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Comparing deliantra/server/include/object.h (file contents):
Revision 1.96 by root, Wed Feb 7 02:04:46 2007 UTC vs.
Revision 1.117 by root, Mon May 7 04:21:11 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 14
35#define BODY_ARMS 1 36#define BODY_ARMS 1
36 37
37/* See common/item.c */ 38/* See common/item.c */
38 39
39typedef struct Body_Locations 40typedef struct Body_Locations
89/* However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
90 * don't just want it copied, so you'll need to add to common/object.C, 91 * don't just want it copied, so you'll need to add to common/object.C,
91 * e.g. ->copy_to () 92 * e.g. ->copy_to ()
92 */ 93 */
93 94
95struct body_slot
96{
97 signed char info:4; /* body info as loaded from the file */
98 signed char used:4; /* Calculated value based on items equipped */
99};
100
94INTERFACE_CLASS (object) 101INTERFACE_CLASS (object)
95// these are being copied 102// these are being copied
96struct object_copy : attachable 103struct object_copy : attachable
97{ 104{
98 typedef bitset<NUM_FLAGS> flags_t; 105 typedef bitset<NUM_FLAGS> flags_t;
99 106
100 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108
109 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
110 uint8 ACC (RW, subtype); /* subtype of object */
101 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 111 sint8 ACC (RW, direction); /* Means the object is moving that way. */
102 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 112 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
113
103 shstr ACC (RW, name); /* The name of the object, obviously... */ 114 shstr ACC (RW, name); /* The name of the object, obviously... */
104 shstr ACC (RW, name_pl); /* The plural name of the object */ 115 shstr ACC (RW, name_pl); /* The plural name of the object */
105 shstr ACC (RW, title); /* Of foo, etc */ 116 shstr ACC (RW, title); /* Of foo, etc */
106 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 117 shstr ACC (RW, race); /* human, goblin, dragon, etc */
107 shstr ACC (RW, slaying); /* Which race to do double damage to */ 118 shstr ACC (RW, slaying); /* Which race to do double damage to */
121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 132 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 133 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 134 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 135 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
125 136
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 137 float ACC (RW, speed); /* The overall speed of this object */
128 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 138 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 139 uint32 ACC (RW, nrof); /* How many of the objects */
130 140
131 /* This next big block are basically used for monsters and equipment */ 141 /* This next big block are basically used for monsters and equipment */
132 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
133 uint8 ACC (RW, subtype); /* subtype of object */
134 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 142 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
143
135 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 144 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
136 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 145 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
137 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 146 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
138 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 147 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
139 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 148 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
158 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 167 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
159 sint32 ACC (RW, carrying); /* How much weight this object contains */ 168 sint32 ACC (RW, carrying); /* How much weight this object contains */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 169 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 170 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 171 uint32 ACC (RW, tooltype); /* type of tool or build facility */
163 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */ 172 body_slot slot [NUM_BODY_LOCATIONS];
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 173 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 174 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 175 /* See the pod/objects.pod for more info about body locations */
167 176
168 /* Following mostly refers to fields only used for monsters */ 177 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 178 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
179 * Note that other fields are used - these files are basically 188 * Note that other fields are used - these files are basically
180 * only used in spells. 189 * only used in spells.
181 */ 190 */
182 sint16 ACC (RW, duration); /* How long the spell lasts */ 191 sint16 ACC (RW, duration); /* How long the spell lasts */
183 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 192 sint16 ACC (RW, casting_time);/* time left before spell goes off */
193
184 uint16 ACC (RW, start_holding); 194 uint16 ACC (RW, start_holding);
185 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 195 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
186 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 196 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
197
187 sint8 ACC (RW, range); /* Range of the spell */ 198 sint8 ACC (RW, range); /* Range of the spell */
188 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 199 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
189
190 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 200 MoveType ACC (RW, move_type); /* Type of movement this object uses */
191 MoveType ACC (RW, move_block);/* What movement types this blocks */ 201 MoveType ACC (RW, move_block);/* What movement types this blocks */
202
192 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 203 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
193 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 204 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
194 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 */
195 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 206 MoveType ACC (RW, move_slow); /* Movement types this slows down */
207
196 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 208 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
197 209
198 char *ACC (RW, spellarg); 210 char *ACC (RW, spellarg);
199 211
200 /* Following are values used by any object */ 212 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 213 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 214 treasurelist *ACC (RW, randomitems); /* Items to be generated */
203 key_value *key_values; /* Fields not explictly known by the loader. */
204 flags_t flag; /* various flags */ 215 flags_t flag; /* various flags */
205#if FOR_PERL 216#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 217 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 218#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 219 uint16 ACC (RW, animation_id);/* An index into the animation array */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 240 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 241 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 242 object *inv; /* Pointer to the first object in the inventory */
232 243
233 //TODO: container must move into client 244 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 245 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now. 246 * is only used by the player right now.
