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Comparing deliantra/server/include/object.h (file contents):
Revision 1.178 by elmex, Sun Jun 15 19:34:31 2008 UTC vs.
Revision 1.192 by root, Sun Dec 28 06:59:27 2008 UTC

140 140
141INTERFACE_CLASS (object) 141INTERFACE_CLASS (object)
142// these are being copied 142// these are being copied
143struct object_copy : attachable 143struct object_copy : attachable
144{ 144{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 146
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 147 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 148 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 153 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 154 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 155 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 156 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 157 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 158
159 typedef bitset<NUM_FLAGS> flags_t;
160 flags_t flag; /* various flags */
161#if FOR_PERL
162 bool ACC (RW, flag[NUM_FLAGS]);
163#endif
164
165 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 166 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 167// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 177
178 float ACC (RW, speed); /* The overall speed of this object */ 178 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 */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180 uint32 ACC (RW, nrof); /* How many of the objects */ 180 sint32 ACC (RW, nrof); /* How many of the objects */
181 181
182 /* This next big block is basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
185
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
190
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
194
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 195 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
194 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 198 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 203 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 204 sint16 ACC (RW, level); /* Level of creature or object */
205
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 206 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 207 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 208 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
209 uint8 ACC (RW, weapontype); /* type of weapon */
210
211 faceidx ACC (RW, face); /* the graphical face */
212
213 faceidx ACC (RW, sound); /* the sound face */
214 faceidx ACC (RW, sound_destroy); /* played on destroy */
215
216 body_slot slot [NUM_BODY_LOCATIONS];
217
207 sint32 ACC (RW, weight); /* Attributes of the object */ 218 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 219 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 220 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 221 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 222 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 223 /* See the pod/objects.pod for more info about body locations */
219 224
220 /* Following mostly refers to fields only used for monsters */ 225 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222 226
223 /* allows different movement patterns for attackers */ 227 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */ 228 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 229 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 230 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
232 * only used in spells. 236 * only used in spells.
233 */ 237 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 238 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 239 sint16 ACC (RW, casting_time);/* time left before spell goes off */
236 240
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 241 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 242 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 243 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 244 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
245
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 246 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 247 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 248 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 249 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
250
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 251 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 252 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 253
254 sint8 ACC (RW, item_power); /* power rating of the object */
255 // 8 free bits
256
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg); 258 char *ACC (RW, spellarg);
254 259
255 /* Following are values used by any object */ 260 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 261 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 262 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 263
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */ 264 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 265 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 266 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
267
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 268 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 269 uint8 ACC (RW, will_apply); /* See crossfire.doc */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 270 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
271
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 272 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 273 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
274
275 // rarely-accessed members should be at the end
276 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 */
278 shstr ACC (RW, lore); /* Obscure information about this object, */
279 /* To get put into books and the like. */
280 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 281};
271 282
272struct object : zero_initialised, object_copy 283struct object : zero_initialised, object_copy
273{ 284{
274 // These variables are not changed by ->copy_to 285 // These variables are not changed by ->copy_to
275 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */ 286 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
276 287
277 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 288 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
278 int ACC (RO, count); 289 int ACC (RO, count);
279 object_vector_index ACC (RO, index); // index into objects 290 object_vector_index ACC (RO, index); // index into objects
280 object_vector_index ACC (RO, active); // index into actives 291 object_vector_index ACC (RO, active); // index into actives
344 MTH void copy_to (object *dst); 355 MTH void copy_to (object *dst);
345 MTH object *clone (); // create + copy_to a single object 356 MTH object *clone (); // create + copy_to a single object
346 MTH object *deep_clone (); // copy whole more chain and inventory 357 MTH object *deep_clone (); // copy whole more chain and inventory
