LOCATIONS]; 230 body_slot slot [NUM_BODY_LOCATIONS];
217 231
218 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
221 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
222 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
223 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
224 240
225 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
226
227 /* allows different movement patterns for attackers */
228 sint32 ACC (RW, move_status); /* What stage in attack mode */
229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
231 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
232 /* races/classes can need less/more exp to gain levels */
233 242
234 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
235 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
236 * only used in spells. 245 * only used in spells.
237 */ 246 */
238 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
239 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
240
241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
243 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
245 255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
246 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
247 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
252 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
253 264
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits 265 // 8 free bits
256 266
267 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
268 /* races/classes can need less/more exp to gain levels */
257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 269 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
258 char *ACC (RW, spellarg);
259 270
260 /* Following are values used by any object */ 271 /* Following are values used by any object */
261 /* this objects turns into or what this object creates */ 272 /* this objects turns into or what this object creates */
262 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 273 treasurelist *ACC (RW, randomitems); /* Items to be generated */
263 274
264 uint16 ACC (RW, animation_id);/* An index into the animation array */
265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 275 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 276 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
269 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 277 uint8 ACC (RW, will_apply); /* See crossfire.doc */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint16 ACC (RW, animation_id);/* An index into the animation array */
280 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
281
282 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
284 /* allows different movement patterns for attackers */
285 uint8 ACC (RW, move_status); /* What stage in attack mode */
286 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
271 287
272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 288 //16+ free bits
273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274 289
275 // rarely-accessed members should be at the end 290 // rarely-accessed members should be at the end
276 shstr ACC (RW, tag); // a tag used to tracking this object 291 shstr ACC (RW, tag); // a tag used to tracking this object
277 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 292 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
278 shstr ACC (RW, lore); /* Obscure information about this object, */ 293 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */ 294 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 295 shstr ACC (RW, custom_name); /* Custom name assigned by player */
281}; 296};
297
298const char *query_weight (const object *op);
299const char *query_short_name (const object *op);
300const char *query_name (const object *op);
301const char *query_base_name (const object *op, int plural);
282 302
283struct object : zero_initialised, object_copy 303struct object : zero_initialised, object_copy
284{ 304{
285 // These variables are not changed by ->copy_to 305 // These variables are not changed by ->copy_to
286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 306 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
308 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 328 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
309 client_container *seen_by; // seen by which player/container currently? 329 client_container *seen_by; // seen by which player/container currently?
310 key_value *key_values; /* Fields not explictly known by the loader. */ 330 key_value *key_values; /* Fields not explictly known by the loader. */
311 331
312 // privates / perl 332 // privates / perl
313 const shstr &kv_get (const shstr &key) const; 333 shstr_tmp kv_get (shstr_tmp key) const;
314 void kv_del (const shstr &key); 334 void kv_del (shstr_tmp key);
315 void kv_set (const shstr &key, const shstr &value); 335 void kv_set (shstr_tmp key, shstr_tmp value);
316 336
317 // custom extra fields management 337 // custom extra fields management