236 */ 247 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment. 248 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in. 249 * This is typically the container that the object is in.
239 */ 250 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 251 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
241 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 252 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
242 client_container *seen_by; // seen by which player/container currently? 253 client_container *seen_by; // seen by which player/container currently?
254 key_value *key_values; /* Fields not explictly known by the loader. */
255
256 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
257 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
258 bool write (object_freezer &f);
243 259
244 MTH static object *create (); 260 MTH static object *create ();
261 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 262 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 263 MTH object *clone (); // create + copy_to
247 void do_destroy (); 264 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 265 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 266 MTH void destroy (bool destroy_inventory = false);
268 && can_merge_slow (op1, op2); 285 && can_merge_slow (op1, op2);
269 } 286 }
270 287
271 MTH void set_owner (object *owner); 288 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 289 MTH void set_speed (float speed);
290 MTH void set_weapon (object *ob);
273 291
292 MTH void open_container (object *new_container);
293 MTH void close_container ()
294 {
295 open_container (0);
296 }
297
274 MTH void instantiate () 298 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 299
282 // recalculate all stats 300 // recalculate all stats
283 MTH void update_stats (); 301 MTH void update_stats ();
284 MTH void roll_stats (); 302 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 303 MTH void swap_stats (int a, int b);
289 MTH void drain_specific_stat (int deplete_stats); 307 MTH void drain_specific_stat (int deplete_stats);
290 MTH void change_luck (int value); 308 MTH void change_luck (int value);
291 309
292 // info must hold 256 * 3 bytes currently 310 // info must hold 256 * 3 bytes currently
293 const char *debug_desc (char *info) const; 311 const char *debug_desc (char *info) const;
294 MTH const char *debug_desc () const; 312 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
295 const char *debug_desc2 () const; // another debug_desc, pure convinience function
296 const char *flag_desc (char *desc, int len) const; 313 const char *flag_desc (char *desc, int len) const;
297 314
298 int number_of () const 315 int number_of () const
299 { 316 {
300 return nrof ? nrof : 1; 317 return nrof ? nrof : 1;
304 { 321 {
305 return weight * number_of (); 322 return weight * number_of ();
306 } 323 }
307 324
308 // return the dominant material of this item, always return something 325 // return the dominant material of this item, always return something
309 materialtype_t *dominant_material () const; 326 const materialtype_t *dominant_material () const;
310 327
328 // return the volume of this object in cm³
311 uint64 volume () const 329 uint64 volume () const
312 { 330 {
313 return total_weight () / dominant_material ()->density; 331 return total_weight ()
332 * 1000
333 * (type == CONTAINER ? 1000 : 1)
334 / dominant_material ()->density;
314 } 335 }
315 336
316 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 337 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
317 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 338 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
318 || type == CLOAK || type == BOOTS || type == GLOVES 339 || type == CLOAK || type == BOOTS || type == GLOVES
322 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR)) 343 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
323 && !flag [FLAG_IS_A_TEMPLATE]; } 344 && !flag [FLAG_IS_A_TEMPLATE]; }
324 MTH bool is_arrow () const { return type == ARROW 345 MTH bool is_arrow () const { return type == ARROW
325 || (type == SPELL_EFFECT 346 || (type == SPELL_EFFECT
326 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 347 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
348 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
327 349
328 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 350 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
329 351
330 // temporary: wether the object can be saved in a map file 352 // temporary: wether the object can be saved in a map file
331 // contr => is a player 353 // contr => is a player
352 MTH object *head_ () 374 MTH object *head_ ()
353 { 375 {
354 return head ? head : this; 376 return head ? head : this;
355 } 377 }
356 378
379 MTH std::string long_desc (object *who = 0);
380 MTH std::string describe_monster (object *who = 0);
381 MTH std::string describe_item (object *who = 0);
382 MTH std::string describe (object *who = 0);
383
384 // If this object has no extra parts but should have them,
385 // add them, effectively expanding heads into multipart
386 // objects. This method only works on objects not inserted
387 // anywhere.
