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Comparing deliantra/server/include/object.h (file contents):
Revision 1.90 by root, Sat Jan 20 22:09:52 2007 UTC vs.
Revision 1.112 by root, Mon Apr 30 04:25:30 2007 UTC

29 29
30#include "cfperl.h" 30#include "cfperl.h"
31#include "shstr.h" 31#include "shstr.h"
32 32
33typedef int tag_t; 33typedef int tag_t;
34
34#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 12
35#define BODY_ARMS 1 36#define BODY_ARMS 1
36 37
37/* See common/item.c */ 38/* See common/item.c */
38 39
110 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 111 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
111 shstr ACC (RW, lore); /* Obscure information about this object, */ 112 shstr ACC (RW, lore); /* Obscure information about this object, */
112 /* To get put into books and the like. */ 113 /* To get put into books and the like. */
113 shstr ACC (RW, materialname); /* specific material name */ 114 shstr ACC (RW, materialname); /* specific material name */
114 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 115 shstr ACC (RW, custom_name); /* Custom name assigned by player */
116// 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 */ 117 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 */ 118 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 */ 119 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 */ 120 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
119 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 121 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
120 object_ptr ACC (RW, spell); /* Spell that was being cast */ 122 object_ptr ACC (RW, spell); /* Spell that was being cast */
121 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 123 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
122 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 124 arch_ptr ACC (RW, arch); /* Pointer to archetype */
123 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 125 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
124 126
125 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.
159 sint64 ACC (RW, perm_exp); /* Permanent exp */ 160 sint64 ACC (RW, perm_exp); /* Permanent exp */
160 uint32 ACC (RW, weapontype); /* type of weapon */ 161 uint32 ACC (RW, weapontype); /* type of weapon */
161 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 162 uint32 ACC (RW, tooltype); /* type of tool or build facility */
162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
165 faceidx ACC (RW, face); /* Face with colors */
164 living ACC (RO, stats); /* Str, Con, Dex, etc */ 166 living ACC (RO, stats); /* Str, Con, Dex, etc */
165 /* See the pod/objects.pod for more info about body locations */ 167 /* See the pod/objects.pod for more info about body locations */
166 168
167 /* Following mostly refers to fields only used for monsters */ 169 /* Following mostly refers to fields only used for monsters */
168 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 170 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
197 char *ACC (RW, spellarg); 199 char *ACC (RW, spellarg);
198 200
199 /* Following are values used by any object */ 201 /* Following are values used by any object */
200 /* this objects turns into or what this object creates */ 202 /* this objects turns into or what this object creates */
201 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 203 treasurelist *ACC (RW, randomitems); /* Items to be generated */
202 key_value *key_values; /* Fields not explictly known by the loader. */
203 flags_t flag; /* various flags */ 204 flags_t flag; /* various flags */
204#if FOR_PERL 205#if FOR_PERL
205 bool ACC (RW, flag[NUM_FLAGS]); 206 bool ACC (RW, flag[NUM_FLAGS]);
206#endif 207#endif
207 uint16 ACC (RW, animation_id);/* An index into the animation array */ 208 uint16 ACC (RW, animation_id);/* An index into the animation array */
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?
