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/cvs/deliantra/server/include/object.h
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Comparing deliantra/server/include/object.h (file contents):
Revision 1.97 by root, Wed Feb 7 02:13:06 2007 UTC vs.
Revision 1.106 by root, Mon Apr 16 12:37:08 2007 UTC

121 object_ptr ACC (RW, spell); /* Spell that was being cast */ 121 object_ptr ACC (RW, spell); /* Spell that was being cast */
122 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 */
123 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 123 arch_ptr ACC (RW, arch); /* Pointer to archetype */
124 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 */
125 125
126 facetile *ACC (RW, face); /* Face with colors */
127 float ACC (RW, speed); /* The overall speed of this object */ 126 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 */ 127 float ACC (RW, speed_left); /* How much speed is left to spend this round */
129 uint32 ACC (RW, nrof); /* How many of the objects */ 128 uint32 ACC (RW, nrof); /* How many of the objects */
130 129
131 /* This next big block are basically used for monsters and equipment */ 130 /* This next big block are basically used for monsters and equipment */
160 sint64 ACC (RW, perm_exp); /* Permanent exp */ 159 sint64 ACC (RW, perm_exp); /* Permanent exp */
161 uint32 ACC (RW, weapontype); /* type of weapon */ 160 uint32 ACC (RW, weapontype); /* type of weapon */
162 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 161 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 */ 162 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
164 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */ 163 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
164 faceidx ACC (RW, face); /* Face with colors */
165 living ACC (RO, stats); /* Str, Con, Dex, etc */ 165 living ACC (RO, stats); /* Str, Con, Dex, etc */
166 /* See the pod/objects.pod for more info about body locations */ 166 /* See the pod/objects.pod for more info about body locations */
167 167
168 /* Following mostly refers to fields only used for monsters */ 168 /* Following mostly refers to fields only used for monsters */
169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 169 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
198 char *ACC (RW, spellarg); 198 char *ACC (RW, spellarg);
199 199
200 /* Following are values used by any object */ 200 /* Following are values used by any object */
201 /* this objects turns into or what this object creates */ 201 /* this objects turns into or what this object creates */
202 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 202 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 */ 203 flags_t flag; /* various flags */
205#if FOR_PERL 204#if FOR_PERL
206 bool ACC (RW, flag[NUM_FLAGS]); 205 bool ACC (RW, flag[NUM_FLAGS]);
207#endif 206#endif
208 uint16 ACC (RW, animation_id);/* An index into the animation array */ 207 uint16 ACC (RW, animation_id);/* An index into the animation array */
229 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 228 object *ACC (RW, above); /* Pointer to the object stacked above this one */
230 /* Note: stacked in the *same* environment */ 229 /* Note: stacked in the *same* environment */
231 object *inv; /* Pointer to the first object in the inventory */ 230 object *inv; /* Pointer to the first object in the inventory */
232 231
233 //TODO: container must move into client 232 //TODO: container must move into client
234 object *ACC (RW, container); /* Current container being used. I think this 233 object_ptr ACC (RW, container); /* Current container being used. I think this
235 * is only used by the player right now. 234 * is only used by the player right now.
236 */ 235 */
237 object *ACC (RW, env); /* Pointer to the object which is the environment. 236 object *ACC (RW, env); /* Pointer to the object which is the environment.
238 * This is typically the container that the object is in. 237 * This is typically the container that the object is in.
239 */ 238 */
240 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 239 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 240 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? 241 client_container *seen_by; // seen by which player/container currently?
242 key_value *key_values; /* Fields not explictly known by the loader. */
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);
243 247
244 MTH static object *create (); 248 MTH static object *create ();
249 object &operator =(const object &src);
245 MTH void copy_to (object *dst); 250 MTH void copy_to (object *dst);
246 MTH object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
247 void do_destroy (); 252 void do_destroy ();
248 void gather_callbacks (AV *&callbacks, event_type event) const; 253 void gather_callbacks (AV *&callbacks, event_type event) const;
249 MTH void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
269 } 274 }
270 275
271 MTH void set_owner (object *owner); 276 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed); 277 MTH void set_speed (float speed);
273 278
279 MTH void open_container (object *new_container);
280 MTH void close_container ()
281 {
282 open_container (0);
283 }
284
274 MTH void instantiate () 285 MTH void instantiate ();
275 {
276 if (!uuid.seq) // HACK
277 uuid = gen_uuid ();
278
279 attachable::instantiate ();
280 }
281 286
282 // recalculate all stats 287 // recalculate all stats
283 MTH void update_stats (); 288 MTH void update_stats ();
284 MTH void roll_stats (); 289 MTH void roll_stats ();
285 MTH void swap_stats (int a, int b); 290 MTH void swap_stats (int a, int b);
306 } 311 }
307 312
308 // return the dominant material of this item, always return something 313 // return the dominant material of this item, always return something
309 const materialtype_t *dominant_material () const; 314 const materialtype_t *dominant_material () const;
310 315
316 // return the volume of this object in cm³
311 uint64 volume () const 317 uint64 volume () const
312 { 318 {
313 return total_weight () / dominant_material ()->density; 319 return total_weight ()
320 * 1000
321 * (type == CONTAINER ? 1000 : 1)
322 / dominant_material ()->density;
314 } 323 }
315 324
316 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 325 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 326 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
318 || type == CLOAK || type == BOOTS || type == GLOVES 327 || type == CLOAK || type == BOOTS || type == GLOVES
437 446
438extern objectvec objects; 447extern objectvec objects;
439extern activevec actives; 448extern activevec actives;
440 449
441#define for_all_objects(var) \ 450#define for_all_objects(var) \
442 for (int _i = 0; _i < objects.size (); ++_i) \ 451 for (unsigned _i = 0; _i < objects.size (); ++_i) \
443 declvar (object *, var, objects [_i]) 452 declvar (object *, var, objects [_i])
444 453
445#define for_all_actives(var) \ 454#define for_all_actives(var) \
446 for (int _i = 0; _i < actives.size (); ++_i) \ 455 for (unsigned _i = 0; _i < actives.size (); ++_i) \
447 declvar (object *, var, actives [_i]) 456 declvar (object *, var, actives [_i])
448 457
449typedef struct oblnk 458typedef struct oblnk
450{ /* Used to link together several objects */ 459{ /* Used to link together several objects */
451 object_ptr ob; 460 object_ptr ob;
473{ 482{
474 archetype (); 483 archetype ();
475 ~archetype (); 484 ~archetype ();
476 void gather_callbacks (AV *&callbacks, event_type event) const; 485 void gather_callbacks (AV *&callbacks, event_type event) const;
477 486
487 static bool load (object_thawer &f);
488 static archetype *get (const char *name); // find or create
478 static archetype *find (const char *name); 489 static archetype *find (const char *name);
479 490
480 void hash_add (); // add to hashtable 491 void hash_add (); // add to hashtable
481 void hash_del (); // remove from hashtable 492 void hash_del (); // remove from hashtable
482 493

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