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Comparing deliantra/server/include/object.h (file contents):
Revision 1.53 by root, Wed Dec 13 18:08:01 2006 UTC vs.
Revision 1.64 by root, Sat Dec 23 06:21:02 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;
86/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
87 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
88 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
89 */ 91 */
90 92
91typedef refptr<object> object_ptr;
92typedef refptr<archetype> arch_ptr;
93
94// these are not being copied 93// these are not being copied
95ACC_CLASS (object) 94ACC_CLASS (object)
96struct object_keep : refcounted 95struct object_keep : refcounted
97{ 96{
98 /* These variables are not changed by ->copy_to */ 97 /* These variables are not changed by ->copy_to */
99 98
100 tag_t ACC (RW, count); /* Generation count for this object */ 99 tag_t ACC (RW, count); /* Generation count for this object */
101 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
102 101
103 player *ACC (RW, contr); /* Pointer to the player which control this object */ 102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
104 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
105 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
106 object *ACC (RW, active_next);/* Next & previous object in the 'active' */ 105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
107 object *ACC (RW, active_prev);/* List. This is used in process_events */ 106 object *ACC (RW, active_prev);/* List. This is used in process_events */
108 /* so that the entire object list does not */ 107 /* so that the entire object list does not */
118 * This is typically the container that the object is in. 117 * This is typically the container that the object is in.
119 */ 118 */
120 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 119 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 120 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 */ 121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
123}; 123};
124 124
125// these are being copied 125// these are being copied
126struct object_copy : attachable<object> 126struct object_copy : attachable<object>
127{ 127{
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 142 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 */ 143 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 145 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
147}; 149};
148 150
149// these are being copied and also cleared 151// these are being copied and also cleared
150struct object_pod 152struct object_pod
151{ 153{
154 typedef bitset<NUM_FLAGS> flags_t;
155
152 New_Face *ACC (RW, face); /* Face with colors */ 156 New_Face *ACC (RW, face); /* Face with colors */
153 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 157 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 */ 158 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 */ 159 float ACC (RW, speed_left); /* How much speed is left to spend this round */
156 uint32 ACC (RW, nrof); /* How many of the objects */ 160 uint32 ACC (RW, nrof); /* How many of the objects */
216 sint8 ACC (RW, range); /* Range of the spell */ 220 sint8 ACC (RW, range); /* Range of the spell */
217 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
218 char *ACC (RW, spellarg); 222 char *ACC (RW, spellarg);
219 223
220 /* Following are values used by any object */ 224 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */
221 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 226 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. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
225 /* this objects turns into or what this object creates */ 228 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 */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
228 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
229 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
230 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
231 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
241}; 243};
242 244
243struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
244{ 246{
247 typedef object_pod::flags_t flags_t;
245 typedef unordered_vector<object *> vector; 248 typedef unordered_vector<object *> vector;
246 249
247 static vector mortals; 250 static vector mortals;
248 static vector active; // active objects, not yet used 251 static vector active; // active objects, not yet used
249 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
265 return op1->value == op2->value 268 return op1->value == op2->value
266 && op1->name == op2->name 269 && op1->name == op2->name
267 && can_merge_slow (op1, op2); 270 && can_merge_slow (op1, op2);
268 } 271 }
269 272
270 void clear ();
271
272 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
273 274
274 void set_owner (object *owner); 275 void set_owner (object *owner);
275 276
276 void instantiate () 277 void instantiate ()
278 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
279 uuid = gen_uuid (); 280 uuid = gen_uuid ();
280 281
281 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
282 } 283 }
284
285 // recalculate all stats
286 void update_stats ();
287 void roll_stats ();
288 void swap_stats (int a, int b);
289 void add_statbonus ();
290 void remove_statbonus ();
291 void drain_stat ();
292 void drain_specific_stat (int deplete_stats);
293 void change_luck (int value);
283 294
284 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
285 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
286 const char *debug_desc () const; 297 const char *debug_desc () const;
298
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
310
311 /* This return true if object has still randomitems which
312 * could be expanded.
313 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
315
316 // returns the player that has this object in his inventory, or 0
317 object *in_player () const
318 {
319 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER)
321 return op;
322
323 return 0;
324 }
325
326 // returns the mapspace this object is in
327 mapspace &ms () const;
287 328
288 // fully recursive iterator 329 // fully recursive iterator
289 struct iterator_base 330 struct iterator_base
290 { 331 {
291 object *item; 332 object *item;
380extern int nrofallocobjects; 421extern int nrofallocobjects;
381 422
382/* This returns TRUE if the object is something that 423/* This returns TRUE if the object is something that
383 * should be displayed in the look window 424 * should be displayed in the look window
384 */ 425 */
385#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 426#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
386 427
387/* Used by update_object to know if the object being passed is 428/* Used by update_object to know if the object being passed is
388 * being added or removed. 429 * being added or removed.
389 */ 430 */
390#define UP_OBJ_INSERT 1 431#define UP_OBJ_INSERT 1

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