ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.53 by root, Wed Dec 13 18:08:01 2006 UTC vs.
Revision 1.63 by elmex, Fri Dec 22 16:54:56 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
118 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
119 */ 121 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
121 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
122 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125 client_container *seen_by; // seen by which player/container currently?
123}; 126};
124 127
125// these are being copied 128// these are being copied
126struct object_copy : attachable<object> 129struct object_copy : attachable<object>
127{ 130{
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 145 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 147 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 149 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
150 arch_ptr ACC (RW, arch); /* Pointer to archetype */
151 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
147}; 152};
148 153
149// these are being copied and also cleared 154// these are being copied and also cleared
150struct object_pod 155struct object_pod
151{ 156{
157 typedef bitset<NUM_FLAGS> flags_t;
158
152 New_Face *ACC (RW, face); /* Face with colors */ 159 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 160 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
154 float ACC (RW, speed); /* The overall speed of this object */ 161 float ACC (RW, speed); /* The overall speed of this object */
155 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 162 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 163 uint32 ACC (RW, nrof); /* How many of the objects */
216 sint8 ACC (RW, range); /* Range of the spell */ 223 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 224 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 225 char *ACC (RW, spellarg);
219 226
220 /* Following are values used by any object */ 227 /* Following are values used by any object */
228 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 229 treasurelist *ACC (RW, randomitems); /* Items to be generated */
222 arch_ptr ACC (RW, arch); /* Pointer to archetype */
223 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
224 key_value *key_values; /* Fields not explictly known by the loader. */ 230 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 231 object_pod::flags_t flags; /* various flags */
226 uint32 flags[4]; /* various flags */
227 uint16 ACC (RW, animation_id);/* An index into the animation array */ 232 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 233 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 234 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 235 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 236 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 245 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241}; 246};
242 247
243struct object : zero_initialised, object_keep, object_copy, object_pod 248struct object : zero_initialised, object_keep, object_copy, object_pod
244{ 249{
250 typedef object_pod::flags_t flags_t;
245 typedef unordered_vector<object *> vector; 251 typedef unordered_vector<object *> vector;
246 252
247 static vector mortals; 253 static vector mortals;
248 static vector active; // active objects, not yet used 254 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 255 static vector objects; // not used yet, use first->next->...
265 return op1->value == op2->value 271 return op1->value == op2->value
266 && op1->name == op2->name 272 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 273 && can_merge_slow (op1, op2);
268 } 274 }
269 275
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 276 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273 277
274 void set_owner (object *owner); 278 void set_owner (object *owner);
275 279
276 void instantiate () 280 void instantiate ()
278 if (!uuid.seq) // HACK 282 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 283 uuid = gen_uuid ();
280 284
281 attachable<object>::instantiate (); 285 attachable<object>::instantiate ();
282 } 286 }
287
288 // recalculate all stats
289 void update_stats ();
290 void roll_stats ();
291 void swap_stats (int a, int b);
292 void add_statbonus ();
293 void remove_statbonus ();
294 void drain_stat ();
295 void drain_specific_stat (int deplete_stats);
296 void change_luck (int value);
283 297
284 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 300 const char *debug_desc () const;
301
302 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
303 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
304 || type == CLOAK || type == BOOTS || type == GLOVES
305 || type == BRACERS || type == GIRDLE; }
306 bool is_alive () const { return (type == PLAYER
307 || flags [FLAG_MONSTER]
308 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
309 && !flags [FLAG_IS_A_TEMPLATE]; }
310 bool is_arrow () const { return type == ARROW
311 || (type == SPELL_EFFECT
312 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
313
314 /* This return true if object has still randomitems which
315 * could be expanded.
316 */
317 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
318
319 // returns the player that has this object in his inventory, or 0
320 object *in_player () const
321 {
322 for (object *op = env; op; op = op->env)
323 if (op->type == PLAYER)
324 return op;
325
326 return 0;
327 }
328
329 // returns the mapspace this object is in
330 mapspace &ms () const;
287 331
288 // fully recursive iterator 332 // fully recursive iterator
289 struct iterator_base 333 struct iterator_base
290 { 334 {
291 object *item; 335 object *item;
380extern int nrofallocobjects; 424extern int nrofallocobjects;
381 425
382/* This returns TRUE if the object is something that 426/* This returns TRUE if the object is something that
383 * should be displayed in the look window 427 * should be displayed in the look window
384 */ 428 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 429#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 430
387/* Used by update_object to know if the object being passed is 431/* Used by update_object to know if the object being passed is
388 * being added or removed. 432 * being added or removed.
389 */ 433 */
390#define UP_OBJ_INSERT 1 434#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines