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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.87 by root, Sun Jan 14 22:06:05 2007 UTC vs.
Revision 1.102 by pippijn, Thu Mar 1 12:28:16 2007 UTC

110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 111 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 112 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 113 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 114 shstr ACC (RW, custom_name); /* Custom name assigned by player */
115// materialtype_t *ACC (RW, material); /* What material this object consists of */
115 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 116 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
116 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 117 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
117 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 118 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
118 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 119 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 120 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 125
125 New_Face *ACC (RW, face); /* Face with colors */ 126 facetile *ACC (RW, face); /* Face with colors */
126 float ACC (RW, speed); /* The overall speed of this object */ 127 float ACC (RW, speed); /* The overall speed of this object */
127 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 128 float ACC (RW, speed_left); /* How much speed is left to spend this round */
128 uint32 ACC (RW, nrof); /* How many of the objects */ 129 uint32 ACC (RW, nrof); /* How many of the objects */
129 130
130 /* This next big block are basically used for monsters and equipment */ 131 /* This next big block are basically used for monsters and equipment */
134 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
135 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
136 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
137 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
138 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
139 uint16 ACC (RW, material); /* What materials this object consist of */ 140 uint16 ACC (RW, materials); /* What materials this object consists of */
140 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 141 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
141 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 142 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
142 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 143 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
143 /* Note that the last_.. values are sometimes used for non obvious 144 /* Note that the last_.. values are sometimes used for non obvious
144 * meanings by some objects, eg, sp penalty, permanent exp. 145 * meanings by some objects, eg, sp penalty, permanent exp.
228 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 229 object *ACC (RW, above); /* Pointer to the object stacked above this one */
229 /* Note: stacked in the *same* environment */ 230 /* Note: stacked in the *same* environment */
230 object *inv; /* Pointer to the first object in the inventory */ 231 object *inv; /* Pointer to the first object in the inventory */
231 232
232 //TODO: container must move into client 233 //TODO: container must move into client
233 object *ACC (RW, container); /* Current container being used. I think this 234 object_ptr ACC (RW, container); /* Current container being used. I think this
234 * is only used by the player right now. 235 * is only used by the player right now.
235 */ 236 */
236 object *ACC (RW, env); /* Pointer to the object which is the environment. 237 object *ACC (RW, env); /* Pointer to the object which is the environment.
237 * This is typically the container that the object is in. 238 * This is typically the container that the object is in.
238 */ 239 */
239 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
240 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
241 client_container *seen_by; // seen by which player/container currently? 242 client_container *seen_by; // seen by which player/container currently?
242 243
244 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
245 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
246 bool write (object_freezer &f);
247
243 MTH static object *create (); 248 MTH static object *create ();
244 MTH void copy_to (object *dst); 249 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 250 MTH object *clone (); // create + copy_to
246 void do_destroy (); 251 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 252 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 253 MTH void destroy (bool destroy_inventory = false);
249 254
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 255 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 256 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH void remove ();
253 MTH object *insert (object *item); // insert into inventory 257 MTH object *insert (object *item); // insert into inventory
258 void do_remove ();
259 MTH void remove ()
260 {
261 if (!flag [FLAG_REMOVED])
262 do_remove ();
263 }
254 264
255 static bool can_merge_slow (object *op1, object *op2); 265 static bool can_merge_slow (object *op1, object *op2);
256 266