388 MTH void expand_tail ();
389
390 MTH void create_treasure (treasurelist *tl, int flags = 0);
391
357 // insert object at same map position as 'where' 392 // insert object at same map position as 'where'
358 // handles both inventory and map "positions" 393 // handles both inventory and map "positions"
359 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 394 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
360 395
361 MTH void activate (); 396 MTH void activate ();
364 MTH void deactivate_recursive (); 399 MTH void deactivate_recursive ();
365 400
366 // set the givne flag on all objects in the inventory recursively 401 // set the givne flag on all objects in the inventory recursively
367 MTH void set_flag_inv (int flag, int value = 1); 402 MTH void set_flag_inv (int flag, int value = 1);
368 403
369 void enter_exit (object *exit);//PERL 404 void enter_exit (object *exit);//Perl
370 MTH void enter_map (maptile *newmap, int x, int y); 405 MTH void enter_map (maptile *newmap, int x, int y);
371 406
372 // returns the mapspace this object is in 407 // returns the mapspace this object is in
373 mapspace &ms () const; 408 mapspace &ms () const;
374 409
437 472
438extern objectvec objects; 473extern objectvec objects;
439extern activevec actives; 474extern activevec actives;
440 475
441#define for_all_objects(var) \ 476#define for_all_objects(var) \
442 for (int _i = 0; _i < objects.size (); ++_i) \ 477 for (unsigned _i = 0; _i < objects.size (); ++_i) \
443 declvar (object *, var, objects [_i]) 478 declvar (object *, var, objects [_i])
444 479
445#define for_all_actives(var) \ 480#define for_all_actives(var) \
446 for (int _i = 0; _i < actives.size (); ++_i) \ 481 for (unsigned _i = 0; _i < actives.size (); ++_i) \
447 declvar (object *, var, actives [_i]) 482 declvar (object *, var, actives [_i])
448 483
449typedef struct oblnk 484typedef struct oblnk
450{ /* Used to link together several objects */ 485{ /* Used to link together several objects */
451 object_ptr ob; 486 object_ptr ob;
473{ 508{
474 archetype (); 509 archetype ();
475 ~archetype (); 510 ~archetype ();
476 void gather_callbacks (AV *&callbacks, event_type event) const; 511 void gather_callbacks (AV *&callbacks, event_type event) const;
477 512
513 static archetype *read (object_thawer &f);
514 static archetype *get (const char *name); // find or create
478 static archetype *find (const char *name); 515 static archetype *find (const char *name);
479 516
480 void hash_add (); // add to hashtable 517 void hash_add (); // add to hashtable
481 void hash_del (); // remove from hashtable 518 void hash_del (); // remove from hashtable
482 519
484 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 521 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
485 struct archetype *ACC (RW, head); /* The main part of a linked object */ 522 struct archetype *ACC (RW, head); /* The main part of a linked object */
486 struct archetype *ACC (RW, more); /* Next part of a linked object */ 523 struct archetype *ACC (RW, more); /* Next part of a linked object */
487 object ACC (RO, clone); /* An object from which to do ->copy_to () */ 524 object ACC (RO, clone); /* An object from which to do ->copy_to () */
488 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 525 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
526 bool ACC (RW, linked); // linked into list of heads
489 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 527 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
490 * in comparison to the head. 528 * in comparison to the head.
491 */ 529 */
492}; 530};
493 531
532#define INS_ON_TOP 0x0008 570#define INS_ON_TOP 0x0008
533#define INS_BELOW_ORIGINATOR 0x0010 571#define INS_BELOW_ORIGINATOR 0x0010
534#define INS_MAP_LOAD 0x0020 572#define INS_MAP_LOAD 0x0020
535 573
536#define ARCH_SINGULARITY "singularity" 574#define ARCH_SINGULARITY "singularity"
537#define ARCH_SINGULARITY_LEN 11
538#define ARCH_DETECT_MAGIC "detect_magic" 575#define ARCH_DETECT_MAGIC "detect_magic"
539#define ARCH_DEPLETION "depletion" 576#define ARCH_DEPLETION "depletion"
540#define ARCH_SYMPTOM "symptom" 577#define ARCH_SYMPTOM "symptom"
541 578
542#endif 579#endif

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