318 struct key_value_access_proxy 338 struct key_value_access_proxy
319 { 339 {
320 object &ob; 340 object &ob;
321 shstr key; 341 shstr_tmp key;
322 342
323 key_value_access_proxy (object &ob, const shstr &key) 343 key_value_access_proxy (object &ob, shstr_tmp key)
324 : ob (ob), key (key) 344 : ob (ob), key (key)
325 { 345 {
326 } 346 }
327 347
328 const key_value_access_proxy &operator =(const shstr &value) const 348 const key_value_access_proxy &operator =(shstr_tmp value) const
329 { 349 {
330 ob.kv_set (key, value); 350 ob.kv_set (key, value);
331 return *this; 351 return *this;
332 } 352 }
333 353
334 operator const shstr &() const { return ob.kv_get (key); } 354 operator const shstr_tmp () const { return ob.kv_get (key); }
335 operator const char *() const { return ob.kv_get (key); } 355 operator const char *() const { return ob.kv_get (key); }
336 356
337 private: 357 private:
338 void operator =(int); 358 void operator =(int);
339 }; 359 };
340 360
341 // operator [] is too annoying to use 361 // operator [] is too annoying to use
342 const key_value_access_proxy kv (const shstr &key) 362 const key_value_access_proxy kv (shstr_tmp key)
343 { 363 {
344 return key_value_access_proxy (*this, key); 364 return key_value_access_proxy (*this, key);
345 } 365 }
346 366
347 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 367 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
365 } 385 }
366 386
367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 387 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
368 MTH void destroy_inv (bool drop_to_ground = false); 388 MTH void destroy_inv (bool drop_to_ground = false);
369 MTH object *insert (object *item); // insert into inventory 389 MTH object *insert (object *item); // insert into inventory
370 MTH void play_sound (faceidx sound); 390 MTH void play_sound (faceidx sound) const;
391 MTH void say_msg (const char *msg) const;
371 392
372 void do_remove (); 393 void do_remove ();
373 MTH void remove () 394 MTH void remove ()
374 { 395 {
375 if (!flag [FLAG_REMOVED]) 396 if (!flag [FLAG_REMOVED])
383 remove (); 404 remove ();
384 *this = pos; 405 *this = pos;
385 insert_at (this, this); 406 insert_at (this, this);
386 } 407 }
387 408
409 // high-level move functions, return true if successful
410 int move (int dir, object *originator);
411
412 int move (int dir)
413 {
414 return move (dir, this);
415 }
416
388 static bool can_merge_slow (object *op1, object *op2); 417 static bool can_merge_slow (object *op1, object *op2);
389 418
390 // this is often used in time-critical code, so optimise 419 // this is often used in time-critical code, so optimise
391 MTH static bool can_merge (object *op1, object *op2) 420 MTH static bool can_merge (object *op1, object *op2)
392 { 421 {
395 && can_merge_slow (op1, op2); 424 && can_merge_slow (op1, op2);
396 } 425 }
397 426
398 MTH void set_owner (object *owner); 427 MTH void set_owner (object *owner);
399 MTH void set_speed (float speed); 428 MTH void set_speed (float speed);
429 MTH void set_glow_radius (sint8 rad);
400 MTH bool change_weapon (object *ob); 430 MTH bool change_weapon (object *ob);
401 MTH bool change_skill (object *ob); 431 MTH bool change_skill (object *ob);
402 432
403 MTH void open_container (object *new_container); 433 MTH void open_container (object *new_container);
404 MTH void close_container () 434 MTH void close_container ()
405 { 435 {
406 open_container (0); 436 open_container (0);
407 } 437 }
408 438
409 MTH object *force_find (const shstr name); 439 MTH object *force_find (shstr_tmp name);
410 MTH object *force_add (const shstr name, int duration = 0); 440 MTH object *force_add (shstr_tmp name, int duration = 0);
441
442 oblinkpt *find_link () const;
443 MTH void add_link (maptile *map, shstr_tmp id);
444 MTH void remove_link ();
411 445
412 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 446 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
413 bool should_invoke (event_type event) 447 bool should_invoke (event_type event)
414 { 448 {
415 return ev_want_event [event] || ev_want_type [type] || cb; 449 return ev_want_event [event] || ev_want_type [type] || cb;
451 const materialtype_t *dominant_material () const; 485 const materialtype_t *dominant_material () const;
452 486
453 // return the volume of this object in cm³ 487 // return the volume of this object in cm³
454 MTH uint64 volume () const 488 MTH uint64 volume () const
455 { 489 {
456 return total_weight () 490 return (uint64)total_weight ()
457 * 1000 491 * 1000
458 * (type == CONTAINER ? 1000 : 1) 492 * (type == CONTAINER ? 1000 : 1)
459 / dominant_material ()->density; 493 / dominant_material ()->density;
460 } 494 }
461 495
498 532
499 return op; 533 return op;
500 } 534 }
501 535
502 // returns the outermost environment, never returns 0 536 // returns the outermost environment, never returns 0
503 MTH object *outer_env () 537 MTH object *outer_env () const
504 { 538 {
505 object *op; 539 const object *op;
506 540
