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Comparing deliantra/server/include/object.h (file contents):
Revision 1.49 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.62 by root, Fri Dec 22 16:34:00 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;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
113 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
114 */ 121 */
115 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 */
116 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
117 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?
118}; 126};
119 127
120// these are being copied 128// these are being copied
121struct object_copy : attachable<object> 129struct object_copy : attachable<object>
122{ 130{
137 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 */
138 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 146 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
139 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 */
140 object_ptr ACC (RW, spell); /* Spell that was being cast */ 148 object_ptr ACC (RW, spell); /* Spell that was being cast */
141 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 */
142}; 152};
143 153
144// these are being copied and also cleared 154// these are being copied and also cleared
145struct object_pod 155struct object_pod
146{ 156{
211 sint8 ACC (RW, range); /* Range of the spell */ 221 sint8 ACC (RW, range); /* Range of the spell */
212 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 222 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
213 char *ACC (RW, spellarg); 223 char *ACC (RW, spellarg);
214 224
215 /* Following are values used by any object */ 225 /* Following are values used by any object */
226 /* this objects turns into or what this object creates */
216 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 227 treasurelist *ACC (RW, randomitems); /* Items to be generated */
217 arch_ptr ACC (RW, arch); /* Pointer to archetype */
218 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
219 key_value *key_values; /* Fields not explictly known by the loader. */ 228 key_value *key_values; /* Fields not explictly known by the loader. */
220 /* this objects turns into or what this object creates */ 229 std::bitset<NUM_FLAGS> flags; /* various flags */
221 uint32 flags[4]; /* various flags */
222 uint16 ACC (RW, animation_id);/* An index into the animation array */ 230 uint16 ACC (RW, animation_id);/* An index into the animation array */
223 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 231 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
224 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 232 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
225 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 233 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
226 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 234 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
244 static vector objects; // not used yet, use first->next->... 252 static vector objects; // not used yet, use first->next->...
245 static object *first; // will be replaced by "objects" 253 static object *first; // will be replaced by "objects"
246 254
247 static object *create (); 255 static object *create ();
248 void copy_to (object *dst); 256 void copy_to (object *dst);
257 object *clone (); // create + copy_to
249 void destroy (bool destroy_inventory = false); 258 void destroy (bool destroy_inventory = false);
250 void remove (); 259 void remove ();
251 object *insert (object *item); // insert into inventory 260 object *insert (object *item); // insert into inventory
252 261
253 static void free_mortals (); 262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2);
264
265 // this is often used in time-critical code, so optimise
254 static bool can_merge (object *op1, object *op2); 266 static bool can_merge (object *op1, object *op2)
255 267 {
256 void clear (); 268 return op1->value == op2->value
269 && op1->name == op2->name
270 && can_merge_slow (op1, op2);
271 }
257 272
258 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner);
259 276
260 void instantiate () 277 void instantiate ()
261 { 278 {
262 if (!uuid.seq) // HACK 279 if (!uuid.seq) // HACK
263 uuid = gen_uuid (); 280 uuid = gen_uuid ();
264 281
265 attachable<object>::instantiate (); 282 attachable<object>::instantiate ();
266 } 283 }
267 284
268 void set_owner (object *owner); 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);
269 294
270 // info must hold 256 * 3 bytes currently 295 // info must hold 256 * 3 bytes currently
271 const char *debug_desc (char *info) const; 296 const char *debug_desc (char *info) const;
272 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;
273 328
274 // fully recursive iterator 329 // fully recursive iterator
275 struct iterator_base 330 struct iterator_base
276 { 331 {
277 object *item; 332 object *item;
313 void unlink (); 368 void unlink ();
314 369
315 object (); 370 object ();
316 ~object (); 371 ~object ();
317}; 372};
318
319// compatibility functions/macros
320#define clear_owner(op) (op)->owner = 0
321#define copy_owner(op,other) (op)->owner = (other)->owner
322#define get_owner(op) (op)->owner
323#define clear_object(op) (op)->clear ()
324
325static inline void
326set_owner (object *op, object *owner)
327{
328 op->set_owner (owner);
329}
330
331#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
332 373
333typedef struct oblnk 374typedef struct oblnk
334{ /* Used to link together several objects */ 375{ /* Used to link together several objects */
335 object_ptr ob; 376 object_ptr ob;
336 struct oblnk *next; 377 struct oblnk *next;
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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