243 key_value *key_values; /* Fields not explictly known by the loader. */
244
245 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
246 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
247 bool write (object_freezer &f);
242 248
243 MTH static object *create (); 249 MTH static object *create ();
250 object &operator =(const object &src);
244 MTH void copy_to (object *dst); 251 MTH void copy_to (object *dst);
245 MTH object *clone (); // create + copy_to 252 MTH object *clone (); // create + copy_to
246 void do_destroy (); 253 void do_destroy ();
247 void gather_callbacks (AV *&callbacks, event_type event) const; 254 void gather_callbacks (AV *&callbacks, event_type event) const;
248 MTH void destroy (bool destroy_inventory = false); 255 MTH void destroy (bool destroy_inventory = false);
249 256
250 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 257 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
251 MTH void destroy_inv (bool drop_to_ground = false); 258 MTH void destroy_inv (bool drop_to_ground = false);
252 MTH object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
253 void remove_slow (); 260 void do_remove ();
254 MTH void remove () 261 MTH void remove ()
255 { 262 {
256 if (!flag [FLAG_REMOVED]) 263 if (!flag [FLAG_REMOVED])
257 remove_slow (); 264 do_remove ();
258 } 265 }
259 266
260 static bool can_merge_slow (object *op1, object *op2); 267 static bool can_merge_slow (object *op1, object *op2);
261 268
262 // this is often used in time-critical code, so optimise 269 // this is often used in time-critical code, so optimise
268 } 275 }
269 276
270 MTH void set_owner (object *owner); 277 MTH void set_owner (object *owner);
271 MTH void set_speed (float speed); 278 MTH void set_speed (float speed);
272 279
280 MTH void open_container (object *new_container);
281 MTH void close_container ()
282 {
283 open_container (0);
284 }
285
273 MTH void instantiate () 286 MTH void instantiate ();
274 {
275 if (!uuid.seq) // HACK
276 uuid = gen_uuid ();
277
278 attachable::instantiate ();
279 }
280 287
281 // recalculate all stats 288 // recalculate all stats
282 MTH void update_stats (); 289 MTH void update_stats ();
283 MTH void roll_stats (); 290 MTH void roll_stats ();
284 MTH void swap_stats (int a, int b); 291 MTH void swap_stats (int a, int b);
291 // info must hold 256 * 3 bytes currently 298 // info must hold 256 * 3 bytes currently
292 const char *debug_desc (char *info) const; 299 const char *debug_desc (char *info) const;
293 MTH const char *debug_desc () const; 300 MTH const char *debug_desc () const;
294 const char *debug_desc2 () const; // another debug_desc, pure convinience function 301 const char *debug_desc2 () const; // another debug_desc, pure convinience function
295 const char *flag_desc (char *desc, int len) const; 302 const char *flag_desc (char *desc, int len) const;
303
304 int number_of () const
305 {
306 return nrof ? nrof : 1;
307 }
308
309 uint64 total_weight () const
310 {
311 return weight * number_of ();
312 }
313
314 // return the dominant material of this item, always return something
315 const materialtype_t *dominant_material () const;
316
317 // return the volume of this object in cm³
318 uint64 volume () const
319 {
320 return total_weight ()
321 * 1000
322 * (type == CONTAINER ? 1000 : 1)
323 / dominant_material ()->density;
324 }
296 325
297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 326 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 327 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
299 || type == CLOAK || type == BOOTS || type == GLOVES 328 || type == CLOAK || type == BOOTS || type == GLOVES
300 || type == BRACERS || type == GIRDLE; } 329 || type == BRACERS || type == GIRDLE; }
333 MTH object *head_ () 362 MTH object *head_ ()
334 { 363 {
335 return head ? head : this; 364 return head ? head : this;
336 } 365 }
337 366
367 MTH std::string long_desc (object *who = 0);
368 MTH std::string describe_monster (object *who = 0);
369 MTH std::string describe_item (object *who = 0);
370 MTH std::string describe (object *who = 0);
371
372 // If this object has no extra parts but should have them,
373 // add them, effectively expanding heads into multipart
374 // objects. This method only works on objects not inserted
375 // anywhere.