507 for (op = this; op->env; op = op->env) 541 for (op = this; op->env; op = op->env)
508 ; 542 ;
509 543
510 return op; 544 return const_cast<object *>(op);
511 } 545 }
512 546
513 // returns the player that has this object in his inventory, or 0 547 // returns the player that has this object in his inventory, or 0
514 // we assume the player is always the outer env 548 // we assume the player is always the outer env
515 MTH object *in_player () 549 MTH object *in_player () const
516 { 550 {
517 object *op = outer_env (); 551 object *op = outer_env ();
518 552
519 return op->type == PLAYER ? op : 0; 553 return op->type == PLAYER ? op : 0;
520 } 554 }
521 555
522 // "temporary" helper function 556 // "temporary" helper function
523 MTH object *head_ () 557 MTH object *head_ () const
524 { 558 {
525 return head ? head : this; 559 return head ? head : const_cast<object *>(this);
526 } 560 }
527 561
528 MTH bool is_head () 562 MTH bool is_head () const
529 { 563 {
530 return head_ () == this; 564 return head_ () == this;
531 } 565 }
532 566
533 MTH bool is_on_map () const 567 MTH bool is_on_map () const
546 } 580 }
547 581
548 MTH bool affects_los () const 582 MTH bool affects_los () const
549 { 583 {
550 return glow_radius || flag [FLAG_BLOCKSVIEW]; 584 return glow_radius || flag [FLAG_BLOCKSVIEW];
585 }
586
587 MTH bool has_carried_lights () const
588 {
589 return glow_radius;
551 } 590 }
552 591
553 // returns the player that cna see this object, if any 592 // returns the player that cna see this object, if any
554 MTH object *visible_to () const; 593 MTH object *visible_to () const;
555 594
556 MTH std::string long_desc (object *who = 0); 595 MTH std::string long_desc (object *who = 0);
557 MTH std::string describe_monster (object *who = 0); 596 MTH std::string describe_monster (object *who = 0);
558 MTH std::string describe_item (object *who = 0); 597 MTH std::string describe_item (object *who = 0);
559 MTH std::string describe (object *who = 0); 598 MTH std::string describe (object *who = 0);
599
600 MTH const char *query_weight () { return ::query_weight (this); }
601 MTH const char *query_name () { return ::query_name (this); }
602 MTH const char *query_short_name () { return ::query_short_name (this); }
603 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
560 604
561 // If this object has no extra parts but should have them, 605 // If this object has no extra parts but should have them,
562 // add them, effectively expanding heads into multipart 606 // add them, effectively expanding heads into multipart
563 // objects. This method only works on objects not inserted 607 // objects. This method only works on objects not inserted
564 // anywhere. 608 // anywhere.
653 // make some noise with given item into direction dir, 697 // make some noise with given item into direction dir,
654 // currently only used for players to make them temporarily visible 698 // currently only used for players to make them temporarily visible
655 // when they are invisible. 699 // when they are invisible.
656 MTH void make_noise (); 700 MTH void make_noise ();
657 701
702 /* animation */
703 bool has_anim () { return animation_id; }
704 const animation &anim () const { return animations [animation_id]; }
705 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
706 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
707 /* anim_frames () returns the number of animations allocated. The last
708 * usuable animation will be anim_frames () - 1 (for example, if an object
709 * has 8 animations, anim_frames () will return 8, but the values will
710 * range from 0 through 7.
711 */
712 int anim_frames () const { return anim ().num_animations; }
713 int anim_facings () const { return anim ().facings; }
714
658protected: 715protected:
659 void link (); 716 void link ();
660 void unlink (); 717 void unlink ();
661 718
662 object (); 719 object ();
684 } 741 }
685 742
686 return ob; 743 return ob;
687} 744}
688 745
689typedef struct oblnk
690{ /* Used to link together several objects */
691 object_ptr ob;
692 struct oblnk *next;
693} objectlink;
694
695typedef struct oblinkpt
696{ /* Used to link together several object links */
697 struct oblnk *link;
698 sint32 value; /* Used as connected value in buttons/gates */
699 struct oblinkpt *next;
700} oblinkpt;
701
702object *find_skill_by_name (object *who, const char *name); 746object *find_skill_by_name_fuzzy (object *who, const char *name);
703object *find_skill_by_name (object *who, const shstr &sh); 747object *find_skill_by_name (object *who, shstr_cmp sh);
704object *find_skill_by_number (object *who, int skillno); 748object *find_skill_by_number (object *who, int skillno);
705 749
706/* 750/*
707 * The archetype structure is a set of rules on how to generate and manipulate 751 * The archetype structure is a set of rules on how to generate and manipulate
708 * objects which point to archetypes. 752 * objects which point to archetypes.

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