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Comparing deliantra/server/include/object.h (file contents):
Revision 1.56 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.66 by root, Sat Dec 23 06:41:39 2006 UTC

88/* 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
89 * 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,
90 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
91 */ 91 */
92 92
93typedef refptr<object> object_ptr;
94typedef refptr<archetype> arch_ptr;
95
96// these are not being copied
97ACC_CLASS (object) 93ACC_CLASS (object)
98struct object_keep : refcounted
99{
100 /* These variables are not changed by ->copy_to */
101
102 tag_t ACC (RW, count); /* Generation count for this object */
103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
104
105 player *ACC (RW, contr); /* Pointer to the player which control this object */
106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
109 object *ACC (RW, active_prev);/* List. This is used in process_events */
110 /* so that the entire object list does not */
111 /* need to be gone through. */
112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
114 /* Note: stacked in the *same* environment */
115 object *inv; /* Pointer to the first object in the inventory */
116 object *ACC (RW, container); /* Current container being used. I think this
117 * is only used by the player right now.
118 */
119 object *ACC (RW, env); /* Pointer to the object which is the environment.
120 * This is typically the container that the object is in.
121 */
122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
125};
126
127// these are being copied 94// these are being copied
128struct object_copy : attachable<object> 95struct object_copy
129{ 96{
97 typedef bitset<NUM_FLAGS> flags_t;
98
130 shstr ACC (RW, name); /* The name of the object, obviously... */ 99 shstr ACC (RW, name); /* The name of the object, obviously... */
131 shstr ACC (RW, name_pl); /* The plural name of the object */ 100 shstr ACC (RW, name_pl); /* The plural name of the object */
132 shstr ACC (RW, title); /* Of foo, etc */ 101 shstr ACC (RW, title); /* Of foo, etc */
133 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 102 shstr ACC (RW, race); /* human, goblin, dragon, etc */
134 shstr ACC (RW, slaying); /* Which race to do double damage to */ 103 shstr ACC (RW, slaying); /* Which race to do double damage to */
144 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
145 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 114 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
146 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 115 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
147 object_ptr ACC (RW, spell); /* Spell that was being cast */ 116 object_ptr ACC (RW, spell); /* Spell that was being cast */
148 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
149}; 118 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
150 120
151// these are being copied and also cleared
152struct object_pod
153{
154 New_Face *ACC (RW, face); /* Face with colors */ 121 New_Face *ACC (RW, face); /* Face with colors */
155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
156 float ACC (RW, speed); /* The overall speed of this object */ 123 float ACC (RW, speed); /* The overall speed of this object */
157 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 124 float ACC (RW, speed_left); /* How much speed is left to spend this round */
158 uint32 ACC (RW, nrof); /* How many of the objects */ 125 uint32 ACC (RW, nrof); /* How many of the objects */
220 char *ACC (RW, spellarg); 187 char *ACC (RW, spellarg);
221 188
222 /* Following are values used by any object */ 189 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */ 190 /* this objects turns into or what this object creates */
224 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
227 key_value *key_values; /* Fields not explictly known by the loader. */ 192 key_value *key_values; /* Fields not explictly known by the loader. */
228 std::bitset<NUM_FLAGS> flags; /* various flags */ 193 flags_t flag; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */ 194 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
243}; 208};
244 209
245struct object : zero_initialised, object_keep, object_copy, object_pod 210struct object : zero_initialised, refcounted, attachable<object>, object_copy
246{ 211{
247 typedef unordered_vector<object *> vector; 212 typedef unordered_vector<object *> vector;
213
214 // These variables are not changed by ->copy_to
215
216 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
220 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
221 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
222 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
223 object *ACC (RW, active_prev);/* List. This is used in process_events */
224 /* so that the entire object list does not */
225 /* need to be gone through. */
226 object *ACC (RW, below); /* Pointer to the object stacked below this one */
227 object *ACC (RW, above); /* Pointer to the object stacked above this one */
228 /* Note: stacked in the *same* environment */
229 object *inv; /* Pointer to the first object in the inventory */
230 object *ACC (RW, container); /* Current container being used. I think this
231 * is only used by the player right now.
232 */
233 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in.
235 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
237 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
238 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
239 client_container *seen_by; // seen by which player/container currently?
248 240
249 static vector mortals; 241 static vector mortals;
250 static vector active; // active objects, not yet used 242 static vector active; // active objects, not yet used
251 static vector objects; // not used yet, use first->next->... 243 static vector objects; // not used yet, use first->next->...
252 static object *first; // will be replaced by "objects" 244 static object *first; // will be replaced by "objects"
267 return op1->value == op2->value 259 return op1->value == op2->value
268 && op1->name == op2->name 260 && op1->name == op2->name
269 && can_merge_slow (op1, op2); 261 && can_merge_slow (op1, op2);
270 } 262 }
271 263
272 void clear ();
273
274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275 265
276 void set_owner (object *owner); 266 void set_owner (object *owner);
277 267
278 void instantiate () 268 void instantiate ()
280 if (!uuid.seq) // HACK 270 if (!uuid.seq) // HACK
281 uuid = gen_uuid (); 271 uuid = gen_uuid ();
282 272
283 attachable<object>::instantiate (); 273 attachable<object>::instantiate ();
284 } 274 }
275
276 // recalculate all stats
277 void update_stats ();
278 void roll_stats ();
279 void swap_stats (int a, int b);
280 void add_statbonus ();
281 void remove_statbonus ();
282 void drain_stat ();
283 void drain_specific_stat (int deplete_stats);
284 void change_luck (int value);
285 285
286 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flag [FLAG_MONSTER]
296 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
306
307 // returns the player that has this object in his inventory, or 0
308 object *in_player () const
309 {
310 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER)
312 return op;
313
314 return 0;
315 }
316
317 // returns the mapspace this object is in
318 mapspace &ms () const;
289 319
290 // fully recursive iterator 320 // fully recursive iterator
291 struct iterator_base 321 struct iterator_base
292 { 322 {
293 object *item; 323 object *item;
382extern int nrofallocobjects; 412extern int nrofallocobjects;
383 413
384/* This returns TRUE if the object is something that 414/* This returns TRUE if the object is something that
385 * should be displayed in the look window 415 * should be displayed in the look window
386 */ 416 */
387#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 417#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
388 418
389/* Used by update_object to know if the object being passed is 419/* Used by update_object to know if the object being passed is
390 * being added or removed. 420 * being added or removed.
391 */ 421 */
392#define UP_OBJ_INSERT 1 422#define UP_OBJ_INSERT 1

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