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Comparing deliantra/server/include/object.h (file contents):
Revision 1.66 by root, Sat Dec 23 06:41:39 2006 UTC vs.
Revision 1.79 by root, Wed Jan 3 20:08:04 2007 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
93ACC_CLASS (object) 93INTERFACE_CLASS (object)
94// these are being copied 94// these are being copied
95struct object_copy 95struct object_copy : attachable
96{ 96{
97 typedef bitset<NUM_FLAGS> flags_t; 97 typedef bitset<NUM_FLAGS> flags_t;
98 98
99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
99 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
100 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
101 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
102 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
103 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
104 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
105 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
106 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
107 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
108 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
109 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
110 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
111 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
112 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
113 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
117 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
118 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
119 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
120 123
121 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
122 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
123 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
124 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
125 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
126 sint8 ACC (RW, direction); /* Means the object is moving that way. */
127 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
128 128
129 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
131 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
133 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
138 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
157 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
158 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
159 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
160 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
161 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
162 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
163 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
164 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
165 165
166 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
168 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
169 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
170 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
174 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
175 175
176 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
177 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
178 * only used in spells. 178 * only used in spells.
179 */ 179 */
182 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
185 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
187 char *ACC (RW, spellarg);
188
189 /* Following are values used by any object */
190 /* this objects turns into or what this object creates */
191 treasurelist *ACC (RW, randomitems); /* Items to be generated */
192 key_value *key_values; /* Fields not explictly known by the loader. */
193 flags_t flag; /* various flags */
194 uint16 ACC (RW, animation_id);/* An index into the animation array */
195 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
196 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
197 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
198 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
199 uint8 ACC (RW, will_apply); /* See crossfire.doc */
200 187
201 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
202 MoveType ACC (RW, move_block);/* What movement types this blocks */ 189 MoveType ACC (RW, move_block);/* What movement types this blocks */
203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
205 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
206 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
208}; 212};
209 213
210struct object : zero_initialised, refcounted, attachable<object>, object_copy 214struct object : zero_initialised, object_copy
211{ 215{
212 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
213 217
214 // These variables are not changed by ->copy_to 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
215 220
216 tag_t ACC (RW, count); /* Generation count for this object */ 221 tag_t ACC (RW, count); /* Generation count for this object */
217 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
218 223
219 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */ 224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
233 object *ACC (RW, env); /* Pointer to the object which is the environment. 238 object *ACC (RW, env); /* Pointer to the object which is the environment.
234 * This is typically the container that the object is in. 239 * This is typically the container that the object is in.
235 */ 240 */
236 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 241 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 242 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? 243 client_container *seen_by; // seen by which player/container currently?
240 244
241 static vector mortals;
242 static vector active; // active objects, not yet used 245 //static vector active_list; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 246 //static vector object_list; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
245 248
246 static object *create (); 249 MTH static object *create ();
247 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
248 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
249 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
250 void remove (); 258 MTH void remove ();
251 object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
252 260
253 static void free_mortals ();
254 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
255 262
256 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
257 static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
258 { 265 {
259 return op1->value == op2->value 266 return op1->value == op2->value
260 && op1->name == op2->name 267 && op1->name == op2->name
261 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
262 } 269 }
263 270
264 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
265
266 void set_owner (object *owner); 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
267 273
268 void instantiate () 274 MTH void instantiate ()
269 { 275 {
270 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
271 uuid = gen_uuid (); 277 uuid = gen_uuid ();
272 278
273 attachable<object>::instantiate (); 279 attachable::instantiate ();
274 } 280 }
275 281
276 // recalculate all stats 282 // recalculate all stats
277 void update_stats (); 283 MTH void update_stats ();
278 void roll_stats (); 284 MTH void roll_stats ();
279 void swap_stats (int a, int b); 285 MTH void swap_stats (int a, int b);
280 void add_statbonus (); 286 MTH void add_statbonus ();
281 void remove_statbonus (); 287 MTH void remove_statbonus ();
282 void drain_stat (); 288 MTH void drain_stat ();
283 void drain_specific_stat (int deplete_stats); 289 MTH void drain_specific_stat (int deplete_stats);
284 void change_luck (int value); 290 MTH void change_luck (int value);
285 291
286 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
288 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
289 296
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; } 300 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER 301 MTH bool is_alive () const { return (type == PLAYER
295 || flag [FLAG_MONSTER] 302 || flag [FLAG_MONSTER]
296 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
297 && !flag [FLAG_IS_A_TEMPLATE]; } 304 && !flag [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW 305 MTH bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT 306 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
301 316
302 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
303 * could be expanded. 318 * could be expanded.
304 */ 319 */
305 bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
306 321
307 // returns the player that has this object in his inventory, or 0 322 // returns the player that has this object in his inventory, or 0
308 object *in_player () const 323 MTH object *in_player () const
309 { 324 {
310 for (object *op = env; op; op = op->env) 325 for (object *op = env; op; op = op->env)
311 if (op->type == PLAYER) 326 if (op->type == PLAYER)
312 return op; 327 return op;
313 328
314 return 0; 329 return 0;
315 } 330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH bool active () const;
343 MTH void activate ();
344 MTH void deactivate ();
345 MTH void activate_recursive ();
346 MTH void deactivate_recursive ();
347
348 // set the givne flag on all objects in the inventory recursively
349 MTH void set_flag_inv (int flag, int value = 1);
350
351 void enter_exit (object *exit);//PERL
352 MTH void enter_map (maptile *newmap, int x, int y);
316 353
317 // returns the mapspace this object is in 354 // returns the mapspace this object is in
318 mapspace &ms () const; 355 mapspace &ms () const;
319 356
320 // fully recursive iterator 357 // fully recursive iterator
330 operator object *() const { return item; } 367 operator object *() const { return item; }
331 368
332 object *operator ->() const { return item; } 369 object *operator ->() const { return item; }
333 object &operator * () const { return *item; } 370 object &operator * () const { return *item; }
334 }; 371 };
372
373 MTH unsigned int random_seed () const
374 {
375 return (unsigned int)uuid.seq;
376 }
335 377
336 // depth-first recursive iterator 378 // depth-first recursive iterator
337 struct depth_iterator : iterator_base 379 struct depth_iterator : iterator_base
338 { 380 {
339 depth_iterator (object *container); 381 depth_iterator (object *container);
382 * be much left in the archetype - all it really is is a holder for the 424 * be much left in the archetype - all it really is is a holder for the
383 * object and pointers. This structure should get removed, and just replaced 425 * object and pointers. This structure should get removed, and just replaced
384 * by the object structure 426 * by the object structure
385 */ 427 */
386 428
387ACC_CLASS (archetype) 429INTERFACE_CLASS (archetype)
388struct archetype : zero_initialised, refcounted 430struct archetype : zero_initialised, attachable
389{ 431{
390 archetype (); 432 archetype ();
391 ~archetype (); 433 ~archetype ();
434 void gather_callbacks (AV *&callbacks, event_type event) const;
392 435
393 static archetype *find (const char *arch); 436 static archetype *find (const char *arch);
394 437
395 void hash_add (); // add to hastable 438 void hash_add (); // add to hashtable
396 void hash_del (); // remove from hashtable 439 void hash_del (); // remove from hashtable
397 440
398 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 441 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
399 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 442 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
400 struct archetype *ACC (RW, head); /* The main part of a linked object */ 443 struct archetype *ACC (RW, head); /* The main part of a linked object */

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