257 // this is often used in time-critical code, so optimise 267 // this is often used in time-critical code, so optimise
258 MTH static bool can_merge (object *op1, object *op2) 268 MTH static bool can_merge (object *op1, object *op2)
263 } 273 }
264 274
265 MTH void set_owner (object *owner); 275 MTH void set_owner (object *owner);
266 MTH void set_speed (float speed); 276 MTH void set_speed (float speed);
267 277
278 MTH void open_container (object *new_container);
279 MTH void close_container ()
280 {
281 open_container (0);
282 }
283
268 MTH void instantiate () 284 MTH void instantiate ();
269 {
270 if (!uuid.seq) // HACK
271 uuid = gen_uuid ();
272
273 attachable::instantiate ();
274 }
275 285
276 // recalculate all stats 286 // recalculate all stats
277 MTH void update_stats (); 287 MTH void update_stats ();
278 MTH void roll_stats (); 288 MTH void roll_stats ();
279 MTH void swap_stats (int a, int b); 289 MTH void swap_stats (int a, int b);
286 // info must hold 256 * 3 bytes currently 296 // info must hold 256 * 3 bytes currently
287 const char *debug_desc (char *info) const; 297 const char *debug_desc (char *info) const;
288 MTH const char *debug_desc () const; 298 MTH const char *debug_desc () const;
289 const char *debug_desc2 () const; // another debug_desc, pure convinience function 299 const char *debug_desc2 () const; // another debug_desc, pure convinience function
290 const char *flag_desc (char *desc, int len) const; 300 const char *flag_desc (char *desc, int len) const;
301
302 int number_of () const
303 {
304 return nrof ? nrof : 1;
305 }
306
307 uint64 total_weight () const
308 {
309 return weight * number_of ();
310 }
311
312 // return the dominant material of this item, always return something
313 const materialtype_t *dominant_material () const;
314
315 // return the volume of this object in cm³
316 uint64 volume () const
317 {
318 return total_weight ()
319 * 1000
320 * (type == CONTAINER ? 1000 : 1)
321 / dominant_material ()->density;
322 }
291 323
292 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 324 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
293 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 325 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
294 || type == CLOAK || type == BOOTS || type == GLOVES 326 || type == CLOAK || type == BOOTS || type == GLOVES
295 || type == BRACERS || type == GIRDLE; } 327 || type == BRACERS || type == GIRDLE; }
305 337
306 // temporary: wether the object can be saved in a map file 338 // temporary: wether the object can be saved in a map file
307 // contr => is a player 339 // contr => is a player
308 // head => only save head of a multitile object 340 // head => only save head of a multitile object
309 // owner => can not reference owner yet 341 // owner => can not reference owner yet
310 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_SAVE]; } 342 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
311 343
312 /* This return true if object has still randomitems which 344 /* This return true if object has still randomitems which
313 * could be expanded. 345 * could be expanded.
314 */ 346 */
315 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 347 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
394 MTH bool client_visible () const 426 MTH bool client_visible () const
395 { 427 {
396 return !invisible && type != PLAYER; 428 return !invisible && type != PLAYER;
397 } 429 }
398 430
431 MTH struct region *region () const;
432
399protected: 433protected:
400 friend struct archetype; 434 friend struct archetype;
401 435
402 void link (); 436 void link ();
403 void unlink (); 437 void unlink ();
411 445
412extern objectvec objects; 446extern objectvec objects;
413extern activevec actives; 447extern activevec actives;
414 448
415#define for_all_objects(var) \ 449#define for_all_objects(var) \
416 for (int _i = 0; _i < objects.size (); ++_i) \ 450 for (unsigned _i = 0; _i < objects.size (); ++_i) \
417 declvar (object *, var, objects [_i]) 451 declvar (object *, var, objects [_i])
418 452
419#define for_all_actives(var) \ 453#define for_all_actives(var) \
420 for (int _i = 0; _i < actives.size (); ++_i) \ 454 for (unsigned _i = 0; _i < actives.size (); ++_i) \
421 declvar (object *, var, actives [_i]) 455 declvar (object *, var, actives [_i])
422 456
423typedef struct oblnk 457typedef struct oblnk
424{ /* Used to link together several objects */ 458{ /* Used to link together several objects */
425 object_ptr ob; 459 object_ptr ob;
447{ 481{
448 archetype (); 482 archetype ();
449 ~archetype (); 483 ~archetype ();
450 void gather_callbacks (AV *&callbacks, event_type event) const; 484 void gather_callbacks (AV *&callbacks, event_type event) const;
451 485
486 static archetype *read (object_thawer &f);
452 static archetype *find (const char *arch); 487 static archetype *find (const char *name);
453 488
454 void hash_add (); // add to hashtable 489 void hash_add (); // add to hashtable
455 void hash_del (); // remove from hashtable 490 void hash_del (); // remove from hashtable
456 491
457 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 492 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */

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