376 MTH void expand_tail ();
377
378 MTH void create_treasure (treasurelist *tl, int flags = 0);
379
338 // insert object at same map position as 'where' 380 // insert object at same map position as 'where'
339 // handles both inventory and map "positions" 381 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 382 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341 383
342 MTH void activate (); 384 MTH void activate ();
345 MTH void deactivate_recursive (); 387 MTH void deactivate_recursive ();
346 388
347 // set the givne flag on all objects in the inventory recursively 389 // set the givne flag on all objects in the inventory recursively
348 MTH void set_flag_inv (int flag, int value = 1); 390 MTH void set_flag_inv (int flag, int value = 1);
349 391
350 void enter_exit (object *exit);//PERL 392 void enter_exit (object *exit);//Perl
351 MTH void enter_map (maptile *newmap, int x, int y); 393 MTH void enter_map (maptile *newmap, int x, int y);
352 394
353 // returns the mapspace this object is in 395 // returns the mapspace this object is in
354 mapspace &ms () const; 396 mapspace &ms () const;
355 397
399 MTH bool client_visible () const 441 MTH bool client_visible () const
400 { 442 {
401 return !invisible && type != PLAYER; 443 return !invisible && type != PLAYER;
402 } 444 }
403 445
446 MTH struct region *region () const;
447
404protected: 448protected:
405 friend struct archetype; 449 friend struct archetype;
406 450
407 void link (); 451 void link ();
408 void unlink (); 452 void unlink ();
416 460
417extern objectvec objects; 461extern objectvec objects;
418extern activevec actives; 462extern activevec actives;
419 463
420#define for_all_objects(var) \ 464#define for_all_objects(var) \
421 for (int _i = 0; _i < objects.size (); ++_i) \ 465 for (unsigned _i = 0; _i < objects.size (); ++_i) \
422 declvar (object *, var, objects [_i]) 466 declvar (object *, var, objects [_i])
423 467
424#define for_all_actives(var) \ 468#define for_all_actives(var) \
425 for (int _i = 0; _i < actives.size (); ++_i) \ 469 for (unsigned _i = 0; _i < actives.size (); ++_i) \
426 declvar (object *, var, actives [_i]) 470 declvar (object *, var, actives [_i])
427 471
428typedef struct oblnk 472typedef struct oblnk
429{ /* Used to link together several objects */ 473{ /* Used to link together several objects */
430 object_ptr ob; 474 object_ptr ob;
452{ 496{
453 archetype (); 497 archetype ();
454 ~archetype (); 498 ~archetype ();
455 void gather_callbacks (AV *&callbacks, event_type event) const; 499 void gather_callbacks (AV *&callbacks, event_type event) const;
456 500
501 static archetype *read (object_thawer &f);
502 static archetype *get (const char *name); // find or create
457 static archetype *find (const char *arch); 503 static archetype *find (const char *name);
458 504
459 void hash_add (); // add to hashtable 505 void hash_add (); // add to hashtable
460 void hash_del (); // remove from hashtable 506 void hash_del (); // remove from hashtable
461 507
462 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 508 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
463 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 509 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
464 struct archetype *ACC (RW, head); /* The main part of a linked object */ 510 struct archetype *ACC (RW, head); /* The main part of a linked object */
465 struct archetype *ACC (RW, more); /* Next part of a linked object */ 511 struct archetype *ACC (RW, more); /* Next part of a linked object */
466 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 512 object ACC (RO, clone); /* An object from which to do ->copy_to () */
467 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 513 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
514 bool ACC (RW, linked); // linked into list of heads
468 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 515 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
469 * in comparison to the head. 516 * in comparison to the head.
470 */ 517 */
471}; 518};
472 519
511#define INS_ON_TOP 0x0008 558#define INS_ON_TOP 0x0008
512#define INS_BELOW_ORIGINATOR 0x0010 559#define INS_BELOW_ORIGINATOR 0x0010
513#define INS_MAP_LOAD 0x0020 560#define INS_MAP_LOAD 0x0020
514 561
515#define ARCH_SINGULARITY "singularity" 562#define ARCH_SINGULARITY "singularity"
516#define ARCH_SINGULARITY_LEN 11
517#define ARCH_DETECT_MAGIC "detect_magic" 563#define ARCH_DETECT_MAGIC "detect_magic"
518#define ARCH_DEPLETION "depletion" 564#define ARCH_DEPLETION "depletion"
519#define ARCH_SYMPTOM "symptom" 565#define ARCH_SYMPTOM "symptom"
520 566
521#endif 567#endif

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