347 void do_destroy (); 358 void do_destroy ();
348 void gather_callbacks (AV *&callbacks, event_type event) const; 359 void gather_callbacks (AV *&callbacks, event_type event) const;
349 MTH void destroy (bool destroy_inventory = false); 360 MTH void destroy ();
361 MTH void drop_and_destroy ()
362 {
363 destroy_inv (true);
364 destroy ();
365 }
350 366
351 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 367 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
352 MTH void destroy_inv (bool drop_to_ground = false); 368 MTH void destroy_inv (bool drop_to_ground = false);
353 MTH object *insert (object *item); // insert into inventory 369 MTH object *insert (object *item); // insert into inventory
354 MTH void play_sound (faceidx sound); 370 MTH void play_sound (faceidx sound);
367 remove (); 383 remove ();
368 *this = pos; 384 *this = pos;
369 insert_at (this, this); 385 insert_at (this, this);
370 } 386 }
371 387
388 // high-level move functions, return true if successful
389 int move (int dir, object *originator);
390
391 int move (int dir)
392 {
393 return move (dir, this);
394 }
395
372 static bool can_merge_slow (object *op1, object *op2); 396 static bool can_merge_slow (object *op1, object *op2);
373 397
374 // this is often used in time-critical code, so optimise 398 // this is often used in time-critical code, so optimise
375 MTH static bool can_merge (object *op1, object *op2) 399 MTH static bool can_merge (object *op1, object *op2)
376 { 400 {
389 { 413 {
390 open_container (0); 414 open_container (0);
391 } 415 }
392 416
393 MTH object *force_find (const shstr name); 417 MTH object *force_find (const shstr name);
394 MTH void force_add (const shstr name, int duration = 0); 418 MTH object *force_add (const shstr name, int duration = 0);
395 419
396 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 420 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
397 bool should_invoke (event_type event) 421 bool should_invoke (event_type event)
398 { 422 {
399 return ev_want_event [event] || ev_want_type [type] || cb; 423 return ev_want_event [event] || ev_want_type [type] || cb;
435 const materialtype_t *dominant_material () const; 459 const materialtype_t *dominant_material () const;
436 460
437 // return the volume of this object in cm³ 461 // return the volume of this object in cm³
438 MTH uint64 volume () const 462 MTH uint64 volume () const
439 { 463 {
440 return total_weight () 464 return (uint64)total_weight ()
441 * 1000 465 * 1000
442 * (type == CONTAINER ? 1000 : 1) 466 * (type == CONTAINER ? 1000 : 1)
443 / dominant_material ()->density; 467 / dominant_material ()->density;
444 } 468 }
445 469
470 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
446 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 471 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
447 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 472 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
448 || type == CLOAK || type == BOOTS || type == GLOVES 473 || type == CLOAK || type == BOOTS || type == GLOVES
449 || type == BRACERS || type == GIRDLE; } 474 || type == BRACERS || type == GIRDLE; }
450 MTH bool is_alive () const { return (type == PLAYER 475 MTH bool is_alive () const { return (type == PLAYER
467 /* This return true if object has still randomitems which 492 /* This return true if object has still randomitems which
468 * could be expanded. 493 * could be expanded.
469 */ 494 */
470 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 495 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
471 496
497 MTH bool has_dialogue () const { return *&msg == '@'; }
498
472 // returns the outermost owner, never returns 0 499 // returns the outermost owner, never returns 0
473 MTH object *outer_owner () 500 MTH object *outer_owner ()
474 { 501 {
502 object *op;
503
475 for (object *op = this; ; op = op->owner) 504 for (op = this; op->owner; op = op->owner)
476 if (!op->owner) 505 ;
506
477 return op; 507 return op;
478 } 508 }
479 509
480 // returns the outermost environment, never returns 0 510 // returns the outermost environment, never returns 0
481 MTH object *outer_env () 511 MTH object *outer_env ()
482 { 512 {
513 object *op;
514
483 for (object *op = this; ; op = op->env) 515 for (op = this; op->env; op = op->env)
484 if (!op->env) 516 ;
517
485 return op; 518 return op;
486 } 519 }
487 520
488 // returns the player that has this object in his inventory, or 0 521 // returns the player that has this object in his inventory, or 0
489 // we assume the player is always the outer env 522 // we assume the player is always the outer env
490 MTH object *in_player () 523 MTH object *in_player ()
506 } 539 }
507 540
508 MTH bool is_on_map () const 541 MTH bool is_on_map () const
509 { 542 {
510 return !env && !flag [FLAG_REMOVED]; 543 return !env && !flag [FLAG_REMOVED];
544 }
545
546 MTH bool is_inserted () const
547 {
548 return !flag [FLAG_REMOVED];
549 }
550
551 MTH bool is_player () const
552 {
553 return !!contr;
554 }
555
556 MTH bool affects_los () const
557 {
558 return glow_radius || flag [FLAG_BLOCKSVIEW];
511 } 559 }
512 560
513 // returns the player that cna see this object, if any 561 // returns the player that cna see this object, if any
514 MTH object *visible_to () const; 562 MTH object *visible_to () const;
515 563
607 655
608 const char *query_inventory (object *who = 0, const char *indent = ""); 656 const char *query_inventory (object *who = 0, const char *indent = "");
609 657
610 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 658 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
611 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 659 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
660
661 // make some noise with given item into direction dir,
662 // currently only used for players to make them temporarily visible
663 // when they are invisible.
664 MTH void make_noise ();
612 665
613protected: 666protected:
614 void link (); 667 void link ();
615 void unlink (); 668 void unlink ();
616 669
717extern objectvec objects; 770extern objectvec objects;
718extern activevec actives; 771extern activevec actives;
719extern archvec archetypes; 772extern archvec archetypes;
720 773
721// "safely" iterate over inv in a way such that the current item is removable 774// "safely" iterate over inv in a way such that the current item is removable
722// quite horrible, thats why its hidden in some macro 775// quite horrible, that's why its hidden in some macro
723#define for_inv_removable(op,var) \ 776#define for_inv_removable(op,var) \
724 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 777 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
725 778
726#define for_all_objects(var) \ 779#define for_all_objects(var) \
727 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 780 for (unsigned _i = 0; _i < objects.size (); ++_i) \

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