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Comparing deliantra/server/include/object.h (file contents):
Revision 1.196 by root, Thu Jan 8 03:03:24 2009 UTC vs.
Revision 1.203 by root, Sat Jun 27 08:35:03 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
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 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 */
190 190
191 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
192 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
193 sint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
196 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 */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 198
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 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 */
203 203
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 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
209 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 211 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 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 */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
216 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 */
217 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
218 219
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 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) */
228 229
229 body_slot slot [NUM_BODY_LOCATIONS]; 230 body_slot slot [NUM_BODY_LOCATIONS];
230 231
231 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
233 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
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
237 240
238 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 242
247 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
249 * only used in spells. 245 * only used in spells.
250 */ 246 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
255 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 */
256 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
257 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 */
258 255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
262 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 */
263
264 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 */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 264
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 265 // 8 free bits
269 266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 271
273 /* Following are values used by any object */ 272 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 275
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
285 /* allows different movement patterns for attackers */
286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 288
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 289 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 290
288 // rarely-accessed members should be at the end 291 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 292 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 294 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 295 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 297};
298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
295 303
296struct object : zero_initialised, object_copy 304struct object : zero_initialised, object_copy
297{ 305{
298 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
299 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
378 } 386 }
379 387
380 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
381 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
382 MTH object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
383 MTH void play_sound (faceidx sound); 391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
384 393
385 void do_remove (); 394 void do_remove ();
386 MTH void remove () 395 MTH void remove ()
387 { 396 {
388 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
416 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
417 } 426 }
418 427
419 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
420 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
421 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
422 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
423 433
424 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
425 MTH void close_container () 435 MTH void close_container ()
523 533
524 return op; 534 return op;
525 } 535 }
526 536
527 // returns the outermost environment, never returns 0 537 // returns the outermost environment, never returns 0
528 MTH object *outer_env () 538 MTH object *outer_env () const
529 { 539 {
530 object *op; 540 const object *op;
531 541
532 for (op = this; op->env; op = op->env) 542 for (op = this; op->env; op = op->env)
533 ; 543 ;
534 544
535 return op; 545 return const_cast<object *>(op);
536 } 546 }
537 547
538 // returns the player that has this object in his inventory, or 0 548 // returns the player that has this object in his inventory, or 0
539 // we assume the player is always the outer env 549 // we assume the player is always the outer env
540 MTH object *in_player () 550 MTH object *in_player () const
541 { 551 {
542 object *op = outer_env (); 552 object *op = outer_env ();
543 553
544 return op->type == PLAYER ? op : 0; 554 return op->type == PLAYER ? op : 0;
545 } 555 }
546 556
547 // "temporary" helper function 557 // "temporary" helper function
548 MTH object *head_ () 558 MTH object *head_ () const
549 { 559 {
550 return head ? head : this; 560 return head ? head : const_cast<object *>(this);
551 } 561 }
552 562
553 MTH bool is_head () 563 MTH bool is_head () const
554 { 564 {
555 return head_ () == this; 565 return head_ () == this;
556 } 566 }
557 567
558 MTH bool is_on_map () const 568 MTH bool is_on_map () const
585 595
586 MTH std::string long_desc (object *who = 0); 596 MTH std::string long_desc (object *who = 0);
587 MTH std::string describe_monster (object *who = 0); 597 MTH std::string describe_monster (object *who = 0);
588 MTH std::string describe_item (object *who = 0); 598 MTH std::string describe_item (object *who = 0);
589 MTH std::string describe (object *who = 0); 599 MTH std::string describe (object *who = 0);
600
601 MTH const char *query_weight () { return ::query_weight (this); }
602 MTH const char *query_name () { return ::query_name (this); }
603 MTH const char *query_short_name () { return ::query_short_name (this); }
604 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
590 605
591 // If this object has no extra parts but should have them, 606 // If this object has no extra parts but should have them,
592 // add them, effectively expanding heads into multipart 607 // add them, effectively expanding heads into multipart
593 // objects. This method only works on objects not inserted 608 // objects. This method only works on objects not inserted
594 // anywhere. 609 // anywhere.
682 697
683 // make some noise with given item into direction dir, 698 // make some noise with given item into direction dir,
684 // currently only used for players to make them temporarily visible 699 // currently only used for players to make them temporarily visible
685 // when they are invisible. 700 // when they are invisible.
686 MTH void make_noise (); 701 MTH void make_noise ();
702
703 /* animation */
704 bool has_anim () { return animation_id; }
705 const animation &anim () const { return animations [animation_id]; }
706 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
707 void set_anim_frame (int frame) { face = get_anim_frame (frame); }
708 /* anim_frames () returns the number of animations allocated. The last
709 * usuable animation will be anim_frames () - 1 (for example, if an object
710 * has 8 animations, anim_frames () will return 8, but the values will
711 * range from 0 through 7.
712 */
713 int anim_frames () const { return anim ().num_animations; }
714 int anim_facings () const { return anim ().facings; }
687 715
688protected: 716protected:
689 void link (); 717 void link ();
690 void unlink (); 718 void unlink ();
691 719

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