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Comparing deliantra/server/include/object.h (file contents):
Revision 1.268 by root, Sun Nov 25 14:59:24 2012 UTC vs.
Revision 1.273 by root, Sat Nov 17 23:33:18 2018 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 (©) 2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
180 struct oblnk *link; 181 struct oblnk *link;
181 struct oblinkpt *next; 182 struct oblinkpt *next;
182 shstr id; /* Used as connected value in buttons/gates */ 183 shstr id; /* Used as connected value in buttons/gates */
183} oblinkpt; 184} oblinkpt;
184 185
186// temporary hack to find the culprit who corrupts face numbers. maybe. hopefully.
187struct faceidx_debug
188{
189 faceidx x;
190
191 operator faceidx () const
192 {
193 return x;
194 }
195
196 faceidx operator =(faceidx i)
197 {
198 if (ecb_expect_false (i >= faces.size ()))
199 {
200 fork_abort ("illegal faceidx assignment");
201 i = blank_face;
202 }
203
204 return x = i;
205 }
206};
207
208#if CFPERL
209static inline void sv_to (SV *sv, faceidx_debug &v) { v = SvIV (sv); }
210#endif
211
185INTERFACE_CLASS (object) 212INTERFACE_CLASS (object)
186// these are being copied 213// these are being copied
187struct object_copy : attachable 214struct object_copy : attachable
188{ 215{
189 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 216 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
252 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 279 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
253 uint8 ACC (RW, weapontype); /* type of weapon */ 280 uint8 ACC (RW, weapontype); /* type of weapon */
254 281
255 body_slot slot [NUM_BODY_LOCATIONS]; 282 body_slot slot [NUM_BODY_LOCATIONS];
256 283
257 faceidx ACC (RW, face); /* the graphical face */ 284 faceidx_debug ACC (RW, face); /* the graphical face */
258 285
259 faceidx ACC (RW, sound); /* the sound face */ 286 faceidx ACC (RW, sound); /* the sound face */
260 faceidx ACC (RW, sound_destroy); /* played on destroy */ 287 faceidx ACC (RW, sound_destroy); /* played on destroy */
261 288
262 sint32 ACC (RW, weight); /* Attributes of the object */ 289 sint32 ACC (RW, weight); /* Attributes of the object */
294 321
295 // 8 free bits 322 // 8 free bits
296 323
297 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */ 324 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
298 // /* races/classes can need less/more exp to gain levels */ 325 // /* races/classes can need less/more exp to gain levels */
299 static const float expmul = 1.0;//D 326 constexpr static const float expmul = 1.0;//D
300 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 327 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
301 328
302 /* Following are values used by any object */ 329 /* Following are values used by any object */
303 /* this objects turns into or what this object creates */ 330 /* this objects turns into or what this object creates */
304 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 331 treasurelist *ACC (RW, randomitems); /* Items to be generated */
435 // object op is trying to move in direction dir. 462 // object op is trying to move in direction dir.
436 // originator is typically the same as op, but 463 // originator is typically the same as op, but
437 // can be different if originator is causing op to 464 // can be different if originator is causing op to
438 // move (originator is pushing op) 465 // move (originator is pushing op)
439 // returns 0 if the object is not able to move to the 466 // returns 0 if the object is not able to move to the
440 // desired space, 1 otherwise (in which case we also 467 // desired space, 1 otherwise (in which case we also
441 // move the object accordingly. This function is 468 // move the object accordingly. This function is
442 // very similiar to move_object. 469 // very similiar to move_object.
443 int move (int dir, object *originator); 470 int move (int dir, object *originator);
444 471
445 int move (int dir) 472 int move (int dir)
582 609
583 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; } 610 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
584 611
585 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); } 612 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
586 613
587 /* need_identify returns true if the item should be identified. This 614 /* need_identify returns true if the item should be identified. This
588 * function really should not exist - by default, any item not identified 615 * function really should not exist - by default, any item not identified
589 * should need it. 616 * should need it.
590 */ 617 */
591 MTH bool need_identify () const; 618 MTH bool need_identify () const;
592 619
959 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor. 986 * INS_ABOVE_FLOOR_ONLY: Put object immediatly above the floor.
960 * INS_NO_WALK_ON: Don't call check_walk_on against the 987 * INS_NO_WALK_ON: Don't call check_walk_on against the
961 * originator - saves cpu time if you know the inserted object 988 * originator - saves cpu time if you know the inserted object
962 * is not meaningful in terms of having an effect. 989 * is not meaningful in terms of having an effect.
963 * INS_ON_TOP: Always put object on top. Generally only needed when loading 990 * INS_ON_TOP: Always put object on top. Generally only needed when loading
964 * files from disk and ordering needs to be preserved. 991 * files from disk and ordering needs to be preserved.
965 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator - 992 * INS_BELOW_ORIGINATOR: Insert new object immediately below originator -
966 * Use for treasure chests so the new object is the highest thing 993 * Use for treasure chests so the new object is the highest thing
967 * beneath the player, but not actually above it. Note - the 994 * beneath the player, but not actually above it. Note - the
968 * map and x,y coordinates for the object to be inserted must 995 * map and x,y coordinates for the object to be inserted must
969 * match the originator. 996 * match the originator.

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